Barotrauma

Barotrauma

Chemical Agents
Näytetään 1–10 / 65
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Päivitys: 12.6. klo 2.48

-Changed Logo
-Doubled the production for grenades in general
-Gas emitters are now twice as powerful
-Changed deconstructor results to grenades that output to 2 with only 1 item for that recipe.

Päivitys: 9.6. klo 10.21

-Lachrymator Agents code fixed, now actually does damage vs Mudraptor species
-Nerve agents cause minor tremors now in lower stages.
-Blistering(Internal Exposure) and Lachrymator agents now both cause slight tremors.

Päivitys: 9.6. klo 1.54

-Added suppressed rifle(sorry to the guy that requested this, the item sat on this unpublished update I forgot to apply)
-Added convulsions for nerve agents.

Päivitys: 18.12.2024 klo 2.04

-Removed the pulmonary flush's capability to be shot at similar to a syringe.

Päivitys: 18.12.2024 klo 2.02

-Medical items can now be properly shot with syringe guns

Päivitys: 17.12.2024 klo 17.04

-Item fixes
-Photobashed antidotes, should be less jarring to the eye now

Päivitys: 16.12.2024 klo 10.20

-Helmet changes, more distinct and fitting.
-Fixed red hazmat suit's wrongly coded sprite for the helmet.

P.S. I know the helmets don't match the blurry and fuzzy look or the shine of the outfits but I can only photobash so much of the vanilla assets at this point, if you want an eye-opener take a look at vanilla diving suits, there you can see the difference in sprite quality between the head piece and the body.

Päivitys: 14.12.2024 klo 7.17

-Updated logic on hazmat suit armored functionality against stun
-Updated sounds on damage on hazmat suit armored

Päivitys: 13.12.2024 klo 8.17

-Added Advanced Hazmat Suit(Armored)
-Updated chemical munitions shell to be held in the same way as the new railgun shell
-Updated All suits' inventory icon
-Item availability increased
-Voltage parameters changed
-NVGs now require power

Päivitys: 28.11.2024 klo 20.09

-red hazmat suit sprite when unequipped error fixed.
-chemical railgunshells now stick permanently