Barotrauma

Barotrauma

Barotrauma 40K
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Update: Jun 28 @ 7:14pm

Update: Jun 19 @ 5:53am

New:
-Added 2 units to necrons
-Added new decorations
-Added new beacon stations
-Added new armor
-Added genecult's faction module
-Added upgrades for lance and heavy lance turrets
-Added indicator and preview sprites for lance turrets
-Added genestealer mutations
-Added tyranid eggs
-Added aqua gaunt mutations
-Added new ui and text elements from base game update
Changes:
-Some changes and additions to techpriest's talents
-Moved certain unlocks from techpriest/magos talents into their starting talents
-"New adepts recruiting" talent moved into legacy category (will remain in game but won't be pickable by new characters)
-Updated necron units sprites
-Now gauss weapons have 2 modes: for players and for AI
-Continued getting rid of useless ballast came from vanilla
-Reduced speed penalty from gauss blaster
-Added contained sprites for some of the mk7 armor
-Added level wall damage to welding mechanodendrites
-Changed the way how critical states apply to reduced status effects count
-Resprited flak armor
-Resprited old genecult armor
-Changed genecult name and description
-Replaced security on genestealers' outposts with brood brothers
-Removed gunshot wounds as valid condition from fractures
-Increased min % of affliction needed to trigger critical state appearing chance
-Excluded melta and plasma burns from valid conditions for blinding
-Bots no longer get infections and fractures
-Changed resistances of astartes armor
-Removed existing genestealer infection and symbiosis
-Added scope effects to longlas and stalker bolter
-Replaced renegade sergeant's flak vest with renegade's flak armor due to it's sprite being too old
-Replaced old id of flak vest in corpses configs
-Changed some items in npc configs
Fixes:
-Fixed multiple issues related to accessibility of cheap electoo
-Fixed some of the description issues
-Fixed flamer consumption rate
-Fixed item's condition preventing crafting
-Fixed floating juke boxes
-Fixed some icons for helmets

Update: May 25 @ 11:18pm

New:
-Added new talents to guardsman
-Updated main menu art
-Added more music into juke boxes
-Now magos and techpriest will start with set of standard templates
-Added cheap version of electoo that is usable by mortals
-Added set of mechanicus decorations
-Added chaos version to lance towers
-Added more versions of structures to reduce their overall count in subs
-Added ability to put chainswords and power swords into bag slot so they look cool on your belt
-Added new t2 and t3 submarines
-Added new chaos decorations
-Added set of Nobility's decorations
-Added new lamps variations
Changes:
-Reduced armor and hp of necrons
-Reduced armor and damage of legacy mantises
-Overall buff to astartes (both bots and players): Matched their hp to Husk marine's hp
-Replaced some of the ai generated location arts with old ones
-Made speakers craftable
-Increased range of juke boxes
-Changed starting kits for certain jobs
-Replaced all small vanilla turrets with mod's equivalents
-Added quality stat for handheld lascannon
-Changed medic's "High technologies" talent. Now it also provide +1 quality to general medicines
-Added biomaterial craft to archmagos genetor
-Added charging dock close to main airlock on hell bringer mk1
-Updated hints for implants that are restricted for usage by space marines
-Updated texts
-Made all chaos towers non swappable to prevent bug when you swap turret into chaos one and basically make it unusable
-Reduced module count by 1 for military and research outposts
Fixes:
-Fixed issue with cave gas
-Fixed bug that prevented astartes guns from corrupting even when all conditions were met
-Fixed fuel backpacks being tagged as loadable item
-Reconfigured item list for archmagos artisan talent
-Fixed craft prevention of SoB heavy flamer and goliath heavy flamer
-Fixed misaligned projectile spawn point in chaos heavy lance tower
-Fixed t1 sub prices

Update: Apr 25 @ 6:31am

-Updated wptest's arsenal
-Made implants deconstructable for half of their crafting price
-Rebalanced implants' prices
-Made jukeboxes craftable
-Get rid of most DoW 2 music, so, now if you want to play with music just install jukebox or speaker on your ship

Update: Apr 24 @ 9:44am

New:
-Added tempestus themmed skins for some IG weapons
Fixes:
-Get rid of warns from admech axe, just for perfectionists
-Fixed multimelta recipe error
-Fixed missing ui elements for reserve branch
-Fixed outpost reactor have messed up texture after game update
-Fixed rockets not exploding on impact
-Fixed incendium being consumed in plasma generator if you not remove refilled tanks in time

Update: Apr 23 @ 8:35am

Fixed pricing and sub category assignment for new sob weapons

Update: Apr 21 @ 10:14am

New:
-Added new talents for guardsmen
-Added flamer backpack fueling system
-Added new armor
-Added new weapons
Changes:
-Lowered faith cap for "Not today talent" to 70% min required instead of 90+
-Added armor penetration for status effect based weapons such as chain swords and flamers
-Due to being too outdated both versions of chinese localizations are disabled
-Updated medkit sprite
-Changed purifier talent: now it unlock incendium fuel backpack instead of unlocking 1 of the flamers
-Removed crutches that simulated armor penetration for explosions
-Added built-in hotshot powering to kasrkin armor
-Changed the way how effect applied in "In His name you will prevail" talent.
-Removed chance of starting fire from flamers
-Implemented new text and gui elements from vanilla update
-Added adeptus arbites units on colonies
-Changed assault and storm bolters a little bit. Now they actually have separated slots for each of their barrels
-Added ability to blessed weapons (sororitas weapons) to deal more damage to heretics
-Made regular power swords craftable
-Changed recipe of magazines for sororitas bolters
-Updated tags in medicine related status effects
-Set stun's activation threshold to 0 as it now how it supposed to work in core game
Fixes:
-Fixed chaos talents don't unlock armor after ID changes
-Fixed sicarian legs being cursed
-Fixed oneshots of space marines by certain creatures that started to happen after game update
-Removed grenade launchers from specialists loadlouts since nothing work to fix that shit
-Fixed Kraken diving suit still used old flak vest's ID which caused some issues with crafting

Update: Apr 6 @ 12:16am

New:
-Added function of permanent removal of items from trash bins
-Added more module variations
-Added high difficulty hostage rescue missions
-New module set for abandoned outposts
-Added new structures
Changes:
-optimized medical system
-Removed immunity damage from organ damage
-Added immunity damage to acidic burns (vanilla ones)
-Made pain and infections threat actually matter
-Removed roots in caves of 2-nd biome
-Cave gas now reduce oxygen tanks by 0.5% instead of 3% and now have interval of 1 second instead of working per frame
-Nerfed resistances of dark magos and magos dominus matles
-Made chemical addiction cure inself faster
-Made medkits apply opiate addiction and overdose if skillcheck was failed
-Made it possible to craft trash bins
-Added tags to some containers on wrecks to increase loot amount
-Added more tags to insignia so it allow to interact with wider spectrum of items
-Replaced old iter in infernos and saltatio damnatibus covers with new versions
-Made oxygen tanks not damageable by explosions
-Removed few no longer used tracks
-Removed security and research module from abandoned outpost preset
-Removed old modules from abandoned outposts
-Set hostage spawnpoint to be in the crew module in large well ventilated room
-Made guardsman's prayers and "his care" cooldowns being handled by affliction instead of intervals
-Added more afflictions descriptions
-Changed some deconstruction outputs for medical items
-Nerfed biogel
Fixes:
-Fixed left hand wasn't hidden by implants
-Fixed spawn kits being a little screwed after ID changes
-Fixed collisions of tombs spiders
-Fixed console warn spam about some of the resistances of necrons
-Fixed some of the corpse spawnpoints had non wreck tags which made the id cards unusable with some containers and doors
-Fixed some recipes still had old armor IDs
-Fixed armor of contempt only activated during crouching
-Fixed some pumps not being connected on outposts

Update: Mar 21 @ 12:14pm

New:
-Added new set of nurgle blessed power armor
-Some creatures will deal more damage to SMs when playing on high or hellish world hostility
-Added new husks into spawn list
-Added more outpost modules
-Added more resizable structures
-Added new variant of heavy door
-Added package for plastic
-Added more wrecked versions of turrets
-Added new chaos tier 2 attack submarine
-Added purity seals
-Added new outpost events
Changes:
-Tweaked stats of sororitas bolters so their differences are more noticeable
-Tweaked some crafting recipes again
-Added disruption damage to arc maul and taser goad if you use it with necron battery
-Changed IDs of flak vests. Existing items should be updated without issues
-Changed creature spawn timings and safety period
-Made hitboxes of power axe and heavy power axe bigger
-Buffed damage of power axe and heavy power axe
-Reduced total module count for big chaos colonies
-Changed NPC set for big chaos colonies
-Reworked Defiant class light cruiser
-Changed decorations on submarines
-Installed heavy doors on t2 and t3 astartes submarines
-Added medic npcs who actually heal outpost dwellers
-Reduced heal amount and faith cost of "Fight despite your wounds" talent
Fixes:
-Fixed error with low profit cargo missions
-Fixed self increased price of t1 transport submarines
-Fixed missing AP for handheld plasma cannon
-Fixed inability to craft corrupted bolters
-Fixed wrong resistances of chaos flak armor
-Fixed Wrong medical module appearing on SM outposts
-Fixed power back pack not charging power cells that are on 0%
-Fixed power back pack still losing charge after power cell reach 100%
-Fixed wreck event set was technically easier for 2-nd half of 2-nd biome
-Fixed 1 of the fabricators wasn't connected to container on Sword
-Fixed one of the basic admin modules had wrong placed waypoints
-Fixed inconsistent work of "Fight despite your wounds" talent
-Fixed inconsistent 2-nd life implant's effect

Update: Feb 18 @ 7:53am

Basically reuploading last update because of file transfer issue that happened last time