Barotrauma
aWeapons
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Ενημέρωση: 17 Σεπ στις 17:43
από LeCrazyy

- Added new vanilla styled Blueprints for several weapons:
> Pistols, Heavy Pistol, Heavy Revolver, Assault SMG, Tactical SMG, Hunting Shotgun, Combat Shotgun, Autocannon, Nail Rifle, Clown Bullet.
- Changed alien material based items to require recipes via blueprints system to match vanilla's new standard: (Unfortunately this means more overrides)
> 40mm Incendiary Grenade, Dementonite Twin Turret Ammo, Dementonite Autocannon Drum Magazine, Physicorium Twin Turret Ammo, Incendium Pulse Laser Fuel Box, Incendium Steam Turret Barrel.
- Added Dementonite Rifle Round, a damage over time option as part of "Super Soldiers" talent or via the new bluleprint system.
- Fixed Dementonite Autocannon Rounds showing gib particles even when actual effect stopped ages ago. (Duration for particles lasted 10 seconds longer than actual damage logic)
- Autocannon Dementonite rounds tracer color changed to match new dementonite rifle round and be more similar to dementonite twin turret ammo.
- Fixed Assault SMG having a 90% chance to spawn in secure cabinets for loot, now has a 9% chance as intended.

(Surely pushing out an update at 2am while tired can't go wrong.)

Ενημέρωση: 16 Αυγ στις 4:31
από LeCrazyy

- 40mm EMP Grenade now uses flash powder instead of UEX to match regular EMP grenade.
- Increased shotgun ammo gave with "Assault Guns" perk point crate from per player 6 to per player 7.
- Added missing Disembark Perk text.

Ενημέρωση: 11 Ιουλ στις 3:14
από LeCrazyy

- Added Shotgun/SMG/Rifle/Pistol/AssaultRifle/Handcannon/Harpoon Gun/Stun Baton tags to applicable weapons. Making them spawn ammunition in by default, letting bots load ammo into them and opening up more opportunities for conditional checks from other things.
- Removed pistolitem from hand shotgun tags, which in vanilla means it wont work with quickdraw now.
- Added anailrifle to nail cartridge autofill settings, added autocannon to autocannon drum magazine autofill settings

Ενημέρωση: 23 Ιουν στις 6:59
από LeCrazyy

- Added new "Rifle Scope" item support to Marksman Rifle, Sniper Rifle and Tactical SMG.
- Adjusted Marksman Rifle and Sniper Rifle sprites to match scope not being on by default.

Ενημέρωση: 22 Ιουν στις 12:18
από LeCrazyy

- Removed pocket shotgun talent lingering causing a error/crash with cut content mod.

Ενημέρωση: 16 Μαϊ στις 2:44
από LeCrazyy

- Fixed incorrect autofill values for Magnum rounds. No longer spawns naturally in campaign in containers.
- Fixed missing jacket material requirement from recycling pistol magazines.
- Increased dual wield accuracy debuff for Magnums from 8 to 12.

Ενημέρωση: 25 Απρ στις 10:55
από LeCrazyy

- Fixed PvP crate related missing items/typos causing errors.

Ενημέρωση: 25 Απρ στις 2:35
από LeCrazyy

Huge chunky patch, I expect there has to be at least one thing I forgot, so please let me know if you encounter an issue:
- Added New Heavy Turret: Pulse Cannon, with a long charge time that requires good tracking it provides heavy burn damage per shot against the reciever and any unlucky chaps close enough to it.
- Added Assault SMG, a fast firing SMG variant, high dps, lower sustained damage per shot and heavy inaccuracy.
- Added Hunting Shotgun, slow firerate, increased damage shotgun.
- Added Combat Shotgun, slightly increased firerate, slightly decreased damage, slightly increased ammo capacity.
- Added Magnum, higher damage, more expensive ammo and mid game revolver replacement, middle ground between revolver and handcannon.
- Added Hand Shotgun, wreck unique one handed shotgun.
- Added Heavy Revolver, increased damage, slower fire rate.
- Increased amount of Pistol Magazines for sale at all stations, heavily increased in military stores, reduced base price from 90 to 75.
- Nail Cartridge fabrication cost reduced from 3 iron to 2 iron, I want it to be a cheap but ineffective early game option, hopefully this helps achieve that.
- Nails actually come from the nozzle of the Nailgun and Nail Rifle now. Instead of above it.
- Tactical SMG reworked, instead of being a weaker deadeye carbine with a grenade launcher slapped on, it is now a silenced low firerate high accuracy slight penetration SMG variant.
- Autocannon reworked a bit, higher damage per shot but reduced firerate, explosive drum magazine reworked into Dementonite drum magazine which does damage over time instead.
- Hailstorm reworked as it was replaced by Assault SMG effectively, now has increased firerate the longer you fire, sprite also remade.
- Revolver Rifle renamed to Rotating Rifle with increased spread and reduced damage from 0.9 to 0.85.
- Slight visual edit to Bullshot.
- Slight visual edit to Shovel.
- Visual edit to Railgun Solid Shell.
- Visual edit to Railgun Breaker Shell.
- Visual edit to Juggling Ball as well as giving it a inventory icon and reducing its scale by 20%.
- Adjusted holding positions of Alien Knife, Rippa, Honk Hammer, Mother's Maul.
- Condensed sprite files backend.
- Fixed incorrect body size on Incendium Pulse Laser Fuel box (Causing it to visually float when on floor)
- Fixed all ammo box/fuel box/steam barrels potentially firing an additional shot while empty.
- Put Submarine Turret's into sub categories for sub editor/fabricator.
- Edited Assault Perk Option for mission mode: Replaced Double Barrel Shotgun with Combat Shotgun, replaced SMG with Assault SMG.
- Revisited PvP Crates for Outpost Deathmatch, removing/replacing cut items and adding in some new ones for new items.


- All Makeshift Weapons have been cut and moved into "LeCrazyy's Makeshift Weapons" Mod, it has always felt a bit out of place to say its vanilla like to have all those weapon available even if they are terrible, so I finally decided to cut them into their own mod so you can choose if you want that or not.
- Many other items have been cut and moved into the Cut Content mod: (Some replaced by other weapons effectively as listed below in brackets)
> Pocket Shotgun. (Now Hand Shotgun that can be found in wrecks)
> Husk Claws
> Double Barrel Shotgun (Now "Hunting Shotgun")
> Coalition Justice/Separatist Judgement (Now "Heavy Revolver")
> Antique Rifle
> Antique Sabre
> Annihilator MK IV
> 40mm Rubber Ball
> Katana
> Slab Revolver (Now "Magnum")
> Racker (Kind of spread into "Hunting Shotgun" and "Combat Shotgun" )
> Tactical SMG MK1 (This never existed in reality, this is actually just a renaming of Tactical SMG with the old sprite and behaviour, as it has been changed quite a bit now so I thought I'd supply the old version for people who may be upset about that.)

Ενημέρωση: 16 Μαρ στις 9:46
από LeCrazyy

- Added Scrap Shotgun Shell which can be unlocked via a blueprint.
- Buffed Heavy Hammer, Penetration raised from 0.4 to 0.5, reload from 1.7 to 1.6.

Ενημέρωση: 12 Δεκ 2024 στις 15:54
από LeCrazyy

- A small fix to ecorwander sub event (The npc that returns to ecor weapon) to tag the ecor weapon holder instead of a random research terminal which could be wrong in custom modules with more than one available.
- Fixed split coconut pieces not despawning from funcannon if round switched after you shot.
- Added Ammo amounts out for wiring to steam turret and twin turret.
- Increased Deep Tissue Injury, of explosive autocannon drum rounds from 10 to 20 as well as the explosion radius deep tissue injury from 25 to 35.
- Removed the 10% chance of self stun on Autocannon which could trigger regardless of skill if you weren't "Recoil stabilized" (Exosuit)
- Increased shots per magazine of both autocannon drum magazine types from 24 to 30(regular) and 20 to 25(explosive). (Its cost vs shots was a bit unforgiving when you can get other weapons like HMG which cost less rare resources)