Human: Difference between revisions

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{{Version|0.18.12.0}}
{{Version|1.0.9.0}}
{{Creatures infobox
{{Creatures infobox
| image = wiki_human.png
| image = wiki_human.png
| imagewidth = 170px
| imagewidth = 170px
| species = Human
| hp = 100
| hp = 100
| combatstrength = N/A
| combatstrength = 1
| armorval = Legs & Arms (see values in Health section)
| armorval = Legs & Arms (see values in Health section)
| weakpoints = Head
| weakpoints = Head
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| limb1 = Head
| limb1 = Head
| limb1alldamage = 2.0
| limb1gunshotwound = 0.5
| limb1gunshotwound = 0.5
| limb1bluntforcetrauma = 0.5
| limb1bluntforcetrauma = 0.5
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| limb1bleeding = 0.75
| limb1bleeding = 0.75
| limb1bitewounds = 0.75
| limb1bitewounds = 0.75
| limb1note = 25% chance to gain 10 [[Afflictions#Concussion|Concussion]] after receiving 5 [[Afflictions#Internal Damage|Internal Damage]], [[Afflictions#Blunt Force Trauma|Blunt Force Trauma]], [[Afflictions#Bite Wounds|Bite Wounds]], [[Afflictions#Lacerations|Lacerations]], or [[Afflictions#Deep Tissue Injury|Deep Tissue Injury]] from a single attack.
| limb1note = 25% chance to gain 10 {{hl|Concussion|20}} after receiving 5 {{hl|Internal Damage|20}}, {{hl|Blunt Force Trauma|20}}, {{hl|Bite Wounds|20}}, {{hl|Lacerations|20}} or {{hl|Deep Tissue Injury|20}} from a single attack.


| limb2 = Torso
| limb2 = Torso
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| limb3 = Arms & Legs
| limb3 = Arms & Legs
| limb3alldamage = 0.5
| limb3gunshotwound = 0.5
| limb3gunshotwound = 0.5
| limb3bluntforcetrauma = 0.5
| limb3bluntforcetrauma = 0.5
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}}
}}


'''Humans''' in ''[[Barotrauma]]'' are unique [[:category:Creatures|Creatures]] that the player can control.
'''Humans''' in ''[[Barotrauma]]'' are unique [[Creatures|Creatures]] that the player can control.


NPC's are given a random name chosen from a [[List of NPC Names|preset list]], while players in multiplayer and single-player are able to choose their own name.
NPC's are given a random name chosen from a [[List of NPC Names|preset list]], while players in multiplayer and single-player are able to choose their own name.
__TOC__
=Lore=
=Lore=
Homo sapiens, or known by their common name of human, originate on the planet Earth in the Sol system, the third from Sol itself. Approximately a century into the future, human spacecraft technology has enabled the species to reach Europa, Jupiter's second moon. As is the nature of the human race, colonies and human habitations have begun on the distant moon before all contact with earth was mysteriously lost. Increasing levels of radiation on Europa's icy surface has forced the colonists deep beneath the frozen crust, into the hostile waters below, where countless species of predatory creatures, freezing temperatures, and the pressure of the environment itself all conspire against the settlers.
Homo sapiens, or known by their common name of human, originate on the planet Earth in the Sol system, the third from Sol itself. Approximately a century into the future, human spacecraft technology has enabled the species to reach Europa, Jupiter's second moon. As is the nature of the human race, colonies and human habitations have begun on the distant moon before all contact with earth was mysteriously lost. Increasing levels of radiation on Europa's icy surface has forced the colonists deep beneath the frozen crust, into the hostile waters below, where countless species of predatory creatures, freezing temperatures, and the pressure of the environment itself all conspire against the settlers.
=In-game=
=In-Game=
AI-controlled humans will wander around the [[Submarine]] aimlessly at first, following the pre-determined waypoints. This behavior will continue until they are either given a task by the player, a machine gets damaged, a hull breaches nearby, or they become injured. If the hull breaches or they run out of oxygen, humans will rush to the nearest [[Diving Mask]] or [[Diving Suit]] and equip it, along with an [[Oxygen Tank]] if one is available. They will continue to wear the suit/mask until the environment regains oxygen, at which point they will drop their items and continue wandering or completing player-given tasks.
AI-controlled humans will wander around the [[Submarine]] aimlessly at first, following the pre-determined waypoints. This behavior will continue until they are either given a task by the player, a machine gets damaged, a hull breaches nearby, or they become injured. If the hull breaches or they run out of oxygen, humans will rush to the nearest [[Diving Mask]] or [[Diving Suit]] and equip it, along with an [[Oxygen Tank]] if one is available. They will continue to wear the suit/mask until the environment regains oxygen, at which point they will drop their items and continue wandering or completing player-given tasks.


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Each character has a '''Trait''' assigned to them. When NPCs chat with each other, traits may change what they say during conversations.
Each character has a '''Trait''' assigned to them. When NPCs chat with each other, traits may change what they say during conversations.
For example, a captain with the trait 'Joker' might say, "Welcome on board! Please keep your hands and arms inside the vehicle at all times.", while one with the trait 'Broken English' might say, "Is captain speaking! Ready for mission crew and good luck!"
For example, a captain with the trait 'Joker' might say, "Welcome on board! Please keep your hands and arms inside the vehicle at all times.", while one with the trait 'Broken English' might say, "Is captain speaking! Ready for mission crew and good luck!"
=Combat strategies=
=Combat Strategies=
Depending on the type of NPC engaged in combat will determine its behavior towards the aggressor. Most NPCs will flee from combat, only deciding to fight back if they're wounded or cornered. However, the weapons they use are suboptimal, ranging from [[Wrench]]es and [[Plasma Cutter]]s, to [[Diving Knife|Diving Knives]] or [[Revolver]]s.
Depending on the type of NPC engaged in combat will determine its behavior towards the aggressor. Most NPCs will flee from combat, only deciding to fight back if they're wounded or cornered. However, the weapons they use are suboptimal, ranging from [[Wrench]]es and [[Plasma Cutter]]s, to [[Diving Knife|Diving Knives]] or [[Revolver]]s.


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It is important to note that merchant NPCs (any NPC that offers a service) have significantly higher [[Vitality]] than regular NPCs. This is to prevent players from murdering important NPCs and preventing the server lobby from buying resources or upgrades.
It is important to note that merchant NPCs (any NPC that offers a service) have significantly higher [[Vitality]] than regular NPCs. This is to prevent players from murdering important NPCs and preventing the server lobby from buying resources or upgrades.


Pirates and Terrorists, found in Pirate Missions, [[Abandoned Outposts]], and some [[Beacon Station]]s have no altered stats or bonuses. They are constantly aggressive and will always attack the player.
Terrorists found in [[Abandoned Outpost|Abandoned Outposts]] and some [[Beacon Stations]] have no altered stats or bonuses. They are constantly aggressive and will always attack the player.


=Defense=
=Defense=
'''Head''': 25% chance to gain 10 {{hl|Concussion|20}} after receiving 5 {{hl|Internal Damage|20}}, {{hl|Blunt Force Trauma|20}}, {{hl|Bite Wounds|20}}, {{hl|Lacerations|20}} or {{hl|Deep Tissue Injury|20}} from a single attack.
{{Damage multipliers|imagewidth = 340|exclude=Husked}}
{{Damage multipliers|imagewidth = 340|exclude=Husked}}
<!--==Vitality Modifiers==
Head = x2 (all) <br>
Torso = x1 (all), x2 (bleeding) <br>
Arms and Legs = x0.5 (all)-->
=Variants=
*{{hl|Husked Human|50}}


=Media=
=Media=
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<gallery widths="280" heights="200">
<gallery widths="280" heights="200">
File:captain_and_mechanic.PNG|A human mechanic and captain
File:captain_and_mechanic.PNG|A human mechanic and captain
File:every_job.PNG|Every possible human job
File:every_job.PNG|Every possible human job (from left to right: [[Medical Doctor]], [[Assistant]], [[Security Officer]], [[Engineer]], [[Mechanic]], [[Captain]])
</gallery>
</gallery>
<gallery widths="200" heights="100">
<gallery widths="200" heights="100">

Latest revision as of 07:24, 31 January 2024

Data is potentially outdated
Last updated for version 1.0.9.0
Last mentioned in changelog 1.0.20.1
The current game version is 1.2.8.0


Human

ID: Human
Stats
Health

100

Sight: 1
Hearing: 1
Armor

Legs & Arms (see values in Health section)

Weakpoints

Head

Immunities

N/A

Vulnerabilities

N/A

Behavior
Walk speed

1.7 walk (1.5 crouch) - 4.7 run

Swim speed

1.5 slow - 2.5 fast

Aggressive?

Depends

Can Enter Submarine?

Yes

Drops
only 1 of the items marked with an asterisk * may drop at a time
Items Chance
Inventory content 100% (1/1)


Humans in Barotrauma are unique Creatures that the player can control.

NPC's are given a random name chosen from a preset list, while players in multiplayer and single-player are able to choose their own name.

Lore

Homo sapiens, or known by their common name of human, originate on the planet Earth in the Sol system, the third from Sol itself. Approximately a century into the future, human spacecraft technology has enabled the species to reach Europa, Jupiter's second moon. As is the nature of the human race, colonies and human habitations have begun on the distant moon before all contact with earth was mysteriously lost. Increasing levels of radiation on Europa's icy surface has forced the colonists deep beneath the frozen crust, into the hostile waters below, where countless species of predatory creatures, freezing temperatures, and the pressure of the environment itself all conspire against the settlers.

In-Game

AI-controlled humans will wander around the Submarine aimlessly at first, following the pre-determined waypoints. This behavior will continue until they are either given a task by the player, a machine gets damaged, a hull breaches nearby, or they become injured. If the hull breaches or they run out of oxygen, humans will rush to the nearest Diving Mask or Diving Suit and equip it, along with an Oxygen Tank if one is available. They will continue to wear the suit/mask until the environment regains oxygen, at which point they will drop their items and continue wandering or completing player-given tasks.

If an AI has no constant tasks, such as operating the submarine weaponry, they will default to cleaning up loose items around the submarine.

Humans have 10 inventory slots, along with 1 belt, external, clothing, hat, Headset, and ID Card slot.

Players are able to choose their character's facial appearance in both multiplayer and single-player. They are able to switch between female and male faces, while faces in each category are sorted by race. Players can alter their roles in multiplayer, however are unable to do so in single-player.

Each character has a Trait assigned to them. When NPCs chat with each other, traits may change what they say during conversations. For example, a captain with the trait 'Joker' might say, "Welcome on board! Please keep your hands and arms inside the vehicle at all times.", while one with the trait 'Broken English' might say, "Is captain speaking! Ready for mission crew and good luck!"

Combat Strategies

Depending on the type of NPC engaged in combat will determine its behavior towards the aggressor. Most NPCs will flee from combat, only deciding to fight back if they're wounded or cornered. However, the weapons they use are suboptimal, ranging from Wrenches and Plasma Cutters, to Diving Knives or Revolvers.

Security Officers in Outposts react very differently. To minor injuries such as hitting someone with a wrench or diving knife, they will respond with Stun Guns or Stun Batons, knocking the aggressor unconscious and then using Handcuffs on them. To more serious attacks, however, they will respond with firearms; typically the SMG. If attacked enough, Security Officers will completely disregard keeping the aggressor alive and instead resort to murder, even if the aggressor falls unconscious due to injuries.

It is important to note that merchant NPCs (any NPC that offers a service) have significantly higher Vitality than regular NPCs. This is to prevent players from murdering important NPCs and preventing the server lobby from buying resources or upgrades.

Terrorists found in Abandoned Outposts and some Beacon Stations have no altered stats or bonuses. They are constantly aggressive and will always attack the player.

Defense

 

Limb Bleeding Lacerations Blunt Force Trauma Bite Wounds Gunshot WoundNote
Head x 0.75 x 0.5 x 0.5 x 0.75 x 0.5 25% chance to gain 10 Concussion after receiving 5 Internal Damage, Blunt Force Trauma, Bite Wounds, Lacerations or Deep Tissue Injury from a single attack. 
Torso x 0.75 x 0.5 x 0.5 x 0.75 x 0.5   
Arms & Legs x 0.75 x 0.5 x 0.5 x 0.75 x 0.5  


Variants

Media

A clipping from The Europan.
v·d·e·h
Creatures
Pets Cthulhu    •   Defense Bot    •   Huskified Storage Container    •   Orange Boy    •   Peanut    •   Petraptor    •   Psilotoad
Small Crawler    •   Crawler Hatchling    •   Fractal Guardian (Steam Cannon Fractal Guardian   •   EMP Fractal Guardian)    •   Hammerhead Spawn    •   Human    •   Husk    •   Husked Crawler    •   Husked Human    •   Leucocyte    •   Moloch Baby    •   Mudraptor (Mudraptor Unarmored)    •   Mudraptor Hatchling    •   Mudraptor Veteran    •   Swarm Feeder    •   Terminal Cells   •   Tiger Thresher    •   Tiger Thresher Hatchling
Large Black Moloch    •   Bone Thresher Crawler Broodmother   •   Giant Spineling    •   Golden Hammerhead    •   Hammerhead (Moping Jack)    •   Hammerhead Matriarch    •   Moloch    •   Spineling   •   Watcher
Abyssal Charybdis    •   Endworm    •   Latcher
Ending
Spoilers

Ancient     •   Cyborg Worm     •   Guardian Repair Bot     •   Jove     •   Portal Guardian