Barotrauma

Barotrauma Dev Tracker




20 Apr

Comment
    Rokvach on Steam Forums - Thread - Direct
Forgot to mention that we are going to do a update which allows hosts to directly use the money stored in the bank again, so just like it used to work. Sadly that change didn't make it into this update.
Comment
    Rokvach on Steam Forums - Thread - Direct
You have to use the new wallet system in order to access the money stored in the bank, you can access the wallet by pressing Tab key and selecting a character from the crew list. On the right hand side you can adjust that characters salary and from the drop down under the salary you can transfer/request money from the bank.

Server hosts and players who has permission to manage money can transfer money from the bank freely and they can adjust every players salaries as well (which is recommended).

You can also give other players money by selecting them in the crew list and moving money to their wallet, or as a host you can move other players money back to the bank if needed.
Post


Hello everyone!

The Urban Expanses update has just been released. Please be sure to update your game to the latest version and read on for more details about the update.

Colony overhaul We’ve reworked the appearance and available services of colonies, the biggest outposts, to make them look and feel like real cities.
  • Complete visual overhaul.
  • Bigger colonies with better layouts using less random generation.
  • Multiple merchants with all possible outpost services.


Crew wallets The update replaces the current money system with a combination of personal wallets and the crew bank.
  • Spending mon...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

14 Apr

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi! We've seen a few posts suggesting multithreading as a performance fix and have refrained from writing back to avoid sounding nitpicky or besserwissery, when we understand these problems are really frustrating for you. But the next update is getting close and probably will not flat-out eliminate all performance issues, so I thought I'd drop by and write a little bit about this now that it has come up again.

Barotrauma actually already employs multithreading in some places, and adding more might indeed be helpful, but only to a degree. It's not the only or most effective thing we could do to improve performance, because the current problems are probably not greatly affected by whether the game uses a single core or multiple ones. The problems also do not appear to be tied to any single cause, such as a particular hardware make, that would help to pinpoint and address them neatly. Instead, the issues that have cropped up, particularly following the latest update, are mo... Read more

11 Apr


10 Apr


08 Apr

Comment

Originally posted by supah_science

Yeah, specially some multithreading, this game is single thread, so each piece of the sub, player, and enemy is all beign handled by one core, spreading it out would be great

Hi! We don't usually talk much on Reddit to keep ourselves from being spread too thin across the internet, but since performance issues are a bit of a hot potato lately, I wanted to write back about this.

For one thing, we already employ multithreading in some parts of the game and have done so for a couple of years. Adding more might be helpful in some ways, but it's not a magic bullet that would improve performance across the board (in any game). Barotrauma has so many moving parts that affect performance, one-shot solutions sadly don't exist, and the task is more complex: we need to find the performance-hurting parts of the game and optimise them each individually. This is work that we do continuously, and it seems that with the Rising Tide update, there were some setbacks in the department.

We're sadly not confident that we've uncovered all the causes of those setbacks yet. That is why we are not promising a thorough fix to the recent performance issues...

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Post


Hello everyone!

A big part of the next update will focus on colonies, the biggest and most advanced kind of outposts that spawn in response to your actions in the world. We’re also adding personal wallets for all crew members at the same time. Read more below!

Overhauled colonies
  • Bigger colonies, better layouts and completely new textures. We’re making colonies look like real cities, visually and functionally different from regular outposts.
  • Better services and multiple merchants. All the different specialized merchants will always spawn at every colony.
  • No longer start new campaigns at a colony. This would make the early game too easy, with the increased accessibility of items and services at colonies.
  • New outpost events, and interactable vendin...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post

Hello everyone!

In addition to the modding refactor we introduced before, we’ve been working on colonies, the top-tier outposts, lately, to make them feel more alive and meaningful.

Colonies are a part of the location evolution system that does its own little part in creating a sense of progression in the campaign game mode. With a little help from you, outposts can evolve into specialized outposts, and those in turn may become colonies, real Europan sub-aquatic cities.

The problem with that has been that colonies didn’t actually look very different from regular outposts, and they didn’t entirely surpass the usefulness of specialized outposts at all times. (In some cases, you might even have been headed for a research outpost to access some service it provides… only to have it evolve into a colony that didn’t stock that service while you were still en route. Sorry about that...

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25 Mar


18 Mar

Post


Hello everyone!

We're busy at work on the next Barotrauma update again, and the first part of it that we wanted to write to you about has to do with modding. To put it simply, over the past year we have been quietly rewriting large chunks of Barotrauma's code where it relates to modding. This has been done to make things easier for everyone who makes mods, everyone who uses mods, and for ourselves as well.

While this overhaul should not break your existing mods, it will be of interest to anyone who creates or plays with non-vanilla content. With the modding refactor, we not only streamline mod-making and related settings but also address long-standing issues – things like mod load order getting scrambled with new updates, and changes on your own custom subs being accidentally overwritten when you try to upload a new vers... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post

Hello everyone!

Barotrauma development is rolling along, and it’s time to lift the veil on something that we have been working on for an extended time, behind the scenes and under the hood: a complete overhaul of the codebase for modding.

That may sound alarming – what about all that player-made content already on the Steam Workshop? The modding refactor should not affect most existing mods adversely. More importantly, it will make it a lot neater and more intuitive for you to use mods and for us to update the game without breaking them too often.

Modding refactor – why?

As we are soon three years into Early Access, it may seem that this is coming very late. Shouldn’t we have taken care of it in 2019? Well, in 2019, we rewrote just about the entire networking code and made other big changes that, in hindsight, we would ideally have done even before releasing on Steam. It was then that we also got our first real, post-release player feedback...

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