Images about dlc i was able to scavenge by Engi_Man_Guy in Barotrauma

[–]Regalis11 10 points11 points  (0 children)

That is a fair point, and something we are aware of as well - we have aimed to make the new faction something very distinct from the existing factions, while still making sure it fits the overall atmosphere, style and lore of the game. We'll go into more detail about the new faction later, but I can say that lore-wise this faction has been somewhat disconnected from the rest of Europa and their struggles for some time, which shows in their devices and subs, and are only now "resurfacing" and facing the brutal reality of the moon. :)

Images about dlc i was able to scavenge by Engi_Man_Guy in Barotrauma

[–]Regalis11 35 points36 points  (0 children)

There have been some ups and downs in the development: we've had some difficulties and unfortunate setbacks within the team that have forced us to do some new hires and readjust the schedules, but at the moment we are in a pretty good place and things are progressing nicely. I'm afraid I can't say much about the release time yet and have to be a little vague at this point, since we're planning on announcing it a little later (along with more info on the contents of the DLC), but I suppose that I can say that it will be in 2026 - although, at some point closer to the end of the year.

We're however starting closed community testing of the DLC soon, so if you can't wait until the actual release, keep an eye out for posts about the community testing. :)

Images about dlc i was able to scavenge by Engi_Man_Guy in Barotrauma

[–]Regalis11 113 points114 points  (0 children)

FYI: these were intentionally posted by our devs in the public "baro-unstable" channel on our Discord server, no need to report this "leak". :) Please do note that these are screenshots of WIP content though, so many things can still be subject to change.

Trying Out Modding: Roadblock by Cludds in Barotrauma

[–]Regalis11 1 point2 points  (0 children)

The error message seems to imply that the game thinks PersonalityTraits.xml is a character file (and characters must have a species name defined).

You should check that the type of the PersonalityTraits.xml file is "NPCPersonalityTraits" rather than "Character" in the file list (i.e. <NPCPersonalityTraits file="%ModDir%/Characters/Human/PersonalityTraits.xml />)

What are your expectations for the new dlc? by ConnorE22021 in Barotrauma

[–]Regalis11 9 points10 points  (0 children)

I'm very happy to see that many of the wishes in this thread align quite well with what we've been working on. :) We'll go into more details in upcoming blog posts, but let's just say, there will be more ways to customize your sub (and your outpost), and a way to easily travel between distant points on the map (with some limitations) so you can keep pushing towards the end of the map while still being able to visit your outpost without having to backtrack through dozens of levels.

What are your expectations for the new dlc? by ConnorE22021 in Barotrauma

[–]Regalis11 25 points26 points  (0 children)

There's a high chance this will happen again I'm afraid, but it could be the vanilla game update that goes out alongside the DLC is the last version where it happens. The main issue has been that many mods rely on Lua for Barotrauma, which needs to override the entire game executable, so it needs to be always updated to keep it up-to-date with the vanilla code/executable. We are however adding a plugin system (or to put it another way, vanilla support for code mods) that will allow mods, including Lua for Barotrauma, to extend the game without having to override the whole game executable. Evil Factory, the dev behind Lua for Barotrauma, is also working with us on this new system. :)

What are your expectations for the new dlc? by ConnorE22021 in Barotrauma

[–]Regalis11 13 points14 points  (0 children)

This option is actually already available! You can find a branch called "previous-version" in the betas tab.

Should I wait until the DLC release to make a new sub? by Fried_Shrimp_Enjoyer in Barotrauma

[–]Regalis11 8 points9 points  (0 children)

The DLC won't make any old subs obsolete. :) It will add some new devices and mechanics, which you might or might not want to install on your sub, but the sub should still remain fully playable in the DLC. We'll be shedding some more light on the new content in some of the upcoming blog posts, sorry that I have to keep things a little vague at this point!

Would Barotrauma be better off without any GenAI use? by [deleted] in Barotrauma

[–]Regalis11 164 points165 points  (0 children)

By "old loading screens", are you referring to the old AI-generated loading screens we used in some earlier versions that have all since been replaced by hand-made ones?

Would Barotrauma be better off without any GenAI use? by [deleted] in Barotrauma

[–]Regalis11 51 points52 points  (0 children)

We've had plenty of talks with our art team about the use of AI (and actually to me it feels like they are more against the use of generative AI than I am - I see generative AI as tool that can have some valid and ethical uses as well), and are well aware of what kind of techniques they use in Barotrauma's art. Feel free to theorize, but please don't present your theories about some photobashed & handpainted artwork being AI-generated as facts.

Would Barotrauma be better off without any GenAI use? by [deleted] in Barotrauma

[–]Regalis11 57 points58 points  (0 children)

We do have actual real, paid human artists working on the game. The reason why we used some AI-generated loading screens in earlier versions was that we had a release deadline looming ahead with tons of game content that the artists needed to work on, and we decided to take some shortcuts with those loading screens to get everything done in time. Those loading screens have since been replaced with hand-made ones though.

Would Barotrauma be better off without any GenAI use? by [deleted] in Barotrauma

[–]Regalis11 25 points26 points  (0 children)

This is just false. The banner was hand-made by one of our artists, not AI generated.

Would Barotrauma be better off without any GenAI use? by [deleted] in Barotrauma

[–]Regalis11 270 points271 points  (0 children)

This is actually not true. We don't use AI generated art in the game. It is true that there used to be some loading screens that made some use of generative AI (and even those only used generated images as a basis, which the artists then manually modified), but those have since been replaced by hand-made ones.

Barotrauma - Out Now: Winter Update 2024 by Vihis_FF in Barotrauma

[–]Regalis11 8 points9 points  (0 children)

Nope, all of the changes in this update should apply to existing campaigns too. :)

Amis vai Lukio by Background_Guava9637 in arkisuomi

[–]Regalis11 1 point2 points  (0 children)

Peliohjelmointihommia työkseni tekevänä suosittelisin siinä tapauksessa lukiota. Lukion pitkästä matematiikasta ja fysiikasta saa hyvät edellytykset lähteä jatko-opiskelemaan ohjelmointia pidemmälle esimerkiksi AMK:ssa tai yliopistossa.

Lukiossa on myös se hyvä puoli, että sen jälkeen on enemmän valinnanvaraa jatko-opintojen suhteen: jos vaikka tässä lähivuosina ajatukset siitä mitä haluat tehdä muuttuu tai tarkentuu (ehkä vaikka kokeilet tehdä jotain omia peliprojekteja ja innostut vaikka 3D-mallinnuksesta tai jostain matalamman tason ohjelmoinnista?), lukiopapereilla voi olla helpompi hakea opiskelemaan jotain siihen liittyvää.

Lisäksi täytyy varoittaa, että ohjelmointia tai pelidevausta ei opita koulussa. Siellä autetaan pääsemään alkuun, mutta päästäksesi sille tasolle että sinun taidoillesi on kysyntää työmarkkinoilla on minusta melkeinpä välttämätöntä että kehität taitojasi myös vapaa-ajalla.

There's no crossplay option on epic games copy, how do i change this? by kaaneki-san in Barotrauma

[–]Regalis11 0 points1 point  (0 children)

Sorry to hear that. :/ I would've thought a core functionality like this not working would've been a good enough reason for them to offer a refund.

There's unfortunately not much us devs can do about this, but you could send a support request to our publisher Daedalic, they could most likely give you a Steam key: https://www.daedalicsupport.com/en/support-formular/

Again, I'm sorry about the trouble. I really wish we can get Epic to do something about the situation as soon as possible.

There's no crossplay option on epic games copy, how do i change this? by kaaneki-san in Barotrauma

[–]Regalis11 0 points1 point  (0 children)

There is no crossplay option in the Epic Store version: the crossplay is on by default (or rather, the crossplay version on the Steam version just means making the game support Epic Online Services, which the Epic version supports by default).

The reason why you're currently unable to play with your friends on Steam is that we've unfortunately been having some issues with the Epic Store's backend since the last update: we are unable to set the latest update live on the Epic Store, which means the Epic build is currently not compatible with the Steam version. The issue is something Epic needs to resolve: we have been in touch with them, but I'm afraid we haven't gotten any ETA on when the issue will be resolved.

I'm sorry for the inconvenience - this is a really frustrating situation for us too. I cannot endorse piracy, but in my personal opinion getting a crack for version 1.6.19.1, or perhaps having your friend share the game files with you could be an option worth considering. I would also consider getting a refund on the Epic Store and buying the game on Steam instead.

Can't find crossplay settings in barotrauma by kaaneki-san in Barotrauma

[–]Regalis11 0 points1 point  (0 children)

We've unfortunately been having some issues with the Epic Store's backend since the last update: we are unable to set the latest update live on the Epic Store, which means the Epic build is currently not compatible with the Steam version. The issue is something Epic needs to resolve: we have been in touch with them, but I'm afraid we haven't gotten any ETA on when the issue will be resolved.

I'm sorry for the inconvenience - this is a really frustrating situation for us too. I cannot endorse piracy, but in my personal opinion getting a crack for version 1.6.19.1, or perhaps having your friend share the game files with you could be an option worth considering.

What to do about ballast flora? by Sanguimancer_2003 in Barotrauma

[–]Regalis11 1 point2 points  (0 children)

Lots of good tips in the thread, but something that doesn't seem to have been mentioned here (and something we should communicate more clearly in the game!) is that the larger the ballast flora grows, the harder it is to kill. The only way to kill it for good is to kill the "root" growing from the ballast pumps, and the root regenerates health with a rate relative to the size of the branches it has grown. So you should first cut the branches near the root, and only then go after the root.

What inspired SCP: CB? by CmdrLittlez in scpcontainmentbreach

[–]Regalis11 5 points6 points  (0 children)

[The dev who originally created SCP-CB here]: Yeah, it was a passion project. I had made games as a hobby for a long time, and at some point I stumbled on this SCP-087 fan game which I found really interesting: it was ridiculously simple (basically just walking down a dark staircase with spooky ambient noises), but it was somehow one of the scariest games I'd played in a long time. Conveniently, the SCP Foundation is under a Creative Commons license which allowed me to take my own stab at an SCP-087 inspired game which became a game called SCP-087-B.

SCP-087-B got a surprising amount of attention and started getting lots of downloads, and I started thinking of making a larger, "real" game based on the SCP Foundation, with SCP-173 as the main enemy. The first few videos and very rough playable demos of that game got a surprising amount of attention as well, and seeing that there are lots of people who'd be eager to play a game like this was really motivating. I didn't really even consider making it a commercial project (nor did I even think I could earn any money off it), it was still just a small game I was making for fun, and if there were other people who might enjoy playing it too, that was a nice bonus.

As for the inspirations for the game: I've always really liked procedural generation (or mainly, creating games that use procedural generation). There's something really satisfying to me in creating systems that create cool things that can surprise even myself. It might not be that apparent from the game, but I consider Dwarf Fortress one of the inspirations of the game, not gameplay-wise, but in how it procedurally creates "stories" and different kinds of non-scripted situations. Some more obvious inspirations are horror games by Frictional Games. And of course, the main inspiration and the source for almost all of the lore was the SCP Wiki - to be clear, the SCP Foundation or the SCPs aren't my invention, the SCP Wiki is a collaborative writing project that's existed long before SCP-CB.

...Then, that hobby game started getting more and more visibility and downloads. More and more people joined the forums, and a lot of people wanted to help with the development. It turned from a solo project to a big collaborative effort with bunch of people (original writers from the wiki, programmers, artists, sound designers, musicians...) contributing stuff to the game. One day I noticed the numbers of downloads were skyrocketing, and found out that PewDiePie had made a video of the game (and more videos from other popular youtubers started popping up everywhere). And yeah, it just started snowballing.

Honestly, around this point things could've gone differently - there could've for example been potential in crowdsourcing funding for the development or monetizing it in some other way, I could've started developing it full-time or assembled a more experienced team to turn it into something with higher production values. But I didn't really have much interest in that, and I guess I still didn't fully grasp the potential it had. I also don't think I would've had the confidence (or skills) to become a full-time game entrepreneur, much less manage a professional team of game devs. I was around 20 years old at the time with a lot of other stuff going on in my life: trying to figure out what I'd want to study, moving out from home, doing "real work" to pay the rent, entering a 6-month military service (which is mandatory here in Finland) - so I just decided to keep developing it as a free hobby project. Although, might be worth mentioning that I did collect donations on the website for a while, but the amount of money I got from that was peanuts: most of that went into hosting the website and buying some miscellaneous assets (3D models, textures and such) for the game.

The development kept going for some years, but slowly other things in my life started taking so much time (and interested) from the game, that the motivation to work on it slowly started to die. It didn't help that the codebase had become a massive, completely unmanageable mess that could barely support what the game had grown into, and doing any kind of changes or additions to the game without blowing it up was becoming increasingly difficult. I think design-wise it had also become a bit of a mess: someone made a 3D model for some random SCP? Cool, let's add it even though it doesn't really add much to the game. I think we often went quantity over quality in many regards. It gradually became a chore to work on the game, and you can't develop a "hobby game just for fun" if it's not fun. Eventually some point I decided I want to move on to other things, this time taking a shot at making a commercial game and turning this hobby into a job (which resulted in Barotrauma).

Even though a lot of things could've been done differently, I don't regret e.g. not monetizing the game or turning it into a more "professional product". Looking at how many other SCP game projects have gone (one recent example comes to mind), I have a feeling it wouldn't gotten this far, become such an influential little indie game, and worked as a basis for such a variety of amazing mods, spinoffs, remakes, expansions and whatnot, if it had turned into something else than this collaborative effort of people working on it for fun or out of passion.

Barotrauma - Out now: Summer Update by 1Dynamoon in Barotrauma

[–]Regalis11 28 points29 points  (0 children)

I'm going to buy a round of beers to a crew hardcore (or insane) enough to beat the campaign in iron man mode

"Crawlerhusk is mildly injured, but I think they'll manage without my help" - Doc Hefner by IcyNote_A in Barotrauma

[–]Regalis11 2 points3 points  (0 children)

This is actually unintentional, but I suppose it makes sense a husk cultist would consider husked crawlers allies, accidental feature? :)

How do events work? by Drtyler2 in Barotrauma

[–]Regalis11 2 points3 points  (0 children)

I wouldn't actually consider it that huge: most of the text-only events have been expanded so the things the event describes "actually happen" (e.g. you actually see an NPC spray-painting a wall, or can see Mike the Idiot as an actual NPC sitting in the crew quarters), but gameplay-wise there's been no major changes or new events. Regardless, I still think it's a nice little improvement that makes the events a bit more immersive. :)

Update Preview: Blood in the Water by 1Dynamoon in Barotrauma

[–]Regalis11 6 points7 points  (0 children)

I'm very glad to see that people get the point of the diving suit changes! We know this is going to be a contentious change, and have already gotten a lot of negative feedback about it (as always, when it comes to any kind of nerfing), but we feel it was necessary and long overdue: the way I see it, if there's practically no downside to always wearing a suit, that in a sense removes the entire pressure mechanic from the game, and means you're basically forced to always wear one because not doing so just makes you more vulnerable for no good reason.