Not long until the (traditional?) SCP-CB halloween update! We’ve got plenty of neat little additions coming; here’s a little sneak peek of something that some of you might recognize…
Make sure you’ve been infected with the husk parasite. The most common way to get infected is an encounter with an active husk, but some well-equipped laboratories and research facilities may also house dormant husk eggs.
Once infected, you may have trouble swallowing and your throat may feel sore. It is generally not a good idea to tell your fellow crew members about these symptoms, as it would most likely lead to a medical inspection and a dose of antiparasitic drugs. As the parasite grows, you may also find it hard or impossible to speak. If so, try to stay away from other people to prevent arousing suspicion.
When the parasite reaches maturity, it extends its ovipositor out of your throat. The feeling may be somewhat unpleasant. At this stage it is highly recommended to wear a diving mask or other headgear to hide the ovipositor from the rest of the crew.
The parasite will slowly start taking over your entire nervous system, but this process can be delayed by working together with the parasite by spreading eggs into new hosts. Just find a suitable target and gently insert the ovipositor into one of their body cavities.
v0.5.0.0 is now out!
The biggest addition in this update is the multi-sub support I mentioned in the last post, but there’s also a ton of smaller changes and bugfixes (check out the changelog).
The new SCP – Containment Breach update created for the most part by ENDSHN and Vane Brain of the Third Subdivision Team (creators of the Nine Tailed Fox mod) is now out! Thank you all for your patience despite the continuous delays.
The update includes two new SCPs and expands the role of some of the existing SCPs a bit, but what I personally think is the most important part of this update are the numerous bugfixes and stability improvements. We managed to squash a bunch of nasty bugs that have been in the game for years (including a pretty severe pathfinding bug, doorways leading to nothingess and random Class Ds appearing in strange place, occasionally messing up scripted events) and a metric fuckton of smaller bugs.
The game is also up in GitHub now, which is why the latest version doesn’t come bundled with the source code.
The idea of a submarine-vs-submarine game mode has been popping up quite frequently and now we’re one step closer to having one:
There were (and still are) tons of systems in the game that work under the assumption that there’s just one submarine, so even loading another sub into the level took a lot of rewriting. There’s still a long way to go until a fully functional submarine-vs-submarine mode, but adding some sort of small escape/attack vessels might not be that far away.
One idea I’ve been thinking of is adding a small “shuttle” that could periodically transport new or respawned players to the sub mid-round. It wouldn’t only reduce the time spent waiting for a round to end, but it could also create some interesting situations; handful of survivors trapped in a sunken sub waiting for the reinforcements to arrive, a swarm of sea creatures attacking the shuttle, a traitor taking control of the railgun while the shuttle is trying to dock…
Some small improvements to lighting in Barotrauma: added a bit of blur on the lightmap and changed the rendering order so that the walls aren’t full-bright anymore. I was really surprised to see how much better it looks with just those small changes:
The second picture also shows a small portion of another new addition: there are now procedurally generated alien ruins in the levels, with traps, new monsters and new alien items inside them. Artifact quests will definitely be more interesting now!
It’s been four years since the release of the first alpha version of SCP – Containment Breach, so I decided to make a little montage of the progress of the game. A big thank you to everyone who’s played the game during the years, all the people who’ve helped with the development and everyone else who’s been following and supporting the project!
As some of you may notice from the last few clips in the video, there’s some new stuff coming up: the developers of the Nine Tailed Fox Mod (ENDSHN and Vane Brain from Third Subdivision Team) have been working on a new update for the game for some time now (with some collaboration by me). The update will introduce a couple of new SCPs and expand the role of some of the existing SCPs, and also include a ton of bugfixes, optimization and some visual improvements (some of which can be seen in the video)!
During the past few weeks Barotrauma has gotten a nice surge of new players, and I’d like to thank all of you for all the feedback, ideas, bug/crash reports and of course the fun multiplayer sessions I’ve taken part in. I though I’d also share some random pics from the /vg/ threads: