Barotrauma
[Legacy] EK | Armory
Показані результати 11–20 із 59
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Оновлено: 9 листоп. 2021 о 8:38

Changes:
Added more benefits to melee weapons from quality

Workaround to fix detonators being unable to trigger grenades

Molotov cocktails can now be placed in detonators - if for some reason you wanted to do that

Smoke grenade now inflicts reduced vision in its radius

Improved smoke grenade particle effect

Reduced railgun APE (HEAT) damage from 1,400 to 1,150
(Vanilla Physicorium ammo is 850 by comparison)

Оновлено: 2 листоп. 2021 о 10:17

Changes:
Fixed pulse laser ammo's armor penetration value.

Оновлено: 28 жовт. 2021 о 12:56

Honey I shrunk the crew

Оновлено: 27 жовт. 2021 о 11:37

The "If even vanilla is unbalanced, then everything is balanced" update

Added:
Extended Chaingun Ammo Variant

Explosive Chaingun Ammo

HEFC Chaingun Ammo

Pulse Laser Plasma Ammo

Changes:
'Heavy Composite' ammo type renamed to HEFC

Improved impact effects for some ammo types

Improved explosion effects for satchel charges
( Also hopefully particles actually render in multiplayer this time )

Improvements to how H.E.A.T.(shaped charge) damage is simulated

Reduced bandoiler storage to 9 slots

Оновлено: 8 верес. 2021 о 10:59

Added:
Hardsuit mercenary color variants

Changes:
Made ammo box recipes less sane

More various tweaks to small arms damage calculation

Some other stuff I don't remember

Оновлено: 17 черв. 2021 о 9:01

Added:
Hardsuit bandit color variants

Chaff railgun round

Chaff depth charge

Changes:
Experimental damage calculation for physicorium small-arms ammo, shotgun ammo, and railgun ammo

Inherit from changes to vanilla coilgun stats

New tracer effects

Shotgun ammo types are more descriptive

Normal .357 magnum ammo now has a small amount of armor piercing

Buffed nuclear shell damage slightly

Fixed normal hybrid ammo doing higher damage than piercing hybrid ammo in some situations

Increased flak shell detonation spacing slightly

Railgun shells and coilgun boxes added to submarine autofill table

Mac .OGG format weirdness

Temporary hardcode fix for drones unable to target characters with an equal combatstrength value

Increased flashbang fuse to 4 seconds (default from 2 seconds)

Оновлено: 1 трав. 2021 о 17:48

Changes:
Diving grenades now have a blinking red light when armed

Drones' IFF system can now be disabled, hilarity ensues

Hatchet can now be used to attack ballast flora

Increased Mk-II hardsuit depth tolerance from 6000 to 10000

Concussion shockwave from 'Flak' ammo now only propagates in water

Added cross-compatibility implementation for weapon attachment crafting

Fixed flamethrower not working on ballast flora when fired from point-blank

Оновлено: 22 квіт. 2021 о 10:37

Added:

Shotgun Hollow-Point Slugs

Changes:

Flamethrower fuel tanks are now combinable

Added slight radiation protection to firesuit

Fixed how armor penetration is calculated in the new affliction system

Updated divingsuit pressure resistances to new depth calculation

Updated divingsuit damage resistances to the new affliction system

Оновлено: 27 берез. 2021 о 20:41

Steam servers are back

Оновлено: 27 берез. 2021 о 13:20

Added:

Mk-II Military Hardsuit

Changes:

Minor tweaks to hardsuit stats

Rockets & Microtorpedoes are no longer considered large items

Reduced rocket stack size to 2

Slightly reduced gun-drones' unquenchable bloodlust

Increased unskilled spread of Drum LMG

Fixed dynamite satchel charge using wrong inventoryicon

Tweaked how armor-piercing effects are applied in certain situations

Split drone behavior into two different beacon types; attack & rally beacons

Added EMP effect to fusion shells