Campaign

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Revision as of 10:01, 11 August 2020 by BTGamepedia>Acekaburaky
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Template:Stub (UPDATED v.0.10.4.0 _ New Frontiers)

Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.

This is the only Game Mode available in Singleplayer, but it can be played in Multiplayer too.

Following version 0.10, the New Frontiers major update, everything we know about Campaign in previous versions has been completely overhauled. Mainly, the update introduces new key elements of Campaign progression; therefore, the whole map interface with the Store, Crew, Repair hub has been entirely removed. Now the players must navigate in an explorable, procedurally generated Outpost to manually access core game features.

Upon starting a Campaign, the player (or host) chooses a submarine to start out.
In Singleplayer, only vanilla subs are accessible, which are identified as a specific class, and the only sub available for the player is the Scout class sub, the Dugong. In Multiplayer, modded subs whose class is undefined can be used in Sandbox and Mission only. Unlike Singleplayer, the host can freely choose whichever vanilla sub to start out in Campaign.

You've just been commissioned by the Europa Coalition at <Colony's name> to serve aboard a <Player chosen> class sub. The waters of Europa open up before you—explore, help expand the colonies, and make of this place what you will.
–In-game introduction

Once a desired sub has been picked, the game starts immediately, displaying the intro text and the crew is transitioned inside the Outpost, which is always the Colony. The in-game currency is called Europan Mark (mk) and the initial balance of the crew is 2,500 mk. Here, the crew can get comfortable and explore freely, talk to people, make transactions, obtain missions, relax on an unoccupied chair... or maybe steal other people's possessions, injure/murder the Outpost's dwellers (either on purpose or accident) and have the crew's Reputation tarnished and whoever responsible cuffed, or worst eliminated by the Outpost's Security force.

Map

The Map is the navigation system providing the crew's current location and different paths leading to other destinations with missions the player picked up from the Outpost. It can be accessed when the player chooses to leave the location which appears on top of the screen when near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.

The layout of the Map is divided into grids containing 16 cells each. The grayed out grids, which are randomized every game startup, are ones the crew has yet to discover and not showing any paths or locations. The crew start their journey on the east side of the Map and gradually venture deeper to the heart of Europa on the west, which gets progressively harder in difficulty the further in the crew travel. The available paths the crew can take also only cover 2 grids in column. There are different looking grids, representing a specific biome, currently consisting of 5 in total. From left to right there are Cold Caverns, Europan Ridge, Hydrothermal Wastes, Aphotic Plateau and lastly Great Void.

Any location the crew has set foot in and any path the crew has traveled will be highlighted in yellow, except for Natural Formation, which is highlighted in green.

Outpost

Currently, there are 8 types of locations throughout the Map of Europa's ocean, divided into 2 groups. The first group, comprised of Colony, Habitation Outpost and 3 work camps: Military Outpost, Mining Outpost and Research Outpost, has an accessible, explorable Outpost. The second group, made up of Natural Formation, Breeding Grounds and the End location, doesn't have an Outpost for the sub to dock but merely acts as a checkpoint to choose the next destination. Unlike the first group, travelling to these parts proves more dangerous with the increased number of all kinds of aquatic hostiles, especially Breeding Grounds. However, upon successfully reaching the destination safely for the first time, Breeding Grounds gets depopulated and becomes Natural Formation. After making around 3 more trips to wherever, an unnamed group of settlers will venture into the Natural Formation and establish a Habitation Outpost.

Outpost Terminal

In the docking lobby, usually located near the Storage area, stations the Outpost Terminal. The Submarine Delivery Service can be accessed here. It allows the player to switch between owned subs for the next expedition. The terminal's interface also displays info about each selected sub and the amount of Marks the crew has.

Reputation

The Reputation (RP) system affects how Outposts and Factions relate to the crew. High RP can allow for discounts for supplies or unlock special Events and its outcomes, while low RP may turn Outposts hostile towards the players. Currently RP has no influence over the Shipyard's subs and Crew Management.

Each Outpost has a randomized RP, ranging from -10 RP to 10 RP, while all Factions have their own fixed initial RP. There are many ways to boost or diminish the RP of each Outpost and Faction, as straightforward as completing assigned missions or simply being violent towards the residents in the area and making the wrong decisions during some Outpost Events.

An Outpost's RP can reach the highest at 100, and the lowest at -100. However, at -81 RP and beyond, every single individual in the Outpost will become more than just verbally hostile. Those without a weapon will flee from the sight of the threat (the player), and those who are armed, mainly the security guards, will actively hunt down and attack every crew member until they either die or run back to the sub. Needless to say, this effectively prevents the crew from doing any kinds of business with the people in the Outpost since everyone runs away just from the sight of them.

Faction

Factions are groups and organizations throughout Europa operating independently, each with their own agenda and isn't too fond of each other, so aligning with any Faction during Events may have a negative impact on the others. Currently, there are 4 active Factions in Europa:

Europa Coalition (15 RP)
The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society.

The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have the reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.

The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government. Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. There are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society. This is the crew's employer, as shown during the beginning of the Campaign.


Jovian Separatists (-10 RP)
A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism.

A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority.


The Church of Husk (-5 RP)
A religious group that seeks "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment.

A mysterious and outlawed religious group with a transhumanist twist, they seek "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists.


Children of The Honkmother (-5 RP)
The Honkmother's children are an unorganized lot who simply heed the call of the bikehorn.

Every once in a while, these minstrels, fools and clowns attempt to form unions, and names like Europan Jesters' Association pop up. In truth, the Honkmother's children are a less-than-organized lot who simply heed the call of the bikehorn.


Event

NEED A SPOILER TAG

NPC

NPCs are the dwellers of an Outpost the player can interact with. There are 2 types of NPCs. Regular NPCs whom the player can interact with by healing or getting informed about missions, and Shop NPCs who can only be healed by the Outpost medic and are the only way to get all kinds of services. Shop NPCs have distinguished looks and can mostly be found hanging around their respective stations, although they don't stay in one spot but instead tend to move around the Outpost like any other NPCs.

Store

The Store allows players to buy and sell items. It can be accessed from the Merchant in every Outpost, who is distinguished by their Baseball Cap and Quartermaster's Outfit, along with the Shopping Cart symbol in the chat bubble above them. They usually possess a Wrench, a Screwdriver, a Diving Mask and a loaded Revolver, so it's not the best idea to provoke them. Their station can easily be identified by the Display Shelf with various trophies in it and sometimes the Diving Suit Displays.

The majority of Barotrauma's items can be bought from the Store, including some alien materials that normally require crew members to retrieve their respective artifacts in order to obtain said materials through deconstruction. The price and availability of items will depend on the Outpost type as well as the crew's RP in the area. Most of the items can also be found and harvested while exploring the vast Europan ocean, or fabricated on the sub with the proper materials, but some cannot be obtained naturally and are only available in Store. All purchased supplies will be delivered to the sub when the crew leaves the Outpost. The New Frontiers update also introduces new items in Store that couldn't be bought before, but in turn Watchman Clothes and Physicorium Shell appear to have been removed from every Store.

Items are now only available in limited supplies, having a fixed number in stock across all Outposts. The number of items in stock shares the same value with other Outposts of the same type, except for the Colony the player starts in, for all the items in its Store have 1 fewer supply in stock compared to other Colonies. For every visit to a new Outpost, the stock of items in visited Outposts (highlighted on the Map) will increase by 1. The restocking doesn't occur if the crew decides to return to the Outpost they've just left without reaching the next destination first or if they reach a Natural Formation instead since this location counts as a checkpoint until the crew reach the next accessible Outpost, where the restocking will then take place in visited Outposts.

Every Merchant's balance is 5,000 mk and doesn't appear to fluctuate on its own. Players now have the ability to sell items as long as they're within the inventory. As RP affects the price of all items, buying price and selling price may vary greatly. At 0 RP in any Outpost, the player can sell an item and yield 80% of the its buying price in the Store they're making a transaction in. For every 1 RP gained or lost, the selling price increases or decreases by 0.08%. Therefore, being on good terms with an Outpost allows the player to sell items for a higher price, up to 88% of the price at 100 RP. In contrast, the player will yield much less from selling items in a hostile Outpost, down to only 73% of the price at -80 RP. Similarly, the buying price, which increases or decreases by 0.1% for every positive or negative 1 RP. This means the player can get a max discount of 10% if they manage to reach 100 RP of any given Outpost. On the other hand, Merchants who hate them will kick up the price, up to 8% higher at -80 RP. The price will continue to change beyond -80 RP, but that is irrelevant when the whole Outpost starts violently turning against the player.

The following list includes every price of all purchasable items and the number of supplies in stock in different Outposts (Starting Colony not included) at 0 RP.

Equipment

Job gears, first aid, weaponry, ammunition, devices and tools are types of items the crew can expect to find while browsing Equipment.

Item Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost Store Exclusive
Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock

40mm Grenade
- - - - 90 5 - - - - -

40mm Stun Grenade
- - - - 108 5 - - - - -

Admiral's Hat
67 2 75 2 75 2 75 2 75 2

Admiral's Uniform
135 2 150 2 150 2 150 2 150 2

Antibiotic Glue
126 3 - - 140 3 - - 126 4 -

Assistant Clothes
135 2 150 2 150 2 150 2 150 2

Ballistic Helmet
210 2 - - 157 4 - - - - -
File:Bandage icon.png
Bandage
36 16 40 11 40 16 30 11 36 11 -

Baseball Cap
67 4 75 3 75 3 75 3 75 3

Battery Cell
106 10 112 6 137 8 125 7 150 8 -
File:Body Armor Icon.png
Body Armor
360 2 - - 270 4 - - - - -

Boiler Suit
135 2 150 2 150 2 150 2 150 2

C-4 Block
200 3 - - 144 4 - - - - -

Coilgun Ammunition Box
120 7 130 4 90 16 120 4 130 4 -

Commando's Fatigues
135 2 150 2 150 2 150 2 150 2

Compound N
187 3 - - 135 5 - - - - -

Crew Chief's Outfit
67 2 75 2 75 2 75 2 75 2

Crowbar
9 16 10 11 12 11 10 11 12 11 -

Detonator
125 2 - - 90 3 - - - -

Diving Knife
37 9 45 7 27 16 37 3 37 3 -

Diving Mask
85 8 90 6 100 7 125 16 100 6 -

Diving Suit
212 5 225 3 250 4 312 6 250 4 -

Doctor's Uniform
135 2 150 2 150 2 150 2 150 2

EMP Grenade
218 2 - - 157 5 - - 218 3 -

Engineer's Jumpsuit
135 2 150 2 150 2 150 2 150 2

Exploding Ammunition Box
360 2 - - 270 9 - - - - -
File:Explosive Harpoon icon.png
Explosive Harpoon
312 4 - - 225 7 - - - - -

Fire Extinguisher
90 5 100 4 100 3 100 3 100 3 -

Flamer
- - - - 93 2 - - - -

Flare
135 11 150 7 187 9 150 11 187 7 -

Flashlight
157 4 175 3 218 3 175 3 218 3 -

Frag Grenade
312 3 - - 225 4 - - - - -

Fulgurium Battery Cell
250 2 - - 250 2 - - 250 3 -

Grenade Launcher
- - - - 900 2 - - - -
File:Gunner Helmet.png
Gunner's Helmet
210 2 - - 157 4 - - - - -

Gunner's Uniform
135 2 150 2 150 2 150 2 150 2

Handcuffs
27 3 30 2 27 4 - - - - -

Handheld Sonar
135 3 150 2 187 2 150 2 187 3 -

Harpoon
37 7 - - 27 13 - - - - -

Harpoon Gun
93 3 112 2 67 4 93 2 93 2 -

Hazmat Suit
135 2 150 2 150 2 150 2 150 2
File:Headset Icon.png
Headset
135 11 150 4 150 7 150 7 150 5 -

Health Scanner HUD
180 2 - - 187 2 - - 150 9 -

IC-4 Block
- - - - 360 2 - - - - -
File:Incendium Grenade Icon.png
Incendium Grenade
- - - - 247 3 - - - - -

Mechanic's Jumpsuit
135 2 150 2 150 2 150 2 150 2

Medical Officer's Outfit
67 2 75 2 75 2 75 2 75 2

Medic's Fatigues
135 2 150 2 150 2 150 2 150 2

Miner's Overalls
67 2 75 2 75 2 75 2 75 2
File:Outpost Dweller's Attire.png
Outpost Dweller's Attire
67 2 75 2 75 2 75 2 75 2

Outpost Security Uniform
67 2 75 2 75 2 75 2 75 2

Oxygen Tank
67 16 75 11 75 11 93 21 75 11 -

Oxygenite Tank
- - - - - - 218 2 - - -

Piercing Ammunition Box
300 2 - - 225 9 - - - - -

Plasma Cutter
67 6 75 4 93 3 67 11 93 3 -
File:Plastiseal icon.png
Plastiseal
90 6 100 4 100 6 75 4 90 7 -

Quartermaster's Outfit
67 2 75 2 75 2 75 2 75 2

Renegade's Hat
67 2 75 2 75 2 75 2 75 2

Renegade's Jacket
135 2 150 2 150 2 150 2 150 2

Researcher's Outfit
67 2 75 2 75 2 75 2 75 2

Revolver
187 2 - - 135 4 - - - -

Revolver Round
37 13 45 7 27 25 37 13 37 7

Riot Helmet
210 2 - - 157 4 - - - - -

Riot Shotgun
625 2 - - 450 4 - - - -

Screwdriver
9 16 10 11 12 11 10 11 12 11 -

Security Officer's Uniform
135 2 150 2 150 2 150 2 150 2

Shotgun Shell
50 5 - - 36 13 - - - -

SMG
375 2 - - 270 3 - - - -

SMG Magazine
125 2 - - 90 5 - - - -

Sonar Beacon
135 2 - - 187 2 150 2 187 2 -

Station Administrator's Outfit
67 2 75 2 75 2 75 2 75 2

Stun Baton
275 3 - - 198 7 - - - - -
File:Stun Grenade Icon.png
Stun Grenade
156 4 - - 112 7 - - - - -

Stun Gun
250 3 - - 180 5 - - - - -

Stun Gun Dart
100 4 - - 72 7 - - - - -

Syringe Gun
90 2 - - - - - - 125 2 -

Toolbox
22 7 25 5 31 2 31 9 31 2 -

UEX
93 5 112 3 67 5 75 5 93 2 -
File:Underwater Scooter Icon.png
Underwater Scooter
127 7 135 5 150 6 187 5 150 4 -

Veteran's Cap
67 2 75 2 75 2 75 2 75 2

Veteran's Jacket
135 2 150 2 150 2 150 2 150 2

Welding Fuel Tank
108 8 120 7 150 4 108 16 150 4 -

Welding Tool
67 6 75 4 93 3 67 11 93 3 -

Wrench
9 16 10 11 12 11 10 11 12 11 -

Electrical

Everything an Engineer can dream of having, is all here in Electrical, mostly consisted of wiring components, alarms, detectors and wires.

Item Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost
Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock

Abs Component
90 6 100 6 100 6 100 6 125 6

Acos Component
90 6 100 6 100 6 100 6 125 6

Adder Component
90 6 100 6 100 6 100 6 125 6

Alarm Buzzer
90 6 100 6 100 6 100 6 125 6

And Component
90 6 100 6 100 6 100 6 125 6

Asin Component
90 6 100 6 100 6 100 6 125 6

Atan Component
90 6 100 6 100 6 100 6 125 6

Battery Cell
106 10 112 6 137 8 125 7 150 8

Black Wire
45 6 50 6 50 6 50 6 50 6

Blue Wire
45 6 50 6 50 6 50 6 50 6

Brown Wire
45 6 50 6 50 6 50 6 50 6

Button
150 11 150 6 150 6 150 6 150 11

Ceil Component
90 6 100 6 100 6 100 6 125 6

Color Component
90 6 100 6 100 6 100 6 125 6

Cos Component
90 6 100 6 100 6 100 6 125 6

Delay Component
90 6 100 6 100 6 100 6 125 6

Divide Component
90 6 100 6 100 6 100 6 125 6
File:Emergency Siren Icon.png
Emergency Siren
135 6 150 6 150 6 150 6 187 6

Equals Component
90 6 100 6 100 6 100 6 125 6

Exponentiation Component
90 6 100 6 100 6 100 6 125 6

Factorial Component
90 6 100 6 100 6 100 6 125 6

Floor Component
90 6 100 6 100 6 100 6 125 6

FPGA Circuit
72 6 80 6 80 6 80 6 100 6

Fulgurium Battery Cell
250 2 - - 250 2 - - 250 3

Greater Component
90 6 100 6 100 6 100 6 125 6

Green Wire
45 6 50 6 50 6 50 6 50 6

Lever
100 11 100 6 100 6 100 6 100 11

Light Component
99 6 110 6 110 6 110 6 137 6

Memory Component
90 6 100 6 100 6 100 6 125 6

Modulo Component
90 6 100 6 100 6 100 6 125 6
File:Motion Detector Icon.png
Motion Detector
117 6 130 6 130 6 130 6 162 6

Multiply Component
90 6 100 6 100 6 100 6 125 6

Not Component
90 6 100 6 100 6 100 6 125 6

Or Component
90 6 100 6 100 6 100 6 125 6

Orange Wire
45 6 50 6 50 6 50 6 50 6

Oscillator
90 6 100 6 100 6 100 6 125 6
File:Oxygen Detector Icon.png
Oxygen Detector
90 6 100 6 100 6 100 6 125 6

Red Wire
45 6 50 6 50 6 50 6 50 6

RegEx Find Component
90 6 100 6 100 6 100 6 125 6

Relay Component
90 6 100 6 100 6 100 6 125 6

Round Component
90 6 100 6 100 6 100 6 125 6

Signal Check Component
90 6 100 6 100 6 100 6 125 6

Sin Component
90 6 100 6 100 6 100 6 125 6
File:Smoke Detector Icon.png
Smoke Detector
117 6 130 6 130 6 130 6 162 6

Square Root Component
90 6 100 6 100 6 100 6 125 6

Subtract Component
90 6 100 6 100 6 100 6 125 6

Switch
100 11 100 6 100 6 100 6 100 11

Tan Component
90 6 100 6 100 6 100 6 125 6
File:Water Detector Icon.png
Water Detector
117 6 130 6 130 6 130 6 162 6

Wifi Component
90 6 100 6 100 6 100 6 125 6

Wire
45 6 50 6 50 6 50 6 50 6

Xor Component
90 6 100 6 100 6 100 6 125 6

Material

Most of the components needed to fabricate items for the Mechanics and everything Doctors work with such as plants and chemicals can be purchased in Material. Generally, crafting materials can be found and harvested anywhere in Europa's ocean. However, the sources of these are randomized and it can take some time, so it may be better to buy what is needed from the Store to save time since the prices are fairly affordable, or it may not be as most of these items are sold cheaply and exclusively in Mining and Research Outpost.

Item Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost Store Exclusive
Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock

Adrenaline
- - - - 54 2 - - 54 3 -

Alien Blood
- - - - - - - - 144 3 -

Aluminum
- - - - - - 33 11 - - -

Anabolic Steroids
315 2 - - 385 3 - - 315 2 -
File:Anaparalyzant Icon.png
Anaparalyzant
54 2 60 2 66 2 66 2 54 2 -

Antirad
270 2 300 2 330 2 330 2 270 2 -

Aquatic Poppy
187 2 - - - - - - 135 3 -
File:Ballistic Fiber Icon.png
Ballistic Fiber
187 3 - - 135 5 135 3 165 2 -

Blood Pack
216 4 240 2 240 6 180 2 216 6 -

Broad-spectrum Antibiotics
36 7 40 4 - - - - 36 9 -

Calcium
- - - - - - 24 11 - - -

Calyxanide
675 4 750 4 825 4 825 4 675 6 -

Carbon
- - - - - - 8 21 - - -

Chloral Hydrate
90 2 - - 110 2 - - 90 3 -

Chlorine
- - - - - - 8 21 - - -

Copper
- - - - - - 17 11 - - -

Cyanide
180 2 - - 220 2 - - 180 2 -

Cyanide Antidote
243 2 270 2 297 2 297 2 243 2 -

Deliriumine
225 2 - - 275 2 - - 225 2 -

Deliriumine Antidote
315 2 350 2 385 2 385 2 315 2 -

Dementonite Bar
- - - - - - 180 2 200 2 -
File:Deusizine icon.png
Deusizine
- - - - - - - - 450 2 -

Elastin
36 4 - - - - - - 36 5 -

Elastin Plant
187 4 - - - - - - 135 7 -

Ethanol
54 9 60 7 66 7 66 7 54 11 -

Fentanyl
225 3 - - 250 2 - - 225 3 -

Fiber Plant
125 4 - - - - - - 90 7 -

Flash Powder
112 5 - - 81 8 - - 99 7 -

Fulgurium Bar
- - - - - - 180 2 220 2 -

Haloperidol
117 4 130 4 143 4 143 4 117 6 -

Hyperzine
- - - - 495 2 - - 405 2 -

Incendium Bar
- - - - - - 180 2 200 2 -

Iron
- - - - - - 4 21 - - -

Lead
- - - - - - 14 11 - - -

Lithium
- - - - - - 70 6 - - -

Liquid Oxygenite
72 3 - - - - - - 72 4 -

Magnesium
- - - - - - 52 6 - - -

Methamphetamine
45 3 - - 55 2 - - 45 4 -

Morbusine
585 2 - - 715 2 - - 585 2 -

Morbusine Antidote
675 2 750 2 825 2 825 2 675 2 -

Morphine
90 10 100 7 100 9 75 7 90 10 -

Naloxone
144 4 160 4 176 4 176 4 144 6 -

Nitroglycerin
187 3 - - 135 5 - - - - -

Opium
36 4 40 3 - - - - 36 6 -
File:Organic Fiber Icon.png
Organic Fiber
37 9 39 5 27 4 27 3 30 8 -

Paralyxis
- - - - - - 180 2 200 2 -
File:Paralyzant Icon.png
Paralyzant
315 2 - - 385 2 - - 315 2 -

Phosphorus
- - - - - - 12 11 - - -

Physicorium Bar
- - - - - - 180 2 200 2 -

Plastic
56 11 58 8 40 10 40 16 45 13 -

Potassium
- - - - - - 8 21 - - -

Radiotoxin
180 2 - - 220 2 - - 180 2 -

Rubber
25 14 26 10 18 9 18 7 20 8 -

Saline
45 11 50 6 50 11 37 6 45 16 -

Sea Yeast Shroom
250 2 - - - - - - 180 3 -

Silicon
- - - - - - 24 11 - - -

Slime Bacteria
187 2 - - - - - - 135 3 -

Sodium
- - - - - - 26 11 - - -

Stabilozine
36 6 40 4 - - - - 36 9 -

Steel Bar
25 11 26 8 18 16 18 21 20 7 -

Sufforin
180 2 - - 220 2 - - 180 2 -

Sufforin Antidote
270 2 300 2 330 2 330 2 270 2 -

Sulphuric Acid
- - - - 72 2 - - 72 3 -

Thorium
- - - - - - 100 6 - - -

Tin
- - - - - - 8 21 - - -

Titanium
- - - - - - 52 6 - - -

Titanium-Aluminium Alloy
187 4 - - 135 6 135 11 165 3 -

Tonic Liquid
67 8 75 4 82 9 82 4 67 11 -

Uranium
- - - - - - 40 6 - - -

Velonaceps Calyx Eggs
780 2 - - - - - - 600 2 -

Zinc
- - - - - - 20 11 - - -

Misc

Depth Charge ammunition and Railgun ammunition, different types of fuel rods, Oxygen Tank, creature loots and musical instruments are found in Misc.

Item Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost Store Exclusive
Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock
File:Accordion Icon.png
Accordion
- - 50 2 - - - - - - -

Adrenaline Gland
275 3 - - - - - - 300 4 -

Depth Charge Shell
93 3 112 2 67 5 93 2 93 2 -

Depth Decoy Shell
312 3 - - 225 3 - - - - -

Fuel Rod
135 4 150 3 150 3 150 3 150 3 -

Guitar
- - 50 2 - - - - - - -

Harmonica
- - 50 2 - - - - - - -

Mudraptor Egg
- - - - - - - - 1,200 2 -

Nuclear Depth Charge
312 2 - - 225 2 - - - - -

Nuclear Depth Decoy
- - - - 360 2 - - - - -

Nuclear Shell
- - - - 225 2 - - - - -

Oxygen Tank
67 16 75 11 75 11 93 21 75 11 -

Oxygenite Tank
- - - - - - 218 2 - - -

Railgun Shell
93 5 112 4 67 11 93 3 93 3 -

Swim Bladder
250 3 - - - - - - 275 4 -

Thorium Fuel Rod
225 2 - - - - - - - - -

Alien

Currently, there are only 2 Alien minerals to purchase in this category, which can also be obtained from ruins.

Item Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost
Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock Marks (mk) In stock

Oxygenite Shard
- - - - - - 180 2 230 2

Sulphurite Shard
- - - - - - 180 2 230 2

Crew Management

The Crew Management is a Human Resources department where players can manage their crew by looking over the current crew members and the available hireable people. The person in charge of this service is identified as a Watchman by their Watchman Clothes and the Human symbol above them. They possess a Diving Mask and a loaded Revolver, which isn't just for show. Their station is the room with the Notice Board, a long Bench and an Office Window.

Usually, the kinds of crew members for hire are random in each Outpost, but depending on the type of Outposts, the availability of each profession may vary. Generally but not always, it is a guarantee to find many Assistants in Colony, Captains in Habitation Outpost, Security Officers in Military Outpost, Engineers and Mechanics in Mining Outpost, Doctors in Research Outpost.

The prices for their employment aren't affected by the RP, but only proportional to their total levels across all skills, meaning the higher their skills combined are, the more expensive it is to hire them. Selected personnel are shown in the Pending Hires box. Players also have the option to fire crew members, effectively removing them from the crew permanently. During expeditions, players can also permanently lose crew members if they happen to die before reaching the next destination. It is now also possible to hire people (bots) in Multiplayer Campaign.

Shipyard

Buying and exchanging submarines, plus upgrading and maintaining them are the services the Shipyard provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their barely armed rustbucket Dugong, and the Shipyard's services can help with bettering its hulls and systems. Or the player can outright purchase a much bigger, tougher and more advanced sub in place of the old tin can, provided they have the funds for any of the above. The Shipyard comprises 2 sectors that share the same area or are practically next to each other.

Submarine

See also: Default submarines

The one in charge of selling subs wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank and 1 Aluminum. Their station is easily recognized from all the Submarine Blueprints hanging on the wall. When interacting with them, an interface similar to the Outpost Terminal's one appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch. Currently, there are 8 purchasable subs to choose from, plus the current sub the crew uses:

Sub Class Description Price
Dugong Scout Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. They're lacking firepower and speed, so smart maneuvering is key. 6,000 mk
Azimuth Scout Superior speed, sleek design, and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement. 10,000 mk
Orca Scout With a relatively high top speed and fantastic ascent and descent characteristics due to her 3 large ballast tanks, Orca class subs are agile vessels, let down only by their small compliment of weapons, unreliable engine and reactors with a greater than average hunger for fuel. 9,000 mk
Humpback Attack A former military vessel, WH4-L3 'Humpback' has been outfitted to withstand most of the dangers in deep Europa. Her relatively high velocity is offset by low maneuverability. As she's still boasting an older model reactor, power needs to be supplemented by a backup battery array or the crew will find themselves unable to run all of the new equipment. 7,800 mk
Kastrull Attack The Kastrull is a dependable attack sub class bringing plenty of firepower to any fight, and although it's not very nimble, it does sport a drone gunship as standard. Keep in mind that with its experimental open ballast tanks, low tolerance to flooding and numerous crew stations, a large, experienced crew will get the most out of this sub. 21,000 mk
Typhon Attack Typhon class subs are known for their brutish appearance, reasonable array of light and heavy firepower, and their general dependability. Any captain should be aware of their poor rate of descent and unimpressive top speed. 11,500 mk
Typhon 2 Attack Typhon 2 is an overhauled version of the venerable Typhon class of sub. Serving as a heavy gunship, the Typhon 2 class subs remain slow and ugly, but with the benefits of better survivability for their crews. 20,000 mk
Berilia Transport Berilia is one of the biggest cargo ships on Europa. Its two engines and three ballasts require a copious amount of power to operate, and keeping the machinery in good working condition is a handful for even a moderately large crew. 15,000 mk
Remora Deep diver A range of customization options are available for Remora. In this model, some of the main hull space has been replaced by a detachable ballast and a remote-controlled drone. A large crew is needed to operate this submarine. 16,000 mk

Improvement

Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver and a toolbox containing the same items as their sub selling partner.

The crew chief offers multiple upgrades per upgrade category to further improve them, but each additional upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub owned may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The pricing of their services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hounds for the crew's blood.

Upgrades

There are 13 parts of a standard sub, each with a different number of Upgrades and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the next level will cost 16% more than the first one. And the level after that will cost 17% more, then the next will be 18% and so on. Subs that lack upgradeable parts, commonly a Fabricator and a Deconstructor, have no access to those. All Upgrades will be applied to the sub before departure.

The following list displays all Upgrades and their price at 0 RP.

Hulls

Upgrade Description Level Initial price
Tougher Hulls Increase submarine hull durability. 0 / 10 2,000 mk

Junction Boxes ◎◎◎◎◎◎

Upgrade Description Level Initial price
Fire Resistance Decrease the probability of fires occurring. 0 / 5 1,000 mk
Enhanced Resistors Resist damage from excessive voltage. 0 / 10 1,500 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Pumps ◎◎◎◎◎◎

Upgrade Description Level Initial price
Fast Pumps Increase the speed at which water is pumped in or out of the sub. 0 / 10 2,000 mk
Energy Efficiency Decrease power consumption. 0 / 10 1,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Supercapacitors ◎◎◎◎◎◎

Upgrade Description Level Initial price
Enhanced Supercapacitor Capacity Increase maximum energy storage capacity. 0 / 5 2,000 mk
Enhanced Battery Charging Increase maximum recharge rate. 0 / 5 2,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Batteries ◎◎◎◎◎◎

Upgrade Description Level Initial price
Enhanced Battery Capacity Increase maximum energy storage capacity. 0 / 5 2,000 mk
Enhanced Battery Charging Increase maximum recharge rate. 0 / 5 2,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Fabricators ◎◎◎◎◎◎◎

Upgrade Description Level Initial price
Quicker Fabrication Decrease the time needed to fabricate items. 0 / 10 1,500 mk
Simplified Fabrication Lower the skill levels required for item fabrication. 0 / 5 2,000 mk
Energy Efficiency Decrease power consumption. 0 / 10 1,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Deconstructors ◎◎◎◎◎◎

Upgrade Description Level Initial price
Quicker Deconstruction Items will be deconstructed faster. 0 / 10 1,500 mk
Energy Efficiency Decrease power consumption. 0 / 10 1,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Weapons ◎◎◎

Upgrade Description Level Initial price
Energy Efficiency Decrease power consumption. 0 / 5 1,500 mk
Quicker Guns Increase the rotation rate of all guns when operated by insufficiently skilled crew. 0 / 10 1,000 mk
Enhanced Periscopes Increase the view range of all weapons. 0 / 5 2,000 mk

Loaders ◎◎◎◎

Upgrade Description Level Initial price
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Engines ◎◎◎◎◎◎

Upgrade Description Level Initial price
Engine Power Increase maximum speed. 0 / 5 2,500 mk
Energy Efficiency Decrease power consumption. 0 / 10 1,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Reactors ◎◎◎◎◎◎◎

Upgrade Description Level Initial price
Reactor Efficiency Increase reactor power output. 0 / 5 2,500 mk
Fuel Efficiency Decrease fuel consumption rate. 0 / 5 2,000 mk
Thermal Tolerance Increase the time reactors can stay at critical temperature before meltdown. 0 / 10 1,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Monitors ◎◎◎◎

Upgrade Description Level Initial price
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Oxygen Generators ◎◎◎◎◎◎

Upgrade Description Level Initial price
Oxygen Generator Efficiency Increase the amount of oxygen generated. 0 / 5 2,000 mk
Energy Efficiency Decrease power consumption. 0 / 10 1,000 mk
Enhanced Durability Equipment will take longer to start deteriorating. 0 / 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. 0 / 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. 0 / 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. 0 / 5 1,500 mk

Maintenance

Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can done manually by individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always throw money in Maintenance and get things fixed up automatically instead. The same can't be said for the shuttle if the crew happen to lose it along the way since the only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. The price of the services is affected by the RP in the Outpost the same way as in Upgrades and is shown below at 0 RP.

Service Price
Repair All Walls 500 mk
Repair All Items 500 mk
Replace Lost Shuttles 1,000 mk

Mission

See also: Game Mode/List of Missions

Though not compulsory, doing Missions is one simple way of earning money provided the crew succeed. The player can get Missions assigned to them by speaking to the manager of the Outpost, easily recognizable by their Station Administrator's Outfit and the 3 dots Speech symbol in the text bubble above them. Despite having the most authority, they only have a Diving Mask in their inventory and nothing else. The manager usually stays in their brightly lit office, which usually has an Office Shelf, an Office Desk and an Office Chair, and sometimes a sofa Bench. The player can talk to the manager up to 3 times, activating 3 Missions that will be marked on the Map at random nearby locations. There's also one random dweller with the similar Speech symbol in the Outpost whom the player can find anywhere and talk to to be informed about an assignment that person posted about and sent to the sub's onboard navigation system, which adds the 4th and final Mission of that Outpost to the Map. Missions received in Campaign are identical to those of the separate Mission mode.

Successfully completing Missions not only yields the crew some hard earned cash, but it also impresses certain groups of people, increasing the crew's RP and stand with them.

Trivia

  • The Europan Mark takes its name from the historical Finnish currency, markka – proof that Finland became a superpower somewhere along the line.

Gallery