Barotrauma

Barotrauma

The Drifting Ruin
Showing 1-9 of 9 entries
Update: 9 Jul @ 1:02pm

- Added a link to a mod I've made that compiles all of this submarine's parts into a submarine pack in a similar style to, and inspired by Decotrauma. Feel free to make your own submarines using it! Friendly reminder to report any issues or bugs with the mod in the comment section of the mod page. I may miss some things, or some things may need balancing.

Update: 26 Jun @ 5:16pm

Small Bugfix
- Fixed recycle identifiers for HE and EMP ammunition.

Update: 16 Jun @ 9:21pm

Small after-the-fact addition I thought of after the last update.
- Added visual distinction between the regular alien ammunition projectile and the high explosive projectile

Update: 16 Jun @ 8:30pm

Major Patch

This patch adresses several issues that have remained in the mod for quite some time. Unfortunately none of these were found until I played with the guns today with a friend, but I have now found and patched them. This patch focuses on the alien turret itself.

Bug Fixes:
- Alien turret ammunition boxes can now be properly deconstructed. I had mispelled aluminium in the code.
- EMP ammunition should now work on mechanical enemies, as it now applies the EMP affliction.

Buffs:
- The basic Alien Turret Ammunition seemed rather underpowered during testing, so I have buffed it. The projectiles still do the same amount of structure and explosion damage, however, they now apply burn and will now briefly stun enemies.

Update: 14 Feb @ 12:38pm

- I'm not sure if this solution will work, but I have made the guardian pod have a condition of zero. This is to HOPEFULLY prevent ruin guardians from trying to recharge in them.

Update: 24 Nov, 2024 @ 1:00pm

- Updated description

Update: 24 Nov, 2024 @ 12:54pm

- Removed a Krita image edit file

Update: 24 Nov, 2024 @ 12:47pm

- Updated Description
- Updated supercapacitor max charge
- Fixed Toxin Cabinet not having the toxcab tag.

Update: 24 Nov, 2024 @ 12:42pm