Hello visitor! A note about the contents of this wiki: Barotrauma is a game with several years' worth history as a free-download open source game, and this wiki has been written primarily based on this legacy version. As such, not all content is relevant to the Steam release. So please wait patiently as the contents are updated, and feel free to contribute new information once the Steam version of Barotrauma is released!
Fixed clients not receiving a message of their character dying if they die far away from the position they were last spectating, causing them to get stuck to a state where they appear alive but can't interact with anything.
Added gardening: four different growable plants that produce specialed fruits which can be crafted into different items, or just thrown about and splattered on the hulls of the sub.
Added cleaning: decals are now persistent and water gradually dirties up the submarine's walls. The dirt and the decals can be cleaned with a special tool that can also be used to paint the walls.
New submarine, the heavy transportation ship R-29. Original design by "Rav2n".
Overhauled mudraptor: new sprites, more varied attacks and heavier armor.
Option to change the channel on the headset, making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel.
Added a verification prompt when trying to handcuff yourself.
The inventory of handcuffed players isn't hidden completely, just locked (with a tooltip that explains why it's locked). Hiding the inventory was confusing to many new players, and it was easy to mistake it for a bug.
Added directional markers that show the locations of the interactable NPCs in outposts.
The game is paused when the campaign map is open in the single player campaign.
The campaign map is automatically closed if the submarine gets too far from the end of the level while the map is open in multiplayer.
Clients are allowed to view the campaign map even if they don't have the permissions to select the destination or the mission.
The docking confirmation prompt is only shown when attempting to redock to the outpost you just left from.
Wrecks are now properly initialized when spawned with "spawnsub" console command.
Readjusted the attacks for the Husk and the Humanhusk.
Added the option to select the minimum number of players required on the server for traitors to become active to the server settings menu.
Log when clients modify the properties of an item (e.g. light colors, signal component settings).
Allow selling items as long as their condition is over 90%.
ID cards can be sold (as long as they're not in the player's own ID card slot).
Disallowed selling items in equipment slots.
Added cancel button to the "reconnecting to server" message box.
DockingPort, Turret and LightComponent toggle connections ignore 0 signals.
Traitor victims get a message saying they were killed by a traitor.
Stack chat message popups when the chatbox is hidden instead of just showing one at a time.
Switches now have lights that indicate whether they're on or off.
Added "fuel_out" output to reactors.
Added "set_light" connection to turrets.
Made stun gun darts craftable from any type of wire.
Outpost generator uses the first module type defined in the outpost config as the 1st module instead of forcing it to "airlock" (making it possible for modders to create outposts with another type of entrance module).
Mission rounds end automatically if there are more living players inside the outpost than outside it, even if the sub is not at the end of the level.
Made togglehud command usable in the sub editor for nicer screenshots.
Characters don't gain helm skill when the sub isn't moving. Prevents grinding the helm skill when the sub is docked or maintaining position.
Improved the way solid obstacles reduce explosion damage. Non-broken doors and walls nullify the damage almost completely.
Fabricator continues fabricating when transitioning to a new level while it's running.
Hid movement orders from the contextual command interface when there are orders of another type available.
Made improvements to store interface tooltips. They now include the item name and should be displayed more consistently.
Disabled automatic crew list sorting. The order now remains the same throughout the round.
Added a second previous order icon to the crew list.
Added character godmode, renamed mainsub godmode command to 'godmode_mainsub'.
Increased sub editor auto save slots from one to 8 by default.
Made logbooks sellable.
Equipping a weapon activates it's reload time (capped to a maximum of 1 second), preventing bypassing the reload times by swapping between multiple weapons.
Hide campaign NPC icon when the NPC is dead or incapacitated.
Bots now prioritize stunning melee weapons based on their damage if they run out of battery.
Location reputations are shown when overing the cursor over a location in the campaign map screen.
Modding improvements and fixes:
The order of all installed mods (not just the enabled ones) is now saved into the config file.
Workshop mods can now be downloaded and installed automatically before joining a modded server.
Disabled the Executable content type due to issues with cross-platform support.
Fixed Unsubscribe button sometimes failing to delete mod content.
Fixed a crash when attempting to modify the currently selected core package when other core packages aren't available.
Fixed a modding-related crash at startup.
Increased the "SeverLimbsProbability" cap (for items) from 1 to 10. The value is multiplied together with the joint setting "SeveranceProbabilityModifier", and limiting the value to 1 makes it impossible to boost the probability of some weapons/attacks.
Fixed negative rotation speeds not working on decorative sprites.
Fixed ItemPrefabs loading after AfflictionPrefabs.
Previous enabled mods are restored when leaving a server.
Added support for "periodic effects" (effects that execute every x seconds) to Afflictions. See the new "nausea" affliction for a usage example.
Using the fire extinguisher when there is a fire is no longer considered stealing by the NPCs.
NPCs now spawn an oxygen tank if they can't find any. They don't spawn diving gear though.
NPC guards now spawn more handcuffs if they don't have any and are trying to arrest a target.
NPCs now spawn a welding fuel tank, if they can't find any. They don't spawn welding tools.
Some adjustments to the logic on when a diving gear is required and when it's not.
Bots now avoid idling in narrow hulls. Instead of taking the whole hull volume into account, they now give weight only for the width of the room.
Bots should now avoid idling in flooding hulls even when they have proper equipment.
Medics don't anymore try to rescue targets that are fixing leaks.
Medics now try to replace empty oxygen tanks for their targets before dragging them into safety. They should also take the suit off when it's not needed.
Security officers and those who are ordered to fight intruders now actively seek new weapons if they have a poor weapon or run out of ammo.
Bots don't try to move while grabbed by a friendly character.
Bots now detect and ignore leaks that other bots are targeting.
Bots don't anymore try to decontain diving suits when the path to the cabinets is flooding.
All crew members now try to keep the reactor running, unless the player orders someone to shut if down or turns it off manually.
Bots shouldn't anymore try to operate items that other bots are targeting (previously they used to walk next to the device and only then continue).
Removed the following autonomous objectives from medic and the security officer: fix leaks, repair systems, and pump water.
Bots should now give a high priority on items that they are currently repairing, no matter if the decision to repair that item was made by them or the player controlling the character.
Bots that operate/fix should now wait a few seconds before heading on their business (previously only in idle state). They are not allowed to wait in some circumstances, like when they are underwater or when there's a threat around.
Fixed items that are added outside hulls not getting saved in the sub editor.
Fixed "missing entity" errors in multiplayer if the respawn shuttle despawns after its walls have started leaking.
Fixed submarine upgrades, hired bots and purchased items disappearing if the round immediately after the purchases ends due to returning to the server lobby or the crew dying.
Fixed characters spawning with a 100% husk affliction on the next round if they've become huskified during a multiplayer campaign round.
Fixed dedicaters servers not setting a play style.
Fixed servers with no play style showing up as "Serious".
Fixed attachable items teleporting back to the player's inventory in multiplayer if they first equip it and then attach it immediately.
Fixed duplicate saves in the multiplayer campaign's "load save" tab when the server is running on the same machine as the client.
Fixed broken junction boxes carrying signals from other junction boxes.
Fixed bots disappearing from the campaign save when loading a save that was done in a level between 2 uninhabited locations.
Fixed mp campaign sometimes loading an outpost level with no outpost and forcing the player to the map view. Happened when a campaign save that had been done in a level between 2 natural formations was loaded, which would mess up the save and cause the bug when quitting and reloading the save.
Fixed submarine voting not working in the server lobby.
Fixed outpost events repeating more often than they should.
Fixed dedicated servers always being public.
Fixed right mouse button not behaving correctly in the campaign UI when using left-handed mode.
Made endpoint checks in the banlist more robust.
Certain audio errors no longer crash the game.
More Fabricator syncing fixes.
Fixed molochs bleeding when they take any damage on the brain/main body.
Fixed attacks never being able to do more than 100 hp damage per affliction, which resulted for example nuclear explosions and railgun shots being too weak -> re-adjusted railgun and explosion damages.
Fixed bots failing to get an item if their inventory is full.
Fixed bots sometimes running towards a wall after extinguishing fires.
Fixed the "giveaffliction" command not accepting the affliction identifier as a parameter in multiplayer.
Fixed the contextual repair order being shown even if the item was not in need of repair.
Fixed a networking bug that caused "index out of bounds" and "missing entity errors" (although there are probably other bugs remaining that can cause these error messages). Happened in multiplayer campaign when a purchased or player-owned item happened to take the ID of an existing structure during the start of the round.
Fixed inability to give Operate Weapons order when there's only 1 turret.
Fixed store total not updating properly when location reputation changes.
Fixed bots not being able to reach leaks that are behind intact walls.
Fixed pause menu staying open when clicking "Save and quit" in an outpost level.
Fixed all saves getting hidden from the "load game" menu when deleting a save.
Fixed projectiles staying active if picked up mid-flight, causing them to hit the character when dropped from the inventory.
Fixed a crash when taking control of a previously player-controlled character that has turned into husk.
Fixed attacks working unreliably when controlling a monster in multiplayer.
Fixed clicking on the job name not selecting the job as a preference.
Fixed bots running back and forth after reaching the target waypoint if there's nothing telling them otherwise. Now the bots should continue running towards the target as intended.
Fixed "sound in the vent" and "giving directions" events not giving any rewards.
Fixed prices not refreshing in the store screen if the crew's reputation changes while inside the outpost.
Fixed characters not getting stunned when failing to repair an oxygen generator.
Fixed missing fire extinguisher in securitymodule_03.
Fixed secure steel cabinets not requiring a key card to open in securitymodule_01 and 02.
Fixed campaign setup menu sometimes randomly selecting an invalid sub when opening the menu.
Fixed monster attacks not working inside ruins.
Fixed doors not working in AlienDoorAssembly2.
Fixed ability to link hulls to each other multiple times.
Fixed bots triggering the campaign map by undocking from outposts.
Don't allow the current location or the destination to change it's type at the end of a round (i.e. an uninhabited location can't turn to an outpost as you're entering it).
Bots don't try to power up the reactor unless ordered to in outposts.
Fixed "invalid docking port network event" error if the ID of the port has changed after the event has been created (e.g. if one of the clients happens to have an item with the same ID in their inventory).
Fixed changes to spawn point's text properties not saving in the sub editor without pressing enter.
Fixed ability to "bypass" sonar disruptions by switching to passive sonar before the active ping reaches the disruption.
Fixed killing a moloch that's the target of a mission not unlocking the "Killed a Moloch" achievement.
Fixed Berilia's and Typhon's docking ports not being connected to the power grid.
Fixed contained item positions not being updated if they're inside a non-equipped item in a character's inventory (e.g. a sonar beacon inside a toolbox).
Fixed sonar beacon staying active after running out of battery.
Fixed stationary batteries being able to provide power when broken.
Fixed pumps being impossible to adjust manually after they've received a signal through the "set_targetlevel" connection in multiplayer.
Fixed sub names and save times disappearing from the "load campaign" menu in the server lobby after deleting a save.
Fixed autopilot being turned on automatically at the start of a round on nav terminals that control a shuttle/drone remotely.
Fixed names not being color coded according to job in the server lobby when a round is running.
Fixed non-mission artifacts sometimes spawning inside level walls.
Signal components don't output anything if the result of an arithmetic operation is undefined (square root of a negative value, division by zero, inverse trig function outside the defined range).
Fixed handcuffs becoming unequipped client-side on successive campaign rounds.
Fixed copypasting a single docking port/hatch or a wire in the sub editor placing it very far from the submarine.
Fixed characters not dying, but still being unable to move, if they get crushed by pressure when they have the vigor affliction.
Fixed crashing if a turret receives a NaN signal in the position_in connection.
Fixed crashing when trying to reselect the current preview image as the preview image for a workshop item.
Fixed shadow-casting convex hulls being calculated incorrectly on hatches with windows (only affects mods that add hatches with windows).
Fixed custom items disappearing when saving a sub if the sub is both the items and the sub are configured in the same content package.
Fixed nullref exception if a client joins or disconnects when tab menu's crew tab hasn't been initialized.
Fixed Dugong's oxygen generator being rewireable with a wrench instead of a screwdriver.
Fixed particles not being emitted when cutting ores.
Fixed unwired lamp in EngineeringModule_01.
Fixed tunnel background being interactable in ResearchModule_02.
Fixed inability to interact with hidden linked containers in multiplayer.
Fixed undocked linked subs being positioned incorrectly when entering a new level in the campaign.
Fixed players not getting notified about shuttles being left behind when docking with an outpost in the campaign.
Fixed salvage missions not completing if the item is inside a subinventory (for example a toolbox).
Fixed rejoining clients not gaining control of their previous character if they've changed their name.
Fixed healthbar being positioned incorrectly on large resolutions.
Fixed fabricator's hover text saying it's repairable with a screwdriver.
Fixed last hit from a stun baton doing nothing.
Fixed diving suit lockers that have been recolored in the sub editor reverting to default color when a suit is placed inside them.
More reliable syncing of doors' stuck state. Should fix doors appearing usable client-side even though they're actually welded server-side or vice versa.
More reliable memory component and text display syncing.
Fixed events that require a specific item not taking items in subinventories into account.
Fixed events where the player has to pay for something being possible to complete even if the player doesn't have enough money.
Made "goodsamaritan" and "huskcultist" events remove the items from the player immediately after opting to give/use the item. Otherwise it's possible to keep the item by dropping it from the inventory before dismissing the conversation prompt.
Fixed events that increase the medical skill giving the character a duplicate medical skill entry.
Fixed light sprites not rotating when rotating an item.
Fixed contained items not rotating when the container is rotated.
Fixed legacy railgun controllers being fired with the Use key instead of the Shoot key.
Fixed XP popups not showing up in multiplayer.
Shuttle batteries can't be damaged by explosions because they can't be repaired.
Fixed text overlapping with the icon in the "purchased supplies have been delivered" popup.
Fixed mission notification appearing in front of the round summary.
Fixed crawler walking/running animations when the creature is facing left.
Fixed irrelevant damagemodifiers affecting the final damage when multiple damage modifiers exist.
Fixed SalvageMission not spawning the item if the mission has been attempted previously, causing an "attempted to pick up a removed item" error when trying to pick up the artifact/logbook.
Fixed bots going to operate the reactor/navterminal in the main sub when they are inside the outpost. Now they should only be allowed to do this when ordered to.
Fixed mechanic tutorial getting softlocked if the oxygen tanks are put in the deconstructor without putting them in the player inventory first (e.g. by putting them inside a diving mask and moving them from there to the deconstructor).
Fixed "failed to spawn item, component index out of range" error when an item that originally spawned in a container has been moved inside another container whose ItemContainer component doesn't have the same index as the previous one (e.g. when moving items from cabinets in a wreck into a toolbox).
Fixed dialog prompts in the "clownrelations1" and "engineers_are_special" events being displayed to all players in the server.
Fixes to localization issues (text overflows, some texts being displayed in English regardless of the selected language).
Prevent selling items contained inside an item equipped in Head, OuterClothes, or Headset slot (should prevent accidentally selling your headset batteries or oxygen tanks in your diving mask).
Fixed changes during the last campaign round not being saved.
Fixed campaign character being recreated on every round start after modifying it via the tab-menu during a campaign.
Fixed crashing when clicking the "close" button in the end credits in multiplayer campaign.
Reset stores and unlocked missions when finishing the campaign.
Fixed open subinventory slots staying visible during the campaign end cinematic.
Fixed talk icon not disappearing from NPCs when another client finishes the conversation.
Made end round button more noticeable.
Added a missing platform to Wreck1.
Added burn and lacerations resistance for assistant clothes, removed gunshotwound resistance.
Raised explosive and piercing coilgun ammunition prices, reduced quantity by 25%.
Limited availability of piercing and explosive rounds at cities to 1 box.
Fixed bots getting stuck on ladders when there are two ladders next to each other and no non-ladder waypoint between them.
Outpost medics won't anymore try to heal NPCs that are turned hostile by an event.
Fixed OnActive StatusEffects not working on Vent components.
Fixed clients crashing if they can't find a preview image for a campaign sub.
Fixed characters not getting slowed down when walking/running in a partially flooded hull.
Fixed end biome being used in sandbox/mission modes.
Fixed event prompts not having a scrollbar if the first message is too long.
Made chemical and explosive crates water proof to make it possible to use them for transporting water-sensitive materials.
Interactable NPCs: things such as hiring, unlocking missions and purchasing supplies are now done by interacting with NPCs instead of just a menu.
Multi-step, branching scripted events in outposts.
A reputation system that affects how outposts and factions relate to you and your crew. High reputation can make NPCs give you discounts for supplies or unlock special events and event outcomes, while low reputation may turn outposts hostile towards you.
Steam networking fixes and additional logging to address issues with some clients being unable to join servers.
Ignore ballast tanks when calculating flooding in EventManager. Fixes intensity going up when a submarine with large ballast tanks dives.
Fixed gaps generating incorrectly on sloped walls that have been mirrored vertically (horizontal gaps when they should be vertical and vice versa), preventing water from getting through the wall when it's damaged.
Fixed sub MD5 hash not getting recalculated when saving a sub, causing a mismatch when trying to host a server without restarting.
Fixed item highlights being visible in the generated sub preview images.
Fixed cargo spawning partially inside walls in Azimuth.
Fixed ragdoll going crazy when trying to run a wire past the maximum length.
Fixed LOS effect "twitching" when the cursor is close to the character's position.
Fixed handheld sonar pinging and quickly draining the battery when holding E.
Fixed PowerContainer's charge indicator going outside bounds if the charge is set higher than the capacity in the sub editor.
Fixed sub editor's entity list resetting when pressing esc.
Fixed reactors degrading all the way to 0% condition and exploding when submerged.
Fixed dumptofile command not including error messages.
Fixed salvage missions not considering the item to be salvaged if it's inside a container in a character's inventory.
Fixed ragdolls going crazy when moving directly from the sub to a ruin (e.g. when parking the sub so that the airlock is right against the entrance to the ruins).
Fixed audio staying disabled when disconnecting and reconnecting the audio device.
Fixed inability to detach an item the same round it's attached if it's been loaded from a save as a part of a character inventory at the beginning of the round.
Fixed trying to give an order to a character who can't hear you when using the quick-assignment on the command interface.
Avoid giving different campaign locations the same name.
Fixed bots sometimes getting stuck in the "get item" objective, if the item was specified with a reference instead of identifier.
Fixed bots getting stuck in broken hatches when they climb in ladders.
Fixed a bug where a waypoint lost all the references when it was selected and the user pressed over an UI element, like the save button.
Overhauled level layouts and events (longer and more difficult levels).
Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items.
Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings.
Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game).
Destructible shells/armor -> Moloch's shell can now be destroyed.
Added a new monster AI state: Protect.
Increased the threshold for limping and changed the calculations.
Added limping for non-human characters.
Modded servers show up as purple in the server list.
Added 4 new background music tracks.
Added parameter autocompletion to the "spawnsub" command.
All content types except UI styles are now hotswappable.
Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull).
Added "Output" and "FalseOutput" properties to smoke detector.
Option to define ambient light values for individual hulls in the sub editor.
Characters float in place instead of sinking when staying still underwater.
Improvements to water flow forces: flowing water can push characters around much more heavily now.
Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously 100 pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about 1.75m tall.
Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target.
Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes.
Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between.
Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking.
Added option to give all commandperms with the "givecommandperm" command by using "all" as the parameter.
Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus.
The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor.
Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now.
Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon.
Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters.
Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board.
Adjusted the flipping logic of non-humanoids to make them flip less frequently.
Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory.
Made it possible to use repair tools with StatusEffect's UseItem.
Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them.
Added "HideConditionBar" property to items.
Fixed wearables staying on the character when the item is removed by a status effect.
Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites.
Creature flipping parameters are now exposed. Adjusted the flipping for all creatures.
Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate.
Allow sound definitions to ignore the muffling effect.
Exposed the "scatter" value and added new "offset" attribute for monster events.
Added support for status effects in limb definitions (ragdoll file).
Status effects defined in the character definition can now also target limbs.
Added ActionType.OnSevered status effect for limbs.
Creatures can now be set to disrupt sonar.
Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals.
Conditional sprites don't anymore require a texture definition.
Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time.
Fixed conditional sprites not being able to target limbs.
Fixed crashing when opening the tab menu when there are clients present with no job preferences set.
Fixed "ColdCavernsMaze" levels sometimes being extremely short.
Fixes to level generation when playing with a very large submarine.
Fixed bots being unable to shoot at enemies from another room/hull.
Fixed bots being unable to get items from dead bodies.
Fixed submarines being unable to move vertically in the submarine test mode.
Fixed crashing when starting a new round with no audio device (speakers, headset) available.
Improvements to shadow/LOS rendering.
Fixed double click being ignored if it's been less than 0.4s since the last double click.
Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region).
Fixed "lone sailor" achievement not unlocking in single player.
Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts.
Fixed characters sometimes being unable to exit the submarine when outside the borders of the level.
Fixed ruin/wreck monsters not spawning if the submarine is too close to them.
Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign.
Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures).
Thalamus entities can't be selected in the sub editor when they're hidden.
Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off.
Fixed reactor sliders not moving when they're controlled by signals.
Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent.
Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it.
Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches.
Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined.
Fixed characters getting weapon XP after using a turret, until someone else operates the same turret.
Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair).
Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle).
Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure.
Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay).
Fixed multiple bots sometimes trying to treat the same person.
Bots stop grabbing the character they're treating after they're done.
Fixed harpoons going through doors.
Fixed depth charges going through level walls.
Fixed husks attacking human husks wearing a diving suit.
Fixed first shot from a firearm that uses a magazine/clip not doing anything.
Fixes to waypoints in Kastrull, Berilia and Remora.
Fixed chat-linked wifi components not working in single player.
Fixed chat-linked wifi components not working in multiplayer outside of combat missions.
Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections).
Fixed autopilot not being able to navigate past wrecks.
More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round.
Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway.
Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface.
Fixed dedicated servers letting clients join with an invalid name when there's no server owner.
Fixed server letting clients join with a name that's already taken.
Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used.
Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories.
Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked.
Fixed misaligned hull next to Wreck1's airlock.
Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically.
Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped.
Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions.
The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination.
Disabled crush depth in the submarine test mode.
Fixed monsters staying invisible if they die far away from the camera view.
Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion.
Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded").
Fixed a couple of waypoints in Berilia that prevented bots from using the ladders.
Fixed bots being unable to fire turrets due to the visibility raycast hitting the turret's collider.
Fixed submarine's version number resetting to 0.0.0.0 when saving in the sub editor (didn't affect the actual saved sub file, only the in-game metadata that got fixed by restarting the game - so there's no need to do anything to fix the sub files you saved with the previous version).
Fixed server list occasionally crashing when trying to filter based on game mode.
Fixed an issue in multiplayer campaign that occasionally caused clients to get kicked with a "missing entity" error message.
Fixed clients occasionally crashing when joining a server mid-round. Happened when the client tried to execute the attack of a monster that has already despawned server-side.
Fixed local changes an user has made to a mod getting overwritten when the item gets autoupdated.
Changed the hotkey to toggle the entity list in the sub editor from Q to the "toggle inventory" keybind to make it a little more user-friendly on AZERTY keyboards.
Fixed corpses in wrecks being considered dead members of the crew in SteamAchievementManager, preventing "lone sailor" from unlocking and making it possible to unlock "last man standing" with just one character.
Players can be kicked/banned/muted/votekicked and their ranks changed by right clicking the name in the crew list or chat.
Karma penalty for stunning: gets progressively more severe the more stuns a player causes.
Stealing weapons or ID cards from stunned/unconscious characters reduces karma.
Added karma category to server log.
Tab menu improvements:
Show the roles of the players (moderator, admin, host) in the player list.
Characters can be muted/kicked/banned from the player list.
List the players who have joined/left the server.
Display spectators in the list.
Show player pings in the list.
Command interface improvements:
Contextual commands: characters can be ordered to operate/repair/use specific items by holding shift while enabling the command interface.
Job icons are shown in the command interface to make it a little faster to differentiate between characters.
Added separate orders for repairing electrical and mechanical devices.
Added a keybind for local voice chat (= it's possible to only speak to players next to you without everyone within headset range hearing it).
Added an adjustable delay for cutting audio capture after the push-to-talk key has been released.
Fixed audio being suppressed when someone speaks even if VOIP volume is low or completely muted.
"Enabling" a mod through the ingame Workshop screen is no longer a thing; subscribing to a mod is all you need to do for the game to install it once it's downloaded.
Loading preview images and installing mods is done asynchronously (= no lag spikes).
Added notifications to the main menu to indicate when mods are being downloaded and have been installed.
Files are automatically added to the Workshop item publish menu as they're added to a to-be-published content package's directory.
Fixed achievements not unlocking.
Fixed positions of artifacts spawning in caves and on level walls getting desynced between the server and clients.
Fixed new wire node being created at an item client-side if connecting the wire fails due to an electric shock server-side.
Fixed clients executing console commands they don't have permission to use.
Fixed enablecheats command not being relayed to server.
Fixed light component and alarm siren/buzzer states occasionally getting desynced.
Fixed inability to enter the sub through very small hulls.
Fixed antibiotics not giving husk infection resistance when shot from a syringe gun.
Fixed text overflows in the player management panel in the server lobby in languages other than English.
Fixed searchlight toggle doing nothing.
Fixed hulls that have minuscule amounts of water in them (too small to be even rendered) being able to trigger InWater effects and water footstep sounds.
Fixed pumps dicarding the previously received set_targetlevel signal after 0.1 seconds, preventing manual control systems from working if the pumps aren't receiving a continuous set_targetlevel signal.
Fixes to occasional crashes when rendering alien artifacts.
Fixed radio chat key not working.
Fixed reconnected clients not gaining XP.
Fixes to sprite depth issues in Berilia's decorative fin structures.
Fixed bots with an active order not switching to idle state when they have nothing to do, causing them to stand in place or walk against a wall.
Fixed docking ports without a door sometimes getting linked to an incorrect door, preventing the door's linked gap from working correctly.
Fixed monsters not spawning in ruins if the submarine hasn't left the starting outpost.
Fixed freezing caused by SoundManager.InitStreamThread.
Fixed generic Powered components (= charging dock) always using the default power consumption value defined in XML even if the power consumption is changed in the sub editor.
Fixed last traitor objective's end message not being shown.
Fixed command interface showing non-interactable devices as valid targets.
Fixed dragged characters sometimes getting stuck on staircases.
Fixed serious performance issues triggered by bot's combat and rescue objectives when there are no safe hulls left.
Fixed characters being grabbable through walls.
Potentially fixed a crash in GameMain.WindowActive caused by voice chat capture when the game is exiting.
Spawn cargo above the floor structure of the cargo room, not above the bottom of the cargo hull. Fixes items spawning partially inside structures where the hull extends below the floor.
Fixed all monsters bleeding red blood.
Fixed light sprite's scale not being taken into account in light culling, causing lights with a large scaled-up light sprite to disappear before they're off-screen.
Fixed damageable items not taking damage from repair tools.
Fixed hitscan projectiles not hitting items.
Fixed the short freeze when switching to the sub editor.
Fixed sprites not being included in the xml element when using "copy to clipboard" in the particle editor.
Fixed clients being able to use the number inputs in the multiplayer campaign store without the appropriate permissions.
Fixed ability to buy more than 100 items of a kind despite 100 being the limit of how many purchased items of a kind can spawn.
Fixed handheld sonar pinging when LMB is held, quickly draining the battery.
Added some checks to prevent character sounds from crashing the game when audio playback is disabled.
Fixed character collider's angular damping getting set to 0 if the character gets frozen, which caused the character's swimming animation to get wobbly.
Fixed private messages not having the [PM] tag when dead.
Fixed inability to open the health interface when hovering the cursor over another character, even if the character's health interface is inaccessible.
Fixed bots being inactive when far away from all player characters.
Fixed some particles (like muzzle flash) not being drawn on top of structures that are outside hulls.
Fixed enemies being unable to target entities outside the submarine if they are inside it.
Fixed oxygenite shards and tanks causing characters to move at turbo speed.
Fixed waypoint links to gaps, doors, and ladders etc being removed when linking waypoint to another in the sub editor. Allow to remove links between waypoints.
Fixed "teleportsub" console command teleporting also the connected outposts.
Fixed characters getting stuck on platforms that extend outside the sub.
Fixed diving suit lockers that have been recolored in the sub editor switching back to the default color when a suit is placed inside them.
Coilgun/railgun loaders don't deteriorate if launching the turret fails. Fixes loaders deteriorating rapidly if the turret is receiving a continuous signal.
Fixed rendering glitches on the surface of water when there's steep angles on the surface.
Fixed inability to fire ranged reapons from sub to another through docking ports.
Fixed inability drag characters from sub to another through docking ports.
Fixed bots trying to shoot targets inside the alien ruins.
Add medical autonomous objectives for also other jobs than medics.
Improvements and fixes on the extinguish fires behavior.
The bots don't anymore report about low priority issues while fighting or fleeing. Also fixes bots always reporting theirself as the target for the required treatments.
Movement speed modifiers now adjust the swimming animations and steering forces too.
Removed deprecated Molochboss. The boss will be reimplemented later.
Forced aggressive behavior for creatures that are spawned as mission targets, make an exception with the Matriarch.
Pressing enter is not required after changing values in text fields in the sub editor.
Husk affliction mechanics now fully support different species.
Added "Visibility" parameter for the characters (similar to Noise).
Added "Attack Force Multiplier" for all limbs.
Implemented per joint and per limb scaling.
New LimbType: "Jaw". Used for eating animations.
Added "Attack Distance" parameter, which is currently only used for Aggressive and PassiveAggressive behaviors.
Added "Constant Angle" and "Constant Torque" for keeping a limb constantly rotated in a desired orientation.
Allow to define world forces for the root movement in three phases of the attack: start, middle, end. Set the main collider position to the main limb position when the attack ends to fix the rubberbanding behavior after the attacks.
Implemented "After Attack Delay": A property for adding a delay after the attack has hit the target, before starting to update the after attack behavior (e.g. falling back).
Renamed "AttackContext.NotDefined" to "AttackContext.Any".
Added "Retreat" parameter for attacks. When enabled, the character tries to steer away from the target while attacking it.
Accept the plural "requireditems" when overriding items.
Replaced "identifiers" with "items" on "RequiredItems" elements. Both strings are handled in code -> no functional difference. Fixed just for clarity.
Fixes to crashes when autoupdating Workshop items during startup.
Fixes to disconnections with the error message "expected old event" when loading a round takes a long time.
Fixed crashing if the selected core content package contains errors (missing files, invalid XML files).
Fixed splash screen causing a crash on some Mac systems.
Fixed corrupted save files causing the game to crash during loading.
Fixed a memory leak in the health interface that may have caused crashes on very long game sessions.
Fixed clients being able to run the "enablecheats" command client-side without the permission to use the command.
Fixed AI inputs not being synced with clients, preventing clients from seeing when the bots aim/shoot/attack.
Don't allow using the "flipx" console command while playing online.
Fixed portrait area & health bar being clickable (despite being hidden) when grabbing another character.
Fixed a case of characters getting stuck facing one direction. Happened when you switched a character when the command interface was enabled.
Fixed previous order disappearing from the crew list on resolution change.
Fixed text not being colored according to message type (default/radio/pm/dead) in the chat input box.
Fixed "collection was modified" exception if drawing a subinventory causes highlighted inventory slots to change.
Fixed coilgun/railgun projectiles occasionally hitting the wall next to the turret when launched.
Fixed text overlays "vibrating" when using the Health Scanner HUD while the sub is moving.
Fixed level editor not saving level generation parameters that are inside an <override> element.
Fixed job icons overflowing from the job selection panel when using mods that add more jobs.
Fixed clients being unable to cancel file transfers.
Fixed StatusEffects with a delay or a duration "transferring" to another target when the same effect is applied on another entity (for example when using the same stabilozine syringe on multiple characters).
Fixed particles spawned in StatusEffects only copying the emission angle of the parent item, but not the rotation when CopyEntityAngle is set to true.
Fixed terminals not sending any outputs server-side.
Fixed bots unequipping diving suits when they shouldn't. Only happened while doing a low prio objective.
Fixed retreating bots attacking with adhoc weapons like tools. If the bots retreat, they shouldn't use weapons at all.
Fixed the priority calculation for the rescue all objective. Should fix bots refusing to treat seriously injured characters and also fixes the priority of the targets.
Fixed occasional rapid flipping (usually noticeable only in debug draw mode) when a bot has no valid path or the path has ended.
Fixed bots sometimes not being able to climb ladders because they skip a node too early. Happened especially in Katrull.
Fixed some cases where bots fail to release the ladders when they should.
Fixed bots occasionally disgarding an autonomous objective with low priority after starting to follow it.
Fixed bots ignoring unsafe hulls (= any threats) when they shouldn't and consequently heading into danger.
Fixed some monster attacks causing internal damage instead of bitewounds.
Fixed Hammerhead Matriarch's head damage modifier ignoring bitewounds.
Fixed latched creatures not reacting on being damaged.
Fixed monsters flipping constantly while swimming.
Fixed Husks not regenerating health properly.
Fixed AI targets not being decreased on inactive items.
Fixed fire extinguisher definition (xml): the identifier and the tag shouldn't be the same string.
Fixed monsters sometimes moving slower than they should when walking inside.
Fixed charge indicator not being flipped in horizontally/vertically flipped batteries.
Fixed fabricators occasionally getting stuck to the active/inactive state client-side when the fabrication is paused due to insufficient power.
Fixed ancient weapon not cutting through holes in walls.
Fixed ambient light being brighter in the submarine editor than in-game.
Fixed walk speed not being affected by speed reductions.
Fixed all enemies ignoring the speed modifiers.
Fixed wires appearing as loose items on the floor after saving and reloading if they've been disconnected from both ends.
Fixed non-stackable status effects with a duration having no effect.
Fabricators can pull ingredients directly from the user's inventory without having to place them in the fabricator's input slots.
Lock the on/off switch in the pump interface when the state is controlled by signals, same with the engine slider.
1 second cooldown before doors can be opened/closed after someone else has opened/closed them. Makes it less likely for doors to be opened/closed accidentally when multiple people are trying to use them at the same time.
Show a warning if trying to start a campaign for the first time without playing the tutorials.
Diving suits and fire extinguishers are not automatically picked up from the lockers/brackets when clicking on them to make it less likely to accidentally pick them up. Instead, clicking on them opens the inventory of the container, the same way when interacting with e.g. a steel cabinet.
Subinventories (= inventories inside items, toolboxes for example) open/close faster and cannot be interacted with until fully open.
Contents of toolboxes and crates are shown in the tooltip when hovering the cursor over the slot.
In-game message boxes (mission/traitor notifications) close automatically after 15 seconds if not interacted with.
Right-clicking in the sub editor opens a context menu that can be used to remove, cut, copy and paste entities (making it possible to remove them when using a keyboard that doesn't have a delete key).
Hide cursor when aiming with a turret or a ranged weapon.
Made docking indicators more visible on the sonar.
Show mic input level also when Push-to-Talk mode is selected to make it easier to adjust the level without having to switch the mode to Voice Activity.
Pressing the up arrow brings up previously sent chat messages, making it easier to resend them.
The filter in the sub editor only searches from the currently selected category.
Major physics optimization. Most importantly, the physics are now multithreaded, making the game perform much better when there are large numbers of characters active.
Item optimizations. Items that don't currently have any components active are not updated, which significantly improves the performance especially in large subs with lots of items.
More aggressive character culling (characters stop being rendered as soon as they exit the camera view).
Dead bodies despawn after a few minutes (or when the character respawns in multiplayer). The despawning character's items are placed in a duffel bag and dropped near the body. Prevents performance issues when lots of bodies start to accumulate in the submarine.
Preload necessary monster assets at the start of the round to prevent lag spikes when a monster spawns.
Fixed serious performance issues when creatures are on the borders of the sub (some issues still remain).
Skill gain values are now moddable (see Content/SkillSettings.xml).
Added a few new artifact missions.
The job gear variants are not just visually different versions of the same item, but completely separate items. The job variants now allow the players to choose what kind of gear they want to spawn with, not just the look of the uniform.
Attachable items and wire nodes can now be freely placed around the character instead of always being placed at the position of the character. When attaching items/wires, there's a placement grid that makes it much easier to neatly attach/wire things mid-round.
The submarines now get automatically outfitted with a semi-random selection of supplies when starting a campaign. The items that have been manually placed in the submarine editor are kept as-is.
Humans are more resistant to gunshot wounds, lacerations and blunt force trauma than monsters. The intention is to allow making weapons more effective towards monsters without making killing your crewmates with them too easy.
Added a "terminal" item that can be used to send and display textual signals. Could be used for things such as terminals that send commands to devices or display some data received from devices.
Added muzzle flashes to small firearms.
Added a crosshair when aiming with small firearms. The crosshair also indicates the spread of the weapon.
Increased the skill requirements to operate the reactor.
New background music for editors.
Characters with an insufficient electrical engineering skill may get electrocuted when rewiring powered devices.
Added holes in the level walls next to the outpost at the end of the level, so the player doesn't have to backtrack through most of the level if they approach the outpost from the wrong side of the level wall.
Added heavy water currents at the sides of the level to make it more obvious that you're not supposed to go that way.
Added subtle chromatic aberration & blur when suffering from heavy bloodloss.
Nerfed hull damage from plasma cutter and welding tool explosions.
Removed repair thresholds from items; any device that's not in perfect condition can now be repaired.
Rebalanced medical items: stat-boosting effects last much longer.
Modified vigor buffs from steroids and hyperzine to be intantaneous instead of delayed.
Tweaked opiates. They now do less overdose damage, produce a lower addiction for skilled users, but produce a serious addiction for unskilled users.
Replaced the legacy ladder, stair and docking port sprites.
New alarm buzzer sprite that actually looks like an alarm buzzer.
New (smaller) small pump sprite.
Decreased the range and brightness of the "halo" around the players.
Exposed pump's MaxFlow parameter in the sub editor.
Added a lot more oomph to nuclear explosions.
Added damage particle effects that are rendered on top of the characters (also under water).
Split internal damage into categories: gunshot wound, blunt trauma, lacerations, monster bites, and internal damage.
Gunshot wound is no longer a bleeding affliction.
Humans are more resistant to damage caused by weapons (means we can increase the damage on monsters without making the weapons too lethal on humans)
Added damage protections on some clothes.
Major SMG buff: larger magazine, less spread, more damage, but slightly lower fire rate.
Minor Shotgun buff: more damage and stun.
Slightly decreased the stun effect from revolver ammunition.
Modding: Removed all texture paths from limbs where they are not required. Fixes issues when trying to create a copy with a custom texture based on an existing character. Note that the "Copy Character" functionality does not automatically replace texture paths that have been defined in limbs, because that could lead into issues. If there are texture paths in the limbs, you'll have to handle it manually. The texture paths defined in limbs are limb specific overrides to the common path defined in the ragdoll's properties.
Use "weldingequipment" tag instead of "weldingtool" identifier when seeking the equipment for fixing the leaks to enable support for custom welding equipment.
Use "cuttingequipment" tag instead of "plasmacutter" identifier as required items for collecting minerals to enable support for custom cutting equipment.
Artifact mission markers are shown on the sonar even after the artifact is on board to make it harder to lose the artifact.
Made monster mission markers more imprecise.
Made the "name contains illegal symbols" error message more descriptive (with instructions to change the name to something else).
CPR damage can be modded by editing the affliction xml.
A warning when attempting to start a campaign that was saved with different mods than the ones that are currently active.
Switched from .NET Framework 4.5/Mono to .NET Core 3.0:
Improves general stability, especially on macOS and Linux.
Lowers number of dependencies, simplifying the installation process.
Introduces features that will translate into further stability and performance improvements in the future.
Switched from MP4 to WebM to minimize bloat and dependencies on patented tech.
Cap the framerate to 200 FPS when VSync is off to prevent overloading the GPU. The cap can be adjusted by changing the "framelimit" attribute in config_player.xml.
Wifi components in the respawn shuttle can't communicate with components in other submarines/shuttles.
Power consumption of damaged devices doesn't increase as much anymore.
Added combat priorities to alien weapons to allow bots to use them.
Improved name tag hiding.
Give job items to humans spawned with the "spawn" command.
Slightly increased the view range of the coilguns and railguns.
Continue playing the main menu and editor music from the previous position instead of restarting when switching between screens.
Marked "editsubs" a cheat command (so you can't just switch to the sub editor, spawn whatever you need and go back to the game without enabling cheats).
Bots can now undock the sub.
Humanoids now use the "group" property like non-humanoids. This allows non-humanoid creatures to be treated as friendly/neutral subjects by the bots.
Replaced the generic "cannot reach target" messages with context-specific and more descriptive messages.
Bots now take the other bots into account when they evaluate the importance of the tasks. Fixes multiple bots going to fix the same leaks or repair the same items.
Bots should now abandon the combat objective only when not fleeing from an enemy. If they fail to flee from an enemy, they will fight (or avoid) instead.
Fixed bots loading the turrets only with the default ammunition.
Fixed multiple bots trying to navigate the submarine at the same time.
Fixed pathfinding applying 10x more penalty on vertical distance when the host is outside (should only apply inside).
Fixed bots starting the path from obstructed waypoints or waypoints that are inside when they are outside or vice versa.
Fixed issues when bots are trying to enter the airlock from outside.
Fixed bots getting stuck in the combat mode (with 100 priority) when they try to retreat to a target that cannot be reached.
Fixed two-handed items like ammoboxes not being visible when the bots carry them.
Fixed issues when the bots try to equip items or contain them inside other items.
Fixed bots sometimes going to repair leaks/fix things without a mask or a suit.
Fixed bots being unable to put diving suits into lockers when there already is a diving suit in the targeted container. Instead of dropping it on the ground, the bots now try to find a new place for the suit before abandoning the objective.
Fixed bots seeking paths through doors when they have a crowbar/wrench equipped.
Fixed bots sometimes being unable to put off fires and dying while trying to do it (because of a failing raycast).
Fixed bots not shooting hostile submarines.
New behaviors: avoiding, passive-aggressive, and aggressive.
Adjusted Bonethresher, added a berserker attack when the creature is low in health.
Revised Matriarch's behavior: Matriarchs now spawn in swarms, protected by other Hammerheads, and they try to keep the distance to the submarine. Boosted the explosion and increased the Spawn count.
Added new missions about Hammerhead Matriarch.
Revised all the creatures using the new behaviors.
Changed how "attack when provoked" works. The previous state is now reset when the target changes. Also fixed several relate issues. Rename the property (requires action if custom characters use it). When a creature is attacked and "attack when provoked" is false and the attacker is not found in the predefined ai targets, the creature flees by default instead of just ignoring the attacker.
Refactored the eating behavior: fixes small creatures not being able to eat significantly larger creatures.
Adjusted the commonness and the reward of the Thresher swarm mission.
Improved the indoors escaping behavior.
Reduced the linear velocity when not facing the movement direction. Should fix monsters moving unnaturally when abruptly changing directions.
Increased the swimming speeds of all monsters and adjusted the animations accordingly.
Improved the path steering while swimming inside the submarine.
Halved the swimming speeds inside the submarine.
Increased the attack ranges for Hammerhead and Hammerhead gold to help them reach the targets.
Don't allow large creatures like Bonethreshers or Hammerheads enter the submarine, because they easily get stuck and it's glitchy.
Fixed characters that cannot enter the submarine still trying to target the inner walls.
Fixed Tigerthresher and other creatures that can't attack the submarine bumping on the doors.
Fixed characters occasionally getting stuck while trying to reach the last known position of the previous target.
Fixed a crash when the creature is set to attack when provoked and when the damage source is null.
Fixed extra creature being spawned when using the <monster> elements in the monster mission definitions.
Fixed Hammerhead Matriarch's skirt going throught the walls.
Fixed performance issues when creatures are trying to find a path out from the submarine while escaping. Also improved the escaping behavior in general.
Fixed Mudraptors sometimes squeezing themselves towards doors without being able to attack them.
Fixed monsters not reacting to being fired with turrets unless they can target the attacker.
Fixed minor slipping in Mudraptor's walking animation.
Weapons and tools now have ai targets that are only activated when the items are used -> shooting monsters should make you much more attractive target than just swimming peacefully around.
Fixed a bunch of bugs that caused "missing entity" errors. However, there are many different reasons the error can occur, so even though we have not run into the issue anymore during out testing rounds, there is still a chance it may occur in some situations.
Fixed inventory items occasionally getting mixed up in the multiplayer campaign.
Fixed a bug that caused clients to get disconnected with an "invalid object header" error when a character has a large amount of different afflictions.
Fixed collider tunneling when client is slow to send inputs. Caused characters to occasionally noclip through walls when the connection or framerate is poor.
Fixed server owner occasionally timing out if loading the round takes too long.
Fixed server owner's character occasionally being killed due to round start timeouts.
Fixed players not getting notified in any way when their connection to the server has timed out, allowing them to keep playing without being able to interact with anything.
Made giveperm/giverank commands suck less by allowing names, endpoints and SteamIDs instead of clientlist id, and allowing users to skip question prompt by adding rank or perm as a second parameter.
Fixed multiplayer campaign saves appearing in the single player "load game" menu if they're placed in the singleplayer save folder (leading to a crash if a player starts to load the save).
Fixed server not sending condition updates for inactive items, potentially causing the condition to get desynced when all of the components of the item go inactive.
Fixed clients only being informed of the reason for their ban the moment they're banned, but not if they try to rejoin.
Fixed clients not attempting to reconnect to the server automatically when the connection is lost, forcing the client to rejoin the server manually.
Fixed clients sometimes being able to noclip through walls when the framerate or connection is poor.
Karma system can be enabled/disabled in the "host server" menu.
Option to set the number of password retries before a ban.
Fixed voice chat indicators not working in the in-game crew list.
Moved "End Round" button to the pause menu.
Added a separate server log category for wiring.
Fixed clients not relaying console commands that don't exist client-side to the server (i.e. custom commands implemented by a server mod can now be used by clients).
Added "killdisconnectedtime" command that can be used to set the time after a disconnected player's character gets automatically killed.
Increased default killdisconnectedtime to 2 minutes.
Player cap can be adjusted in the server settings.
Made "showseed" console command usable by clients.
Fixed lobby command (which switches to the single player lobby) being usable in multiplayer.
Fixes to render order oddities (structures with a depth > 0.5 always rendering behind all items, inconsistent render order between sub editor and in-game). Now structures with a depth of >= 0.9 are always behind everything (and visible through the LOS effect), and item's sprite depth is capped to 0.9.
Fixed background structures that are resizeable on both axes always being drawn behind other background structures regardless of the sprite depth.
Fixed Kastrull flooding when the drone undocks.
Fixed ballast pumps deteriorating in Kastrull's drone despite being unreachable by the players.
Fixed sonar transducers consuming no power.
Fixed EventManager intensity being calculated incorrectly in multiplayer, causing monster spawns to be more sparse in multiplayer than in singleplayer.
Fixed autopilot overshooting and compensating too heavily when attempting to maintain position, causing it to never fully stop on the target position.
Fixed charactes being unable to get through multi-layer walls from inside the sub (for example the walls above Humpback's command room).
Fixed plasma cutter not cutting through holes in walls.
Fixed melee weapons not working inside ruins due to the colliders that block subs from entering the ruins.
Fixed fabricator cancellation failing to be communicated under certain circumstances.
Fixed fabricator and deconstructor operating faster when run on overvoltage, making it possible to fabricate/deconstruct things almost instantaneously by using relays.
Fixed camera position "twitching" when moving the cursor around while unconscious.
Fixed crashing if there's no audio device available.
Fixed texts in mission/traitor notifications occasionally overflowing outside the border of the message box.
Fixed subinventories not opening when trying to heal an unconscious character.
Fixed engines causing crashes if MinVoltage is set to 0.
Fixed small "twitch" when a character enters or exits a submarine.
Fixed starting a combat mission with just 1 player counting as winning the mission.
Fixed linked shuttles occasionally spawning at the wrong side of a sub's docking port.
Fixed clients being assigned as traitors in combat missions even if there's no-one else in their team.
Fixed server lobby screen not scaling correctly after changing to a bigger resolution.
Made the screen distortion effects caused by afflictions change less abruptly when the condition of the character changes quickly.
Fixed items being swapped from slot to another when combining an item with one that has a higher condition.
Fixed lights in deviced bleeding through characters and blurry black "shadow" around characters.
Fixed '+' and '-' signs in number input fields being misaligned in Chinese and Japanese.
Fixed Workshop item descriptions only showing the first 256 characters.
Fixed reactor highlight effect extending outside the reactor sprite.
Fixed ID-restricted doors only taking the first ID card in the inventory into account.
Fixed crashes in the character editor when creating a humanoid with incomplete limb definitions.
Fixed the character editor crashing if no textures were found.
Don't allow to save invalid texture paths in the character editor.
Decreased the range of some of the motion sensors inside alien ruins to prevent certain rooms from being nearly impossible to get past without getting zapped by an alien coil.
Fixed excessively large tonic liquid collider.
Fixed accordion collider.
Fixed doors not blocking hitscan weapons.
Fixed sonar showing everything around the sub when sending out a directional ping and immediately switching to passive.
Fixed inability to drag characters from room to another in alien ruins.
Fixed crashing if a modded UI style contains multiple child styles with the same name.
Fixed wire nodes getting misplaced when flipping wires in the sub editor.
Fixed groups of items that include wires sometimes not getting placed at the position of the cursor when pasting them in the sub editor.
Fixed currents heavily slowing down the submarine regardless of the force or direction of the current.
Fixed some held items vibrating/twitching when moving.
Fixed turrets emitting muzzle flash particles in an incorrect direction (the rotation of the particle was correct but the direction it flew towards not, which isn't noticeable with the non-moving vanilla particles).
Fixed "skip tutorials" returning to the main menu instead of opening the correct tab when starting a new game.
Fixed all items being highlighted in the multiplayer campaign store menu when another player buys something.
Fixed setting the number of items to buy by typing a number in the text box being practically impossible in the multiplayer campaign store.
Fixed grenades exploding multiple times if you throw one, pick it up before it explodes and rethrow it.
Fixed bots occasionally letting go of ladders too soon when going to operate an item, causing them to fall down.
Fixed some waypoint issues in Orca.
Fixed wifi components in the respawn shuttle being able to communicate with the main sub in non-combat missions.
Fixed engine sound range being up to 20 times larger than it should be.
Fixed monsters occasionally being able to attack through walls.
Fixed alarm buzzer not returning to the original rotation when the alarm stops.
Fixed a couple of unfair ruin traps (rooms with coil/sensor placement that makes it impossible to pass through without getting zapped).
Fixed mechanic tutorial getting softlocked if the player never has an oxygen tank (or aluminium) and sodium in their inventory at the same time. I.e. if they deconstruct the oxygen tanks first and put the aluminium in the fabricator, and then get the sodium and put it in the fabricator.
Fixed the game occasionally freezing when joining a server.
Fixed a bug that occasionally caused clients to disconnect with an "entity not found" error in the multiplayer. In technical terms, the issue occurred when the server spawned an entity with a given ID, sent a network event for that entity, and then spawned another entity that took up the ID of the previous entity. This could happen, for example, if in the multiplayer campaign a player happens to get an item with the same ID as an item in the inventory of another player who isn't currently present, and the other player joins the server. There are still most likely additional bugs that can cause similar error messages, so this fix will probably not get rid of the errors entirely.
Fixed start button staying disabled in the server lobby when switching from the campaign mode to another game mode.
Fixed clients occasionally getting disconnected due to the campaign store. Happened if a location had changed from one type to another (for example, natural formation to outpost), the players had bought something that wasn't originally available from the location and a new client joined.
Fixed clients occasionally being prompted to download subs from the server even if they already have a matching sub.
Fixed server having a password even if the password box is left empty in the in-game "host server" menu when hosting with the Linux version.
Fixed server name being shortened to one word when hosting from the in-game "host server" menu with the Linux version.
Fixed "ready to start" tickbox disappearing if a client joins while a round is running.
Fixed traitors remaining as traitors client-side after restarting the round, allowing them to access the sabotage interface despite not having a traitor objective.
Fixed characters occasionally not selecting/deselecting a periscope client-side, causing them to walk in place or not grab the periscope.
Fixed male asian heads not appearing in the server lobby.
Fixed campaign servers never being filtered out from the server browser when filtering based on game mode.
Fixed clients not displaying the "could not connect" popup if the initial connection to a server times out.
Fixed door weld state occasionally getting desynced, causing the door to be welded server-side but possible to open client-side.
Fixed junction boxes not passing signals to relays.
Fixed broken junction boxes and relays carrying power.
Fixed devices not receiving power if they're connected directly to batteries/supercapacitors with no relays or junction boxes in between.
Fixed light components that receive power from somewhere else than a power input connection not going out when they lose power (e.g. lights on the diving suits).
Fixed pumps and batteries operating/recharging faster when receiving overvoltage, with no upper limit, making it possible to for example operate pumps at 10x the speed by connecting them to a relay that's receiving 10x more power than is being drawn from it.
Fixed LightComponents being toggled twice when they receive a signal to the toggle connection.
Fixed "last used" listbox overlapping with the entity visibility tickboxes in the submarine editor on low resolutions.
Fixed misaligned colliders on the "Shell A Cap 0 deg A/B" wall pieces.
Fixed links disappearing between linked subs and docking ports when loading in the sub editor.
Fixed loading freezing for up to 10 seconds if the game cannot fetch the remote content for the main menu (update notifications, changelogs, etc).
Fixed lights on devices (junction boxes, nav terminals, reactor) being rendered on top of characters.
Fixed lights lagging a little behind moving objects (e.g. diving suit light).
Fixed characters being able to grab/heal others when handcuffed.
Character editor: don't switch to the limb mode when clicking a limb in the joint edit mode. Fixes difficulties in using the joint angle widgets when the widgets are interloping limb source rects.
Character editor: Fixed the texture path field not being copied if the source character has no texture path defined. In this case, we can use a texture path found in one of the limbs.
Fixed bots incorrectly reporting problems in the room they are in instead of the room the issues is spotted at.
Fixed bots reporting broken devices or asking medical attendance even if they are taking care of those things.
Fixed bots saying "put out a fire in hull" instead of using the name of the room when they extinguish a fire.
Fixed AITargets staing active even if the entity is not active (for example, the sonar could still be heard by monsters after it's turned off).
The bots now only report about issues that have not been already been reported.
Fixed monsters attacking doors that are open.
Monsters keep pursuing the target if the behavior is "pursue" even when they cannot attack.
Bots stop operating devices if a player starts operating them (unless they have been ordered to operate the device).
Fixed bots playing the rewiring sound when repairing an item with a screwdriver.
Fixed bots sometimes stopping behind a closed door when trying to extinguish a fire.
Fixed chat messages occasionally extending below the lower bound of the chatbox.
Fixed searchlight and turret lights disappearing before the light is fully off-screen.
Waypoint fixes in Kastrull and the drone.
Fixed Kastrull flooding when the drone is undocked.
Fixed ballast pumps in Kastrull's drone being off by default.
Fixed enormous in-game ballistic helmet sprite.
Fire extinguishers can't be placed inside toolboxes anymore.
Fixed lobby screen not scaling correctly after changing to a bigger resolution.
6 new traitor missions with much more varied objectives.
More variants of all job outfits.
30 new character face sprites.
Overhauled job assignment logic to make the job distribution a little more balanced. Now each client gets assigned one of the spawnpoints (and its associated job) according to their job preference, which means that if the sub for example has 2x as many engineer spawnpoints than medic spawnpoints, there tend to be 2x more engineers. When playing with a mod that adds new jobs to the game, spawnpoints that have no job associated with them are considered spawnpoints for the non-vanilla jobs.
We would like to get feedback from players about this: does the job assignment seem fair, are people generally getting the jobs they want?
New logic components: sin, cos, tan, asin, acos, atan, modulo, round, ceil, floor and factorial.
Improved autopilot: much faster and less likely to get stuck.
We would like to get feedback from players about this: Is there still incentive to steer manually?
AI characters don't set stationary batteries to recharge unless ordered to do so.
Items can be made damageable by projectiles, melee weapons and explosions by adding DamagedByProjectiles="true", DamagedByMeleeWeapons="true" or DamagedByExplosions="true" to the config.
Nerfed welding fuel + diving mask combo. The tank depletes much faster and one tank is only enough to make the target fall unconscious, not to kill them.
Added deconstruction recipes to all drugs.
Added huskified face sprites to all characters.
Question prompts in the debug console and dedicated server console (such as "enter the reason to ban XXX") can be cancelled by pressing Ctrl+D or Ctrl+Z (or Ctrl+C in the in-game debug console).
Welding tools and plasma cutters explode when loaded with the wrong fuel.
Removed sodium as a product of recycling fire extinguishers.
Added some loose vents and panels to Orca and Typhon.
Option to set a name for a character added by a mod without having to configure it in a separate text file. Use displayname="somemonster" in the character element to set the name.
Balanced splash screen audio volumes.
Alarm buzzers twitch when active to make it more clear where the sound is coming from.
Scrollbars that work as on/off switches (e.g. power switches and autotemp sliders in item interfaces) can be toggled by clicking on them.
Decreased the chance of selecting a traitor mission that's already been selected during the session.
Option to choose a "play style" for the servers to tell the players what kind of gameplay and rules they can expect on the server.
Improved server browser:
More filtering options
Friendly fire off
Voice chat enabled
Option to filter by play style.
Option to filter by game mode.
Added the option to favorite servers.
Added a list of recent servers.
Added a friends list, you can keep track on which servers your friends are playing at as well as join them directly from the friends list.
Miscellaneous layout improvements.
Improved server lobby:
Improved character customization interface: players now have full control over their appearance.
Improved job preferences interface: players can now more easily switch around their class preferences, as well as pick which variation of an outfit they would like to wear.
Mission selection is more flexible: mission types can be toggled separately.
The campaign interface is displayed directly in the menu, not in a separate view.
The submarine preview is displayed directly in the menu without having to open a separate window.
The job preferences of other players are indicated in the player list.
Voice chat icon now indicates the loudness of the audio being transmitted/received.
Voice chat settings are indicated in the bottom-right corner of the chat box.
The server log is integrated into the chat box.
Added new server settings under anti-griefing tab which previously were only accessible through serversettings.xml.
Allow friendly fire.
Miscellaneous layout changes.
Changed the logic for automatically unequipping the diving gear, extinguishers or items that are held in hands.
Taught the bots to place diving suits, fuel rods and fire extinguishers into right places, if they can't unequip the items without dropping them AND if the current objective is not high priority. The system uses tags/identifiers and two new attributes: "preferredcontainers" in Items and "containablerestrictions" in ItemComponents so it can be adjusted both in the editor and in xml.
Improved the code to prevent dead-locks between the AI states.
Start looking new oxygen when the current oxygen tank is at 10% instead of starting when it's empty (which often lead the bot to suffocate while doing the objective).
Combat: Don't ignore empty weapons when evaluating weapons for the first time (allows to try reloading a weapon before ignoring it as useless).
Fight Intruders: Automatically switch weapon when the current weapon runs out of ammo. Find ammunition for the current weapon if no other decent weapon is found. Don't allow to go offensive while armed with poor weapons, like a wrench.
Fix Leaks: Improved the operating of welding tools.
Rescue: Major refactoring. Allow to heal self. Improve the priority calculation. The priority is now based on the severity of wounds.
Taught the bots to look deeper into the inventories (recursive) when seeking items.
Changed the decision making on whether or not a bot needs diving gear.
The bots now avoid unsafe paths in the idle state or when doing low priority objectives.
The bots don't follow targets outside of the submarine.
The bots don't stay still when idling underwater. They swim in place instead.
Adjusted the combat priorities for the weapons.
Increased the minimum initiatives.
Adjusted the target evaluation for the Fix Leaks objective.
Improved the distance approximations for all AI objectives.
Increased the base devotion (how much the current objective priority is boosted).
Reduced the shooting distance when the bots are operating turrets.
Adjusted the idle waiting, standing, and walking times.
Fixed bots getting stuck if the next node was behind a door.
Fixed bots getting stuck on ladders when the main collider bottom was slightly lower than the floor level, even though the bot should be able to take off from the ladders.
Fixed bots getting stuck on ladders when they need a new target while climbing.
Fixed bots ignoring/avoiding targets in hulls when there were dead enemies inside them.
Fixed issues in switching empty oxygen tanks to new.
Fixed bots unequipping and re-equipping diving gear while ordered to follow another character.
Fixed bots not being able to handle things when they cannot find diving gear. Now they should first try to get the gear and if it fails, they should just target a safe hull.
Fixed bots shooting friendly characters with turrets.
Fixed bots always treating weapons as revolvers.
Fixed the loading of smg magazines/fuel tanks etc (because they are different from revolver rounds).
Fixed autonomic objectives overriding the user-defined settings (steering, batteries).
Fixed bots being able to do things while hand-cuffed.
Fixed a dead-end when an item is taken by another character after the target item was defined and before the objective is completed.
Fixed item prioritization calculations.
Fixed hull safety calculations always using the current visible hulls (which should only be taken into account when the hull is the current hull).
Fixed bots abandoning the operate item objective if there was another character operating the item.
Fixed bots speaking about success/failure to repair when another character fixes their target.
Fixed bots reporting individual failures when doing a loop objective. Should fix bots spamming with the "Cannot reach the target" msgs.
Fixed the current objective not being reassigned after sorting the objectives, leading to sorting the subobjectives of the old current objective, which would be fixed only after the next time the objectives were sorted (after 1 sec).
Fixed the gap size being misinterpreted when calculating the priority for a fix leak objective.
Fixed bots switching repair targets while repairing an item.
Fixed bots in some situations facing the wrong direction. The bots should now always face the item they are operating.
Fixed bots' ragdolls getting unstable due to constant flipping in some rare cases.
Fixed bots not immediately targeting the other rooms when they reach the airlock (when entering the submarine).
New monster: Hammerhead Matriarch
New monster: Hammerhead Spawn
New diving suit sprite for husks.
Characters now have a separate property that defines whether or not they can walk, meaning that characters can now enter the submarine even if they cannot walk. When there is no water, the character will fidget around. Also fixes Fractal Guardians flying in non-flooded alien ruins.
Monsters now remember the position of the last target even when idling. The memories fade, however.
Monsters now flee briefly when being fired at with the turrets. Fixes swarming characters being easy to exploit.
Don't allow the monsters to retaliate unless they are in the same submarine as the attacker. Removed the CanRetaliate parameter on character AI that was added in the previous update.
Refactored ConditionalSprite: ConditionalSprite now takes Sprite or DeformableSprite as child elements.
StatusEffects can now be used to spawn characters.
Monster missions now support multiple monsters of different species.
Minor adjustments on eating. Fixes Bonethresher's eating animation.
Improved the avoid steering logic (used when the character is not using pathfiding, i.e. outside the submarine).
Charybdis: Increase the damage against structures for all attacks.
Adjusted Mudraptor, Bonethresher and Tigerthersher behavior. Threshers now hunt in packs.
Fixed incorrect flipping and mirroring. Disable mirroring on characters that don't need it.
Fixed Mudraptors preferring doors over humans.
Fixed targeting at wall center position instead of the section position. Fixes hammerheads and bonethreshers targeting destroyed wall sections.
Fixed the damage modifiers on hammerheads not working properly.
Fixed a crash when trying to create a swarm with characters that have no swarming behavior defined.
Fixed monsters not targeting the closest limb when they should.
Fixed ai targets not being updated when the character is dead, causing the characters to be too perceivable/not perceivable enough by the monsters.
Fixed limbs' lightsources not being visible inside the submarine.
Fixed draw order issues due to normal sprites and deformable sprites being used on the same characters.
Added "TailTorqueBoost" parameter that can be used to prevent long and fast-moving characters, like the Tigerthresher, to get tangled around themselves.
"TailTorque" no longer affects the swimming sine amplitude (how strong the tail moves).
Sprite orientation no longer affects the damage modifiers.
Exposed the ragdoll main limb.
Exposed the damage emitters.
Exposed the damage sound of damage modifiers.
The radial widget angles are now rounded to the closest 10.
Fixed characters being able to collide with the submarine, which often caused large monsters to get stunned and impact sounds to be played when they're spawned.
Fixed characters moving when they shouldn't.
Rewrote power distribution logic to resolve several issues and oddities in the way power was distributed across electrical grids, particularly when relays were used. The new system is also less performance intensive, so submarines that had performance issues due to large and complex power grids should now run better.
Fixed inability for mods to override jobs.
Fixed pumps calculating targetlevel incorrectly when receiving a "set_targetlevel" signal, causing neutral ballast level value in the sub editor to be off.
Fixed clients being able to join servers when they're using content packages the server doesn't have, which usually causes the client to get disconnected when a round starts.
Fixed clients being able to join servers after enabling a required content package in the settings, even though they need to restart first (leading to errors when a round starts).
Fixed "attempted to access a potentially removed character" console errors if a character dies while the client is waiting to apply the character's remote inventory state.
Fixed broken waypoints in Typhon that prevented bots from opening some of the doors.
Fixed characters being very hard or impossible to hit with melee weapons when they're lying on the floor.
Fixed characters placing their feet above a platform when not actually standing on the platform (noticeable in rooms where there's a platform on top of the "actual" floor).
Fixed husk eggs not causing a husk infection when injected.
Fixed depth sorting not working on damageable structures.
Fixed characters stepping on nothing if their feet are below the lowest step of a ladder.
Fixed door components being selectable when the door is broken, causing characters to drop from ladders if they interact with a door while climbing.
Alien motion sensors don't react to dead bodies to prevent bodies from blocking the way through the ruins by constantly activating coils.
Fixes to waypoints and outdated structure sourcerects in Bunyip, Selkie & Venture.
Put the shotgun shells in Dugong's, Kastrull's and Humpback's armory inside the shotgun.
Fixed clients retaining their original character when taking control of another one in the multiplayer campaign, but keeping the items of the new character.
Fixed sourcerects being moved when going through the sprite lists with arrow keys in the sprite editor.
Fixed servers occasionally appearing in the server list twice.
Improved color input layout in EntityEditors to prevent overlaps.
Fixed flares not depleting when in inventory.
Fixed propeller position becoming unmirrored when saving and reloading a mirrored engine.
Fixed detection area offset becoming unmirrored when saving and reloading a mirrored motion sensor.
Fixed a couple of doors and hatches in vanilla subs being repairable with welding tools instead of wrenches.
Fixed ruins occasionally having rooms too narrow to pass through.
Fixed door gaps occasionally getting misplaced when placing them in ruins, preventing water from flowing through the room.
Fixed "picked/selected required" fields disappearing from the item editing panel in the submarine editor if left blank.
Fixed being able to hit through walls with melee weapons.
Fixed framerate issues when using passive sonar near large amounts of sound emitters (right outside a submarine for example).
Fixed empty exploding ammo boxes exploding when deconstructed.
Fixed old chat messages overlapping in the server lobby after the scrollbar of the chatbox becomes active.
Fixed textbox selection not being cleared when pressing Ctrl+Z or Ctrl+R, causing a crash if the selection is outside the bounds of the current text and the player attempts to remove text from the box.
Don't allow reporting things while inside ruins.
Fixed crashing if a client has written something in the chatbox, gets disconnected and sends the message.
Fixed servers showing up in the server lobby after the server has been shut down.
Fixed traitor missions not ending when the traitor dies and the traitor retaining their old mission info in the info menu.
Fixed dead characters still appearing in the crew list when a client joins mid-round.
Fixes to decorative sprites: Rotation property is in degrees, fixed offset anim type being used as the rotation anim.
Added an option for the monsters to ignore retaliation when they are attacked.
Added an option to target the attack on specific limb types.
Added an option to continue the movement, "following through" the target after the attack.
Mods can override specific content without having to create a completely new content package. This can be done by surrounding the element with "<override></override>" (for example, an Item or a Character config element you want to replace a vanilla Item/Character with). The overrides work based on identifiers; for instance, if you configure an item with the identifier "wrench" and surround it with the override tags, it will replace the vanilla wrench.
Content package load order: the game will first load the core package, then other content in the order of selection (proper ui still pending). The load order is saved in the config_player.xml.
Made AI orders and event manager settings moddable.
The engine and reactor sound ranges can now be modified in the item XML.
The husk affliction can now be modified and applied on any character.
Support for multiple simultaneous husk afflictions based on the same system.
Support for multiple husk appendages. Made the attachment limb configurable in the affliction definition.
Additional content package validity checks during startup: make sure all XML files in the package can be loaded, and disable the package if they can't. Fixes tons of console errors on startup when a mod with invalid XML files is enabled.
Don't allow publishing workshop items that contain invalid XML files.
Don't allow selecting invalid content packages in the settings menu.
Fixed disabled content packages becoming active when they're autoupdated.
Character editor improvements:
Improved layout, hotkeys, general UI/UX improvements.
Support for editing the character configuration files including health, ai, inventory, sounds, particles etc.
Support for limb sounds.
Support for light sources attached to limbs.
Support for adding and removing attacks.
Support for afflictions in attacks.
Support for damage modifiers in limbs.
New functionality: creating limbs (without having to operate on duplicates).
Support for creating humanoids.
Allow to create new characters based on an existing character (copy character).
Added a limb specific "sprite orientation" that overrides the universal "spritesheet orientation".
Option for mirroring limb sprites.
Option for hiding the limb sprite (invisible limbs).
Multiple minor additions and changes, like an option to enable lights or to display the damage modifiers drawn on the character.
Exposed structure sound types.
Exposed the mouth position.
Exposed the angular damping and density for limbs (removed mass, which was not used).
Added a default texture path for ragdolls so that the texture can only be defined once. Limb specific texture definitions override this.
Allow to define a group for different species. The characters in the same group are friendly to each other.
DecorativeSprites can now be used on character limbs (like on items).
Made it easier to adjust the source rect's position with the arrows. Hold CTRL to change the size.
Fixed a rare case where characters got stunned in the character editor.
New husk faces.
Increased default VOIP and microphone volume and the maximum values.
Force a restart when switching the language.
More detailed "x is not a valid XML file" error messages.
Improved mission and traitor info popups.
Show the number of lights (total and shadow-casting) in the sub editor.
When rewiring, clicking the right mouse button only removes one node from the wire.
Wire nodes are added by left clicking in the sub editor, and can be laid out horizontally/vertically by holding shift.
Improved logging for DXGI_ERROR crashes on startup.
Made level ambient lighting darker.
Added "pause" console command (only usable in single player).
Fixed crashing when the recharge speed of a PowerContainer with no interface (e.g. Alien Generator) is adjusted by a signal or a bot.
Fixed docking interface becoming active on navigation terminals when any of the submarine's docking ports are close to another docking port, even if the terminal in question is not wired to that port.
Fixed an occasional crash when a bot starts retreating away from an enemy immediately after spawning.
Fixed clients not creating a download prompt when a sub they don't have is selected by vote.
Fixed traitor missions almost always placing the mission-related items inside the same containers.
Fixed traitor goal durations being displayed as "duration(xx) seconds" instead of "xx seconds".
Fixed Traitor's "find an item" objectives not being considered complete if the target item is inside another item within the traitor's inventory.
Fixed server using the provided campaign savefile name as-is (without the required .save file extension) when starting a new campaign through the console. Caused clients to throw "File transfer failed (wrong file extension """!)" errors and prevented them from receiving the save files.
Fixed servers being able to start the round multiple times by spamming the "start" console command before loading the round finishes.
Fixed rewiring sound playing whenever a remote player is using a rewireable device.
Fixed subinventories not opening when grabbing another character with no items in the corresponding slot.
Fixed draggable inventories getting stuck to a half-open state if the item is equipped when the inventory is opening/closing.
Fixed light sprites being mirrored when the item is mirrored, even if the mirroring the item's sprite had been disabled (e.g. junction boxes).
Fixed motion sensor detection area not being flipped when the item is mirrored.
Fixed status monitor not mirroring rooms on the display in mirrored subs.
Fixed engine propeller position not being flipped when the item is mirrored.
Fixed diving suits being displayed in an incorrect position when the locker has been flipped on either axis.
AI characters turn autotemp back on when leaving the reactor.
Fixed item sprites becoming unmirrored when a damaged sprite is fading in.
Fixed damaged item sprites that are set to fade in according to the damage always being drawn at full opacity.
Fixed spectators being distributed into teams in combat missions, potentially leading to imbalanced crew sizes.
Notify the client using the "togglekarmatestmode" command about the test mode being enabled/disabled.
Send karma change notifications when karma has changed by 1 unit or more when test mode is enabled, not just when an action causes an immediate change of 1 unit or more.
Fixed adjacent sprites bleeding into the platform and topwindow sprites.
Fixed autocompleting submarine/shuttle names when using the submarine/shuttle console commands.
Fixed some items (like sonar beacon) attracting monsters even when they're powered off.
Fixed inability to open the pause menu if an inventory slot had been highlighted when exiting the game screen.
Fixed welded door sprites "twitching" when the submarine moves.
Fixed crashing when a character with no hands or arms drops a holdable item.
Non-humanoids (i.e. monsters controlled by a player) cannot be assigned as traitors.
Traitor missions are considered unsuccessful if the objectives cannot be completed (for example if the submarine doesn't have suitable containers to place the traitor items inside).
Fixed the "Barotrauma" title text staying invisible in the main menu when coming back from the credits.
Fixed clients not refreshing an item's editing hud when a remote player adjusts the values (i.e. if two players had selected the same lamp and one changed the color value, the other client wouldn't see the value change in the editing hud).
Fixed a couple of the additive light sprites being slightly offset from the lamp.
Clients don't display client-side vitality changes in healthbars until the actual vitality is received from the server. Fixes health occasionally dropping and then jumping back up if the client predicts damage incorrectly (e.g. if a melee attack hits client-side but doesn't server-side).
Fixed character syncing being very inaccurate when switching to freecam and spectating a character far away from other players.
Fixed oxygen/fuel tanks attached to a tool being rendered behind the character's legs.
Fixed a networking error that prevented clients from selecting the correct submarine in multiplayer if the settings menu had been toggled open, which caused the client to start the round with an incorrect submarine and get kicked out from the server due to entity ID mismatch errors.
Added Japanese translation.
Added Polish, Spanish and Turkish NPC conversations.
Fixed clients waiting an excessive amount of time before resending network messages the server has not acknowledged receiving. Caused clients to occasionally enter a state where they can't interact with devices or pick up items.
Fixed fonts getting messed up when playing in Simplified Chinese.
Players who haven't been a traitor yet are more likely to get selected as a traitor.
If both teams have a traitor during a combat mission, traitor win will result in the opposite team's victory.
Fixed the order of the traitor objective chat messages.
Fixed flooding the respawn shuttle counting as flooding a part of the submarine when doing the "flood the submarine" traitor task.
Fixed server not sending a condition update for an item that gets removed when its condition drops to zero. Caused potassium and magnesium to explode continuously client-side when immersed in water.
Fixed server list only displaying servers that are located close to the client.
Fixed server list displaying the selected game mode incorrectly.
Fixed Chinese server names and descriptions showing up as "?????" in the server list when not playing in Chinese.
Fixed occasional "error while reading a message from the server" console errors when joining a server.
Fixed clients occasionally timing out and disconnecting during the loading screens.
Fixed character name box resetting in the server lobby when another client joins or disconnects.
Fixed "collection was modified" error when a client who's been given control of a bot tries to use the report buttons.
Fixed server hanging when a client joins if the server has a very large number of submarines installed.
Fixed a bunch of client-side console commands crashing the game if the client disconnects while a question prompt is active and then enters something in the console.
Fixed full SteamP2P servers not showing up on the server list regardless of the filters.
Fixed "remove ban" and "range ban" buttons in the server settings menu doing nothing.
Fixed switches occasionally getting desynced between clients.
Added a tickbox for selecting/deselecting all permissions to the client management panel.
Fixed clients with campaign management permissions not seeing the permissions of newly joined clients.
Fixed statuseffects with a duration not having an effect on karma.
Causing an "oxygen low" affliction decreases karma (for example when injecting large amounts of fentanyl).
Fixed scroll values resetting in the multiplayer campaign store menu when purchasing/selling items.
Attempting to drop an item to an empty inventory slot that's not of the right type (e.g. trying to put an extinguisher in the normal inventory slots), automatically moves the item to the correct slot if it's free.
Made irrelevant items (light components, lamps, small automated pumps, etc) non-interactable in the tutorials.
The first patient cannot be healed in the doctor tutorial until the "take the patient to the medbay" objective has been completed.
The docking interface does not become active in the captain tutorial when leaving the first outpost.
Added sounds for rewiring and repairing.
Fixed skills not having any effect on repair durations.
Fixed inability to enable content packages created for a version prior to 0.9.2.0 (ones that have the content package in the Data/ContentPackages folder instead of in the mod folder).
Use a welding tool icon to indicate damaged walls in the mechanic tutorial, because the generic repair icon caused some players to think the wall needs to be repaired with a wrench.
Minor changes to the instruction texts in the mechanic tutorial.
Reduced repair durations in the engineer/mechanic tutorials.
Fixed draggable subinventories staying visible when stunned.
Fixed light sprites not being scaled in the sub editor when resizing lamps.
Fixed contained items not changing their position when flipping the container (e.g. oxygen generator with some tanks inside).
Fixed projectiles emitting sparks when they hit a character (not just when they hit a structure).
Fixed sonar's zoom slider not moving when autodocking zooms in.
Fixed small creatures being unable to reach waypoints.
Fixed bots getting stuck while trying to repair items (in practice hatches) while holding ladders.
Hid SMG rounds and coilgun bolts from the sub editor because they're not usable by themselves, but are spawned automatically when the SMG/coilgun is fired.
Hid the junction box tutorial variant from the sub editor.
Stun guns and darts can be fabricated and purchased.
More reliable melee weapon hit detection (for example in the security tutorial it was previously very difficult to hit the crawler after it falls to the ground).
Enemies steer back towards the level if they end up outside the boundaries.
Added confirmation popups when exiting the sub editor or character editor to prevent losing unsaved work.
Fixed reactor warning lights being clickable and becoming invisible when pressed.
Fixed CPR button becoming invisible when pressed.
Fixed water occasionally flowing only through one gap in a hull, for example water only draining through a hole at a one side of a room even if there is another hole at the other side of the room.
Fixed scrollbars not resizing when filtering lists (e.g. the submarine list in the "new game" menu).
Fixed being able to fire flamers (and other repair tools) through walls and doors.
Fixed flamers working underwater when the water is shallow enough for the character to stand.
Fixed battery recharge rate slider not moving when the recharge rate is set by an incoming signal or a remote player.
Fixed some connection panels being rewireable in vanilla subs when a wire is equipped.
Fixed some pre-placed body armors and grenades in vanilla subs having an incorrect scale.
Fixed crashing when a character gains a skill level on a skill that's not initially configured for the character class.
Fixed "Add File" dialog of the Workshop publish screen always using the mod's root folder as the file path even if the file is in a subfolder.
Fixed contentpackage version number not being updated when updating an older workshop item.
Fixed subinventories closing when items are dropped into or removed from them, which made reloading weapons or putting several items into a container cumbersome.
Switched to Steam's networking API, which allows clients to connect to servers without the need for the host to forward their ports.
Expanded traitor feature:
Multi-step traitor missions that not only make things more interesting to the traitors themselves but also to give the rest of the crew a fighting chance of detecting the traitor.
Karma: a system that detects malicious actions and automatically creates a more challenging experience for griefers, or potentially triggers a kickban. The feature is completely optional and the server hosts can decide how aggressively it will react to malicious actions. In a nutshell, you can lose karma for doing dumb things, karma is regained gradually over time and may be increased more rapidly by doing good things, thus negating false positives and also giving you the chance to redeem yourself. Lose too much karma and you'll start to experience increasing levels of inconvenience.
Wire griefing is more difficult: wires have to be disconnected from the connection panels at both ends before they can be removed. Disconnected wires can be seen visibly hanging from the device, with noticeable particle effects and sound cues that make it easier to detect and fix wiring problems.
Added a built-in overheat warning light and siren to reactors and increased the time it takes for the reactor to catch fire and explode.
Tons of new decorative submarine pieces for the sub editor.
Berilia, a submarine for 16 players.
Fixed crashing when selecting doors or gaps in the sub editor.
Fixed crashing when combining items inside an ItemContainer (e.g. cabinet, deconstructor).
Fixed shuttles not being able to redock into some submarines with unconventionally positioned docking ports. Specifically, if a port needed to be docked to from below but was positioned above the center of the submarine (or vice versa), the docking interface would not activate on the navigation terminal.
Fixed docking port using the wrong submarine's position for joint adjustment, causing errors when docking a submarine with greater mass to one with a smaller mass.
Fixed an issue that caused occasional ID mismatch errors if a client died during a multiplayer campaign round and disconnected before the round ended.
Fixed item editing panel not appearing in wiring mode when selecting a wire in the sub editor.
Fixed ability to throw throwable items while unconscious.
Fixed bots not using fire extinguishers client-side in multiplayer.
Fixed clients not hearing the sound when someone crowbars a door open.
Fixed progress bars not showing client-side when cutting/welding doors.
Fixed inability to combine items in multiplayer.
Fixed occasional "index out of range" errors when loading walls that have been set to a non-default scale in the submarine editor.
Fixed inability to scroll the crew list with the mouse wheel when the cursor is over certain parts of the list.
Fixed sonar pings stopping mid-way when active sonar is turned off, which could be exploited to stop the pings before they reach a monster further away from the sub.
Fixed clients not seeing other characters when entering spectator mode after their character has been eaten by a creature.
Fixed clients not seeing other characters in spectator mode after the distance between the submarine and the client's corpse gets great enough.
Fixed clients getting stuck to a non-functional game screen if they start a new round before the ending cinematic has finished server-side.
Fixed projectiles hitting a character you're standing next to when firing.
Fixed characters automatically equipping handcuffs (i.e. handcuffing themselves) if they were picked up when the only free inventory space was the hand slots.
Fixed a rare race condition that occasionally caused the game to crash during the loading screen with a "no text packs available in English!" error message.
Fixed husk infection being healable with broad-spectrum antibiotics even when the infection has reached the final stage.
Fixed attachable items (detonators, electrical components) becoming deattachable without any tools if the sub is saved after deattaching them.
Fixed projectile raycasts not taking wall rotation into account, causing the projectiles to hit sloped walls when standing next to them.
Fixed PowerTransfer components checking overloads based on the item the recursive power check starts from, not the item that's currently being checked. Caused junction boxes to never break or catch fire in some subs
Fixed crashing in the character editor when no textures were found for the selected character.
Fixed crashing if a humanoid character has no knees or ankles.
Fixed EventManager calculating flooding amount incorrectly, causing floods to only have a very small effect on the intensity value.
Fixed batteries and supercapacitors being able to provide power through their signal connections (e.g. "set_charge_rate", "charge_rate_out").
Lighting fix: obstruct background lights behind hulls. Previously the background lights would only get obstructed by background structures, causing light to "bleed through" parts with no structures (e.g. humpback's docking port) and windows in the background walls.
Fixed item loading being interrupted if any item XML cannot be loaded, causing some items not to be loaded if any of the selected content packages are missing files or contain corrupted item XMLs.
Fixed fire sounds not playing when standing inside a fire source.
Fixed client names being converted to lower case when comparing them to the name written by the sender, preventing the message from being sent if the name wasn't written in lower case.
Pass private messages to the client hosting the server when the message is targeted to the server.
Private messages appear in the server log.
Fixed plasma cutter and welding tool hit particles being offset from the flame.
Fixed steel bar and titanium-aluminium alloy deconstructing to 100% condition items even when degraded (which could be used as an exploit to get infinite coilgun rounds).
Fixed holdable items staying in the characters hand(s) when swapping them from a hand slot to another limb slot (for example, when moving a flashlight from a hand slot to the head slot).
Fixed text wrapping not working properly with words that are longer than a single line.
Fixed deconstructor losing some of the material from deconstructed items if the output container couldn't hold all of the new items.
Fixed discrepancies in door welding & repairing logic regarding collision.
Fixed a crash when retrieving lobby information with an uninitialized IP.
Fixed max player count in server list & duplicate lobby entries.
Fixed arrow keys not changing caret position when typing.
Fixed doors looking repaired as soon as the condition goes above 0%, even though the collisions aren't re-enabled until the door gets above 50%.
Fixed water not leaking through broken doors.
Fixed inability to throw items through platforms.
Misc additions and changes:
Respawn shuttles now spawn inside the level somewhere near the submarine, instead of always spawning at the beginning of the level.
Respawn shuttles don't leave and despawn until a new respawn is pending.
Added "respawnnow" console command which immediately dispatches the respawn shuttle.
Search for default animation/ragdoll folders from the folder where the character file is located, not from "Content/Characters". Fixes mods not being able to load animation/ragdoll files if the file paths are not defined explicitly in the character configuration file.
Improved performance by deleting dead monsters that are far away from the sub and by disabling physics on dead bodies when they stay still long enough.
Added option to use conditionals to activate/deactivate ItemComponents. You can take a look at the reactor and junction box config files to see how it's used.
Added some indicator lights to junction boxes and reactors.
Stun batons don't affect large enemies (molochs, hammerheads, endworms, etc).
In wiring mode, items are selected by pressing E instead of clicking. Selecting items with the left mouse button made it very difficult to manipulate the wires because it was easy to accidentally select some device instead of a wire node.
Crate/toolbox inventories stay open and can be moved across the screen when the item is equipped.
Added limits to submarine name and description length.
Delete incomplete file downloads when disconnecting from a server while a file transfer is active. Prevents console errors about corrupted submarine/save files caused by the partially downloaded files.
Increased Humpback's battery capacity.
Added widgets for manipulating coilgun/railgun rotation limits in the sub editor.
Added a command for setting the value of a property on all selected entities in the sub editor (for example, "setentityproperties scale 2" would set the scale of all selected items/structures to 2).
Show ballast tanks and airlocks in a different color on the status monitor to make it easier to distinguish which rooms are actually flooding and which are supposed to have water in them.
Option to define multiple inventory variants for a character (e.g. to add variation to monster loot).
Start playing the main menu music during the loading screen.
More reliable human walk sounds (played at specific points of the walk cycle instead of relying on impacts between the feet and the floor).
Option to show a 16x16 grid and snap the cursor to it in the sprite editor.
Reactor can be controlled with movement keys.
Option to add a probability for afflictions applied by an attack.
Husk attacks have a 50% chance of causing a husk infection.
Decreased minimum item scale from 0.1 to 0.01.
The amount of materials received from deconstructing fuel rods depends on the condition of the fuel rod.
Reactors keep sending the temperature_out signal after a meltdown.
Disabled riot shields for now (too much griefing potential).
Toolboxes can be fabricated and decontructed.
Nerfed nitroglycerin's structure damage and increased the impact tolerance from 4 to 6.
Made alien pistols a little less underwhelming (sounds, recoil, particle effects).
Deconstructors drop all items that are inside the deconstructed item. Previously they would just get destroyed, making it a potential exploit to destroy items that should not be possible to deconstruct.
Modified welding fuel tank and oxygen tank sprites a bit to differentiate them from each other a bit more.
Modified plasma cutter and welding tool sprites a bit to differentiate them from each other a bit more.
Diving suits play the warning beep when there's no tank in the suit (not just when the tank is running out).
Server list can be sorted according to ping, name, compatibility or any of the other property in the list.
Docking ports of the enemy submarine are not shown on the sonar during combat missions.
Recharge headset batteries between rounds in single player.
Disable status monitor displays when out of power.
Reduce server CPU usage.
Update ladder and gap references if a waypoint is moved around in the editor.
More descriptive error messages when publishing a Workshop item fails.
Allow selecting multiple files at once when adding files to a Workshop item.
Made the autogenerated submarine preview pictures larger.
The "Host server" menu remembers the previously used port numbers and the player count.
Restrict server names to a maximum of 60 characters.
Items now collide with platforms.
The game automatically opens the generated crash report when it crashes.
Added "setmaxplayers" command to the dedicated server.
Clients can change the server password using the command "setpassword" if they have a permission from the host.
Reduced the range of the sonar ping sound and added a more subtle ping sound that can be heard further away.
Watchmen now hold position when attacked.
Added a subtle glow to alien buttons to make them a bit more noticeable.
Items that are set to be hidden in-game can still be interacted with in the sub editor.
EXPERIMENTAL: option to disable rewiring items in multiplayer. At the moment the setting can only be changed by editing a parameter called "allowrewiring" in serversettings.xml.
Fixed the position of an outpost's docking port not being taken into account when determining how to place it in the level. Caused large submarines sometimes to collide with walls when docked to outposts where the port is offset from the center.
Fixed corrupted sub files causing crashes.
Fixed item editing HUD not appearing on any other item after one item has been selected in-game (e.g. editing the channel on a wifi component prevented editing other items).
Fixed ladders and other resizeable items reverting to their original size if they're resized and the sub is saved and reloaded.
Fixed inability to resize gaps in the sub editor after they've been placed.
Reactors take other power sources into account when calculating how much power they need to generate. Fixes overloads on Humpback when turning on the backup batteries and operating the reactor normally.
Fixed watchmen not retaliating when a character does very small amounts of damage to them.
Fixed bots being able to take handcuffs off from themselves.
Fixed waypoint and spawnpoints being selectable in the sub editor even if they're hidden.
Fixed deconstructing coilgun ammo boxes giving out more materials than the materials required to fabricate them.
Scrollbars can only be dragged if the mouse button is pressed down while the cursor is on the scrollbar, not by holding the button and moving it on the scrollbar. Fixes accidentally switching from slider to another (often happens in the reactor interface).
Fixed crashing when setting limb or joint scale to 0 using console commands.
Fixed dropdowns in the Workshop item publish menu being draw behind the buttons below them.
Fixes bots being unable to exit ladders if some part of their body is below the platform.
Ignore keyboard inputs (delete, arrow keys, copy/paste) in the sub editor when a textbox is selected. Prevents accidentally deleting items/structures when attempting to delete text from a textbox.
Toolboxes can't be put inside other toolboxes or in the doctor's clothes.
Fixed items bought from the store during a singleplayer campaign session being deducted from the credits when save & quitting from the map.
Flares stop emitting particles when inside an inventory.
Fixed oxygen not flowing through horizontal gaps between subs (e.g. between Remora and the drone).
Decreased the size of the mountain in the RidgeBasic level type to prevent it from blocking the main path.
Fixed too small collider sizes on a bunch of crafting materials.
Fixed order options ("hold fire"/"fire at will" etc) being displayed in one button instead of being split into separate buttons when playing the game in Chinese.
Fixed "Text Self_CauseOfDeathDescription.Unknown not found" console error if a character gets killed by being inside a respawn shuttle when it despawns.
Fixed sonar not scaling properly when resolution is changed mid-round.
Fixed fabricators & deconstructors displaying the "insufficient power" warning when power is low (but still high enough for the devices to run).
Fixed another ID mismatch problem that occasionally caused clients to get kicked out in multiplayer, usually with an error message warning about a missing item.
Fixed players always getting range banned when banned by a client.
Fixed turrets not being aimed correctly in multiplayer if they're in another sub (e.g. the coilgun in Remora's drone).
More reliable fabricator and deconstructor syncing. Should fix items disappearing when multiple players attempt to use the device at the same time and strange timing inconsistencies when deconstructing multiple items in succession.
Fixed all servers showing "unknown" as the game mode in the server list.
Fixed server not allowing forward slashes in host messages.
Fixed repair interface sometimes getting stuck close to 100% in multiplayer.
Character editor fixes and improvements:
Nicer layout, made the panels hideable.
Added buttons for creating joints, duplicating limbs, and deleting limbs/joints.
A dropdown for selecting which content package to add the character to.
Allow creating a new content package during character creation.
Added hotkeys 1, 2, 3 for limb, joint, and animation modes respectively.
Change the logic of deciding on which parameters are shown and when. In the ragdoll mode you can now see the ragdoll, but also scale it and see the main parameters. Source rects are now longer shown on the sprite sheet if limbs mode is disabled.
Automatically select edit limbs mode when a new character is created.
Option to create multiple limbs in the character creation wizard.
Disallow deleting the main limb because it often causes crashes.
Only allow selecting PNG files as the texture.
The spritesheet is shown by default.
Fixed deleted joints not being saved properly.
Only lock the axis for torso/head position when alt is down.
Disable test pose if the character is not a humanoid.
Clamp camera offset so that the character is always at least partially visible.
Fixed an ID mismatch problem that occasionally caused clients to get kicked out in the multiplayer campaign, usually with an error message warning about a missing item.
Fixed servers using a local campaign save path sent by the client setupping the campaign, preventing the campaign from starting up if the path does not exist at the server's end.
Fixed radio communication occasionally not working between characters in the multiplayer campaign. Characters that had made it through at least one round were not able to communicate through radio with characters that have just been spawned for the first time.
Kick votes persist during a multiplayer session even if the client disconnects (= disconnecting and rejoining just before you get kicked doesn't work anymore).
The server sends a "this client previously used the name xxx" message when a client rejoins with a different name.
Fixed GameServer.UnbanPlayer passing the name to BanList in lower case even though BanList was case sensitive (preventing unbanning clients with the "unban" command if their name is not in lower case).
Fixed server not saving the whitelist when it's enabled disabled, causing the setting to revert when relaunching the server.
Fixed structure texture scale and texture offset now being reverting to default values when the submarine is saved by the server, causing them to reset between campaign rounds.
Fixed client always launching the default "DedicatedServer.exe" even if using a content package that should replace the server exe.
Servers only report content packages with files that cause multiplayer incompatibility to the master server. Fixes servers showing up as incompatible in the server list if they have custom sub files (or other types of files that don't cause compatibility issues) installed.
Fixed crashing when clients attempted to kick/ban players through the in-game info menu when a round was running.
Fixed client that's hosting a server not being taken into account in the player count visible on the server list.
Fixed server list not displaying non-English symbols correctly (e.g. Cyrillic or Chinese characters).
Replaced WinForms with SDL which should resolve most of the fullscreen/resolution issues. It's also now possible to change the resolution when in fullscreen without having to restart the game.
Fixes to the DXGI crashes during startup.
Fixed Character.GetConfigFile searching for the character file from all available content packages, not just the ones that are currently selected. Caused modded character files to affect the game even when the mod was not enabled, leading to various issues such as characters failing to equip items if the mod changes the number or type of inventory slots a character has.
Fixed a bug in monster/item spawnpoint logic that occasionally caused perfectly valid spawnpoints to be discarded when there were floating ice chunks in the level, sometimes causing monsters to spawn very far from the submarine (which often lead to the player not running into them at all).
Fixed bots not being able to retaliate when attacked with a repair tool.
Fixed crashing when firing a revolver in the sub editor.
Fixed items applying their status effects twice if they're put into a container by swapping them with another item. For example, replacing a fuel rod in the reactor by dropping a new fuel rod on it caused the reactor behave as if it had two rods in it.
Switches send out a continuous 0/1 signal that can be flipped by interacting with the switch (as opposed to working like buttons which send out a pulse when interacted with).
Fixed an issue that occasionally caused the main menu to look distorted when launching the game on Mac.
Fixed crash after opening the file browser from the Workshop menu more than once on Linux.
Fixed deconstructing coilgun ammo boxes giving out more materials than the materials required to fabricate them.
Fixed combat mission achievements being impossible to unlock.
Fixed item scales not being saved when the scale is modified in the sub editor.
Fixed incorrect physicorium shell description.
Fixed server list & workshop menu not resizing properly when changing resolution.
Fixed player input being used to determine whether a character should be holding on to ladders, causing AI characters to let go of ladders when holding RMB.
Allow to edit the door opening/closing speeds and increase the defaults.
Reduce the follow-up distance and require the bot to be in the same room than the player before stopping, so that bots with a follow order don't stay on the doorways when the player is trying to enter the airlocks.
Stop "breathing" deformations when the character is dead.
Disable obstructed paths when the submarine docks to another submarine/outpost.
Fixed crashing during startup due to faulty OpenAL installations.
Fixed inability to select the voice capture device if the name of the device contains non-latin symbols (Cyrillic or Chinese characters for example).
Fixed a networking issue that occasionally caused clients to get kicked with a "disconnected due to excessive desync" error message.
Fixed fires being very hard to put out completely in multiplayer.
Fixed items not being repaired after purchasing repairs in the campaign.
Removed outdated Launch_BarotraumaServer script from the Linux version (does not work anymore, the dedicated server should be launched by running the file called "DedicatedServer").
Fixed server ignoring the max players value set in the "host server" menu and using the setting configured in "serversettings.xml" instead.
VOIP improvements (less crackling and pops).
Increased oxygen output in vanilla submarines to prevent characters from suffocating when playing with an oversized crew.
Fixed occasional console errors when ending a round (causing the round end summary not to appear).
Waypoint fixes in vanilla subs.
Disallow shooting and attacking when the cursor is over a UI element (to prevent, for example, accidentally firing a gun when dismissing a message box).
Fixed monsters ignoring decoys.
Fixed store menu switching back to the equipment category every time something is bought/sold in the multiplayer campaign.
Fixed "push to talk" field going outside the audio settings menu on some aspect ratios.
Fixed long server names overflowing in the server list menu.
Fixed the character saying "OrderDialogSelf.dismissed" when a player removes an order from themselves.
Fixed subinventory slots going outside the screen when for example grabbing someone with a toolbox in the leftmost inventory slot.
Fixed monsters sometimes spawning inside the floating ice chunks within the levels.
New control scheme: items are selected by left clicking, deselected with right click or esc, and held items are used on devices by pressing E (e.g. when rewiring with a screwdriver or repairing something with a wrench). The new controls are somewhat experimental; the intention is to make them more intuitive to new players. You can still switch back to the legacy control scheme from the game settings.
Set default radio chat keybind to R and creature attack keybind to Mouse3.
MODDERS, PLEASE NOTE: Moved crafting recipes from the fabricator xml to the xmls of the items. Makes it possible for modders to add new craftable items without having to modify the fabricators.
Some menu layout improvements.
Camera movement is disabled completely when an item interface is open (not just when the cursor is on the interface).
Option to disable the camera pan/zoom effects from the game settings.
Automatically put the currently equipped item in the inventory (no matter if it's one or two handed) when picking up items that require two hands.
Job preferences can be edited mid-round in the info menu.
Slightly reduced the amount of oxygen characters consume from hulls.
Enemies don't attack outposts or targets inside it anymore.
Fixed characters retaining the last known inputs when a client disconnects, causing the character to keep welding, honking a bike horn or whatever else they were doing until the server kills the character.
More reliable throw StatusEffect (= grenade explosion) syncing. Fixes clients not seeing explosions at their end.
More reliable item wall attaching syncing.
Servers don't attempt to send position updates for items that have no enabled physics body (e.g. attached items). Fixes "received a position update for an item with no physics body" console errors when attaching items to walls.
Fixed spectate button staying visible when a round ends while a client is in the lobby.
Fixed remote characters sliding slowly to the left client-side when standing in place.
Fixed server creating "attempted to create a network event for an item that hasn't been fully initialized yet" console errors when spawning Light Components mid-round.
Fixes monsters flipping around way too often client-side (especially when inside the sub).
Fixed wire connections that have been done mid-round not working properly.
Fixed crashing when attempting to speak as a monster in single player.
Fixed linked subs not getting docked correctly when loading a saved game.
Fixed turrets not working if they're placed inside the submarine.
Emptying the "required items" field of an item in the sub editor now removes the item requirements (instead of using the default ones).
Fixed crashing if a fabricator finishes creating an item after the user has been removed (e.g. eaten).
Fixed crashing if none of the selected content packages contain location portraits suitable for the main menu.
Fixed projectiles not applying status effects on impact if they have no attack defined.
Fixed thorium rods not being usable in the reactor.
Conditionals return a match when checking status tag inequality and the target has no status tags (e.g. checking if a character doesn't have a StatusEffect with a "poison" tag returns true even if the character has no active StatusEffects).
Fixed severed limbs occasionally noclipping into the submarine.
Fixed large engine emitting smoke before it becomes repairable.
Made damaged Junction Boxes less sensitive to overvoltage. Nearly broken junction boxes were barely able to handle any overvoltage, leading to chain reaction where one junction box breaking causes the grid to be overloaded, and the rest of the boxes start taking damage at an increasing speed.
Reactors don't cool down when underwater anymore.
Removed minimum conditions from battery deconstruction output (= deconstructing an empty battery still gives the materials used to craft the battery).
Made a bunch of ItemContainer UI panels larger.
Items can be dragged and dropped directly from the inventory into containers without having to select the container first.
Plants can be picked up from the environment without any tools.
Added more help texts to highlighted items ("[E] Interact", "[E] Climb"...)
Changes to event syncing logic to prevent cases where clients fall behind the server and get kicked out due to the server not being able to send out network events to the clients fast enough.
Networking optimizations that prevent level objects and continuously deteriorating items from creating excessive amounts of network events.
Fixed windows clients being unable to start a campaign in servers running on Linux.
Fixed clients being unable to start a campaign using a submarine that's not in the default Submarine folder at the server's side.
Fixed loading submarine files and campaign saves occasionally failing when running multiple instances of the game from the same install location (for example, a dedicated server executable and a client executable).
Don't transfer files through the network when sending them to the owner of the server (i.e. a client hosting directly from the main executable).
Fixed fires and water occasionally getting out of sync between a client using the fire/water console commands and the server.
Fixed clients disconnecting with an "unknown object header" error if they fail to read a network event (when they should instead report the error to the server and wait for a message that contains a more descriptive error).
Campaign fix: clear missions from locations that change their type, and all adjacent locations. Not clearing them caused missions to still be available when they logically shouldn't be (e.g. a transport mission from an uninhabited location to another) and syncing issues in multiplayer.
Disable campaign start button if a round is already running when joining.
Fixed clients being unable to end campaign rounds at all if the sub isn't at the start/end outpost (regardless if they have the permission to end the round or not).
Fixed campaign characters still being displayed in the server lobby after the game mode has been changed to something else.
Fixed items in the characters inventory always starting at 100% condition client-side even if they had deteriorated during the previous round.
Fixed LevelResource (mineral, plant, etc) deattach timers not being synced with clients.
AI characters can take out excess fuel rods from the reactor when needed.
Item interfaces and the health interface can be closed with Esc.
Fixed almost all items using default repair duration values (10 seconds with high skills, 100 seconds with low skills) instead of the ones configured in the item XMLs.
Nuclear shells and nuclear depth charges disappear after they've exploded.
Fixed "trying to add a dead character to crewmanager" errors when attempting to revive a character killed by some other affliction than internal damage, bleeding or burns.
Take the position of a sub's docking port into account when determining where to place outposts. Previously the outposts were simply placed midway between the adjacent walls, which occasionally caused problems with submarines whose docking port is close to the bow or tail.
Fixed a bug in relay components that caused a bunch of issues in power grids that utilize relays: Relays would receive the full amount of power from the grid regardless of the load of the devices connected to the power_out connection, causing unnecessary overloads and fires.
Fixed batteries being able to draw power through relay components that are connected directly to a power source, even if the relay isn't on.
Don't allow steering the sub with WASD when a textbox is selected.
Use the SpriteColor of the item when drawing the moving parts of turrets and doors.
Fixed steering issues that caused monsters to swim in an incorrect direction when they're targeting something inside the sub.
Fixed a crash due when scaling the Mudraptor.
Fixed crashing if a character has neither a head angle or a torso angle configured.
Fixed characters always being created in the default folder in the character editor.
Monsters don't target doors/hatches at the exterior of the sub when inside or inner doors when outside.
Don't display disabled limbs on sonar (i.e. severed limbs that have "faded out").
Close the save/load dialogs when leaving the sub editor. Otherwise they'll still be visible when re-entering the editor, and saving at that point will overwrite the previously loaded sub with an empty one.
Removing an item after it's been combined doesn't trigger the OnBroken StatusEffects (e.g. combining two half-full flash powder jars doesn't cause them to explode).
Fixed welding tools and plasma cutters not hitting targets if the barrel is inside the target (e.g. if trying to weld a completely broken wall with the cutter partially inside the wall).
Fixed very small mineral colliders that made them extremely hard to hit with the plasma cutter.
Fixed items with no sprite crashing the game (now they just cause a console error).
Don't allow autointeracting with contained items (e.g. picking up an ammunition box from a loader) if another item is currently selected. Makes it less likely for players to accidentally pick up items from containers when they deselect another item.
Fixed characters not letting go of the character they're grabbing when the health interface is closed by clicking outside the window.
Fixed CrewManager throwing errors if changing resolutions when a crew member is dead.
Fixed items emitting light from inside containers in the sub editor.
Fixed non-radio chat/VOIP having an unlimited distance.
Fixed a networking bug that caused the server to send item state changes to the clients before sending a message about the item being spawned. For example, spawning any item with a Light Component would always cause clients to get disconnected.
Changes to the way the clients are put in sync with the server when joining mid-round. Should make it less likely for clients to get disconnected immediately after starting a round.
StatusEffects only apply non-limb-specific afflictions to one limb even if targeting the whole character. Fixes drugs like fentanyl and morphine being way too harmful due to the oxygen loss affliction being applied once per every limb.
Fixed TargetItemComponentName not working in StatusEffect conditionals (making it impossible to create conditionals that target a specific component of an item).
Made all of the new medical items combinable and usable in a Syringe Gun (assuming the drug is in a syringe).
Fixed inability to throw anything in the multiplayer.
Fixed multiplayer campaign setup UI showing the client's subs instead of the server's.
Fixed campaign view button overlapping with the "ready to start" tickbox in the server lobby.
Fixed sub/mode voting not being enabled when changing the setting after the server has been started.
Fixed character inventories occasionally being saved incorrectly in the multiplayer campaign when an
Fixed flares not activating by left clicking.
Fixed affliction icons flickering rapidly in the health interface and above the health bar if their strength is fluctuating around the threshold where the icon becomes visible.
Fixed dedicated server crashing when typing in more text than can fit on one line.
Fixed enemies "fleeing" after they have been shot. There was a steering issue when they targeted characters inside the sub while being outside.
More intuitive BrokenSprite condition logic: a BrokenSprite with a MaxCondition of 50 will start fading in at 50 (and be fully visible when the condition drops to 0 or down to the MaxCondition of the next BrokenSprite).
Added Mirror X/Y buttons to editing HUDs and tooltips that tell about the keyboard shortcuts.
Improved item position syncing logic. Less warping or items being impossible to pick up due to being in a different position server-side.
Fixed clients not sending a network update to the server when dragging an item out of an inventory slot, causing situations such as suffocation after dropping a diving suit due to the server not knowing that you'd dropped it.
The client hosting a server and spectators don't trigger autorestart.
The owner of a server is allowed to spectate even if spectating is disallowed in server settings.
Fixed "play yourself" always toggling to true when a round ends.
Fixed missing item names in the extra cargo menu.
Fixed traitor rounds failing to start if the server is not hosted by a client.
Fixed console command aliases not being taken into account in GameClient.HasConsoleCommandPermission (meaning that the client needed a permission for each name variant of a command, making it impossible to for example use "fixwalls" instead of "fixhulls").
Made the "control" console command usable to clients.
Show the "ready to start" tickbox in the server lobby even if the client has the permission to start the round.
Fixed server lobby screen not showing the names of the submarines the client doesn't have.
Fixed inability to select the respawn shuttle as a client host.
Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device.
Fixed crashing when starting a round if a submarine name contains underscores.
Fixed clients console errors when attempting to modify the properties of an ItemComponent in-game (for example, the color of a light component).
Added some more information to the console messages and error popups when a client gets disconnected.
Fixed enablecheats command crashing the server if it's used when there are no clients present.
Audio fixes (less snap, crackle and pop).
Fixed particle "jitter" when the submarine was moving fast.
Fixed damage modifiers affecting all afflictions if they use affliction types instead of affliction identifiers.
Fixed end round vote text going outside the screen if there's a 2-digit amount of votes.
Fixed StatusEffects only applying afflictions to one limb even if the target is "Character" instead of "Limb".
Disable audio instead of crashing if no audio device is found.
Fixed item interfaces getting repositioned every frame when the editing HUD is open.
Fixed held items clipping with the sleeves of the character (e.g. when holding a revolver while an uniform is equipped).
Fixed being able to levitate by spamming the ragdoll button.
Fixed dead characters draining oxygen tanks inside diving suits/masks.
Fixed reactor gauges getting messed up if the optimal fission rate is more than 100% (which may happen if the power consumption is larger than what the reactor can generate).
Fixed mud raptors not having an inventory (nor lootable items).
Fixed inability to interact with any items when aim assist is set to 0%.
Fixed info panel flickering out and Tab getting "inverted" (= info panel shown when tab is not being held) when selecting crew members in the panel.
Fixed characters arms occasionally getting stuck above their shoulders.
Fixed wire nodes occasionally being created at the wrong end of a wire (e.g. when moving a wire between connections in a connection panel, the wire stretched from the device at the other end of the wire to the device that's being rewired).
Changed the way arguments are given to the "setclientcharacter" command (no semicolon to separate the names, quotation marks have to be used for multi-word names just like with any other command).
Show the amount of credits in the crew tab of the campaign menu.
Don't spawn new monsters if docked to the start outpost or within 50 meters of the start/end of the level.
The diving knife now causes also internal damage besides bleeding.
Got rid of the listen server: when hosting as a client, the game actually runs the dedicated server executable in the background. Makes client-hosted servers a little smoother due to the better performance of the dedicated server, and also makes it much easier for us to maintain and test the multiplayer because we no longer have two separate server applications.
Fixed waypoints not getting connected between docking ports on some subs.
Fixed target identifiers being bypassed when a StatusEffect is set to target nearby items or characters.
Fixed the "insufficient skills to use the item" text popping up if a character doesn't have sufficient skills to operate one of the item's components, even if the component was not interacted with (e.g. captains got a warning about not being able to use the connection panel of a nav terminal, even if they didn't select the connection panel).
Update installed workshop items automatically on startup.
Allow adding submarines to workshop items with the "add file" dialog.
If creating an update for a workshop item that's currently installed, use the installed version instead of the one downloaded from the workshop.
Added some new items that can be crafted from alien materials.
Display linked hulls as one room on the status monitor.
Tons of new sound effects.
Display the controlled character in the crew interface.
Option to "give orders" to the character you're controlling. In single player it can be useful if you want the controlled character to keep doing something when switching to another one, in the multiplayer it can be used to let others know what you're doing.
Decreased deterioration rates across the board. Repairing a damaged item to full condition also now resets the deterioration delay, meaning that the item will not start deteriorating again immediately after it's been repaired.
Removed the info button from the top-left corner * the info menu is now opened with TAB.
Changed default chat/radio keybinds to T and Y.
Welding tools repair all the walls within the range of the raycast, not just the first wall the raycast hits. Makes it easier to repair overlapping and multi-layered walls.
Decreased the range of passive sonar * previously there was often no reason to use the active sonar because
the passive mode showed the area around the sub so clearly.
Health scanner shows all active afflictions (not just those that are visible in the health interface). Allows detecting afflictions at an earlier stage, making the item much more useful.
Nerfed the structure damage done by Molochs and Crawlers.
Reduced creature HP across the board.
Increased the amount of minerals in levels.
Increased flare burn time, making them more useful as path markers during exploration of ruins.
RepairTool damage is configured using StatusEffects and Afflictions instead of the "limbfixamount" attribute that always does burn damage.
Made headsets craftable.
Battery output doesn't start dropping until the charge is below 10%.
Restrict the amount of power going through relay components to the MaxPower value of the relay.
Set Humpback reactor output a bit higher, batteries now start at full charge and relays can't be overloaded.
Miscellaneous fixes and balancing to vanilla subs.
Fixed watchmen imploding continuously if they end up outside.
Fixed non-downloaded workshop items showing zero as the file size.
Fixed spectate button staying disabled if starting a round fails (due to a missing sub file for example).
Fixed crashing when teleporting characters from a submarine to ruins in multiplayer.
Fixed automatic temperature control setting turbine output above 100 if the power consumption is higher than what the reactor can generate. Caused "failed to write an event for the entity" errors in multiplayer.
Fixed AI characters attempting to treat dead characters.
Fixed crew UI occasionally overlapping with device interfaces (such as the "passive sonar" checkbox).
Fixed second submarine overlapping with the outpost at the end of the level in combat missions.
Steam query port can be automatically forwarded using UPnP if your router supports UPnP.
Fixed water currents inside the sub occasionally being way too strong to break free from.
Fixed rewards mentioned in the mission descriptions not matching the actual reward of the mission.
Fixed "can't create an entity event for Hull - the entity has been removed" errors when removing hulls with fires inside them.
Fixed submarine/mode selection tickboxes in the server settings menu.
Fixed crashing when attempting to select an item in Humpback's fabricator interface.
Fixed crashing when attempting to use active sonar in the submarine editor.
Fixed the husk appendage not appearing on huskified humans.
Fixed order/report messages being flagged as spam way too easily, causing frequent spam kicks.
Fixed sliders buttons being invisible while pressed in device interfaces.
Fixed an item being spawned in the submarine editor when selecting an item from the menu while another one is already selected.
Fixed submarine colliders not taking into account the body offsets of the wall structures, causing some items outside the submarine's walls to be impossible to interact with (the most noticeable being the button that opens Orca's airlock from the outside).
Added a small stun effect to railgun shells.
Added a little extra fuel to vanilla subs.
Slowed down item deterioration rates.
Moved the position of turrets in Orca and Typhon to prevent players getting caught under them.
Moved humpback's cargo spawn position a bit to prevent the cargo from falling down the hatch under it.
Added better visual feedback when reactor is in poor condition.
A full graphics overhaul: almost all of the sprites has been polished or completely remade.
Improved random event system that tries to keep the overall difficulty of the game at certain level, delaying additional monster spawns if there's already lots of things going on, or spawning more when there's a more quiet moment.
Improved difficulty system: now the difficulty level has a much more noticeable effect on the gameplay.
General difficulty balancing all across the board: we've tried to make the difficulty curve more approachable to new players while still keeping things challenging for more experienced players on higher difficulty levels.
More varied levels, environmental hazards.
A new more detailed health system with things such as limb-specific injuries, addictions, overdoses, mental issues... The system is also highly moddable, and makes it much easier to implement things such as hunger mechanics, more varied poisons or stat-boosting items.
Minerals scattered across the level (can be used for crafting).
A command/report system that can be used to communicate with your crew more effectively (in both single player and multiplayer).
Tons of additions to alien ruins (traps, puzzles, non-flooded rooms).
Improved AI (both the crew AI and the enemy AIs).
NPC dialog (including random chatter and context-specific lines that make it easier to keep track of what the crew is doing).
Most of the device interfaces have been redesigned to make them easier to use (and nicer to look at!).
Many additions to the campaign mode (still a work in progress though).
Overhauled the skill system: now every character can generally do anything (repair devices, fabricate new items, apply medical treatments), but characters with higher skill levels will do things more efficiently.
Skill progression in the campaign mode: characters' skills gradually increase, making them more valuable with each completed round.
New items (weapons, tools, medical items, alien items, crafting materials, etc).
A completely remade tutorial.
Too many bugfixes to count.
Improved and much more stable ragdoll animations.
Additional tools for modders (character editor, sprite editor, level editor, additions to the submarine editor).
Steam functionality of course: full Workshop support, achievements, banning Steam IDs from servers...
Improved translation support: it's possible to translate texts in item/job/etc configuration files without breaking compatibility with existing subs or mods (see the EnglishVanilla file for some instructions).
This page was last edited on 25 September 2020, at 13:50.
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