Barotrauma

Barotrauma

Barotrauma 40K
Viser 21-30 af 163 forekomster
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Opdatering: 31. dec. 2024 kl. 3:56

New:
-New talents for sister of battle and medic
-New year event has started
Changes:
-Decreased fermentation time from ~50 minutes to ~16
-Allowed large containers to store large items such as mining lasers and astartes heavy weapons
-Changed sprite of power backpack
-Added chaos skin for power backpack
-Added crafts for some low quality implants
-Optimized code of necrons' resistances
-Made concussion and pain only target humans
-Removed space marine merchant from military outposts
-Changed crafting recipe and pricing of chainsword chains
-Fixed voss pattern laspistol don't consume ammo
-Resprited voss pattern laspistol
Fixes:
-Hidden icons of amputations
-Fixed biomonitor and metabolism regulator had wrong slot tags
-Fixed ability to store medium and large items in admech robes
-Fixed softlock after docking to pirates
-Fixed immunopreservant required talent to craft them
-Fixed sister of battle PA helmet don't have resistance to concussion
-Fixed corrupted bolter and escher shotgun magazines recrafring recipes
-Fixed electoo and admech robes legs

Opdatering: 20. dec. 2024 kl. 22:46

New:
-Added new weapons
-Added new implants
-Replaced old t3 Cobra and Sword with new t2 ones
-Added resizable structures for sub editor
-Added new order that allow bots using medical beds
Changes:
-Changed size tags of certain items
-Changed container restrictions
-Made ferm. vats and autoclaves linkable
-Added warp influence stack to corrupted weapons that didn't had that
-Changed magos starting kit
-Made ion cutter and mining laser actually cut ore faster
-Imported some of the changed missions from vanilla
-Reassigned mission difficulties for certain mission types
-Moved implants from materials to medical category
-Added chair on subs that didn't had it in the command room
-Changed tiers and prices for some subs
-Updated vanilla medical bed prefab so it can be used with new order
-Replaced boarding pod sprite with 40k correct one
-Resprited old some of the weapons
-Cadian lasgun: ammo capacity is now 100 shots per power cell
-Lasgun power cell: max stack size for containers now 8, for character inventories still 4
-Cadian lascarbine: ammo capacity is now 20 shots per power cell, deals 25% more damage than normal lasgun, have 15% AP, use regular lasgun power cell
-Longlas: use regular lasgun power cell, reload time is now 1.5 seconds, deals twice more damage than normal lasgun
-Hot-shot lasgun: deals 50% more damage than normal lasgun, in testing: might require power backpack to work, firing rate set to 2 shots/second
-Krieg lasgun: ammo capacity is now 50 shots per power cell
-Krieg lascarbine: use krieg lasgun power cell
-Made t2, t3 and archeotech optical implants provide thermal vision
-Replaced old mind sense and mind wipe presets since they were changed in vanilla
-New functionality for power backpack:
Now it will not require battery to refill power cells
Now it will provide power for hot-shot lasgun, meaning hot-shots now won't work without power backpack equipped
-Removed no longer needed lasgun and hosthot powercells. All existing items will be replaced on normal lasgun powercell. Same for corrupted versions
-Changed npcs loadouts
Fixes:
-Fixed too low AP of lances
-Fixed missing connection in research terminal in research module
-Fixed too high packages spawn rate
-Few less important changes
-Fixed missing tags on material packages and some other items
-Fixed possessed melta rifle wasn't able to reload by draining character's warp influence
-Fixed augmentations for limbs sometimes work incorrectly and not amputating original limb they were installed on
-Reduced shots volume of rad carbines and pistols
-Fixed depth of jukebox in outpost crew module
-Fixed augmented limbs become visible when you start next round after implantation
-Fixed waypoint bug on Falchion
-Fixed naked admech spawning on chaos stations
-Fixed vanguard armor had missed tags which made bots dumb

Opdatering: 2. dec. 2024 kl. 0:06

New:
-Added new relic items
-Added item packages
-Added new mechanicus factional modules
-Added new implants
-Added limbs amputations
-Added new chaos faction module
-Added new module set for astartes fortress
Changes:
-Optimized some afflictions application
-Some pricing changes
-Changed some recipes
-Increased delay before electoo remove itself from non admech characters
-To insure that it will work fine for rogue trader changed electoo spawn logic for "Initium mechanicum" talent
-Speical ammo for ganger weapons no longer sold in coalition stores
-Separated adamantium legs and hands into 2 implants of each type (1 right, 1 left), every existing instance of implant will be replaced with same implant for right limb
-Adamantium hands and legs when you put them into implant container now automatically amputate limb if it wasn't removed before
-Adamantium hands and legs no more considered as mechanicus implants
-Removed difficulty % requirements from pricing settings of adamantium limbs, lowered price
-Enlarged slots amount for every implant container type
-Changed skitarii and other admech units starting kits
-Some icons and sprites changes
-Decreased price on turret autopilot
-Updated icons of some implants
-Increased reward for tomb related missions
-Increased max difficulty cap for event set that allows hiring starting crew up to 10 so it can be trigerred when you start on hellish
-Changed few thing in initial event of Carlos and Newton questlines
-Changed outpost upgrade logic
-Removed difficulty % lock on some implants so you can buy them right on start of the campaign
-Tweaked some prices and recipes for mechanicus weapons
-Added override to all most important mod's files so I can forget about dealing with overriding mod's files by other mods
-Added icons for amputations
-Made crouch lower while not moving
-Removed outpost module presets that were replaced
-Now 2/3 merchants in sm fortress are mortals. The general and medical ones
-Reduced default item stack back to 8 (if you want to store more - use packages)
Fixes:
-Added missing pvp level presets
-Fixed missing localization
-Fixed pvp outpost not being used and instead game just used random generated colony
-Fixed noise cannon and blast master playing while they aren't in hands
-Fixed normal bolter can't use special ammo when normal bolt pistol can
-Removed bugged mechanicus factional modules
-Fixed power backpack charge speed being too slow
-Added 2 seconds interval between checks for water exposed chemicals
-Fixed (in theory) some of the ai pathing issues
-Fixed infinite welding fuel farm with marines

Opdatering: 27. okt. 2024 kl. 9:05

New:
-Added 2 genestealer variations
Changes:
-Incresed cooldown between husk marine's special attacks
-Added visual and sound effect to husk marine's spit attack
Fixes:
-Fixed Overseeing talent not working on magoses
-Fixed Enhanced armor in vanguard tree having wrong description
-Fixed droppod not displaying it's sprite
-Fixed droppod not being interactable when it's loaded into charge tube
-Fixed (I hope at last) bug with t3 optical implant which requires itself in crafting
-Fixed bunch of outpost generation issues caused by usage of new and old modules at the same time

Opdatering: 23. okt. 2024 kl. 4:09

New:
Added some cool music in jukebox and speakers
Added new decorations
Added new background walls
Added more skitarii talents
Added some more decorative stuff that wasn't used yet
Added new modules to most of the existing location types
Added some functional items for sub editor
Added special ammo types for mortals' bolters
Added candles with dynamic lighting. No particle yet
Changes:
Updated for new game version
Added more hints for items
Removed unexisting and turned off talents from endocrine booster pool
Allowed more uniforms to be deconstructed
Removed sound effect that triggers when dendrite is active.
Refactored some outpost generation code
Removed a lot of unused files
Removed void suits as item, any existing one supposed to be replaced with kraken diving suit
Changed merchants spawns
All normal quality implants (those that can you craft) now won't disappear if their wearer dies, same for augmentation processors
Changed submarine tiers distribution
Buffed melta weapons:
-Mortal version: increased damage, armor penetration set to 75%
-Astartes version: increased damage, armor penetration set to 90%
Buffed mechanicus weapons:
-Transuranic arquebus: armor penetration set to 100%, drastically increased damage, added gamma radiation (skitarii vanguard debuff)
-Radium pistol/carbine: increased amount of radiation sickness and bleeding
-Radium jezzail: armor penetration set to 75%, increased amount of bleeding, radiation sickness, added small % of gamma radiation
-Ryza pattern plasma gun: increased armor penetration by 5%, converted some burn damage into plasma burn damage
Updated sprites of hellgun and lascannon power cells
Resprited hellgun loaders
Resprited lascannon loaders
Some creatures
Nerfed 3 geneseeds in terms of damage types regeneration
Astartes strike cruiser changes:
-Fixed not connected docking port power transfer
-Fixed missing wall in between reactor and engine rooms
-Fixed few places where bots can potentially stuck
Added location descriptions for mod's own outpost types
Added crafts to regular goliath and orlock pattern bolter magazines
Increased phosphorus damage for Inferno bolts
Removed restriction "multiplayeronly" from medicine guides that spawn on the start of campaign
This time actually implemented improved gunsmithing
Clarified weapon quality improve talents descriptions
Changed hand grenades body type from circle to rectangle in order to get rid of rolling
Some visual changes to husk marine
Resprited genestealer
Added new attack variants to husk marine
Added new attack to spirit
Fixes:
Temporary removed prayers to Tzeench talent from pool of selectable talents due to it appears to be bugged on level of base game
Made all admech uniforms/armors giving actually warp influence instead of corruption, also changed that from giving warp influence when item is inside inventory to giving warp influence while you wearing the item
Fixed mechanical flippers providing wrong stat
Added flow resistance bonus to t2 flipper implant
Fixed some conteiner settings
Fixed item dupes on deconstruction of some things
Fixed wrong skill requirements in some crafts
A bit crutchy fix for mechanodendrites from a person who helped with their creation
Fixed SM paralysis
Fixed bodies of spirit and genestealer (kinda)
Fixed spirits, genestealers and cryptothralls not using their secondary attacks
Fixed some very dumb things
Added 1 second interval between khorne's bloodlust stacks. With new logic before 1-st blur appears now you will be able to run 8.3 minutes without any visibility debuffs
Changed conditions for nurgle effects so they can work better with current version of corruption mechanic
Removed immunity stack from death guard genessed

Opdatering: 2. sep. 2024 kl. 13:28

New content:
-Added viral torpedoes
-Added astartes themed t3 submarine
-Added new weapon for chaos guardsmen
-Added 40mm plague grenades
-Added new light components for some later use in tombs
-Added gauss turret
-Added new modules into tombs
-Added over 200 new decorative elements
-Added new abandoned outpost mission variations
-Added new talents for guardsman in replacement to removed ones
-Added 3 more traitors legion geneseeds
Changes:
-Submarines with torpedoes: all torpedo "storages" now have invulnerability to damage
-Unhidden the fallen armor
-Added subcategories tags to admech and astartes armors
-Removed chapter naming from power armor helmets
-Added flashlight to scorcher
-Added new particle for flask with sicknesses
-Added possessed powercells into stores starting from 25% difficulty
-Updated job icons
-Added nurgle vat to infidel and murder
-Added connection pins to enemy spawners so they can be better configured
-Updated UI
-Added toggle pins so you can at least kinda regulate speakers
-Updated linear difficulty event sets to make them have same creatures pool as in campaign
-Updated npc prefabs
-Tweaked word bearers and black legion geneseeds
-Completely get rid of championship checks in warp influence. Now championship side buffs will be distributed only via talents because otherwise this shit took a lot of fps
-Implemented tag based crafting for admech robes
-Restricted to picking heretic tree if you went into eclisiarch tree in rt
-Restricted certain chaos gods related talents if you pick opposite god's talent
-Outpost missions that have goal to destroy the reactor now resets abandoned outpost as construction yard instead of just regular outpost
-Split chaos corruption into 2 separate effects:
Chaos corruption which is now purely damage dealing effect
Warp influence which will work as analogue of faith
-Some of the chaos talents now will require you to have warp influence in order to function.
Fixes:
-Reduced amount of shadow casting lamps on submarines
-Fixed issue that magos can't unlock one of his template books despite talent description says that you can unlock it
-Fixed localization mistakes
-This time actually fixed that starting bots (aka event bots) don't appear on 1-st station if you play on hellish world hostility
-Fixed thousand sons armor
-Added condition that prevents immunity reset if character is affected by blissful decay
-Removed condition that disallowed blissful decay's infections (grandpa's infection) to stack sepsis after they do it once
-Removed probability based sepsis stack from grandpa's infection
-Set showdeadcharacters to false in items where thermal goggles were had that parameter set to true for some reason
-Fixed multiple errors related to old status effect code improvements
-Fixed bug that prevented autocannon magazines from being recrafted
-Fixed some of the heretic weapons have way higher combat priority (for ai) than it should
-Added some missing mission localization

Opdatering: 7. aug. 2024 kl. 7:20

New content:
-Added new armor set
-Added new astartes gear
-Added new transition event
-Added 3-rd way of unlocking biomes
-Added new submarine weapon type
-Added special torpedo types
-Added new talent tree for RT

Changes:
-Added objectives descriptions to some events
-Submarine changes (full log in discord)
-Added slowdown when you carry macro cannon shells/torpedoes
-Replaced "Veteran" talent prefab to the newer one
-Added 10 seconds interval to checks on plasma overheat
-Increased time between red thirst checks from 10 to 30 seconds for blood angels
-Added "Does not stack" description tags to certain talents
-Changed sob power armor, vanguard armor and kasrkin armor. Some resistances increased, some decreased, some added.
-Nerfed some resistances of krieg helmets, added resistances to concussion
-Nerfed cultist unifoms
-Increased basic resistances from cadian uniform
-Added concussion resistance to krieg commissar helmet
-Nerfed novites clothing resistances

Fixes:
-Fixed wrong spawn chance value for nuclear macro cannon shell
-Fixed orlock plasmagun can't use regular plasma tanks
-Removed recipe lock for plasma cannon ammo since it wasn't intended
-Removed some damage types from human ragdoll that shouldn't trigger fractures and some other medical complications
-Removed duplicating code in infected wounds

Opdatering: 15. juli 2024 kl. 16:22

Changes:
-Added 2 more slots for augmentations into techmarine carapace
-Scout armor is now craftable
-Removed achievements from mod's missions to get rid of console spam
-Added more balanced reputation gain/loss for missions
-Work with lost and damned cause less reputation loss with other factions
Fixes:
-Fixed admech initiation talent (assistant t4 in admech acolyte tree) console spam
-Fixed lost medical cargo mission console spam
-Fixed missing mission texts
-Fixed abandoned forges turning into normal outposts after you clear them

This will be last update for now. Other fixes/changes will arrive only with new content after testing on ptb.

Opdatering: 11. juli 2024 kl. 2:44

Changes:
-Removed bugged outdoor maintenance talent (forgot to do it last time)
-Manually replaced required items for repairable and holdable components of fermentation vats and autoclaves.
-Bioship get special attack which will destroy shell in specific range, also since bioship have targeting issues on small targets, it will spawn 2 aquagaunts every 3 minutes if it continuously taking damage
-All outposts fabricators and deconstructors now work 4 times faster
-Replaced medical fabricator in chaos generatorum to assembler
-Removed effect from outdoor maintenance in order to remove console spam. I hope it will apply to characters who picked the talent.
Fixes:
-Fixed overseeing talent not trigger even when all conditions met
-Fixed issue with mod's batteries caused by automatics
-Fixed ai waypoints on stairs near gunnery on carrack transport
-Fixed admech affliction (the 2-nd determination for techpriest after electoo) not removing ragefull machine spirits
-Potentially fixed console spam from lost cargo mission
-Fixed issues on pirate outpost
-Fixed pirate mission which relied on vanilla subs
-Fixed some other minor issues

*All submarine related changes and fixes will be applied only on new submarines. It won't apply on existing ones.

Opdatering: 6. juli 2024 kl. 13:12

New content:
-2 new geneseeds
-2 new creatures that will appear on 3-rd biome and further
-New armor set and resprites of some older ones
-2 talent trees for techpriest and 1 for assistant
-Added new secondary faction and couple events related to it
-Added few more location types
-New missions
-Added 1 more recipe set talent (provided by the book)
Changes:
-Removed gene fabricator from most submarines and modules.
-Resprited some electrical and mechanical items
-Changed campaign spawn list
-Changed the way flak armor scales
-Allowed stealing from outpost trash cans
-Updated visual of some old outpost modules
-All firearms now provocative for the ai
-Provided general hints for weapons
-Implemented 1 hand ammo box carrying for most ammo types
-Removed sonar from explorator's mantle and replaced it with some stat bonuses
-Talent changes
-Removed explosions in water of low quality implants
-Removed normal implants self destruction on character death of normal implants
-Now all astartes weapons considered as medium items, heavy bolters and other support weapons considered as large items
-Rebreather ig helmets no longer consumes oxygen tanks if hull have available oxygen above 50%
-Allowed to contain pistols in flak armor and in flak vests
-Localization improvements
-Added more cause of death descriptions
-Added more affliction descriptions
-Added talent descriptions to recipe sets
-Removed loading screen tips that are about changed or removed mechanics
-Increased amount of applied buff from corpse starches
-Added loot to both aqua gaunt types
-Removed remaining clown decorations from colony modules
-Removed clown district.sub from mod files
-Changes to the explosives
-Creatures changes
-Weapons rebalance
Fixes:
-Fixed some necron modules gaps and hulls issues
-Fixed certain outposts might generate with unreachable admin module
-Fixed some localization issues
-Fixed "Noosphere" not work on the character who picked the talent
-Fixed nova cannon self destruction
-Fixed not displayed connections in fabricators on battle barge
-Fixed chaos melta ammo issue
-Fixed some missing ai waypoints in older outpost modules
-Fixed crawler model
-Fixed platform model
-Fixed fermentation vat and autoclave become not uninstallable after you place them
-Fixed minor talent description issues
-Fixed cranial circuit can contain itself
-Fixed mantles can contain backpacks
-Fixed one of the colony modules always spawn with water inside
-Fixed (in theory) inability to sell necron guns
-Fixed same fabrication requirements for 2 different railgun ammo shelves
-Fixed misplaced values in archmagos geologis talent
-Fixed reactor fuel consumption upgrade can go above 100% with certain submarine type and tier
-Fixed pressure stabilizer using old status effect code which caused issues with effect applying