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Hotfix v1.4.5.0 for Blood in the WaterApr 26, 2024 - Community AnnouncementsHello everyone! We've just released a hotfix to address a few commonly occurring issues in this week's update. v1.4.5.0 - Fixed crew remaining dead, mission remaining completed/failed, etc when you return to the lobby an restart the round. The issue was that the server did not properly load the previous save when opting to continue the ongoing campaign. - Added a button to the server lobby which opens the server description in a popup to make it easier for players to find. We are still thinking of the best way to handle the description/MOTD, this is more of a quick band-aid solution for the description being too easy to miss / difficult to find at the moment. - Fixed descriptions being outdated on some of the modified XP talents. Currently only fixed in English, the descriptions in other languages are still outdated. - Fixed "command not found" error when trying to use the new "converttowreck" console command. - Fixed items in a container in the submarine not being counted in the "owned items" count in the store interface. - Fixed bots being unable to properly clean up some items, just taking them into their inventory and leaving them there. - Fixed drinkable items (such as ethanol) giving the full effect with just a tiny sip. - Fixed effect from the "revenge squad" talent only lasting 60 seconds. - Fixed combat diving suit being slower than intended when using an underwater scooter.Aqua horror sim Barotrauma has an update that makes opiates "less of a solution for everything"Apr 25, 2024 - Rock, Paper, ShotgunAlien-infested submarine sim Barotrauma has received a chunky update, bringing two new-ish monsters into its lethal aquatic world. The shrimp-looking Mantis may be recognisable to veterans (it once appeared in pre-Steam builds). And the Viperling is a venomous variant of the existing Spineling (a thorny seaworm with hull-piercing porcupine-like spikes). But don't worry, the medical systems have also seen a "mini-rework", which means drugs like morphine are "less of a 'solution for everything'". Wait. What? Submariners in the game can still use morphine, opium and fentanyl to ease the pain of a monster attack, broken bones, wrecked organs, or be-bulleted body. However, the developers feel these drugs have been over-used. So they've rebalanced the opiates as part of their Blood in the Water update. Now the drugs have "a much higher risk of causing addiction and overdoses, and morphine heals much more slowly, making it less viable for combat-heavy situations." Well. Guess I'll just die. Read more Out now: Blood in the WaterApr 24, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/a07a0502716f7c657eceab9a1f368842bde17df4.png Hello everyone! The Blood in the Water update has just been released, with two new monsters, a medical system mini-overhaul, extra difficulty settings for campaign mode, and new wrecks and beacons for you to explore, to name only a few things. Read more about the update in last week’s preview post, see the full list of changes at the end of this post, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Blood in the Water! v1.4.4.1 Changes and additions: - Added new lost cargo missions, in which you must recover cargo from a sunken sub. - Added six new beacon stations, and updated existing beacon stations. - Added seven new wrecks. - Chat messages and NPC dialog is shown in speech bubbles above the character's head. Can be disabled in the game settings. - Improved the particle effects when the sub hits a level wall, and when cutting/destroying level walls. - Certain afflictions and talents change the character's walking/running animations (e.g. drunkenness, the "musical talents", vigor, hyperactivity, concussion). - Removed the randomization of quality from fabricated stackable items. The randomization made them annoying to fabricate, because the items of different quality couldn't be stacked in the fabricator's output slot. - Motion sensor ranges are visualized when wearing engineer's goggles. - Made fabricators and deconstructors faster in outposts (it's not fun to force everyone to wait while someone is working a fabricator in an outpost). - Fire no longer damages husk eggs, fruit and explosives over time. Allowing them to be partially damaged made them really difficult to handle when they happened to be in a stack. Now husk eggs are immune to fire, and the rest get destroyed completely after being in fire for a moment. - Improvements to the visual effects of lava vents and hydrothermal vents. - Pets leave behind a corpse when they die. Having them just "pop" often meant you couldn't be sure if the pet had gone missing or died. - Added a hotkey for dropping the held item. Not bound to any key by default. - Added a hotkey (by default Alt) that displays a label on all nearby interactable items. The label can be clicked on to interact with the item. Should make it easier to e.g. find loose items on the floor or pick up a specific item when there's many close to each other. - Tons of changes and improvements to outpost events: the main goal has been to make the things described by the event popups "actually happen", as opposed to just describing them in text. There's now more visual and audio effects in the events, and the things described by the texts tend to actually exist in the game world. There's also been lots of changes to the outcomes of the events: the choices you make should now generally be more meaningful. - Most outpost events can now be started by another player if the first player who encounter...Coming next week: Blood in the WaterApr 19, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/a07a0502716f7c657eceab9a1f368842bde17df4.png Hello everyone! The Blood in the Water update is finally ready and coming next week. It introduces a lot of new dangers and customization options to offer suitable challenges for veteran submariners and new players alike. The update also adds new content, even a surprise monster some players may remember from early, pre-Steam builds of the game. Let’s take a final look at everything that’s coming next week! Medicine and monsters Medical system “mini-rework”. Rebalanced medical items, a couple of new afflictions, and new use cases for a few items. Two new monsters. We’re adding two monsters that employ poisons in their attacks: the Viperling, a new Spineling variant… and the cave-dwelling Mantis, a monster that used to exist in early Barotrauma builds! New attacks for Abyss monsters. The largest monsters in the game are better at targeting characters inside the submarine for added danger. Diving suit and animation changes Diving suit rebalance. We’ve rebalanced all suit types for clearer use cases and made changes to reduce the usefulness of a diving suit as round-the-clock equipment. Flooding speed has been reduced slightly to give you more time to react during a hull breach. Conditional animations. We added a new animation for walking in a diving suit, as well as a handful of other new special animations. Modders can use this new conditional animation system to create their own custom animations. Campaign difficulty and respawning improvements New campaign difficulty settings. Adjust campaign difficulty to your liking using one of four presets or by fine-tuning various parameters yourself. Improvements to the respawning system in multiplayer: We’re removing Reaper’s Tax and replacing it with customizable respawning skill loss, making the skill loss penalties of respawning fully customizable. Overhauled station events, more wrecks and beacons to explore Event system overhaul. Scripted events now play out visually, thanks to volunteer codework submitted by one of our long-time players. We’ve also made some additional improvements to events. New wrecks and beacon stations, and a new kind of wreck mission. Our favorite small but handy improvements Option to make messages in the text chat show in a speech bubble above the character who is speaking. A new order for bot crew members to deconstruct items. A highlight system for interacting with loose items on the floor more easily. A “drop item” hotkey to quickly drop any item you’re holding. Besides these, the Blood in the Water update will also include the usual list of bugfixes and smaller changes – find the full list of changes on release day next week. Read more about everything coming in the update now on our blog, and see you next week!Hotfix v1.3.0.4Apr 16, 2024 - Community AnnouncementsHello everyone, we've just released a second hotfix to address the multiplayer server crashes ongoing since last week. We are very sorry for the trouble and will continue to monitor the situation, but we are hopeful this fix should complete our countermeasures against these exploits being used to crash servers. Please make sure to update your game to the latest version – the fix may take some time to apply as both clients and servers need to restart and update, so if you are still experiencing the server issue immediately after the update, please restart Barotrauma and Steam, and request that the server host do the same. Please note that some source code mods, for example the very popular Lua for Barotrauma mod, need to be updated following this update. Servers using these mods will have some additional delay in the fix taking effect. We wish everyone smooth sailing and thank you for your patience! v1.3.0.4 - Fixed another exploit that allowed crashing servers by sending them specifically crafted malformed data.Hotfix v1.3.0.3Apr 12, 2024 - Community AnnouncementsHello everyone, we've just released a single-change hotfix to address an exploit that was discovered recently: v1.3.0.3 - Fixed an exploit that allowed crashing servers by sending them specifically crafted malformed data. We're sorry for the trouble this exploit has caused to some multiplayer servers in recent days. This fix should allow you to get back to playing normally!Sneak peek: Respawning changes and campaign difficulty settingsApr 5, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png Hello everyone! The next update is just a few weeks away now, and we have more new features to sneak peek at. We also wanted to give a little update on the development of the Permadeath mode that we polled you about earlier this year. Let’s take a look! Respawning changes and Permadeath As we wrote before, Reaper’s Tax gets replaced with customizable respawning skill loss. This makes skill loss on respawning entirely customizable, via two separate sliders in the server settings. The Permadeath mode unfortunately had to be postponed, as it took more time to develop than we thought. Thus it will not be included in the next update, but you will still get to try it out soon: we are aiming to have Permadeath, as well as the related Ironman mode, available for testing in the Unstable version soon after the update goes live. Thank you everyone who took our poll and participated in the early feedback discussion about Permadeath! We selected the design alternative which allows you to take control of a bot when your character dies. Here’s a quick recap of what these upcoming, optional high-difficulty multiplayer modes will mean: Permadeath: any character death is permanent, and you can only respawn by acquiring a new character – either one of your bots, or a new character hired at an outpost. Ironman: any death is permanent, and there is no respawning at all. You can only spectate after you die. Intended for crews who want to try no-death runs. New campaign difficulty settings We’re adding a lot of new customization options to the difficulty settings in campaign mode: New difficulty parameters: adjust common item consumption rates, world hostility, character vitality, and a couple of other hazards for added or diminished gameplay challenge… ...Or choose from a list of presets for balanced difficulty levels. Added a new “Abyssal” difficulty preset. New server lobby layout to make these and all the other settings easier to find and use. We hope that these changes will make Barotrauma enjoyable to players of various experience levels and difficulty preferences. Read more about all of them on our blog and let us know what you think!Barotrauma now available on Epic Games StoreMar 28, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png Hello everyone! Something that we have been working on for a long time alongside developing updates has been making Barotrauma available outside Steam as well. As we have seen unexpected successes with our little submarine simulator, year after year, we’ve been looking into ways to take it to other platforms eventually. Now we’re ready to make the game available through Epic Games Store in addition to Steam! The Epic launch will not change anything for players who want to stick to Steam: When you launch Barotrauma for the first time following our EGS release, you will see a prompt asking you to enable crossplay between Steam and Epic. If you do not wish to do so, you can decline, and that will be all. You can also update your preferences at any time in the game settings. If you enable crossplay, and if we find a lot of new users through Epic, you can look forward to playing with a lot of new people. Hosting and joining servers works seamlessly across these two platforms, so it doesn’t matter which platform your friends are on – you can play with them just the same, without needing to create a separate account on the other store. We’re excited to be entering a second platform and hope that you are excited too! In the future, updates will be released on both platforms, but due to some technical differences between the two systems, more in-depth involvement such as Unstable testing will only happen in the Steam version. Check out Barotrauma on Epic Games Store now, and let your friends on Epic know too!Sneak peek: Changes to diving suits and big monstersMar 15, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png Hello everyone! Let’s have another sneak peek at our upcoming spring update. Diving suit rebalance We always intended diving suits to be used only for acute pressure protection: during hull breaches and while swimming. However, there are not many actual downsides to wearing a suit all the time, so a lot of people do just that… which has effectively eliminated water pressure as a threat. We wanted to change that by encouraging you to take your suit off when you don’t need it. Here’s what we’re changing: Slowed flooding speed to give the crew more time to suit up during a hull breach. Hulls will fill with water more slowly, so the pressure will not become lethal as quickly. Added new animations to diving suits and made walking and running in a suit slower. Swimming speed has not been reduced. Obstructed vision while wearing a diving suit slightly more. Reduced the armor effects of diving suits, particularly the Regular Diving Suit. Rebalanced all the different suit types and level generation to create stronger progression and clearer use cases for different suits in different environments. Capped the crush depth resistance of the strongest suits to the same depth as a fully upgraded submarine hull. (Before, the Abyss suit could handle more pressure than a fully upgraded submarine.) Animation variations Besides the new diving suit animations, we’ve also added a few entirely new animations which are triggered by specific afflictions and talents. Expect to see drunken people walking drunkenly, for example! Modders can find out more about these animation variations in our official modding documentation under “Status Effects > TriggerAnimation”. Old monsters, new dangers Lastly, we’ve improved the abilities of the largest monsters in the game to make them better at targeting individual characters inside the submarine, as well as the whole sub. We hope you enjoy this new feature and look forward to hearing your feedback! You can read more about all these changes on our blog now. The spring update is planned to release in late April, and we have more sneak peeks coming your way in the following weeks, so stay tuned!Sneak peek: new poison enemy and medical system changesMar 1, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png Hello everyone! The next Barotrauma update is in the works, to be released in the late spring, and it will include some improvements to the medical system. This won’t be a complete overhaul, but we have reworked medical items to give each a clearer use case and stronger progression in the campaign, as well as added a few new afflictions to create additional late-game challenges. Here are some highlights: Opiates have been rebalanced to give each a clearer use case. They also cause addiction and overdose much more easily than before, making them high-risk, high-reward treatments. Infected Wounds, a new dangerous affliction caused by Thresher attacks. Antibiotic Glue now has multiple uses, so one tube can be used to treat multiple limbs. It can also treat Infected Wounds. Deusizine has been buffed into a powerful end-game item, with added Stun reduction and Vigor. Adrenaline gets a treatment use: it causes Adrenaline Rush, removing any active stun and keeping the patient conscious for a short duration. Sufforin and Cyanide can be used to cure Husk Infection as a last resort. (Be ready to cure the resulting poisoning if you do this.) The update also adds a new monster variant called the Viperling, a Spineling with venomous spikes which can cause Morbusine poisoning. The Viperling only spawns in later levels, where you should keep an eye out for green Spinelings and be ready to treat poisoned crewmates. Read more about the medical system changes and the Viperling now on our blog, and stay tuned for more update sneak peeks in the weeks to come!Hotfix v1.2.8.0 for the Winter UpdateJan 11, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png Hello everyone! We have just released a second hotfix for the Winter Update. Please be sure to update your game to the latest version to be able to host and join multiplayer servers, and see the full list of changes below. v1.2.8.0 Changes: - Allow scaling most items below 0.1 in the submarine editor again. We set 0.1 as a hard limit because smaller scales caused issues with tiling items (such as labels), without realizing some sub builders have found some creative uses for heavily downscaled items (such as tiny turrets used as "dials"). Fixes: - Fixed escorted characters trying to leave the sub if they can't find a safe hull to get to (e.g. when the sub is flooded). - Fixed rotated structures not appearing rotated on the status monitor. - Fixed wires getting misaligned when saving them in an item assembly. - Fixed security NPCs being unable to swap batteries in stun batons. - Fixed inability to edit the false output of a switch in multiplayer. - (Finally) fixed texture offsets on tiled sprites such as background walls behaving erratically on non-default texture scales and mirrored entities. Modding: - Fixed crashing if an affliction prefab contains stat values with a duplicate type, or multiple stat values whose type can't be parsed. Sneak peek and poll: PermadeathJan 10, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png Hello everyone! The year 2024 has officially started in Barotrauma development, and we’d like to kick it off with a brief development poll. We’re planning a new, optional challenge mode for multiplayer campaigns where respawning is limited and character death is permanent, and we have a few competing designs for how we might implement this Permadeath mode. If you are interested, read more about the Permadeath mode on our blog, and give your feedback via the poll attached to the blog! You will find directions to discussion threads, where you can share your thoughts in more detail, in the same blog post. The next update, including the Permadeath mode, revisions to multiplayer respawning rules and additional difficulty settings, will be coming later in the spring. The update will also include various kinds of new content, which we will start sneak peeking at in the coming weeks and months. Stay tuned! Hotfix v1.2.7.0 for the Winter PatchDec 20, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/2286b42101d4ac1ee247f91af6db92047576b201.png Hello everyone! We've just released a hotfix to address issues in last week's Winter Patch. See the list of changes below, and enjoy the holiday season! v1.2.7.0 - Fixed an issue that sometimes caused the game to crash without generating a crash report (which would lead to a "pipe was broken" error if the issue happened server-side). The issue had to do with a stack overflow when throwing specific kinds of console errors: one common case was when the game failed to connect to our server to check the GameAnalytics consent, which lead to a crash on startup. - Fixed piezo crystals sometimes spawning right at the start of the level. - Fixed assistants not being able to pick all tier 1 and 2 talents. - Fixed location names disappearing when locations change their type in saves started in pre-1.2 versions. - Fixed selection rectangle disappearing from items when zoomed in by more than x2 in the sub editor. - Fixed "killcrawlerswarmlarge2" mission not having a description. - Fixed bots sometimes choosing to wear broken diving suits. - Fixed currently visible particles freezing when lowering the particle limit. - Fixed dragged characters always colliding with stairs, making it impossible to drag them past the stairs. - Fixed "drunken sailor" talent not nullifying the negative effects of drunkenness. - Fixed stun from the "lightning wizard" talent activating if you cause damage to yourself (e.g. by breaking a wall and taking damage from the shrapnel). - Fixed escorted security officers sometimes inspecting the crew for stolen items during escort missions. - Fixed basics tutorial sometimes getting stuck in the "weld leak" objective. - Fixed ancient weapon not flipping horizontally when aiming it to the left.Out now: Winter Patch 2023Dec 14, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/2286b42101d4ac1ee247f91af6db92047576b201.png Hello everyone! The Winter Patch 2023 has just been released, with quality-of-life changes, balancing, optimizations, bugfixes, and a bit of new content sprinkled in as well. You can find the full list of changes at the end of this post, and a more comprehensive preview of the update in our previous post about it. Make sure to update your game to the latest version to be able to host and join servers, and have a great holiday season, everyone! We will be taking a couple of weeks off for Christmas, so we’ll see you again next year. v1.2.6.0 - Added some more logging to diagnose the mysterious "pipe was broken" crashes. These seem to happen when the server crashes in some way that prevents it from generating a crash report or communicating the reason of the crash to the clients. Now the "pipe is broken" crash report should include the exit code of the server process, giving us more clues for diagnosing the issue, and the server should create simplified crash report if there's some kind of an issue with creating the normal crash report. Changes: - Structures can now be rotated in the sub editor! - Outpost security is now better at catching thieves: they can do random inspections to check for stolen items (more frequently if your reputation is low or if they've caught someone in your crew stealing), and notice if you're visibly carrying or wearing any stolen items. - Option to get the items you're buying from an outpost store in your inventory immediately, as opposed to them being delivered to the sub at the start of the round. There's also now an anti-griefing setting for disabling this, in case you want to make sure a griefer can't easily gain access to dangerous items in the outposts. Players with campaign management permissions aren't affected by the setting. - Added new variants of the Monsters Nearby and Submarine Flooded tracks. - Minor adjustments to level layouts: all the levels now slope down a bit to give the impression you're actually heading deeper. - Clicking on a door that's set to not toggle when clicked (= door that just send out an activate_out signal when clicked) doesn't activate the door's "toggle cooldown". - Bots operating turrets can now lead targets (i.e. aim ahead of a moving target). Bots with a higher weapon skill are better at estimating the future position of the target. - Minor balance change to sub vs sub combat. AI-controlled subs get at least 2 security instead of 1, so more turrets will be manned. - Bots can see through windowed walls (also making it easier for them to spot stealing). - Added bilge pumps and duct blocks throughout outposts. Otherwise the outposts can never drain if the player causes a flood. - Removed karma restrictions from jobs. This feature wasn't communicated anywhere, and it often just seemed like a bug when someone didn't get assign the job they wanted due to their karma being too low. - Added bullet casing particles to f...Coming next week: Winter Patch 2023Dec 8, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/2286b42101d4ac1ee247f91af6db92047576b201.png Hello everyone! The year is almost at its end, and we’ve one more update left to release before that. This Winter Patch will be focusing more on quality-of-life changes, balancing, bugfixes and optimizations, with a sprinkling of new content as well. See some of the highlights below, and read more on our blog. Rotatable structures in the sub editor, opening up a whole world of possibilities for all of you mad scientist sub editors out there. Option to buy items straight to your inventory. No more need to wait for the next round to get your items, or rush to the cargo bay to beat your crewmates to the goods. Outpost security is better at catching thieves. Security will perform random checks for stolen items in your inventory, and they will do a better job noticing acts of thievery aboard stations. Revised skill EXP gains. We’ve made gaining skills faster towards the beginning and more intuitive on the whole: for instance, practical jobs like welding will give more experience, while fabricating items now increases skills less than before. A bunch of other additions, changes and improvements, such as: Five new talents for the Assistant. More traitor events, including new multi-traitor events. Options for hiding and/or reporting inappropriate servers from the server list. Multiple fixes to lighting, such as lights shining through obstacles, turret lights disappearing, and lighting artifacts in rooms with intersecting walls. Adjustments to level layouts. A long list of optimizations, and a large assortment of bugfixes. The update is planned for release next week, and you can already access all of it in the Unstable version as always.Autumn Sale & Steam Awards nominations are hereNov 21, 2023 - Community AnnouncementsHello submariners! The Steam Autumn Sale starts today, and with that, the Steam Awards nomination period also begins: it’s time to nominate your favorite games for awards. If you’d like to nominate Barotrauma for an award, read on! Barotrauma is eligible in a number of categories since we reached 1.0 this year. Which one do you think is the best fit? You can nominate us for “Better With Friends” right through this post – the part about needing someone to watch your back, or someone who you can stab in the back, really resonated with us, particularly following last month’s traitor update. You can also pick another category, if you feel a different one is a better match. Either way, we hope you’ve enjoyed this year, with our long-awaited 1.0 release and the subsequent 1.1 update. It’s been a momentous year for us, and we’re still going to round it off with a smaller update before Christmas. More about that a bit later; for now, enjoy the Autumn Sale, and remember to nominate all your favorite games for awards! {STEAM_CLAN_IMAGE}/33962671/040782cd2656f59454ba2b0fb897dfaa94cd4469.pngHotfix v1.1.19.3 for Treacherous TidesOct 30, 2023 - Community AnnouncementsHello everyone! We've just released a second hotfix for the Treacherous Tides update, now with a longer list of changes to address issues discovered since the update's release. Please be sure to update your game to the latest version, and see the full list of changes just below. v1.1.19.3 - Fixed shrapnel from flak cannon ammo always launching upwards. - Fixed wall damage shrapnel going through walls and being a little excessive overall. - Fixes to pressure distribution logic: fixes pressure sometimes being lethal in breached rooms that weren't full of water. - Fixed clients not regaining control of their braindead character after rejoining if the character's taken any amount of damage while braindead. - Fixes to inconsistent stack sizes (e.g. certain ammo types stacking up to 12 in character inventories, but only 8 holdable/wearable items like backpacks and toolbelts. - Fixed console errors when switching subs with circuit boxes on board. - Fixed items that are inside a container that doesn't get transferred getting duplicated during item transfer when switching subs. - Fixed bots not cleaning up circuit boxes from the floor. - Fixed stack size being displayed incorrectly in the tooltip when dragging a stack of items to an already-occupied slot. - Fixed nav terminal's docking button not working if the signal is routed from the terminal to the docking port through a circuit box. - Fixed double-clicking a component while a circuit box is equipped making the component vanish inside the circuit box. - Fixed chat messages sent when accusing someone as a traitor not triggering the spam filter. - Fixed connection names not being translated in circuit boxes (always showed up in English). - Fixed right-side crew panel overlapping with the mission panel in the PvP mode round summary. - Fixed depleted and fulgurium fuel rods stacking up to 32 (should be 8 like all other fuel rods). Modding: - Added "UseHumanAI" property to characters (can be used to enable the human AI on characters other than humans). While using the human AI on non-humans isn't a fully supported or tested feature, it was previously possible to do that by creating a human prefab using a different species than human, but that no longer worked as of the Treacherous Tides update. - Attachable holdable items don't count as "HoldableOrWearableInventories". Fixes e.g. tanks only stacking up to 1 in things like movable cabinets and shelves. Does not affect any vanilla content. - Fixed fabricator reducing the condition of all the available ingredients if the crafting recipe reduces condition instead of consuming the whole item. - Fixed TagAction continuing in some situations when it can't find targets, even if it's been configured not to with the "ContinueIfNoTargetsFound" attribute. Hotfix v1.1.18.1 for Treacherous TidesOct 20, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/9e9c8daebe5da43287fcb52bd6d00e2bb214e6d8.png 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.Out now: Treacherous Tides UpdateOct 19, 2023 - Community AnnouncementsHello 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 from last week. Be sure to update your game to the latest version to be able to host and join servers. Dive in for a new and expanded traitor gameplay system, along with a long list of other additions and improvements! v1.1.18.0 Traitor overhaul: - Completely redesigned traitor system, which also now works in the campaign mode. - The traitor missions (now called "events") have been implemented using the scripted event system, and can be created in the event editor. We unfortunately had to drop support for the old system; even though we aim to not do any backwards-compatibility breaking changes now that we're past 1.0, after evaluating the number of mods that include custom traitor missions and seeing how few there are, we felt that it's better to depreciate the old system instead of maintaining two separate systems. We're sorry for the inconvenience, but we're hopeful the move to the scripted event system will allow modders to create more complex traitor events much more easily! - A total of 27 completely new traitor events. - Multi-traitor events and code words are back! - Instead of the yes/no/maybe traitor setting, you can choose the probability of a traitor event per round (e.g. 50% = a traitor event happens on half the rounds on average). - Each event has a "danger level" that describes how destructive/dangerous the event is. You can choose how dangerous events can get chosen in the server lobby, for example if you don't want very destructive traitor objectives in the campaign mode. - If a traitor completes their objective successfully, they may get assigned a more dangerous objective on future rounds (up until the maximum defined danger level is reached). - Players who haven't been traitors before/recently have a higher chance of getting selected as traitors. - In the campaign mode, completing a traitor objective gives the traitors rewards such as getting to "steal" a portion of the mission experience. - The players can vote which player they suspect as the traitor. At the end of the round, if at least half of the players have voted for the same player, that player will be accused as a traitor. If the accusation is correct, the traitor's objective will fail and they will receive no rewards. If the accusation is incorrect, the crew will receive a monetary penalty. - Added various new traitor items, perhaps most notably the Radio Jammer, a handheld battery-powered device that temporarily disables radio communications (both text and voice chat). Stacking and storage changes: - Added Backpack, essentially a larger variant of the toolbelt with a small speed debuff. Can be obtained through the new assistant talent "Bag It Up", and purchased in stores around mid-way through the campaign. - Oxygen and fuel tanks no longer stack in player inventories, but their capacity ...Coming next week: Treacherous Tides UpdateOct 13, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/33962671/9e9c8daebe5da43287fcb52bd6d00e2bb214e6d8.png 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 previous post. In a nutshell, look forward to playing with traitors even in the campaign game mode! Other notable changes include: A new total of 27 traitor events, including multi-traitor events and event chains. Many new traitor-specific items. Traitor events will now use the scripted events system, making them more varied and easier to mod. Storage and inventory changes You can read more about these changes in this earlier post. Besides the previously mentioned, there will also be a new item called the backpack. It's a larger version of the toolbelt with a small movement penalty, available through the new assistant talent “Bag it up” and from vendors around the midpoint of a campaign. And there’s more The update also adds the usual list of bugfixes and other improvements, such as: Circuit boxes, a new and tidier way to create complex wiring systems with components. Improved alien ruins, adding a better sense of progression. Enhanced alien artifact effects which make them riskier to transport and store. Updated Berilia and R-29 submarines. Animations for using devices on the sub. No more just standing there, menacingly. Ammo indicator lights for turrets, making it easier to see when to reload. Addressed the scarcity of lead, allowing fabrication of ammo with additional materials. Skill loss on death can be adjusted or completely turned off in the server settings. “Braindead” characters joining the server will immediately get control of their character back. About 10 more pages of changelog, coming next week. Read more about the upcoming update on our blog now and stay tuned for Treacherous Tides next week!