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You still want to keep a wrench around for detaching components (the multi tool can be used for wiring but not for detaching afaik) but our crew just has a suitcase where we keep all our wiring supplies so we keep a spare wrench in there.
It's one of those talents that you can totally make do without but the convenience alone is worth it imo. Make the tools for everyone nd then retrain out of it with mind-wipe if need be.
Not solo, iirc. But if you get your Weapons skill to 100 and have an assistant with the Loyal Assistant talent and their apprenticeship in Captain, you will be able to do it.
I'm not actively playing Barotrauma right now, and I can't in good conscience update the guide without having fresh personal experience to go off, but thank you very much for listing the changes here! I'm sure they'll be very helpful to anyone who wants to use the guide after the new update.
- Fixed "Tasty Target" still making characters super loud (and visible on the sonar).
- Fixed "Lightning Wizard" talent description not mentioning it only affects melee attacks.
- Fixed reputation gain bonus from the "Protect and Serve" talent being multiplicative, meaning you could get ridiculous amounts of rep if you have multiple security officers with the talent.
- Fixed "Mule" talent not working with physicorium bars.
- Differentiated the "Art of Submarine Warfare" book given by talents from the one you can purchase from outposts (different names and sprites). Previously these looked identical, and it seemed like a bug when they didn't stack and gave a different amount of skill.
- Fixed "War Stories" book seemingly giving no skill increase sometimes. The amount of skill the book gives is proportional to the number of kills the "author" of the book got, and diminishes the higher the reader's skill is. That meant the book sometimes increased the skill by less than 1 (only making it progress toward the next level), which didn't cause a skill increase notification to pop up.
- Fixed "Extra Powder" talent not affecting depth charges.
- Fixed weapons skill gain and medical skill gain from certain talents working the wrong way around.
- Sulphuric Acid Syringe recipe changed and renamed to Crimson Acid. Now causes a very significant slow and much more damage over a longer duration.
- "Macrodosing" talent had acid burn damage boost removed, but increased the amount of poison applied, making it much easier to poison big enemies.
- "What A Stench" talent had acid burn damage bonuses reduced, to allow acid burn weapons to be stronger even for those without these specific talents.
The Bandolier doesn't occupy the same slot as the diving suit, it takes the toolbelt/backpack slot.