Barotrauma

Barotrauma

Barotraumatic
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Update: 3 feb om 22:57

Update: 3 feb om 14:52

Spawnlists for NEW monsters.

Did a fairly heavy audit of the spawns and added some new stuff using old monsters we had that weren't showing up enough.

Massive overhaul to how ruins work in BTC. HOWEVER ruins have Vanilla game issues I cannot fix with massive amounts of waypoint grids and other door/lights etc that contribute heavily to lag.

I have reduced main ruin spawns DRASTICALLY and bundled up the enemies into packages of Chamber encounters and augmented the entrance encounters along with adding in the vanilla workshop guardian spawns which were missing since the update.

Ruins are going to be better but there are some mad issues with the event manager where it fires off events endlessly.

Update: 30 jan om 8:11

rebalanced ghosties and ghoulies ooOOOoooOOoOOOoooOOoooo

Update: 23 jan om 3:06

Updated to use new clown nose color.

Update: 19 jan om 18:34

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Update: 14 jan om 12:11

added some new spawns in caves and wrecks for shrimpbrut so its not just an entirely spawned monster to increase its ecology or something?

Some of the thalamus guns tend to spawn more often around wrecks in great sea.

Update: 10 jan om 15:33

legacycrawler offcially changed to Crawfish after poll results.

Several small mission detail fixes

several spawns including some perplexing double spawns ontop of each other changed or removed.

Update: 7 jan om 3:43

mission fixes to remove ancient babymoloch and replace with vanilla molochbaby

added new Undying Radiant to last two biomes, enjoy.

Update: 5 jan om 3:27

removed unfinished fertile molochs and baby moloch old variant as it had huge problems doing mega damage/old.

Removed old fractals from migration mission.

Secret Migration mission variant.

Legacycrawler to be called Shrimp until such time as a suitible replacement is found.

Fixed a few other missions and these with better commoness.

Update: 2 jan om 12:52

fixed some mission descriptions and small issues one of the swarms was set too high so I reduced it massively and mixed in larger monsters to compensate for difficulty.