Regalis

Regalis



15 Dec

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Hello everyone!

Following the big content updates of this year, we set aside some time to work on fixes, balancing and quality of life improvements before we close the book on 2021. Those changes have now just been released, along with a touch of new content. Here are the highlights, and the full changelog can be found on Steam as always.

  • Bot improvements: several new bot orders, ability to access a bot’s inventory, and changes to the medic bot’s behavior.
  • Server improvements: improved campaign submarine selection and sub visibility in the lobby, and other small server adjustments.
  • Multiplayer stability improvements and several fixes.
  • Talent fixes and improvements: too many to list here. Thank you for all your feedback on the talent system!
  • Other gameplay improvements: Gardening and monster spawns are being adjusted to make one require ...
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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?

27 Oct

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Hello everyone!

Among the Ancients, one of our biggest updates to date, has just been released – head over to Steam now to see the full changelog, and read on here for a more in-depth look at the key features.

Barotrauma Among the Ancients update

Among the Ancients

The most visibly impactful change in the update is a complete overhaul of the alien ruins, with entirely redone ...

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15 Oct

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Hello everyone!

The next update is getting pretty close now, with hopefully less than two weeks left until release. With that, it’s time to turn our eye to the meat of the update: the overhauled alien ruins.

Barotrauma alien ruins overhaul

Complete visual overhaul

The ruins as we’ve known them were, of course, a remnant of a much earlier stage in development. With their new look, we feel like they now have much more of a visual identity, with a lot of props and decals to set them apart from other environments in the game.

Along with the new visuals, we’ve implemented a generation logic for the ruins much like the one used with outposts. In a nutshell, ruins are procedurally generated by connecting pre-made mo...

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01 Oct

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Hello everyone!

One of the few big things still left in Barotrauma that we have not thoroughly overhauled during Early Access are humanoid characters. With the next update, we finally get to cross that one off our to do list.

A complete character overhaul

We’re remaking the looks of characters from the ground up, starting with a new ragdoll and animations. The ragdoll system itself hasn’t been changed (and most likely won’t be!), so some comical jankiness is still to be expected. Instead, we’ve revisited the proportions and limb placements of characters, which should make them look a bit more natural.

Next, the faces. While it kind of makes sense for the denizens of Europa to be no beauty contest winners, it...

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17 Sep

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Hello everyone! It’s time to start introducing the many new features that you’re going to find in the next Barotrauma update. As we already mentioned a few weeks ago, the update’s main attraction are the overhauled alien ruins, but there is much besides to look forward to. Such as… Ever dreamed of becoming a highly specialized electrician who can outwire everyone else on the boat?

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25 Aug

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Hello everyone! The summer is nearing its end, and we’ve all made it back to work on Barotrauma. We’re already working on the next major update – the alien ruins overhaul! – to be released later this year. Before that, we have some bugfixes for you. Since we took our vacations soon after the Thunder Under The Ice update was released, we know you’ve had to put up with a few annoying problems in the...

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11 Jun

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Hello everyone! Thank you so much for all the birthday wishes. It always blows us away and makes our collective day to see hundreds of people chime in to wish us well like you’ve done, this past week. As we mentioned in the birthday post, the next update is en route and in fact very close – we mean to release it next week, so now is the time to talk about what you’re going to find in it.

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04 Jun

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Hello everyone! Before we get into the upcoming next Barotrauma update, we wanted to write a bit about something else: Tomorrow marks the 2nd anniversary of our Steam release! The game and the community have taken a big leap forwards since the previous anniversary, as we’ve introduced some big, long-awaited features such as the explorable outposts, caves, Abyss monsters from the legacy version...

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16 Apr

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Hello everyone! The next update, Embrace the Abyss, is coming next week. It would be tempting to say it’s all about the campaign, because there is definitely (again) a strong focus on more progression, and even some new bits of lore. That would be selling it short, though, because there are also some major content additions and important quality of life changes that are not limited to any one game...

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02 Apr

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Hello everyone! The last month, with two new feature teasers, a free event and a big sale*, has been pretty busy for us. Thank you for joining us by reading, playing and commenting! It’s been great to see such an active response from you. Now, the new month has kicked in… In more technical terms, we couldn't use either Manhattan distance or Euclidian distance to evaluate paths, but had to use a...

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19 Mar

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Hello everyone! It’s time to introduce more of the features that the next update will add. This one has proven to be somewhat contentious, so let’s sneak peek carefully: what does the rumored shrinking map actually mean? In a nutshell, our next big move in the ongoing campaign development is discouraging players from lingering in the early levels and farming for cheap EXP and upgrades...

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05 Mar

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Hello everyone! For the first sneak peek of the next major update, we decided to tell you a story. Enjoy! It was near the end of winter – not that seasons matter much here, of course, but it feels nice somehow to think that somewhere, around that time of year, winter would have been loosening its grip and the sun, with every passing day, making ever so slightly longer appearances in the sky – more...

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04 Mar

Comment
    Regalis on Steam Forums - Thread - Direct
The game does try to draw wires that have been made completely transparent: if you want to prevent them from being rendered, you can enable the "hidden in-game" setting.

However, I'm afraid that probably won't help you solve your problem. None of the things mentioned here use much memory, and memory usage isn't really related to latency in multiplayer. The problem here is probably the framerate (= the game running slowly), not latency. The latter is not affected by rendering in any way, because the server doesn't render anything and the networking logic runs separately from the rendering logic. And in general, rendering is usually not the bottleneck, it's all the logic that's needed to update things such as the signal components and lights.

Here's a couple of suggestions on improving the performance of the sub:
- You can use the console command "showperf" to get a rough idea on what's causing the performance problems. If the "draw total" value is much larger... Read more

16 Feb

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    Regalis on Steam - Thread - Direct
- Fixed inability to permanently ban players who are currently in the server.
- Fixed scrap items failing to load in saves done prior to v0.12.
- Fixed bandage/plastiseal crafting exploit.
- Fixed crashing if a bot tries to operate a turret that's linked to some other item than a loader.

29 Jan

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Hello everyone! It’s almost time for the first update of 2021 – we’re aiming to release it on the second week of February. As the title suggests, it features caves, most prominently, but there are other additions and improvements coming too. Let’s take a look. The previous update added caves, and now it’s time to flesh them out a little further. For one thing, we’re adding variety: where all the...

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18 Dec

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Hello everyone! Now that the Uncharted Depths update has been released and hotfixed, we’re about to vacate the premises of our virtual office and take some time off for Christmas. Before that, let’s take one more moment to admire the scenery and appreciate everyone who took a dive under Europa’s ice this year. Without dwelling on what kind of a year it has been on Earth, let’s turn back the clock...

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04 Dec

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Hello everyone! The last update of the year is coming next week. We named it “ Uncharted Depths”, naturally because of the environment overhaul that makes your journey into the unknown more scenic than ever. Even more importantly, this update rounds off this year’s efforts to lend our game the kind of depth its name suggests. So, let’s take a closer look – what does it actually contain?

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21 Nov

Comment
    Regalis on Steam Forums - Thread - Direct
I have to admit I haven't played SS13 as much as one might expect based on how much Baro draws inspiration from it. I did give it a try a long time ago on what I think was /tg/station, but as someone who tends to like making games more than playing them and rarely has enough time or motivation to really sink into a game, I didn't get very far. But I was still impressed enough by the game and its core ideas that I wanted to take a shot at building something slightly different on those core ideas. I guess I should take it for another spin at some point and see how it goes. :)