Barotrauma

Barotrauma

Chemical Agents
Visar 1–10 av 65 poster
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Uppdatering: 12 jun @ 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.

Uppdatering: 9 jun @ 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.

Uppdatering: 9 jun @ 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-Added suppressed rifle(sorry to the guy that requested this, the item sat on this unpublished update I forgot to apply)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.

Uppdatering: 18 dec, 2024 @ 2:04

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

Uppdatering: 18 dec, 2024 @ 2:02

-Medical items can now be properly shot with syringe guns

Uppdatering: 17 dec, 2024 @ 17:04

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

Uppdatering: 16 dec, 2024 @ 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.

Uppdatering: 14 dec, 2024 @ 7:17

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

Uppdatering: 13 dec, 2024 @ 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

Uppdatering: 28 nov, 2024 @ 20:09

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