Barotrauma

Barotrauma

Enhanced Armaments
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Update: 16 Dec, 2022 @ 11:42am

Quite a big update.

Added various skill related mechanics to most weapons, higher caliber weapons now able to actively hinder aim or actively harm the character if skill is too low.

Update: 15 Dec, 2022 @ 8:54am

New Update Moment fdds

Added flashlight attaching to some weapons (good lord this is gonna take a while to do), resprited HMG and Rifle.

Also fixed the rubber slug inventory sprite.

Update: 12 Dec, 2022 @ 10:31am

Removed Coalition Heavy Assault Rifle, Improvised Shotgun, Grenade Turret and Renegade LMG (Grenade turret looked and performed awfully and the weapons acted as uneccessary stop-gaps)

I know it sucks getting rid of stuff but at this point it's kinda needed :/

Update: 28 Nov, 2022 @ 10:09am

Been a while, huh? Good shite and bad shite.

Removed:
- Advanced Precision Rifle
- SMAW

Added:
- Durasteel (Mostly replaces Physicorium in recipies)
- Advanced Heavy Pistol
- Probably a few other things i've forgotten overtime

Changed:
- Wreck item spawns (they should be less common because gg)
- High tier weapon and high level Coalition weapon recipes (they use Durasteel)

I already have plans regarding the new Vanilla weapons in the upcoming talent """overhaul""", an update which seems to be quite controversial given how it completely breaks the existing meta.

Update: 1 Nov, 2022 @ 2:00pm

Hotfix to Machine Gun Turret loader issue

Update: 30 Oct, 2022 @ 3:23pm

Added wreck weapon cases, added a sub-mounted Machine Gun (muzzle flash sprite looks funky i know) and made wreck piles more prolific.

Update: 26 Oct, 2022 @ 12:00pm

Removed Experimental Revolver, SMAW for being practically irrelevant and did a minor resprite to the UMP-45.

Update: 22 Oct, 2022 @ 6:19pm

Added Light Marksman Rifle, CBRN gear, Hardened Diving Mask and a HAZMAT headpiece alongside fixing 1 or 2 misc issues

Update: 17 Oct, 2022 @ 2:10pm

Minor reworks to some secarmcab spawns ('bout it :/)

Update: 8 Oct, 2022 @ 8:01am

Fixed issue with Advanced Coilgun (recent changes to how coilguns work now requires the coilgun itself to have a launch impulse)