Barotrauma

Barotrauma Dev Tracker




21 Oct

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I just gave this a test, and the mission seemed to trigger with no issues at my end. Are you using mods by any chance? It could be that some mod has overridden that mission and lacks the tag "cargohuskcult".


20 Oct

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Originally posted by DragonRedditor

It did something that broke my game, causing it me to be unable to load any multiplayer saves or even create a new one.

There was an issue in the update that caused multiplayer saves to not appear at all if there's any corrupted or otherwise non-loadable files in the save folder, that should now be hotfixed though! :)

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I was very happy to read this. The ending and everything related to the gravitational anomaly and the portal is very obtuse, and a lot of people have been confused about what it all means, but I'm glad that some have been able to mostly piece it all together. :)

And yeah, the stuff Dr. af Grann says and the scribblings you can find in research outposts aren't just random technobabble, they do actually mean something as you pointed out. The ancients also comment on what happens to your crew at the end, in less techy words than af Grann: "They will never know of your sacrifice, but we do". It's a Pyrrhic victory, you save Europa but will never be able to get to the "other side" to see it.

That being said, we are planning on adding some more content to shed some more light into some of this, and to make it easier to figure out in future updates.

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Hello everyone!

We've released a small fix for yesterday's update:

v1.1.18.1
- Fixed opening the "load game" menu crashing the game if you have any corrupted/unloadable saves in the save folder. In multiplayer, this would just prevent opening the campaign setup menu without any error messages.
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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You can find them in Content/TraitorEvents.xml in the game folder.

There's also a new console command called triggertraitorevent [event identifiers] - you can use tab to go through all the available events.

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Unfortunately bots can't be traitors.

We did consider bot traitors too, but there are a couple of issues with it: first of all the bots would need to be _extremely_ smart to pull off traitor objectives in an interesting way. But more importantly, we feel that the social element is a very important part in making the traitor system fun: misleading, lying, coming up with distractions, trying to deduce who's the traitor, and so on, and none of that would work with bots.


19 Oct

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    Vihis on Steam - Thread - Direct


Hello everyone!

The Treacherous Tides update has just been released. Find the full list of changes at the end of this post and a more detailed description of the update in this post ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

16 Oct

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Originally posted by Ketrai

For the future, please keep into additional consideration that people using github are usually at least interested in coding/development, and represent a vocal minority of the community. I've found the (2) ish posts responsible for the oxygen changes and they're from the same user with between 10-20 comments.

Which isn't a whole lot of discourse for a game with such a large playerbase. Casual players usually won't complain until change is imminent or already enforced.

Can't the change instead be an optional difficulty option to tick? I'm certain that would be far less controversial.

You're right, the GitHub users are a very small (but vocal) part of the player base, and most of them are very long-time players, many having played the game since the legacy version. So we are well aware we need to take the discussions on GitHub with a grain of salt, and consider the perspective of the more casual and newer players as well.

However, I do need to point out that the one discussion I linked wasn't the reason we decided to do this change, I just feel many of the points raised there summed up well why we feel the change to oxygen tanks was necessary. Those points have been raised by tons of players during the years though, not just in GitHub, but also in the Steam discussions and Discord.

It's important to us to take both the more "casual" playerbase and the veteran players into consideration, and it's often been difficult to find a middle-ground that works for both. I feel in this case we managed to find a good middle-ground though; with the increased ...

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14 Oct

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Originally posted by InfernalNutcase

Added a new storage item: Backpack, essentially a larger variant of the toolbelt with a small speed debuff to help you move things around. Can be obtained through the new assistant talent “Bag It Up”, and purchased in stores around mid-way through the campaign.

...I'm not sure that reducing movement speed to 70% is a "small" debuff, but lemme do some math here:

If I'm going for full pack mule in hauling my stuff between a wreck and my sub, I have the following options:

  • In the toolbelt slot, I have either a toolbelt (6 slots) or a backpack (12 slots, but 30% slower movement).
  • In my hands, I can bring either two storage containers (24 slots) or a cargo scooter (11 slots, but speedy). I could bring a toolbelt or a backpack instead of either of those options, but considering how much they hold, just one storage container would be better than either of them.
  • In the outerwear slot, an exosuit would provide me 10 s...
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I think you're overlooking the fact that diving suits reduce movement speed too. The suits' speed debuff don't stack with the backpack's, so the difference isn't that drastic. :) The backpack leaving both of your hands free is also a huge plus.

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Originally posted by Live-Cash1188

Is it just me or is the website busted? Both on phone and desktop nothing but white background and the text.

Yep, we're aware of the issue. :/ The site is getting an abnormally high amount of traffic at the moment and we're suspecting it's triggering the hosting provider's DDoS mitigation system. We're looking into it, but I doubt we'll be able to do much about it during the weekend.


13 Oct

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    Vihis on Steam - Thread - Direct


Hello everyone!

The Treacherous Tides update will be releasing next week, so let’s take one last look at what you will find in it.

Overhauled traitor system
We wrote about the overhaul in more detail in our ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

29 Sep

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    Vihis on Steam - Thread - Direct


Hello everyone!

We’ve already mentioned a few times that the next update will focus on overhauling the traitor mode of Barotrauma. Now it’s time to take a closer look.

With the traitor system overhaul, our goal has been to make traitor gameplay more engaging, offer more variety, and make it work with the campaign game mode. Traitors will be off in campaigns by default, but you can now invite treason to your travels in campaign mode as well.

We’ve added two new settings for traitor gameplay in the server settings:
  • Danger level: Controls the maximum danger level of the traitor events you may be assigned. You can use this setting either to limit how destructive traitors will be, or to add extra challenge.
  • Traitor probability: The host can now fine-tune how likely it is that a traitor will be on board, ...
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.

04 Sep

Comment

Originally posted by Deryn805

Will there be a possibility to enable traitor mode in campaigns for multiplayer? The one mentioned in the blog post would be perfect to bring something to do for security without really threatening the ship.

Something along the lines of "engineer is threatened by separatists, so he has to stuff 5 guns into a duffel bag and bring it to the next station".

On another note, will there be buyable cargo at some point? Currently the Berilia has insane cargo capacity, but i never see vanilla cargo missions go over 25 crates. I cant remember which mod brings it, but there's basically crates "mining station supplies" that you can buy in other stations, and then sell at mining stations for profit.

Yep, the traitor mode will work in the multiplayer campaign too! That has been one of our main goals with the traitor overhaul - nowadays, with the campaign being by far the most popular game mode, the lack of traitor support meant you'd almost never get to play with traitors. Getting the traitor mechanic to make sense in a persistent, co-op campaign has been a challenge, but judging by the feedback we've been getting from Unstable, I think we may have managed to pull it off. :)

I'm not entirely sure about the buyable cargo, but that could definitely be something to consider!