Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
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Update: 12 Jun @ 4:04pm

description and restrictions on bandolier were incorrect.

Update: 10 Jun @ 8:44am

Improved Russian Translation

LMG series of weapons including Automatic Rifle and Cult Carbine are now listed as 5.45x39mm to differentiate the Defense Carbine 5.56x39mm weapons from them as they use similar magazines. The mod canon being the Coalition developed the LMG and Carbine platforms to not be interchangeable due to a mixture of design by comittee, old earth suppliers from different regions and possibly the intent to not let the Defense Carbine have ammo commonality due to the risk of insurrection.

Modified revolver dual wield penalties lessend, making it easier to wield a pair of these slower firing high capacity revolvers, though the talent really puts them in a good place.

Light Handcannon ammo is now 6, 5 shots was somewhat trying to be realistic but somewhat arbitrary as the gun

Forgot to put this down but the Saber attack and hold animations are VASTLY improved to make it look like you are actually using a dueling sword to slash at targets.

No new spears yet, looking at possible bayonets, spears and the upcoming scopes.

Update: 4 Jun @ 1:22am

Much better Russian Translation files hopefully.

Replaced the experimental bloodloss effect with an on limb on hit status effect for laser cauterizer rifle.

Update: 3 Jun @ 5:39pm

Update: 12 May @ 2:11pm

minor fix on wrong cap as there is no sep cap 3

adjust values on veteran sep helmet to not be so over the top.

Update: 10 May @ 4:15pm

BIG issue with enemy submarine crews fixed,

Updated basic firearm armor penetration on SMG, Coalition Defense Carbine and Jovian SMG/Pistol. To coincide with changes made to the base game Deadeye is stronger as well but not strict upgrade nonsense it is in vanilla now.

Update: 4 May @ 6:02pm

super important hotfix because the machete looked like hot garbage when held and the caps saber wasn't much better. went and improved both so they look like proper weapons swinging now. Even got a little parry flip going on at the end of the saber animation.

Update: 4 May @ 6:12am

Fixed Spear/Trident projectile odd behavior, the spear hits targets slightly past where the point is directed at the correct distance and deals damage 100% of the time.

Spears of all kinds have had their penetration increased by 10% to offset the cumbersome nature.

Update: 25 Apr @ 3:05am

added two new spear class melee weapons. Spears are bulky two handed weapons that can only carried or worn on the back (or stowed like assault rifles in special packs)

Harpoon Spear: A basic cheap and easily accessible spear that can be built easily. Damage is somewhat high roughly 75% of the damage and attack speed of the Boarding axe but low stun.

Cultist Trident: A verdegrys three tined spear of cursed alloy that does a bit more damage than the standard spear, does tiny amounts of radiation damage to the target and sometimes a equally tiny a burst of radiation on the user and those nearby.

More npc loadouts, especially for the new spears.

Fixed icons for blockade armors

Some small tweaks to minor accuracy/damage over the last few months

Update: 20 Mar @ 10:12am

Baroverhaul added a tacticalbackpack identifier so I changed the tacticalbackpack identifier in VWO as a hotfix