Barotrauma

Barotrauma

Enhanced Armaments
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Uppdatering: 30 sep @ 14:33

Changed:

- Surplus SMG now has additional Laceration damage.


Fixed:

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

Uppdatering: 19 sep @ 12:10

Fixed:

- Syringe Guns now function properly

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

Uppdatering: 13 sep @ 7:49

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

Uppdatering: 21 aug @ 19:21

Should be running okay now.

Changed:

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

Uppdatering: 20 aug @ 14:14

Let's try this again.

Changed:

- See Previous Changelog

Uppdatering: 19 aug @ 16:59

Fixed:

- Misc Fixes

- Marauder Uniform now properly behaves with AP.

Uppdatering: 6 aug @ 10:54

Fixed non-existent identifier in NPCsets

Uppdatering: 26 jul @ 11:44

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

Uppdatering: 22 jul @ 14:44

Changed:

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

Uppdatering: 22 jul @ 14:36

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.