Barotrauma

Barotrauma Dev Tracker




24 Apr


20 Apr

Comment

Originally posted by Templarknight145

events are getting a huge overhaul in the next update, check in next week!

I wouldn't actually consider it that huge: most of the text-only events have been expanded so the things the event describes "actually happen" (e.g. you actually see an NPC spray-painting a wall, or can see Mike the Idiot as an actual NPC sitting in the crew quarters), but gameplay-wise there's been no major changes or new events. Regardless, I still think it's a nice little improvement that makes the events a bit more immersive. :)

Comment

Originally posted by The_Tank_Racer

I know this is an unpopular opinion, but I do like the diving suit rebalance, and I love what yall are doing with my favorite "not so post traumatic stress" sim!

I'm very glad to see that people get the point of the diving suit changes! We know this is going to be a contentious change, and have already gotten a lot of negative feedback about it (as always, when it comes to any kind of nerfing), but we feel it was necessary and long overdue: the way I see it, if there's practically no downside to always wearing a suit, that in a sense removes the entire pressure mechanic from the game, and means you're basically forced to always wear one because not doing so just makes you more vulnerable for no good reason.

Comment

Originally posted by Fantastic_Builder_33

isnt that already in the game?

You're probably thinking of the setting that controls how much skills you lose when you die. Reaper's Tax was an additional penalty on top of that when you opt to respawn mid-round instead of waiting for the next round, which has now been replaced with this adjustable setting.


19 Apr

Comment

Originally posted by Astronimia

U just kill it and bop its corpse once its dead

That's cheating though, Honkmother loves you more if you do it while it's alive

Comment

Originally posted by BathtubToasterBread

I hope the new Reapers tax replacement isn't as oppressive as it's predecessor

It's been replaced with a slider that lets the server host choose how much skill gains you lose when you opt to respawn mid-round. So, it's up to you: you can disable the penalty entirely if you want to, or crank it all the way to 100% if you're looking for a more punishing experience. :)


12 Apr


11 Apr

Comment

It seems someone has discovered an exploit that allows crashing servers by sending them a specifically crafted malformed packet, and is abusing this to take down servers. We know where the issue is and are working on a fix. We'll hotfix this as soon as we can. Sorry for the inconvenience! :/


05 Apr


04 Apr

Comment

The initial version of the campaigns were very sandboxy, with no clear sense of progression, and no goals or objectives - you just wandered around the map doing whatever. For this type of campaign, the circular map where you could easily keep moving between biomes as you pleased worked well.

As the campaign started getting a more clearly defined structure and difficulty curve, the circular map no longer made as much sense, and we felt a more linear map fit the linearly increasing difficulty better.

I also have to point out that the old map wasn't intended to be a map of the whole moon: it wasn't a cross-section of Europa and you weren't travelling to the center of Europa. It was just a normal top-down map of a circular area on (and under) the surface, and you were travelling to the center of that area, which also happened to be deeper than the edges. The ocean on Europa is by most estimates at most 100 km deep - the center is much deeper, and you would need to push ...

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02 Apr

Comment

We've release a hotfix today that should fix this. :) Sorry for the trouble!


29 Mar

Comment

I agree it's somewhat hard to justify why practically all animals on Europa would be this aggressive towards the subs. It's of course something they do for the sake of gameplay, but I think there are some potential in-world explanations for it too. Maybe the smaller creatures have evolved to be extremely territorial, so any large abyss creatures that happen to wander above the abyss get quickly driven back by swarms of smaller critters? Or maybe the submarines are something so alien to them, they don't realize how dangerous they are: it's a huge, chunky whale-like thing that doesn't even have teeth, claws or fins, looks really slow and not very agile - and apparently it doesn't even have a mouth, so it won't eat you, why not go and take a bite for an easy meal?


04 Mar

Comment

Hi! We've made some changes to the bots' behaviour which should make them much less likely to OD you with opiates. I've also forwarded the point about bots trying to treat the poison you're using to cure a husk, so we'll keep an eye out to see if any issues come up related to that.


01 Mar


12 Jan

Comment

Originally posted by Playmaker-M1

can you perhaps write in the names used?

This would help us a lot in diagnosing this! We get reports about this every now and then, unfortunately no-one ever lets us know what kind of special symbols in the name were causing the problem, and we haven't so far been able to find a way to get the issue to occur at our end.


07 Jan

Comment

Originally posted by Ruberine

The bug specifically was that scaling below 0.100 in the sub editor was completely removed. I work with Decotrauma right now, and we do a lot of work on high-detail sub assemblies, so a large amount of items we use are scaled below 0.100, which ended up meaning around 1/3-1/2 of everyone’s work, including mine, is no longer correct. It had a huge impact on all of our work on Decotrauma and the subs we designed. And yeah, as I said it’s not like we expect you to put a heavy amount of developer resources into this sorta stuff, as always this part of the community is relatively small.

work with Decotrauma right now, and we do a lot of work on high-detail sub assemblies, so a large amount of items we use are scaled below 0.100, which ended up meaning around 1/3-1/2 of everyone’s work, including mine, is no longer correct.

Ah, yeah, that was a pretty dumb oversight on our part. We set a limit to how much items could be scaled down because very small scales caused issues with specific items, and naively assumed there wouldn't be any practical use for scales below x0.1 and made it a hard limit that applies to all items. But the sub building and modding community always seems to find creative ways to use features in ways we hadn't anticipated! :D


05 Jan

Comment

Originally posted by Ruberine

Thank you for even responding to a comment like this, and I do admit that I may have been too aggressive with it. I wrote it pretty soon after I saw that the latest update had completely broken the majority of the things I design in the sub editor, even though the bug causing it had been reported while the update had been pushed to unstable, and had been marked as a non-issue. I hadn’t thought much of the bug until then, as it seemed major (for people who do sub editing), had been reported and it was during the unstable phase, so I had assumed it was to be patched out, and as it wasn’t, it meant I was very frustrated with this topic at the time, given that I’ve dedicated several hundred hours into the sub editor. Recently though, I’ve heard that the bug in question is in line for a fix, even though it had been marked as a non-issue.

As for the comment on an update on bugfixes and stability, I had seen it myself with the context you mention removed, as I was not there when ...

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No offense taken, I get how frustrating it can be to have stuff you've spent a lot of time working on get broken by some bug or change introduced by an update! I'm curious, which specific bug in the latest update are you referring to? We could possibly bump it up in priority and try to get it hotfixed soon depending on how severe it is.

I also completely agree with what you're saying about the editors. Especially the character editor: it's so complex and unintuitive that we not even all of us in the dev team know how to use it, and I would really like to make it a little more user-friendly at some point. I unfortunately can't give any promises on when that might happen though, considering there are more pressing issues to address than an editor that's only relevant to a very, very small portion of the player base.

something that could potentially ease some peoples frustrations with it would be, if it’s possible, so that instead of marking issues that we...

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Comment

Originally posted by Ruberine

As someone with almost 500 hours in the game, it is pretty buggy and has got serious issues that should've been worked out in early access, however those are almost exclusively on the technical side of the game, and not what new/most players would see.
The sub editor is glitchy in of itself, and that's the best functioning of all the editors. Glitches are a problem, and when reported, are often dismissed as "working as intended". The creature editor is in an even worse state, as for what I know, it's barely functional, and a mess to work with anyways. There's little to no documentation on how it works, as nobody wants to use it because of how awful it is, and it has actively pushed people away from the modding scene (example: MN Creatures mod.). The encounter editor is even worse. It's barely *mentioned* online because of how obscure it is, it isn't even fully integrated into the game, you have to use console commands to access it.
The devs pay little to no attention to b...

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The devs pay little to no attention to bugs, allowing things that have been reported as significant issues to get out of betas, by just claiming it's not a problem or that they're just not gonna bother

This is kind of disheartening to read, considering we currently spend a sizable chunk of our time on nothing but fixing bugs, and have a dedicated QA team testing the game full-time to minimize the amount of bugs that make it to the public version and to help the programming team diagnose existing issues.

But I agree that there are quite a lot of bugs to iron out still, many of which I really wish we would've had time to fix before leaving Early Access.

I also admit that we can be quite hasty in closing issue reports as "non-issues" - we get so many reports about issues, that we generally can't put that much time into diagnosing a single issue and figuring out whether it's a bug or for example some issue at the player's end, or somet...

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14 Dec

Comment

Originally posted by Ok_Acanthocephala_70

Ooo this is cool! I never knew

With some clever googling you might even be able to find the original texts. ;)