Barotrauma

Barotrauma Dev Tracker




30 Jun

Post
    Vihis on Steam - Thread - Direct


Hello everyone!

Summer is here, and our team will be taking some time off. While we are away from our desks and slower to respond for a few weeks, you can already begin sneak peeking at the next update in the ... 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!

After the release of the Summer Patch and subsequent hotfix, we’re shifting gears towards our summer vacations. Our team will be taking some time off in the coming weeks, so we will be a little slower to respond on social platforms. We’ll be back in full force in ...

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29 Jun


22 Jun

Comment
    Regalis on Steam Forums - Thread - Direct
I unfortunately I can't think of any changes to the reactor/power logic in the recent updates that could've caused this. The only tangentially related change was making the reactor not automatically turn of automatic control when it's shut down (as a safeguard, otherwise it can be easy to forget to turn it back on if you toggle the reactor on and off), but I doubt that's related here.

I would maybe suggest trying to pinpoint the cause of the load on the status monitor. I also wonder if there could be something harmful on board the sub that's causing those load spikes - in a vanilla game it could be ballast flora (although you probably would've noticed that!), but if you're using mods it could be something else too. In any case, I'm sorry for the inconvenience, I hope you can figure out what's causing it! And if you can't, a bug report in our ... Read more

21 Jun

Post
    Vihis on Steam - Thread - Direct


Hello everyone!

We've just released a hotfix to address a few issues in last week's Summer Patch. See the list of changes below:

v1.0.21.0

Fixes:
- Fixed LOS effect sometimes "lagging behind" when the sub is moving fast.
- Fixed some minor visual issues (occasional jitter/flickering) on the LOS effect.
- Fixed some issues in the bot AI that we're causing a large performance hit particularly in situations when there's lots of bots in a sub with leaks.
- Fixed bots abandoning their orders (such as operating a turret) if the room is unsafe (e.g. flooded).
- Fixed an issue in character syncing that occasionally caused disconnects with the error message "Exception thrown while reading segment EntityPosition, tried to read too much data from segment".
- Fixed wires set to be hidden in-game (e.g. invisible c... 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.

17 Jun

Comment
    Rokvach on Steam Forums - Thread - Direct
You need to start purging Ballast Flora from the outer reaches, the more it spreads the greater the roots health or rather health regeneration gets. To make purging faster you can severe its growth, severed part of the flora which isn't connected to the root will dry up and die. But its safer to just start killing the growth from the outer reaches and pruning it towards the root until the root is killable.
However IIRC you should be able to kill the root with a long lasting fire or plenty of grenades no matter how big the flora has grown.

15 Jun

Post
    Vihis on Steam - Thread - Direct


Hello everyone!

Our second post-1.0 patch has just been released, with an improved line-of-sight effect, a new item called the electrician’s goggles to improve the wiring system, optimizations, and various fixes and improvements like…
  • Fixed anaparalyzant not reducing paralysis.
  • More fixes to bot AI and pathing.
  • Made clown and husk events and missions more common.
  • Added category buttons to the fabricator interface to make it easier to find items.
  • Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you.
Read more about the changes in the patch in ... 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.

09 Jun

Post
    Vihis on Steam - Thread - Direct


Hello everyone!

Our second post-1.0 patch is almost ready to be released, with various fixes and improvements as well as a few entirely new additions. Here are some highlights to look forward to:

  • Electrician’s goggles, a completely new item for the Engineer which will visualize power and signals moving through the wires of your submarine and let you see the power and signal values on the connection panel interface. This should make the wiring system more approachable to new players and give veterans extra information to create more complex systems.
  • The reworked line-of-sight effect gets rid of jagged edges and weird geometry while making the effect look smoother overall, especially near intersecting walls.
  • Optimizations to the performance of the game, most notably in submarin...
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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!

Our second post-1.0 patch is coming next week, with more improvements and fixes as well as some entirely new additions. The patch is now playable in the Unstable test version, available to everyone who owns Barotrauma on Steam,...

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07 Jun

Comment
    Vihis on Steam Forums - Thread - Direct
Hi!

Fabricator categories are actually coming in the next patch! We will give you more info on it later this week. Smooth sailing! :captainsmooth:

01 Jun

Comment
    Dynamoon on Steam Forums - Thread - Direct
Hi, we're aware of spam servers as well as cheat selling servers in the server browser, and we're taking a look at both to issue some countermeasures as soon as we can. We're sorry for the trouble, it's unfortunate that some players are using the server browser for this kind of activities. Until we can counteract these on our end, the best course of action is simply not to join servers that look dubious.