Barotrauma

Barotrauma

Barotraumatic
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Update: Dec 12 @ 11:39am

pet raptor crash, beacon station bugs fixed.

Still need to fix health index on all creatures

Add more beacon randomizers to make up for the replaced ones, don't worry though they are much more improved just they don't have as many variations at the moment.

Update: Dec 9 @ 1:45am

Sufforin Gas hotfix. Performance fix was causing issues with gas so I checked conditionals on the affliction itself. Gas now does a very small amount of acid burn if it is poisoning you.

Suits now offer full protection to morbusine gas. You still may see the icon.

Divemasks offer partial protection as long as you remain above critical, dropping into crit may allow the poisongas to affect you depending on performance fix checks for usehulloxygen=false on the mask. If you are a bot is concious this will not occur.

Pets and other critters since they do not gain the O2 low condition will not be poisoned as they do not require air.

Several small fixes to damage on young charby not having distance falloff and bad damage range (you likely didn't notice)

Update: Dec 7 @ 5:43am

Update: Dec 7 @ 5:11am

Alpha Charby was completely borked no one reported this, was immune to poison AND bleeding, reduced its hitpoints a little bit as well, but seriously geez.

Very slightt nerf to the eating damge of the xan scavenger so it takes a few more seconds to kill you

Alien Laser bolt of doom reduced somewhat in power as it was doing too much damage across 4+ limbs on head/foot shots vertically.

some Hapsberg chin fixes on a few dorky looking animals

Pirate heavy suits are spawning again on a lower chance from jovian pirates. Jovian pirates have more varied spawns.

Update: Dec 2 @ 7:59am

Two big fixes today.

First Cthulhu hallucination damage will now go away over time and does not contribute to movement penalties or waste medicine oversight issue on that one.

Second is another pass on Artifact Shards doing what they are supposed to do, yeah they are a little outside the scope of the mod or w/e but we sort of are stuck with them and they are used for a few things.

reworked the improvised explosives and they are now sometimes sold by the separatists. they have long fuses and require both hands to operate them. The welding bomb does good fire damage in a decent range while the oxy bomb has a massive light shrapnel and a small inner more lethal shrapnel double explosion. Adjusted the price and production of these crude bombs. Might end up using them again.

Update: Nov 27 @ 12:37pm

one random artifact shard was missing the any holdable which was causing it to cause an error spawning it into creature inventory

Update: Nov 27 @ 5:56am

Mantisoid future proofing

fixing groups on enemies to be more streamlined will eventually do something with latcherlings as their own group the big ones protect instead of just abyss but that can come later and will need testing.

lots of limb fixes to partial entry on sub monsters and some fixes to inventory items like worm poop not breaking down to processed fertilizer directly.

Update: Nov 21 @ 1:36am

Carrier Levithan behavior and homing torpedos improved immensely.

Giant Trapped now has a spike attack that shotguns ships, removed harpoon from eyeball so he can finally aim his blunderbuss attack.

Scorpion should no longer fly apart nearly as often or at all due to better forces on its movement centered on the torso and stiffer joints.

Many monsters that had issues close to submarines or getting inside like the baby charby or hermits no longer can go inside on all of their limbs and only head neck and jaw partial on those which are meant to bite attack hull spaces near the outer shell of the submarine.

Update: Nov 20 @ 6:18am

New sprites and tweaked AI and combat abilities of the Obeserver/Dybuk and Abyssal Watcher/Dyatel

Husk Human Old Sprinter now has clothing and gear sets

Update: Nov 16 @ 7:21am

Crablets now attack doors with higher priority and occasionally worry at walls albeit slowly due to small size and low damage similar to crawlies, they attempt to get in the subs airlocks while carcass crawlies will attack the outer shell and slowly worry their way in more often.

Husk Husk no longer does a poochie returning to his home planet when it does the lunge bite attack where it eats at its target similar to the prowler (its an upright prowler go figure)

Lurker somewhat improved, considering bringing in the crook to augment or straight up replace it as its grab and drag to the airlock just doesn't really work.