Barotrauma

Barotrauma

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Into The Abyss: Campaign Overhaul for Seaworthy Men
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File Size
Posted
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50.606 MB
23 Feb, 2020 @ 7:42am
15 Dec, 2021 @ 7:29pm
118 Change Notes ( view )

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Into The Abyss: Campaign Overhaul for Seaworthy Men

Description

Into the Abyss v0.15.13.0-r3.40 (chlorine) UPDATED FOR THE "AMONG THE ANCIENTS" UPDATE
Languages: 中文(繁體), 中文(简体), Русский, Castilian Spanish, Japanese, English
(contact me if you want to do translation)

Notice
I have paused development of this mod until devs release the planned modding overhaul, which is going to need a lot of re-writing, so I'm not gonna pile up even more work that will have to be fixed later.

Description
Into the Abyss is a campaign overhaul focused on immersion, planning, and class-based teamwork, but trying to keep close to the vanilla feel of Barotrauma. Most notable are changes to difficulty, improvements to outposts and beacons. The mod can be played both in multiplayer and singleplayer.

FEATURES:

OUTPOSTS
Outposts now properly offer you and your crew a place to rest and regenerate. You can visit one of many shops and vendors or have something warm to eat before you rest in one of the bedrooms to regenerate without having to spend cash on expensive medicine. Private clinics offer complete healing for your crew in case you get seriously hurt fighting the now properly dangerous molochs. Don't forget to pay visit to the bar.
-cities have bars, small shops, working vending machines, atriums, workshops and shipyards
-vanilla prisons and specimen containments have been given real function with consequences
-enemy guards can no longer get stunlocked, but are no longer bullet sponges
-new outpost modules keep getting added
-TRAINERS give skillpoints for cash

PERSONAL CASH
-every class now spawns with a wallet and bunch of bills&coins
-these can be spent in the small shops, to pay reaper's tax and in events
-captain can withdraw cash from a bank in cities and reward individuals if they perform well
-anyone can deposit their cash in the bank and it will go into bank account
DRY CAVES

Sometimes, when the workcrew starts drilling the ice to establish new outpost, they enounter a system of cavities full of monsters and minerals. In some of them, research has already begun and small structures and lamps dot the cave system. There are rumours of alien ruins being found there too...
-Dry Caves appear on the map and you can travel to them and unlock a mission after docking
-caves have enemy spawns, traps, small structures and loot
-Grappling hook with 2 ropes: tensile for ascending, loose rope for descending
TRANSPORTATION

Transport missions
Bunch of new transport mission variants will make transportation interesting for you. They include
-nearly hatched eggs crates, fragile crates, water-susceptible crates...
-some crates require special treatment throughout the mission, so read the mission description!

Supply crates
Buy low, sell high. You can now trade special supply crates between outposts, making your cargo ships generate you a lot of cash, if you choose to play them.
-new "Sealed supply crates" item
-they require being stored in crate shelves, or they deteriorate slowly, eventually becoming unsellable, so cargo ships are a legit way to make your early cash
-some are sensitive to environment (for example water can make the supplies deteriorate quickly)


DIFFICULTY
Difficulty is more tied with biomes now. Initial levels aren't as eventless anymore and large creatures have been rebalanced to be a proper challenge, which will make your railgun feel as powerful as it should feel. Don't think you can take down a moloch by shooting at it with coilgun for a couple seconds - you should pack some serious nuclear arsenal before you head into the great sea.
-game is more challenging overall
-wrecks have many more small variants (broken pieces of subs) which dont have as much loot
-rarity of big wrecks will make you smile when you find one, but be prepared for a challenge
-molochs and hammerheads will make you appreciate your railgun much more
-monsters wont wait for you to fix your sub, they will keep coming and try to end your journey with a game over
-THALAMUS BRAIN requires explosives to blow up

FUEL RODS
In the vanilla a fuel rod that has been in a 5000°C reactor is just like any other item that you can hold and stash in your pocket. Not anymore. Hot nuclear fuel takes years to cool down under constant flow of cold water irl and, when handled wrongly in ITA, are a significant fire and life hazard to the crew. This will give nuclear engineer much more depth and the thing that powers your submarine will be something you will constantly have in mind, because it can end your life.
-unused fuel rods work as they do in vanilla. They can be stored anywhere and held without any risk.
-fuel rod gets hot when it fissions in the reactor even for a short time
-hot fuel rod burns and irradiates anyone holding them
-new item: tongs. Use them to take the hot fuel rod from the reactor and dispose of it in the ocean
-tip: Store empty fuel rods in the reactor's remaining fuel slots and get rid of them at once later
-tip: Remove any welding fuel and O2 tanks from the reactor room
-tip: Store bandages in the reactor room. Those can heal extreme burn damage very quickly

BEACONS
-beacons can be home to all sorts of mischiefs and outsiders that can't find home at the outposts....
-if the beacon is occupied, you might get a radio message while traveling past it

JLOBBLET'S TWEAKS + ITA PATCH
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2410930451

Installation:
-subscribe to the mod
-in main menu, go to settings and enable it
-restart the game
Disabling the mod:
-in main menu, go to settings and disable the mod top left
-restart the game

Special thanks go to...

Scale
For his wonderful sprites and feedback for the mod
SoupGirl
For the new mod art, icons and text correction

Undertow discord, #baro-modding channel
for helping me get through the initial stages of the mod. Without them, this project wouldn't grow past simple monster spawn increase mod. Especially Kai, HalfDeadKiller and LordFrith (author of REALLYBIGMAP).
Jlobblet
for helping me with many aspects of the mod including troubleshooting, ballancing, hosting servers and especially for teaching me how to manage the mod on github, which has been great help.
WorkingJoe
for helping me with troubleshooting and for making electrician small shop!
This comment section
for being wholesome and helpful both to me and to each other
Barotrauma developers
for creating this unique game and giving people without any programming experience like me the simple tools to create something as complex as this. (hexcode, especially!)
Popular Discussions View All (26)
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14 Apr, 2022 @ 5:29pm
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Ferrari 15 Jun @ 9:39am 
you're like my ex, i cant forget how good you were
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Artemis Entreri 12 Jun @ 9:50am 
We still think about you
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