Campaign

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Template:Stub UPDATED New Frontiers v.0.10.4.0


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, every sub is identified as a specific class. Outdated modded subs have an undefined class, and thus are unusable due to the new Submarine progression feature. Only the 6,000 mk Scout class Dugong and up to date modded subs (v0.10), which either costs the same or less than the Dugong, can be chosen. In Multiplayer, undefined modded subs can still be used in Sandbox and Mission mode only. Unlike Singleplayer, the host can freely choose whichever sub to start out in Campaign, vanilla or modded.

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 assignments, 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, the Aphotic Plateau and lastly the Great Void. Any location the crew has set foot in and any path the crew has traveled will be highlighted in specific colors on the Map.

Location

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, which allows the player to access the Map upon entry and choose the next destination.

Outpost

Civilization exists on Europa in the form of an Outpost. Many dwellers and Shop owners reside in these parts, which are also frequented by the security force keeping the peace and order. Outposts that have been visited at least once also have a certain duration which is calculated when the crew make a trip from a Location to another. After this time period, on the next visit to any Location, visited Outposts may or may not yet transform into a different Outpost type, which then begins its own duration and this transformation continues. Currently, there are 5 different Outpost types.

Colony

Colony, also known as City, is the first type of Outpost the crew start in, which is supposedly the most stabilized, organized and developed type of Outpost compared to the other ones, as a City should be. This means Colony is the only Outpost that is permanent when established and doesn't change its type under any circumstances. Therefore visited Outposts will cease to transform altogether once a Colony has been set up. On the Map, it is highlighted in yellow.

The interior of a Colony is shared among every type of Outposts, which includes, but not limited to, storage areas, hallways connecting different Outpost's sections, crew quarters, Store section, Reactor area, Oxygen Generator area, Maintenance bay, HR office and manager office.

Habitation Outpost

As the name suggests, when a Location is first inhabited, a Habitation Outpost, or just simply Outpost, is at first established as the most basic foundation so later on it can develop into a different form when certain requirements are met. Upon arrival, it is highlighted in yellow, the same color tone as Colony's. Its interior is also virtually identical to that of Colony.

The Outpost has a 50% chance of becoming a specialized work camp on a duration of 3 trips provided there are no adjacent Breeding Grounds and at least one adjacent Location must be a type of Outpost.

Military Outpost

Military Outpost is one of the three work camps scattering across Europa, mostly occupied by the Coalition force. The facility of this Outpost is almost similar to Colony and Habitation Outpost, with the exception of its exclusive prison cells sector, where the player can open the cell doors freely using their corresponding buttons and there is a Weapon Holder usually keeping a random equipment.

Upon visiting the Military work camp, it becomes highlighted in a darker shade of yellow on the Map and the duration of 5 trips begins. On the next arrival of a Location, there's a 50% chance the camp's commander will be appointed governor, effectively making it officially a Colony, provided there are no adjacent Breeding Grounds and at least one adjacent Location is any Outpost type but Mining Outpost.

Mining Outpost

Mining Outpost is one of the three work camps scattering across Europa, commonly occupied by miners easily identified by their Miner's Overalls. The camp is highlighted in brown on the Map upon first visit and its facility is similar to Colony and Habitation Outpost, but is distinguished by its mineshaft section currently serving no significant purpose. This is also the only work camp that prevents other adjacent work camps, including ones of the same type, to develop into a City.

The Mining work camp has a duration of 5 trips and when it's over, there's a 50% chance more families of miners will migrate to the camp, turning it into a proper City, on the conditions that there are no adjacent Breeding Grounds and there must be at least one adjacent Outpost type other than Mining Outpost.

Research Outpost

Research Outpost is one of the three work camps scattering across Europa, commonly occupied by researchers wearing Researcher Outfit coming together to study the surrounding fauna. The research work camp possesses one of the most advanced sectors in any Outpost, the laboratories with many advanced pieces of electronics, terminals and presumably isolation cells for test subjects. Like the lab's color theme, the camp is highlighted in bright blue on the Map.

If there are no adjacent Breeding Grounds and at least one adjacent Outpost that isn't Mining Outpost is present, there's a 50% chance for the Research laboratories to drive more settlers to move in and turn it into a Colony on the next Location visit after the duration of 5 trips.

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. Items inside any Outpost container are marked with a red hand symbol, indicating they're the property of the Outpost dwellers; therefore grabbing hold of them is considered theft, decreasing the Outpost RP by 1, unless the culprit manages to snatch the items outside people's line of sight.

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 one another, 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

See: Event


Outpost Events are random occurrences the crew may encounter in any Outpost. Upon entering an Outpost, there's a chance that a randomized Event may occur in certain areas of the Outpost or after a certain time period. Only 1 Event per Outpost is active at a time. In Singleplayer, the player becomes immobile when an Event is triggered and only gets to move again after finishing the Event. But in Multiplayer, the player can still move around freely while an Event is active. The outcomes of these Events may affect a location's and factions' RP, reward the player with useful and exotic items, sometimes bring about more harm than good, or not have any effect whatsoever, all of which depend on the choices the player makes and many other factors.

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 tend to move around the Outpost instead like any other NPCs.

Store

See: 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.

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 section with the Notice Board, a long Bench and an Office Window.

Usually, the kinds of crew members for hire are random in any Outpost, but depending on its type, the chances for each profession's availability vary.

Job Commonness
Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost

Assistant
10 10 2 3 3

Engineer
3 3 2 5 5

Mechanic
3 3 2 5 5

Medical Doctor
1 1 2 - 3

Security Officer
1 1 10 - 1

Captain
1 1 3 - 1

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. After validating hires, the newly hired personnel will join the crew when they leave the Outpost. 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

See: 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 Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. 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, the Maintenance bay sector where new Submarines can be purchased from and the Reactor sector that provides Upgrades to the current owned sub.

Mission

Main article: Game Mode/List of Missions


Though not compulsory, doing Missions is the quickest, most straightforward way of earning money provided the crew succeed. Missions are activated 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 fancy office, which usually has an Office Shelf, an Office Desk and sometimes a sofa Bench.

Every Outpost provides a maximum of 4 active Missions per visit. The player can talk to the manager up to 3 times, unlocking 3 random Missions that will be marked on the Map at random adjacent Locations. Additionally, there's usually one random dweller with the similar Speech symbol somewhere in the Outpost whom the player can find and talk to to be informed about an assignment that person posted about and sent to the sub's onboard navigation system for anyone interested, unlocking the fourth random Mission on the Map. Missions received in Campaign are identical to those of the separate Mission mode in Multiplayer.

Successfully completing Missions not only yields the crew some hard earned cash, but it also increases the RP of the Outpost which assigned those Missions. Some Missions also boost the RP of certain Factions.

Natural Formation

Unlike Outposts, Natural Formation is an uninhabited, presumably safe Location for colonization. Because this place is more or less a checkpoint (game progress can be saved) and yet to have an Outpost, the crew can only access the Map interface when close to it to choose the next destination, promptly highlighting it in green and loading the next route. For that reason, the crew are advised to restock on supplies, heal up and prepare the sub before going into these parts as they won't be able to do so when they get there.

Once the Natural Formation is discovered, after a duration of 2 trips, the chance of a group of settlers venturing into the area afterward and establishing a new Habitation Outpost is 75% provided there's an adjacent inhabited Location and no adjacent Breeding Grounds.

Breeding Grounds

The hives of many aquatic creatures form the Breeding Grounds (also known as Lairs), a Location which prevents Outpost development of any adjacent Locations.

Breeding Grounds are highlighted in purple on the Map when discovered.

Discovered Breeding Grounds are replaced by a Natural Formation after a duration of 1 trip.

Trivia

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

Gallery