Barotrauma
Enhanced Armaments
Показані результати 1–10 із 352
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Оновлено: 30 верес. о 14:33
автор: SGT. Shorty

Changed:

- Surplus SMG now has additional Laceration damage.


Fixed:

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

Оновлено: 19 верес. о 12:10
автор: SGT. Shorty

Fixed:

- Syringe Guns now function properly

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

Оновлено: 13 верес. о 7:49
автор: Micheny

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

Оновлено: 21 серп. о 19:21
автор: SGT. Shorty

Should be running okay now.

Changed:

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

Оновлено: 20 серп. о 14:14
автор: SGT. Shorty

Let's try this again.

Changed:

- See Previous Changelog

Оновлено: 19 серп. о 16:59
автор: SGT. Shorty

Fixed:

- Misc Fixes

- Marauder Uniform now properly behaves with AP.

Оновлено: 6 серп. о 10:54
автор: Micheny

Fixed non-existent identifier in NPCsets

Оновлено: 26 лип. о 11:44
автор: Micheny

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

Оновлено: 22 лип. о 14:44
автор: SGT. Shorty

Changed:

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

Оновлено: 22 лип. о 14:36
автор: SGT. Shorty

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.