Barotrauma

Barotrauma Dev Tracker




10 Nov

Comment
    Regalis on Steam Forums - Thread - Direct
Thank you for the extra info!

We are aware of certain issues in the AI and pathfinding logic in particular that are causing occasional frame drops, and are working on getting rid of those and optimizing the logic. I unfortunately can't give you an exact ETA on these, but hopefully the next hotfix will improve the situation!

These issues don't seem like memory leaks though: a memory leak is a specific kind of problem that causes a program to unnecessarily take up memory. It typically doesn't manifest as frame drops or lag, but can make the program eat up excessive amounts of memory and eventually crash if the memory runs out, which doesn't seem to be the case here.

09 Nov

Comment
    Regalis on Steam Forums - Thread - Direct
Thank you for bringing this up! To be clear, by memory leaks do you mean that the server's memory usage keeps increasing? I'm not entirely sure why that would affect the clients' framerate, but I suppose these could be related. Something that might give us a bit more clues on what's causing this is if you'd enter the command "showperf" in the debug console (which can be accessed by pressing F3) and shared us a screenshot of the view.

Originally posted by Frank Horrigan: NPCs and AI are known to cause memory leaks.
I was not aware of this either, that's something we definitely need to investigate. Have you done some kind of profiling to pinpoint what's causing the memory leaks, or how do you know it's caused by the NPCs and AI? Or do you mean they cause performance issues in general, such as framerate drops?

01 Nov

Comment
    Dynamoon on Steam Forums - Thread - Direct
Originally posted by Shiro: hopefully this will be fixed asap as quickfix, and not without need to wait next large update :)

Unfortunately this is not hotfix material – fixes that are introduced in a matter of days are hugely risky as they can break the game in unexpected ways, and as such hotfixes should only contain very small and/or absolutely critical things, which this, despite being annoying, is not. However, rather than wait for the next really big update, this change might make the bugfix and quality of life improvements patch that we're currently working on and hoping to release before Christmas. More info about that closer to date!
Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi eveyone, just to write back that we don't actually ignore either these forums or our GitHub ;) there are just so many messages and, particularly here on these forums, only one of me.

Regarding the issue at hand, we've been discussing this lately and I think it's likely we will make some changes in the near future to how crew roles are assigned. However, we've not planned those changes yet in detail so I can't tell you much more than that for now.

With that, wish you a good week!

19 Oct

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi and thank you all who wrote here already, very nice reading all those nice things about us! ;)

I wanted to specify the update schedule – we usually write a "coming next week!" announcement before an update, but due to other schedules, we won't be able to do that this time around. So, just to let you know: the update is actually coming as soon as next week, Honkmother willing. The key additions will be...

- an all-new character talent system
- character visual overhaul and character customisation being added also for singleplayer
- complete overhaul of alien ruins, and
- genetics, which we've yet to introduce in more detail, plus some improvements to the medical UI and other interfaces. (And a lot of fixes as always.)

Genetics and the other last bits you can read more about on update release day, and if you're interested in finding out more about the other upcoming changes, you can do that in the three latest "Sneak peek" news posts here: ... Read more

03 Sep

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hello! I removed the post because it looked to me like advertising in the wrong place, plus it talked about Discord, which we also use, while making needlessly negative, unsubstantiated claims. If you would like to advertise a Barotrauma-related chatroom you host yourself, without all the unnecessary and controversial claims, you may do so on the "Recruiting Crewmates" subforum, where all manner of legitimate recruiting ads are welcome.

25 Aug

Comment
    Dynamoon on Steam Forums - Thread - Direct
Thanks Greb for spreading the word! I wanted to give an additional poke here to say the patch is now live, see the announcement and changelog here: https://store.steampowered.com/news/app/602960/view/2942526618673855908

... Read more

05 Aug

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hello! It is quite unlikely that we would simply incorporate ITA, because it changes so many things, and our own campaign development is not yet finished as the game remains in early access. Rather, we are happy to observe what popular mods appear to do well and learn from that! Having many different mods around also makes for more varied possible experiences for players, so we are very happy to have a lively modder community.

As for whether we cooperate with the maker of ITA, or with our modders in general, you will be able to find both us and ITA's developers in our official Discord[discord.gg], and we are well enough known to each other. The same can be said for the maker of Thalassophobia, which I recommend you take a look at if ambitious mods that add a lot of content to the game are your cup of tea. (Sorry if I negle... Read more

02 Aug

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hello! This behaviour was added generally to encourage changing subs more freely to adapt to your changing environment, and more specifically because earlier, it was actually not always possible to switch subs below a certain depth – the upgrades that made your sub withstand the depth didn't carry over, and you died as soon as you switched to a new one, which was of course not intended. Rather than fix only that, we decided it might be simplest if all upgrades just carried over, hoping that would also encourage more players to play out entire campaigns rather than stay close to the beginning for long stretches of time.

28 Jul

Comment
    Dynamoon on Steam Forums - Thread - Direct
OP probably did not mean anything bad by what they said, and there is certainly nothing wrong with wanting to clarify what you mean! Doing so merely ensures everyone gets the answers they are looking for, and there is no reason to react badly to that, I think.

I've not had a chance to find out any actual under-the-hood facts about the question, but I wanted to post a gentle reminder now: please be kind and considerate, keep things on topic and do not get into personal arguments.

I'll see if I can also find out something about the topic, too, before the week is out. Until then!

27 Jul

Comment
    Dynamoon on Steam Forums - Thread - Direct
Let's not be unnecesasarily harsh! Massive co-op is, after all, mentioned in our official roadmap as a big maybe, and these forums welcome all kinds of discussion about Barotrauma :) Because the prospect is really quite unlikely, I wanted to weigh in and clear up our position, but that doesn't mean the topic should be shot down, either.
Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi! A slight correction – while I made that post on the old forums that you quoted there, I was in fact quoting something a colleague had written before, so those there are not my words. This is probably not important at all, but just to be clear! The text is from the transcript of a live Discord QnA session we did, quite some time ago.

On to the topic itself, I must unfortunately temper your expectations. We have many things in the Hopes and dreams section of our Trello board that are quite unlikely to happen, and this is one of those. The workload would be immense, and we would effectively be making Barotrauma into a whole another game, so a full-fledged MMO mode is probably not in the books for us. Some MMO-like elements being added somewhere down the line is more likely, and even that is still too early to discuss in any detail. Our first priority is seeing the game, as imagined now, to full release! What happens after that milestone is not yet set in stone.

... Read more

24 Jun

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi! Sorry for the trouble, this is a bug and we'll be fixing it next time we release a patch. However, with the holidays season in Europe, the next patch will unfortunately take a slightly longer time to arrive.

21 Jun

Comment
    Dynamoon on Steam Forums - Thread - Direct
Originally posted by Grogbro: These same thing happened on three different ships from the Workshop. I tried it with large, med, sm ships and same thing, on three different campaigns, maybe 4.

If an issue happens with a Workshop sub, please give us a link or the sub file, as it is possible there is something going on with the sub that causes it. Or, even if the issue didn't originate with the custom sub, it could reveal something we can do better to allow for sub builders to build with maximum flexibility!

18 Jun

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi! In principle, we always try to make updates as backwards compatible as possible. However, when there are big changes, it's possible they won't be applied to existing campaigns, and trying to run a very old save, perhaps dating back a few versions instead of just one, there is a real risk that it won't work quite as well as it should. We think it's important to give players the chance to continue their campaigns even though we are in early access, but as the game is constantly changing, we can't guarantee 100% compatibility at all times. In this case, happy to hear your old campaign is working mostly okay with the new update, and I hope you're enjoying the new content!
Comment
    Rokvach on Steam Forums - Thread - Direct
Originally posted by ButterBro: A minor one but from what I've noticed, anytime you enable more than one mission, the level generator forgets to add a sub wreck.
Wrecks doesn't spawn naturally in cold caverns anymore, they do still spawn if you select a wreck salvage mission.

14 Jun

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi! As we are so close to the update now, it would not be fruitful to launch an investigation into this immediately. However, this issue was indeed meant to be fixed quite some time ago as I understand, so if it still happens after the next update, please write again in this thread. I'll be sure to forward all reports then!

07 Jun

Comment
    Dynamoon on Steam Forums - Thread - Direct
Thank you, everyone! I've just been reading comments from this weekend, and the response to the birhtday post has been heart-warming <3

06 May

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi! This is something we're currently working on for the next update, finally. Here's the corresponding card on our roadmap, recently added: https://trello.com/c/OVo92r49/365-order-persistence-between-campaign-rounds

04 May

Comment
    Dynamoon on Steam Forums - Thread - Direct
Originally posted by Zothen:
Originally posted by Dynamoon: *She :)
Now I feel perfectly dumb, hehe.

That's quite unnecessary as a great many people who have seen my profile here still "he" me just the same! I am not very consistent in correcting those people, either. Just happened to do that now :)