Barotrauma

Barotrauma

EK Mods for 1.x.x.x
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Update: 19 Jun, 2023 @ 3:08pm

Deprecation:
Disabled all Ramming Prows due to fatal error. Potential fix suspected, but unknown at present.

Localization:
EK Utility localization updated to alleviate unnecessary confusion.
EK Gunnery and EK Utility localizations updated to include warnings about unobtainable/deprecated items.

Balance:
Mining Backpack no longer supports generic smallitem tagged items, only tools, Ore, and resource crates.
Engineering headset range increased to 80k units.
Engineering headset now has slots for a screwdriver and wrench.

Update: 17 Jun, 2023 @ 3:09am

General:
Gameversion update - ought to alleviate reported hash checksum issues (will likely require full reinstall for some users)
Increased strength of unused affliction to affect filesize change

Note to self:
Revert afflictions.xml alteration after EKD test and loc updates.

Update: 12 May, 2023 @ 10:20pm

Balance:
Affliction strength of poison-based depth charges increased 50%.
Depth charge poison cloud effect duration increased from 13s to 20s.

Fixes:
Disabled torso hiding for mercenary and marine uniforms so that character necks are visible. Note that this may cause some sort of issue down the line.
Enabled targetslot check for Mk. II hardsuit variants. Issues with ammo degredation no longer an issue.

Update: 4 May, 2023 @ 1:56pm

Fixes:
Probable (brute force) fix for shearclaw crush depth.
Replaced mk II hardsuit injector with weapon/ammo storage.
Fixed raptorbane darts using Character as target rather than UseTarget...

Update: 3 May, 2023 @ 11:39am

Fixes:
Corrected LCG ammo box degredation on use (was 0.66 instead of 0.166 as intended).
Fixed military hardsuit Mk. II torso sprite depth.
Fixed shearclaw outfit foot sprite location.

Update: 14 Apr, 2023 @ 2:28am

Moderate severity filepath issue corrected.

Update: 11 Apr, 2023 @ 3:57am

Merged all container files to further reduce maintenance and filesize.
Updated container price and fabrication definitions to 1.0+ standards.
Made most EK Gunnery containers obtainable mid-campaign. Loading elevators excluded due to link requirement for functionality.

Note:
Alterations to several submarine objects may result in weird behavior. Pre-patch Magazine Boxes, for instance, have been observed to be instantly picked up when interacted with. Such issues should cease once the affected objects are placed again, either in the sub editor or by hand.

Update: 9 Apr, 2023 @ 8:08pm

Fixed minor cleanup errors.

Update: 8 Apr, 2023 @ 11:02pm

Fixed filepath issue with Shearclaw gear that resulted from the merger of divinggear files.
Fixed the remainder of erroneous reductions for armor and diving suits.
Fixed a few price definitions.
Enabled linkages for placeable fabricators because I'm sick of hearing about it.
Properly balanced armor and diving suits against one another.
Revised price, fabrication, and deconstruction definitions of diving suit and armor.
Added new recipes for diving suits.
Removed more partial item costs from recipes.
Re-localized diving suits and armor.

Update: 6 Apr, 2023 @ 6:11am

Fixed Utility Hardsuit O2 slot activation.
Found and removed an infinite O2 exploit with multi-slot hardsuits.
Note to self: Remember exclusion if Utility Mk. II ever becomes "A thing".
Fixed a recipe exploit that allows for near-limitless re-crafting of Oxygen Cells.
Oxygen Cell recipes more closely approximate the chemical components of real CO2 scrubbers.
Merged all diving gear definitions into one file in the Diving folder.
Cleaned up EK Armory's divinggear file somewhat.