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Hello everyone!
The first gameplay trailer of the upcoming Barotrauma Home & Harbor DLC was just released during the Triple-I showcase! We are incredibly excited to finally be able to show you a glimpse of what to expect later this year.
But if a mere trailer did not quench your thirst for knowledge, we also released a behind-the-scenes look at the development of the DLC with our Dev Diary episode 1! In this episode, our lead developer and designer sat down for an interview about the development process so far. Check it out to learn more about how the DLC came to be, what growing pains it has gone through, and what we are most excited about. Two more episodes are in the works, the first focusing on the new base building and management features, and the final episode dealing with the Descendants.
Take a look at both the trailer and the Dev diary below!
Plus, here's a link to the full Triple-I showcase: https://www.youtube.com/watch?v=ShrDsKDQjtc
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Hello everyone!
The Spring Update has just been released, with reworked Tier 1 submarines, monster and character deconstructing, new item assemblies, plus a large collection of QOL changes and bugfixes. See last week’s preview post for a more detailed introduction and find the full list of changes at the end of this post.
Be sure to update your game to the latest version to be able to host and join multiplayer servers, and may spring shine a new light into Europa’s depths!
v1.12.6.2
Submarine reworks:
- Tier 1 submarines (Barsuk, Dugong, Orca and Camel) have all received a visual polish as well as gameplay polishing.
- Camel and Orca now uses the pipe weakpoints and valves system.
- Various improvements and additions to the vanilla item assemblies.
Balance:
- Increase health of flare, alienflare and glowstick. Now doesn't get destroyed as quickly by monsters, allowing it be a more useful distraction again. Glowsticks don't aggro monsters from as far as flares.
- Sonar Beacon's sound range is reduced, and when dropped can now be destroyed by monsters (to avoid making flares redundant due to being a better and invulnerable version of monster distraction).
Changes:
- Characters can now be "deconstructed" by dragging them into a deconstructor, producing small amounts of raw materials. Also a handy way to get rid of monster corpses on the submarine, and perhaps problematic crew mates as well.
- Stationary batteries can charge the battery cells inside them even when the output is disabled.
- A handful of missions in which you can earn a reward for getting through the level fast enough (which also serve as an example of the new custom mission functionality, see the Modding section for more information).
- Minor lighting optimizations.
Multiplayer:
- Reduced the default respawn interval from 300 seconds to 30.
- Fixed an issue that sometimes caused the list of hidden subs to get out of sync in multiplayer, preventing some subs from being purchased.
- Fixed pickup sound not playing when picking up an item in multiplayer.
- Fixed karma system considering bandages and other medical items "dangerous" and giving a penalty for taking them from other players.
- Characters no longer drop items when the player disconnects (meaning you won't lose the items you were holding).
Fixes:
- Another attempt to fix reported freezes at 80% in the loading screen, which seems to have been caused by Steam's servers or our master server refusing connection attempts from certain kinds of IPs, causing the game to hang waiting for the connection.
- Fixed conversation/event prompts sometimes getting stuck when you went rapidly pressing E. In particular, this happened with events that allow you to retrigger the same event by interacting with the NPC again.
- Fixed certain monsters (e.g. mudraptors) having trouble dropping through hatches inside the sub.
- Fixed monsters often failing to follow targets from sub to another (e.g. from Remora's drone to the main sub).
- Fixes to pathfinding bugs that sometimes caused bots to get stuck on stairs.
- Fixed closing the health interface while your cursor is on another character opening that character's health interface.
- Fixed an AI bug that often prevented outpost NPCs from putting out fires.
- Fixed projectiles that fire more than one raycast per shot (e.g. shotgun shells) only registering one hit if you're firing from inside to outside.
- Fixed implacable sometimes not triggering in time, causing a 5-second stun when vitality dropped below zero.
- Fixed radio jammer not having the traitormissionitem tag (unlike every other traitor mission item).
- Fixed ruin scan missions sometimes failing to choose all 3 positions to scan, making the mission impossible to complete. Happened with very small ruins in particular.
- Fixed Engineering_G4 module sometimes spawning with a ladder leading nowhere.
- Hide items inside non-interactable containers (e.g. decorative items not accessible to the player) showing up on the item finder.
- The achievement for killing a monster is also awarded if the monster is killed by an bot in single player.
- Fixed some items sometimes teleporting to the origin when saving and loading in the submarine editor.
- Fixed a broken waypoint near Berilia's engine which made bots sometimes get stuck there.
- Fixed shuttles/drones/elevators or other parts of a wreck getting crush depth damage in deep levels.
- Characters that respawn in a flooded hull (in either a submarine or an outpost) now spawn with diving gear.
- Fixed fabrication tooltip being unclear (previously showed "requires recipe to fabricate" in red even when the recipe is already learnt, now shows in green that is has been learned)
- Fixed characters sometimes not taking fall damage if they fall on a mirrored structure.
- Fixed portable pumps getting damaged by explosions, despite not being repairable.
- Fixed pet raptors getting assigned an incorrect team if they hatch in a hostile outpost.
- Fixed Linux systems failing to load content packages whose filelist.xml files aren't all lower-case.
- Fixed NPCs ignoring infected humans attacking them.
- Fixed mirrored items becoming unmirrored when swapped by perk points (e.g. a mirrored periscope base becoming an unmirrored periscope when purchasing a turret with a perk point).
- Fixed inability to rename already-hired bots if you no longer have the required reputation to hire the bot.
- Fixed WeaponDamageModifier (a multiplier in RangedWeapon which seems to be used for buffing the damage of variants of a weapon) not affecting explosion damage. Means that e.g. Harpoon-Coil Rifle or Autoshotgun's modifiers don't actually do much when using explosive ammo.
- Fixed creatures not being able to "properly leave a sub" if any of their severed limbs are still inside the sub. In practice, they'd still be considered to be inside the sub, and they would not collide with anything outside it.
- Fixed toggling layer visibility selecting that layer in the sub editor.
- Fixed pasting entities unhiding all of the layers in the sub editor.
- Fixed condition_out connections not taking into account the multipliers applied by the Tinkerer talent.
- Fixed bots still refusing to deconstruct items that yield nothing, even though you could order them to deconstruct those.
Modding:
- Support for custom event-based missions. The mission simply triggers a specific event, and that event can control the success/failure of the mission using MissionStateAction. See the "TimeTrial" missions in Missions.xml for an usage example.
- Character, level and particle editors show fields set to the default values as gray. Makes it easier to tell which fields have been modified or are relevant for that specific character/level/particle.
- It's possible to add empty RequiredItem elements to item components to make them not have any requirements by default, but allowing them to be added in the submarine editor.
- Fixed limb's randomcolor attribute not working as expected: every character of the same type would get the same randomly chosen color, instead of a different color being chosen for each character.
- Added ForceSayAction which can be used by scripted events to make characters speak in the chat. ConversationAction can also now be used to display text in the chat in addition to the conversation prompt.
- CheckConditionalAction now fails instead of succeeding if it can't find the specified target. There's also a property called FailIfTargetNotFound to make it succeed instead.
- CountTargetsAction now fails instead of succeeding if it's trying to compare against the amount of some other target (e.g. "number of flooded hulls" is at least 30% of the "number of all hulls") and none of that other target can't be found.
- Fixed light offsets not being handled correctly on flipped items (did not affect any vanilla items).
- Adds a new status effect property called OffsetCopiesEntityTransform that can be used by status effects to configure the offset so it copies the current entity rotation/flipping/scaling.
- Fixed TargetSlot in RequiredItem not working properly on items that have multiple ItemContainers/inventories (only the first one was checked).
- Fixed melee weapons sometimes hitting characters whose limbs have been set to ignore collisions. More specifically, the weapon would still hit the character's "main collider".
- If a beacon station has a sonar transducer connected to the sonar monitor, and the monitor is set to use transducers, the transducer must be powered for the beacon mission to complete.
- Fix ContainedSpriteDepth being tied to the item's index in the container instead of the slot index.
- Fixed OnInserted StatusEffects triggering when you try to swap an item inside some other item but the swap fails.
Hello everyone! This year’s Spring Update is just around the corner now, to be released after Easter. It will be a substantial collection of fixes, changes and improvements, with a bit of new content sprinkled throughout. Here are some hand-picked highlights from next week’s Spring Update:
Reworked Tier 1 submarines
The Barsuk, Dugong, Orca, and Camel submarines have received long-overdue reworks.
Look forward to cleaner and more detailed visuals, gameplay improvements to wiring setups and layouts plus a bunch of fixes to waypoints and other issues.
The Camel and Orca will now make use of the pipe weakpoints and valves system we introduced in the Winter Update.
Notable changes and improvements
You will be able to deconstruct characters and monsters. No more wading around in mudraptor guts, and you can finally dispose of that suffocated assistant in the ballast!
Glowsticks and flares have more health, making them more useful as a monster distraction.
Additions and improvements to the vanilla item assemblies.
Many fixes to creature pathing and item targeting.
Reduced the default respawn timer from 300 seconds to 30 seconds.
Characters no longer drop items when the player disconnects. No more losing precious tools!
Another attempt to fix reported freezes at 80% in the loading screen.
Characters that respawn in a flooded hull will now spawn with diving gear.
Support for custom event-based missions
Modders can use this functionality to make a mission trigger a specific event which can control the success/failure of the mission using MissionStateAction.
We have added a couple of “speedrun” missions as an example of this system.
Some of the features in this update will function as groundwork for the upcoming DLC, which we are very excited to share more information about soon… actually as soon as next week, when we have new video featured in the Triple-I Showcase.
Don’t forget to tune in to the Triple-I Initiative on Thursday 9 April at 6pm CEST/9am PDT to find out more about our upcoming Home & Harbor DLC!
Hello everyone!
We have just released a hotfix to address issues in the Winter Update to make your sailing smoother over the holidays. See the list of changes below and be sure to update your game to the latest version.
With the Winter Update last week we also added a few new remixes to the Supporter Pack soundtrack and to streaming services. Check out "Zack The Rabid Ripper Remix", "Alien Syndicate Remix", "Seafloor Cries Sub-Night Remix" and "Accordion Some-Kind-Of-Irish Remix".
Happy holidays, everyone!
v1.11.5.0
- Fixed players sometimes retaining their old inventory items if they die and respawn on a later round.
- Fixed inability to order bots to deconstruct items that don't yield anything when deconstructed.
- Fixed weak points causing the "high pressure" icon to appear in the room, despite the pressure not being high enough to cause damage.
- Fixed relay connections being in an incorrect order in circuit boxes.
- Fixed ImpactTolerance, ImpactDamage and ImpactDamageProbability resetting back to defaults when saving and reloading a sub.
Hello everyone!
The Winter Update 2025 has just been released, with a new submarine “Wallaby", and a long list of fixes and improvements. Be sure to update your game to the latest version to be able to host and join servers, and see the full list of changes below.
v1.11.4.1
Changes and additions:
- Wallaby, a new tier 2 Attack class submarine. Boasts an unexpectedly high amount of firepower for its size, while also providing a full set of fabrication facilities, but also includes weak points in the pipe system which can cause water hazards inside the sub.
- Added valves and weakpoints. Weakpoints are pipes that can break, causing a water hazard (which floods the submarine and is hard to pass).
- Weakpoints are repairable with a wrench. Turning off a valve makes it easier to repair, but makes any linked pumps not work while the valve is closed
- Wall weakpoints have their condition linked to a wall. This means these walls cannot be cut as a shortcut between rooms
- Added level background visuals to the sub editor's test mode to make it easier to see what the sub looks like in the actual in-game environments.
- Balancing combat mission NPCs: improved the higher-level enemy NPCs and gave them better gear.
- Made the rotation tool snap to 1-degree increments and the scale tool snap to 0.1 increments in the sub editor. Holding Shift while using the tools temporarily disables snapping.
- Added 2 more input and output connections (0 and 9) to circuit boxes to make it match the mux/demux components and use 0-indexing like other components.
- Increased the number of signal connections on relays from 2 to 5.
- You can no longer revive characters with CPR when the character has no oxygen available (e.g. by giving CPR to someone wearing a diving suit with an empty oxygen tank). Not only was this weird, it made it easy to farm medical skill by repeatedly reviving the character with CPR.
Multiplayer:
- Fixed inventories and wallets sometimes resetting in multiplayer: more specifically, happened when a client was still connected to the server (for example in the lobby) and their character had despawned by the end of the round.
- Fixed characters sometimes suffocating or dying if loading into the round takes a long time. Now the characters don't spawn until the client has fully loaded into the round.
- Adjusted certain multiplier timeout thresholds to make errors such as "timed out", "expected old event" and "expected removed event" less frequent. Also made many of the timeout thresholds editable in the server config file (however, you should be careful when changing these values, as setting them too high may cause other issues).
- Fixed AFK setting staying enabled when a client chooses to load a campaign, causing them to load into a round with no character.
- Small improvements to the "direct join" prompt: autofocus on the text box, you can press enter to join.
- Fixed non-player teams being affected by the friendly fire setting (e.g. bandits were unable to damage monsters when friendly fire was disabled).
- Fixed input selector and output selector components' "move_input"/"move_output" signals not getting synced in multiplayer.
- Fixed a syncing issue with the timed detonators that made it possible to make them explode immediately at the start of the next round by letting the timer reach 0, and then putting an explosive inside and waiting for the next round.
Fixes:
- Attempt to fix reported freezes at 80% in the loading screen, which failed when the game failed to fetch an authentication ticket from Steam to be used for checking whether you've given consent to collect gameplay analytics.
- Fixed explosions not showing up on the sonar if you've selected a status monitor linked to the nav terminal, instead of having directly selected the nav terminal.
- Fixed reactors automatically adjusting themselves at the start of the round when the reactor is off or controlled by signals. The intention of the rapid autoadjustment is to make sure there's no overloads when the load suddenly drops as the sub starts receiving power from the outpost, but it should not run when the reactor is off or controlled by signals.
- Fixed fire damaging characters through walls that are just slightly damaged, and overall improved the logic for calculating fire damage through gaps.
- Fixed items sometimes disappearing when you drop them standing half-way through a door way (or more specifically, when the character is considered to be in the sub, but their hands are outside hulls).
- Fixed inability to undo nudging entities with arrow keys in the sub editor.
- Fixed adding water to newly added hulls not working in the sub editor until the sub is saved and loaded.
- Fixed monsters sometimes spawning near the enemy submarine when there's a sub-vs-sub mission active (sometimes leading to the mission completing by itself when the monsters manage to take down the sub).
- Fixed items such as the "diver's remains" loot appearing on sonar despite being in a monster's inventory. More specifically, affected items with a SonarSize greater than 0.
- Fixed tooltips not refreshing on the affliction icons above the character portrait (meaning if the strength of the affliction changed, changing the description, the old description would still appear in the tooltip).
- Fixed "eliminate thalamus" mission not working in MP's mission mode unless the difficulty is set above 50.
- Fixed outpost NPCs panicking and calling security when they saw you dragging a dead pet - they should only do so if you're dragging another outpost NPC's corpse.
- Fixed purchasing genes when your inventory is full causing the genes to automatically combine with any genes in your inventory.
- Fixed NPCs that are configured to dual-wield weapons (e.g. some elite bandits) only equipping one of the weapons.
- Fixed pumps calculating the desired water level incorrectly for linked hulls when controlled via the "set_target_level" input.
- Fixed variants of husk infection always causing the "you try to scream but no sound comes out" message to pop up, even if the affliction doesn't prevent speaking (e.g. husk symbiosis).
- Fixed ability to aim with the rifle scope when you're stunned/unconscious.
- Fixed circuit boxes not saving the wires if there's no components in the box.
- Fixed wires not getting transferred when swapping e.g. a blank loader to a flak cannon loader (or more specifically, to any loader with differently named connections) in the mission mode.
- Fixed fabricators showing thalamus veins as suitable materials for items that require a wire as a material.
- Fixed assigning a specific character to operate turrets throwing a console error ("Controller not specified") when there's only one turret in the sub.
- Fixed swarm feeders, or other monsters that can latch on to characters, deattaching when you ragdoll.
- Fixed monsters becoming unable to run (or swim fast) after they've used a rope attack (e.g. latcher's tongue or the fractal guardian's harpoon).
- Fixed machines (e.g. fractal guardians, defense bot) not being immune to the "infected wound" affliction.
- Fixed outpost events that should spawn things in mines often spawning them in some random module instead (e.g. the mudraptor eggs in the "occupational hazards" event).
- Fixed portable pump working without power.
- Fixed hidden missions showing up in the scrolling text that appears at the top of the screen at the start of a round.
- Fixed traveling tradesman talent giving a larger-than-intended sale price bonus for certain items. More specifically, it gave the 20% bonus for each tag the item had.
- Fixed icons of all afflictions (even hidden ones) briefly appearing above the health bar when a character dies.
- Fixed docking port staying open if you leave a level with some non-persistent sub (e.g. respawn shuttle or an enemy sub) docked to it.
Modding:
- Support for defining mission variants (the same way as e.g. item or character variants): allows creating variants of missions that change certain properties of the base mission without having to redefine the whole XML.
- Fixed ExplosionRadiusMultiplier not affecting the range of damage done to characters.
- Fixed items updating in preloaded characters' inventories. Meant that e.g. characters with a Disposable Diving Suit would appear to spawn with the suit already degraded or broken.
- Fixed fabricator icons using the inventory icon color even if the item has no inventory icon and uses the normal sprite (and its color) instead.
- Fixed crashing when an item fails to play a looping, streamed sound (e.g. because the maximum number of instances of that sound is already playing). Did not seem to occur in the vanilla game.
- Added support for configuring monsters as "multiplayeronly" in NestMission and MonsterMission (this worked in AbandonedOutpostMission and SalvageMission already, just hadn't been implemented here).
- Fixed StatusEffect's Equip attribute only working if the item spawns in ThisInventory (not when it spawns it e.g. in SameInventory).
- Improved reactor modding compatibility: added the tag "reactoritem" as a containable item to allow items other than fuel to be contained.
- Fixed assault rifle defining the required ammo using the identifier "assaultriflemagazine" instead of the tag "assaultrifleammo", making it difficult to add new types of ammo for the weapon.
- Fixed fabrication being a lot faster than intended (= a lot faster than the RequiredTime set in XML) if there's no skill requirements.
- Fixes characters never being considered "in water" for the first frame after they spawn, causing NotInWater effects to trigger on monsters spawning outside.
- When swapping a turret, the old turret's HudTint value is transferred to the new one.
- Fixed pump particles getting rotated incorrectly on mirrored pumps.
- Better Research Station modding compatibility:
- Added smallitem and mediumitem as containables to give more flexibility on what items can be put inside.
- Increased the number of output slots to 3 to support recipes that produce more than 1 item, and to prevent from items falling out if the input is invalid and gets moved to the output slots.
- Fixed crashing when applying an affliction's status effects causes other afflictions to apply their status effects.
- Added a new "AffectedByAttackMultipliers" property to afflictions: can be used to prevent specific afflictions from being affected by Attack's damage multipliers. Buffs aren't affected by default.
- Added a new "VitalityLossRequiredForTreatment" property to afflictions: can be used to make bots treat afflictions even if the affliction doesn't cause vitality loss.
- Added a new "CanGiveMedicalSkill" property to StatusEffects: can be used to prevent the effect from giving the user medical skill, even if it causes healing.
- Made missions' SideObjective setting more useful for modders: previously all it did was affecting which beacon and hunting grounds missions can get "spontaneously" selected for levels with beacons and hunting grounds. Now all side objectives available in a level are automatically selected, without having to manually select them in the mission selection UI.
- Set mantis's group to "mantisoid" and watcher's to "watcheroid" (doesn't do anything in the vanilla game but useful for mods).
Hello everyone!
As we’re closing in on the end of another year, it’s time to take a look at what Barotrauma’s Winter Update 2025 has to offer. Like our earlier updates this year, this one will also focus on fixes and improvements, with some new content sprinkled in.
For the first time in a while, we’re adding a new vanilla submarine. The Wallaby, a new Tier 2 Attack class submarine, is a smaller sub with a surprising amount of firepower.
The Wallaby also uses the new pipe weakpoint and valve system we are introducing in this same update. When a weakpoint bursts and starts spewing water, turning the valves can help in fixing the leak. However, any pumps connected to the valves will also stop functioning, so make sure your crew stays on top of things!
The Winter Update will add a long list of fixes and improvements, including but not limited to:
Valves and weakpoints: Pipes can burst due to impacts with walls or being rammed by monsters, causing a water hazard. Burst pipes can be more easily repaired by shutting off their associated valves. The downside of closing a valve is that it also disables any linked pumps.
Multiple timeout threshold changes to reduce errors like “timed out”, “expected old event” and “expected removed event”.
Fixed characters sometimes suffocating or dying if loading into the round takes a long time.
Fixed AFK setting staying enabled when a client loads a campaign, causing them to load into a round with no character.
A possible fix to the game freezing around the 80–95% mark of the loading screen.
The Winter Update will be released early next week. Stay tuned!
We’ve been hard at work on the Home and Harbor DLC and wanted to share a few cool additions with you before the year is out. We'll go into more detail later on the bigger new systems and features we've been working on, such as the outpost building, economy and combat changes, but here’s a sneak peek at a couple of Descendant submarine technologies.
The singularity reactor
A new, cleaner alternative to a nuclear reactor for power generation. It’s simple, really: the larger the singularity, the more power it creates. But be careful, as a powerful singularity is also more unstable, and prone to escaping containment to wreak havoc around your submarine. DO NOT PUT YOUR HANDS INTO THE SINGULARITY. They might come off.
Swarm torpedo launcher & the Thales Cannon
The Descendants can help outfit your submarine with highly advanced armaments. The swarm torpedo launcher fires a torrent of small torpedoes in rapid succession, which you can then guide to a target of your choosing with an integrated laser guidance system on the turret.
If you prefer a more up-close and personal approach, try the Thales Arc Cannon. This large turret releases a short range burst of lightning, ideal for dealing with groups of hostiles as the lightning will chain from enemy to enemy in an electric display of destruction.
What do you think so far? More information about the Descendant faction and the Home and Harbor DLC will be coming your way next year.
Following the release of the Winter Update next week, we will monitor the bug situation for a while and hotfix any serious issues, as usual. After that, we will head for holidays and be closed for business for a couple of weeks around Christmas. We wish you all a beautiful and relaxing festive season and will see you again in January. Happy holidays, everyone!
Hello everyone!
The DoS attack on our servers and the spam on the server list we mentioned in the previous post is still ongoing, and we've just released another hotfix to add some more in-game countermeasures against them while working on more robust server-side solutions to the issues. We're sorry for the inconvenience and thank you for your patience as we continue to monitor and counter this problem.
v1.10.7.1
- Additional fixes to multiplayer exploits.
- Fixed inability to rename a bot you've taken over in permadeath mode.
