Barotrauma
Enhanced Armaments
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Mis à jour le : 30 sept. à 14h33

Changed:

- Surplus SMG now has additional Laceration damage.


Fixed:

- Some Suit/Uniform recipies requiring or deconstructing into too many resources.

Mis à jour le : 19 sept. à 12h10

Fixed:

- Syringe Guns now function properly

- Autoinjectors no longer have the "syringe" tag, only new ones will have the tags removed in a campaign.

Mis à jour le : 13 sept. à 7h49

Resprited various weapons and changed Service Revolver & Light Hand Cannon AP rounds to DU rounds, also nerfed Irradiator shell a smidge.

Mis à jour le : 21 aout à 19h21

Should be running okay now.

Changed:

- Portable Fabricators now have a designated socket to put crates without blocking recipes.

Mis à jour le : 20 aout à 14h14

Let's try this again.

Changed:

- See Previous Changelog

Mis à jour le : 19 aout à 16h59

Fixed:

- Misc Fixes

- Marauder Uniform now properly behaves with AP.

Mis à jour le : 6 aout à 10h54

Fixed non-existent identifier in NPCsets

Mis à jour le : 26 juil. à 11h44

Been a good few months since John Enhanced Armaments himself dropped an update.

- Resprited inventory sprites for most weapons (others soonTM)
- Resprited Service Revolver and Light Hand Cannon
- Nerfed Combat Shotguns (they fire slower across the board)
- Reduced salvageable item spawns a tad

Mis à jour le : 22 juil. à 14h44

Changed:

- Blasters Resprited, and now look as an evolution of one-another.

Mis à jour le : 22 juil. à 14h36

Did a little here, little there, forgot a chunk of it, but I remember this much...

Changed:

- Oppressor Heavy Pistol fires faster, but is a bit less accurate, and requires more skill.

- Marksman Rifles now behave differently with/out the scope, being less accurate but faster firing without one.

- Resprites in a few places, notably most in bags.