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{{version|0.18.15.0}}
{{version|0.13.3.11}}
The '''Abyss''' is the area beneath the main route of a level, often extending well below [[Crush Depth|crush depth]]. It is accessible through "holes" in the passage walls, either in the floor or next to the outpost at the end of the level. The hole next to the end outpost is guaranteed to spawn in every level, but depending on the [[Biomes|biome]], there may be more or fewer gaps in the floor that lead to the Abyss.
In [[Barotrauma]], '''The Abyss''' is the void of primarily empty water beneath the surface ice where the majority of the game takes place, and it manifests beneath the navigable tunnels and chasms that make up the relatively branched interior of each passageway or mission. Factors to consider when navigating each passageway are the starting depth and passage length, as well as level design. As a general rule, passing into the abyss occurs at ~700m-1100m below a mission's Start Depth, however this number can vary greatly, as longer more horizontal passageways tend to have shallower Abyssal depths, where passageways that contain many vertical chasms tend to have deeper Abyssal depths.  


While none of the native inhabitants of The Abyss produce any items themselves, large floating islands containing [[caves]] and rare [[minerals]] can be periodically found here, though the difficulty of their acquisition renders them out of reach for all but the most heavily armed subs, staffed with an equally skilled crew.  
In every level, 4 or 5 islands will spawn in the Abyss, with each island having a 50% chance to contain a [[Caves|cave]] of a type normally found within the biome the level takes place in.<ref name="biomeconfig">Taken from biome level parameters, found in ''...Barotrauma\Content\Map\Biomes\[Biome]\[Biome].xml'', where ''[Biome]'' is replaced with the name of the biome in question.</ref> These islands contain [[Minerals|minerals]] that are otherwise hard to find within the biome, which can include coveted [[Crafting Materials#Rare Materials|alien materials]]. Depending on the difficulty score of the level, the amount of resources on each island will vary, with higher difficulties granting greater rewards, and vice versa. It should be noted that caves do '''not''' increase the amount or quality of the resources on a given Abyss island.<ref name="abyssmaterial">GitHub source for Abyss materials, https://github.com/Regalis11/Barotrauma/blob/master/Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs, starting at line 2536.</ref>
=Creatures=
The Abyss is devoid of fauna save for three species, those being the [[Endworm]], the [[Charybdis]], and the [[Latcher]]. As a result, normal monsters will never be encountered while traversing the Abyss. However, the danger posed by these titans more than makes up for the absence of other predators that would attack the submarine. When attacking the hull, they do hundreds of structure damage per attack, quickly breaching and sinking the submarine. Additionally, they are capable of throwing the submarine around, potentially sending it crashing into walls to sustain more damage, or deeper into the ocean where the pressure will crush it. Anyone foolish enough to go outside during an encounter will be instantly killed by the bites of these titans.<ref name="creaturewiki">Attack and damage values taken from the respective wiki pages for each creature.</ref> Fortunately, once an Abyss creature is slain, there is a "grace period" before another can take its place. This can either give a crew respite to escape the Abyss or the time needed to extract the minerals found in its depths. The exception to this rule is during a [[Missions#Hunting_Grounds_.28Variant_1.29|hunting grounds mission]]; the beast will never respawn when killed, creating a prime opportunity to mine the islands for resources.<ref name="spawnlist">Taken from the spawn lists in ''randomevents_lineardifficulty.xml'' and ''randomevents_campaign.xml'' in ''...Barotrauma\Content''.</ref>


It is strongly recommended to avoid The Abyss entirely whenever possible, and some passages will briefly take the sub down into its blackened depths, likely without any crew ever taking notice. However, if a mission or passageway does require prolonged exposure to the abyss, large amounts of nuclear ordinance, supplies, and the ability to keep calm under pressure are absolutely required.  
Whichever creature is chosen by the game to defend the Abyss, it will only spawn once the player has actually entered it, not while they are traversing the level.<ref name="abyssspawn">Found through empirical testing; when attempting to control the Abyss creature with commands, the command won't work until the submarine enters the Abyss.</ref> The exact creature chosen and the time before another can spawn when it is killed depends on the difficulty and biome of the level, with the campaign having a different set of spawns compared to other game modes. The specific chances and times can be found in the tables below; difficulty ranges are both inclusive.<ref name="csbehavior">In the documentation comment found in ''...Barotrauma\Content\randomevents_lineardifficulty.xml'', at line 16 it states that both numbers in the range are inclusive.</ref> Letters in single quotes (' ') denote subtypes which share level generation parameters but have different spawn lists.
==Crush Depth==
{| style="margin: auto; background-color: rgba(0,0,0,0); padding: 0px"
A submarine's '''Crush Depth''' is determined by two factors - the number of [[Upgrades#Hulls|hull upgrades]], and if it's class is set to Deep Diver or not.
|- style="background-color: rgba(0,0,0,0);
<br>The default crush depth value is 3500 meters. Hull upgrades give an additive bonus of 6% extra crush depth per upgrade level, and the Deep Diver class gives an additional bonus of 20% to the submarine's crush depth.
| valign="top" style="background-color: rgba(0,0,0,0); padding-top: 0px; padding-bottom: 0px;" |
<br>Therefore, the equation for the submarine's crush depth is '''3500 * (1 + (upgradeLevel * 0.06))''', or '''3500 * (1 + (upgradeLevel * 0.06) + 0.2) for a Deep Diver.'''
{| class="wikitable"
|+ Campaign Spawn Chances<ref name="campaignspawn">Spawn list for campaign is found in ''...Barotrauma\Content\randomevents_campaign.xml'', subtype names from biome level parameters. (reference 1)</ref>
|-
! Biome !! Subtype (Difficulty) !! Grace Time !! Creatures (Chance to Spawn)
|-
| rowspan="4" | Cold Caverns
| Basic (0-5%)
| rowspan="3" | N/A
| rowspan="3" | None (100%)
|-
| Advanced (5-15%)
|-
| Maze (8-15%)
|-
| Transition (10-15%)
| Infinite (No respawn)
| Latcher (100%)
|-
| rowspan="3" | Europan Ridge
| Basic (15-35%)
| rowspan="2" | 1200 sec. (20 min.)
| rowspan="2" | Latcher (100%)
|-
| Advanced 'a' (25-35%)
|-
| Advanced 'b' (25-35%)
| 900 sec. (15 min.)
| Latcher (70%)<br/>Charybdis (30%)
|-
| rowspan="3" | Aphotic Plateau
| Basic 'a' (35-40%)
| 720 sec. (12 min.)
| Latcher (50%)<br/>Charybdis (50%)
|-
| Basic 'b' (40-50%)
| 600 sec. (10 min.)
| Latcher (40%)<br/>Charybdis (50%)<br/>Endworm (10%)
|-
| Basic 'c' (45-50%)
| 420 sec. (7 min.)
| Latcher (30%)<br/>Charybdis (40%)<br/>Endworm (30%)
|-
| The Great Sea
| Basic (50-65%)
| 300 sec. (5 min.)
| Latcher (20%)<br/>Charybdis (40%)<br/>Endworm (40%)
|-
| Hydrothermal Wastes
| Basic (65-80%)
| 180 sec. (3 min.)
| Latcher (10%)<br/>Charybdis (40%)<br/>Endworm (50%)
|-
| Eye of Europa<ref name="designdoc">Name for the campaign end biome taken from https://barotraumagame.com/gameplay-features/sneak-peek-the-environment-overhaul</ref>
| Basic (80-100%)
| N/A
| N/A (No Abyss)
|}


Crush depth for characters works slightly differently.
| valign="top" style="background-color: rgba(0,0,0,0); padding-top: 0px; padding-bottom: 0px;" |
<br>The maximum allowed depth for characters with different gear/talents/afflictions are listed below. The highest depth value takes priority.
{| class="wikitable"
* '''Default''' - 0 meters
|+ Sandbox, PvP, and Mission Spawn Chances<ref name="sandboxspawn">Spawn list for other game modes is found in ''...Barotrauma\Content\randomevents_lineardifficulty.xml'', difficulty names in ''...Barotrauma\Content\EventManagerSettings.xml''.</ref>
* '''[[Diving Suit]]''' - 4,000 meters
|-
* '''[[Combat Diving Suit]]''' - 6,000 meters
! Difficulty !! Grace Time !! Creatures (Chance to Spawn)
* '''[[Slipsuit]]''' - 6,000 meters
|-
* '''[[PUCS]]''' - 6,000 meters
| 0-10%
* '''[[Abyss Diving Suit]]''' - 10,000 meters
| N/A
* '''[[Water Prankster]]''' with '''[[Clown Power]]''' - Immune to pressure
| None (100%)
* '''[[Pressure Stabilized]]''' - Immune to pressure
|-
If a character descends below these depths without the proper gear, they will implode and die almost instantaneously.
| 10-20%
 
| Infinite (No respawn)
==Creatures==
| Latcher (100%)
There are two creatures that can spawn in the Abyss: The [[Endworm]] and the [[Charybdis]].
|-
<br>Both the Endworm and the Charybdis are formidable foes that can easily bring down unsuspecting or unprepared crews.
| 20-30%
<br>Only one abyss creature can spawn per level, so if a well-prepared crew can defeat it, they can gain unlimited access to the minerals hidden within the various islands of the Abyss.
| 1200 sec. (20 min.)
<br>Normal enemies cannot spawn in the Abyss.
| Latcher (50%)<br/>Charybdis (50%)
 
|-
==Gallery==
| 30-40%
<gallery widths="200" heights="150">
| 900 sec. (15 min.)
Abyssdescent.jpg|A darkening background lets you know that you're approaching the Abyss.
| rowspan="6" | Latcher (33%)<br/>Charybdis (33%)<br/>Endworm (33%)
|-
| 40-50%
| 720 sec. (12 min.)
|-  
| 50-60%
| 600 sec. (10 min.)
|-
| 60-70%
| 480 sec. (8 min.)
|-
| 70-80%
| 240 sec. (4 min.)
|-
| 80-90%
| 120 sec. (2 min.)
|-
| 90-100%
| 60 sec. (1 min.)
| Charybdis (50%)<br/>Endworm (50%)
|}
|}
=Trivia=
*In previous versions, The Abyss had a relatively fixed starting depth of ~1600m depending on level size and continued all the way to the bottom of each level.
**As of 0.11.0.7 (Uncharted Depths),<sup>''[source needed]''</sup> there is no longer a general average abyssal depth, as the mission starting depth varies from level to level and only goes further down as [[Submarine|submarines]] progress through the campaign.
*In 0.16.6.1 (Rising Tides), the ability to find alien materials on Abyss islands was added.<ref name="risingtides">Feature listed under '''Changes and additions''' in the patch notes, at https://store.steampowered.com/news/app/602960?emclan=103582791463484079&emgid=3090036628193150925</ref>
*It is never explained how the titanic creatures of the Abyss find food, as in regular gameplay, no creatures will naturally venture into the Abyss.<ref name="abyssbehavior">Found through empirical testing; when spawning regular creatures in the Abyss with commands, they will flee to the main path as quickly as possible.</ref>
*The massive size of the Abyss creatures is likely a reference to a real-world phenomenon called "deep-sea gigantism", where species found in the deepest parts of the ocean are inexplicably far larger than their shallow water cousins.<ref name="deepsea">More information can be found at https://en.wikipedia.org/wiki/Deep-sea_gigantism</ref>
=Media=
<gallery widths=280 heights=200>
File:Abyssisland.png|An Abyss island in the [[Biomes#Hydrothermal Wastes|Hydrothermal Wastes]] with an [[Caves#Ice Cave|Ice Cave]].
File:Abyssisland2.png|An Abyss island in the [[Biomes#Europan Ridge|Europan Ridge]] with an [[Caves#Ice Cave|Ice Cave]].
File:Abyssfulgurium.png|Several Fulgurium ores outside of a floating island.
File:Abyssphysicorium.png|Several Physicorium ores in a [[Caves#Rock Cave|Rock Cave]].
File:Abyssdementorite.png|Several Dementonite ores in a [[Caves#Rock Cave|Rock Cave]].
File:Abyssincendium.png|Several Incendium ores in a [[Caves#Rock Cave|Rock Cave]].
File:Abyssparalyxis.png|Several Paralyxis in a [[Caves#Rock Cave|Rock Cave]].
</gallery>
</gallery>
=References=
<references/>
{{Environment Nav}}
{{Environment Nav}}
==History==
In previous versions, The Abyss had a relatively fixed starting depth of ~1600m depending on level size and continued all the way to the bottom of each level. As of 0.11.0.7 (Uncharted Depths) There is no longer a general average abyssal depth, as the mission starting depth varies from level to level and only gets further down as [[Submarine|submarines]] progress through the campaign.

Latest revision as of 15:01, 16 July 2022

Data is potentially outdated
Last updated for version 0.18.15.0
Last mentioned in changelog 1.4.4.1
The current game version is 1.4.6.0

The Abyss is the area beneath the main route of a level, often extending well below crush depth. It is accessible through "holes" in the passage walls, either in the floor or next to the outpost at the end of the level. The hole next to the end outpost is guaranteed to spawn in every level, but depending on the biome, there may be more or fewer gaps in the floor that lead to the Abyss.

In every level, 4 or 5 islands will spawn in the Abyss, with each island having a 50% chance to contain a cave of a type normally found within the biome the level takes place in.[1] These islands contain minerals that are otherwise hard to find within the biome, which can include coveted alien materials. Depending on the difficulty score of the level, the amount of resources on each island will vary, with higher difficulties granting greater rewards, and vice versa. It should be noted that caves do not increase the amount or quality of the resources on a given Abyss island.[2]

Creatures

The Abyss is devoid of fauna save for three species, those being the Endworm, the Charybdis, and the Latcher. As a result, normal monsters will never be encountered while traversing the Abyss. However, the danger posed by these titans more than makes up for the absence of other predators that would attack the submarine. When attacking the hull, they do hundreds of structure damage per attack, quickly breaching and sinking the submarine. Additionally, they are capable of throwing the submarine around, potentially sending it crashing into walls to sustain more damage, or deeper into the ocean where the pressure will crush it. Anyone foolish enough to go outside during an encounter will be instantly killed by the bites of these titans.[3] Fortunately, once an Abyss creature is slain, there is a "grace period" before another can take its place. This can either give a crew respite to escape the Abyss or the time needed to extract the minerals found in its depths. The exception to this rule is during a hunting grounds mission; the beast will never respawn when killed, creating a prime opportunity to mine the islands for resources.[4]

Whichever creature is chosen by the game to defend the Abyss, it will only spawn once the player has actually entered it, not while they are traversing the level.[5] The exact creature chosen and the time before another can spawn when it is killed depends on the difficulty and biome of the level, with the campaign having a different set of spawns compared to other game modes. The specific chances and times can be found in the tables below; difficulty ranges are both inclusive.[6] Letters in single quotes (' ') denote subtypes which share level generation parameters but have different spawn lists.

Campaign Spawn Chances[7]
Biome Subtype (Difficulty) Grace Time Creatures (Chance to Spawn)
Cold Caverns Basic (0-5%) N/A None (100%)
Advanced (5-15%)
Maze (8-15%)
Transition (10-15%) Infinite (No respawn) Latcher (100%)
Europan Ridge Basic (15-35%) 1200 sec. (20 min.) Latcher (100%)
Advanced 'a' (25-35%)
Advanced 'b' (25-35%) 900 sec. (15 min.) Latcher (70%)
Charybdis (30%)
Aphotic Plateau Basic 'a' (35-40%) 720 sec. (12 min.) Latcher (50%)
Charybdis (50%)
Basic 'b' (40-50%) 600 sec. (10 min.) Latcher (40%)
Charybdis (50%)
Endworm (10%)
Basic 'c' (45-50%) 420 sec. (7 min.) Latcher (30%)
Charybdis (40%)
Endworm (30%)
The Great Sea Basic (50-65%) 300 sec. (5 min.) Latcher (20%)
Charybdis (40%)
Endworm (40%)
Hydrothermal Wastes Basic (65-80%) 180 sec. (3 min.) Latcher (10%)
Charybdis (40%)
Endworm (50%)
Eye of Europa[8] Basic (80-100%) N/A N/A (No Abyss)
Sandbox, PvP, and Mission Spawn Chances[9]
Difficulty Grace Time Creatures (Chance to Spawn)
0-10% N/A None (100%)
10-20% Infinite (No respawn) Latcher (100%)
20-30% 1200 sec. (20 min.) Latcher (50%)
Charybdis (50%)
30-40% 900 sec. (15 min.) Latcher (33%)
Charybdis (33%)
Endworm (33%)
40-50% 720 sec. (12 min.)
50-60% 600 sec. (10 min.)
60-70% 480 sec. (8 min.)
70-80% 240 sec. (4 min.)
80-90% 120 sec. (2 min.)
90-100% 60 sec. (1 min.) Charybdis (50%)
Endworm (50%)

Trivia

  • In previous versions, The Abyss had a relatively fixed starting depth of ~1600m depending on level size and continued all the way to the bottom of each level.
    • As of 0.11.0.7 (Uncharted Depths),[source needed] there is no longer a general average abyssal depth, as the mission starting depth varies from level to level and only goes further down as submarines progress through the campaign.
  • In 0.16.6.1 (Rising Tides), the ability to find alien materials on Abyss islands was added.[10]
  • It is never explained how the titanic creatures of the Abyss find food, as in regular gameplay, no creatures will naturally venture into the Abyss.[11]
  • The massive size of the Abyss creatures is likely a reference to a real-world phenomenon called "deep-sea gigantism", where species found in the deepest parts of the ocean are inexplicably far larger than their shallow water cousins.[12]

Media

References

  1. Taken from biome level parameters, found in ...Barotrauma\Content\Map\Biomes\[Biome]\[Biome].xml, where [Biome] is replaced with the name of the biome in question.
  2. GitHub source for Abyss materials, https://github.com/Regalis11/Barotrauma/blob/master/Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs, starting at line 2536.
  3. Attack and damage values taken from the respective wiki pages for each creature.
  4. Taken from the spawn lists in randomevents_lineardifficulty.xml and randomevents_campaign.xml in ...Barotrauma\Content.
  5. Found through empirical testing; when attempting to control the Abyss creature with commands, the command won't work until the submarine enters the Abyss.
  6. In the documentation comment found in ...Barotrauma\Content\randomevents_lineardifficulty.xml, at line 16 it states that both numbers in the range are inclusive.
  7. Spawn list for campaign is found in ...Barotrauma\Content\randomevents_campaign.xml, subtype names from biome level parameters. (reference 1)
  8. Name for the campaign end biome taken from https://barotraumagame.com/gameplay-features/sneak-peek-the-environment-overhaul
  9. Spawn list for other game modes is found in ...Barotrauma\Content\randomevents_lineardifficulty.xml, difficulty names in ...Barotrauma\Content\EventManagerSettings.xml.
  10. Feature listed under Changes and additions in the patch notes, at https://store.steampowered.com/news/app/602960?emclan=103582791463484079&emgid=3090036628193150925
  11. Found through empirical testing; when spawning regular creatures in the Abyss with commands, they will flee to the main path as quickly as possible.
  12. More information can be found at https://en.wikipedia.org/wiki/Deep-sea_gigantism
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