Barotrauma

Barotrauma

Barotrauma 40K
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Update: Dec 20 @ 10:32am

Update: Dec 10 @ 3:01pm

-Fixed SMs drop their armor after last game update (technically it still can happen if loading takes too long but for now there is no more stable solution)

Update: Dec 8 @ 12:19pm

New:
-Added pipe weak points and valves
Changes:
-Remade admech checks in electoo and gear in more stable (in theory) and more optimized way
-Electoos and black carapaces that made for bots now will despawn specifically if they are in player's inventory
Fixes:
-Fixed newly appeared issue with 100% chance to lost electoo and all your admech stuff
Content update will be released closer to December 20-th

Update: Nov 3 @ 1:47am

New:
-Added new t3 submarine
-Added new decorations
-Added variants to 40k styled protective barriers
-Added promethium fueled generator.
Changes:
-Updated habitation outposts module set
-Updated colony module set
-Refactored enemies spawning in campaign
-Changed biomes min/max difficulties distribution
-Corrected declension of skitarii in text
-Updated plasma generator sprite
-Renamed plasma generator to plasma tank recharger
-Reduced skitarii specification buff from 40%, 20% to 25%, 15%
-Increased all guardsman's specializations buffs from 25%, 0% to 25%, 10% (bolter spec included)
-Changed some of the talents names & descriptions
-Reconfigured items damage values for most of the weapons to make using shields viable
-Increased siege shield's hp to 3k
-Reworked imperial sniper and shocktrooper talents
-Updated some of the talent icons
-Updated diagnostor sprite
-Made it possible to find some of the implants in pirates medbays
-Power armor no longer provide pressure protection unless it is worn in full set
Fixes:
-Fixed visual bug with decorations from battlefleet gothic armada
-Added sonar label as separate parameter into hunt the hunter mission. Hopefully it will finally solve the problem
-Manually set friendly team tag for turrets on submarines to team1 instead of ownsub
-Fixed animation bug with command throne on platforms (you still need to use it with ctrl)
-Fixed pistol damage buff talents doesn't do what they supposed to do
-Fixed long lived issue with 2 component diving suits, bots and breathing

Update: Oct 14 @ 11:33am

Fixes:
-Fixed critical issue caused by changing turrets' friendly team tag via upgrade
-Fixed visual bug with explorator mantle

Update: Oct 14 @ 3:15am

New:
-Added campaign tutorial as starting event
-Added new ammo type for hellguns
-Added new background elements
-Added new resources and ship upgrades
-Added new decorations
-Added variant of status monitor
-Added variant of sonar monitor
-Added variant of shuttle nav terminal
-Added new weapon
Changes:
-Visually updated skitarii, tech acolytes and techpriests
-Added more items into loot pool of pirate containers
-Updated submarines for PvE missions
-Replaced imperial transport with hunter in coalition attack mission
-Updated most of the player selectable submarines
-Increased minimal amount of security bots in enemy team in submarine PvE missions, added new unit type
-Added angular damping to all grenades and throwable power cells
-Removed arbites starting kit from RT
-Added new skitarii starting kit
-Moved ryza, metallica and stygies VIII skins into admech skin pack
-Merged decorations sprite lists
-Updated visuals of space marines outposts
-Added text pop up to excommunicate traitoris event
-Added special power armor unlocks to all championship talents (won't affect already picked ones)
-Visually updated lockers
-Changed ui a little bit
-Changed holding animation of basic mechanicus axe.
Fixes:
-Presumably fixed issue with mission loading when your rep is -100 with coalition
-Some smaller fixes and tweaks
-Fixed repulsive class grand cruiser
-Fixed multiple issues regarding circuit box usage
-Fixed power distributor ui and missing affliction errors
-Fixed recraft of xenos bane tanks
-Fixed basic pirates npcs had vanilla job IDs
-Set friendly team tag to team1 instead of ownsub for all turret ai upgrades
-Corrected description of hotshot weapons
-Fixed wrong genestealer type spawning in "Hunt the hunter" mission
-Fixed some of the crates couldn't contain medium items such as medkits

Update: Oct 13 @ 5:03am

In preparation for admech visual overhaul replaced uniforms that will go in the separate add-on on Europa uniforms

Update: Sep 8 @ 2:18pm

New:
-Added new versions of outpost modules
-Added new talents to book of despair
-Added new creature: Lictor
Changes:
-Hidden effect of rosarius
-Turned off ability to heal implants in outpost menu
-Replaced combat diving suit sprite with navy breacher's suit sprite
-Removed files of no longer used outpost modules
-Added resistance to honkchosis for it's carrier
-Nurgle sicknesses from book of despair will no longer infect crewmates.
Fixes:
-Added more slots for items in Coelanth config
-Fixed prayer to Tzeench effect
-Fixed issue with slots in cheap electoo and hand implants

Update: Aug 31 @ 12:40pm

New:
-Added loyal SMs to abandoned outposts
-Added fights with loyalists on abandoned outposts
-Added wrecked decorations
-Added new archeotech weapons and implants
-Added non relic rare guns
-Added decorations set for abandoned outposts
-Added chance to find biomaterials and such in abandoned biologis modules
-Added inquisitor acolyte uniform
Changes:
-Changed deflectprojectiles to true for all enemies where it wasn't active
-Increased effects of all incenses in censer to compensate added intervals
-Added conditional that checks if character is dead or not in armor drop code so it won't drop when someone dies
-Adjusted neutral ballast level on submarines
-Made some cosmetic changes in few subs
-Adjusted hull placement on falchion
-Fixed AI waypoints in Falchion's front ladders
-Changed descriptions of some talents to be more clear
-Unhidden effects of the implants for medical scanners
-Updated some other armor icons
-balance overhauled:
Bolt weapons:
For mortals: fixed the issue with armor piercing. Current armor-piercing is 20% for basic ammo and Inferno, 25% for Kraken rounds and 30% for Physicorium rounds. Base damage reduced from:
45% Gunshot wounds
25% Bleeding
25% Bolter Damage
25% Lacerations
To:
30% Gunshot wounds
25% Bleeding
20% Bolter Damage
20% Lacerations
Goliath pattern: Armor piercing reduced from 35% to 25%, base damage reduced from:
55% Gunshot wounds
35% Bleeding
25% Bolter Damage
25% Lacerations
To:
40% Gunshot wounds
35% Bleeding
20% Bolter Damage
20% Lacerations
Astartes Bolters: Reduced armor piercing by 15%, Reduced damage from:
95% Gunshot wounds
65% Bleeding
65% Bolter Damage
35% Lacerations
To:
65% Gunshot wounds
55% Bleeding
50% Bolter Damage
35% Lacerations
Chainsword:
For mortals: Fixed armor-piercing issue, removed chains mechanic, reduced damage from:
*Normal Chain:
60% Lacerations
20% Bleeding
20% Organ Damage
*Adamantium chain:
80% Lacerations
40% Bleeding
30% Organ damage
To:
AP 15%
60% Lacerations
20% Bleeding
25% Deep tissue damage
Renderizer serrated axe: Fixed armor-piercing issue, removed chains mechanic, reduced damage from:
*Normal Chain:
100% Lacerations
50% Bleeding
50% Organ Damage
*Adamantium chain:
120% Lacerations
70% Bleeding
60% Organ damage
To:
AP 25%
100% Lacerations
50% Bleeding
50% Deep tissue damage
Pulverizer serrated Axe: Fixed armor-piercing issue, removed chains mechanic, reduced damage from:
*Normal Chain:
70% Lacerations
30% Bleeding
30% Organ damage
*Adamantium chain:
90% Lacerations
40% Bleeding
60% Organ damage
To:
AP 20%
70% Lacerations
30% Bleeding
30% Deep tissue damage
Power Swords for mortals: Damage increased from:
45% Lacerations
45% Bleeding
25% Organ Damage
1s. Stun
Up to:
80% Lacerations
45% Bleeding
35% Deep tissue damage
1s. Stun
Spudjacker: Armor-piercing increased from 20% to 30%
Goliath Power Hammer: Added 25% deep tissue damage.
Astartes Pattern Chainswords: Fixed armor-piercing issue.
Transonic Weapons: All damage attributes increased by 10%
Melta weapons:
For mortals: Reduced armor-piercing from 75% to 50%
Reduced damage from:
140% Burns
150% Melta Burns
80% Deep tissue damage
To:
70% Burns
70% Melta Burns
60% Deep tissue damage
For Astartes: Reduced armor-piercing from 95% to 75%
Reduced damage from:
180% Burns
200% Melta Burns
120% Deep tissue damage
To:
100% Burns
100% Melta Burns
80% Deep tissue damage
Astartes Plasma Guns: Reduced base rate of fire, reduced damage from:
205% Burns
100% Deep tissue damage
125% Plasma burns
80% Organ damage
To:
100% Burns
75% Deep tissue damage
75% Plasma burns
50% Organ Damage
Transuranic Arquebus: Rate of fire reduced to 1 round in 2 seconds.
Handheld lascannon: Damage increased by one and a half times.
Astartes Handheld Plasma Cannon: Reload reduced from 10 seconds to 7.5
Sulis Pattern Plasma Cannon: Added armor piercing to projectile's explosion.
Sororitas Heavy Bolter: Increased magazine cost, armor piercing reduced from 25% to 15%, reduced damage from:
80% Gunshot wounds
50% Bleeding
50% Bolter Damage
40% Lacerations
To:
70% Gunshot wounds
40% Bleeding
40% Bolter Damage
40% Lacerations
Astra Militarum flamers: Increased armor piercing to 25% with normal fuel and 35% with incendium fuel.
Damage increased to 10% Burns/sec. with normal fuel
Damage increased to 25% Burns/sec. with incendium fuel
Heavy flamers: increased damage from:
AP 0%
Burns 5/sec.
Burning 3/sec.
To:
AP 25%
Burns 25%/sec.
Burning 7.5%/sec.
40mm grenades: Increased armor piercing from 25% to 50% (except for plasma grenades, which have 75% armor-piercing)
Frag missiles: Armor piercing increased from 25% to 50%
Krak missiles: Armor piercing increased from 50% to 75%
Advanced arbites shotgun shells: Armor piercing reduced from 30% to 20%, reduced the number of pellets per shot by 2
Phosphor Blast weapons: Armor piercing increased from 15% to 30%
Galvanic weapons: Armor piercing increased from 20% to 30%, increased damage from:
50% Burns
25% Gunshot wounds
15% Bleeding
15% Lacerations
Up to:
70% Burns
50% Gunshot wounds
25% Bleeding
25% Lacerations
Radium pistols and carbines: Armor piercing increased from 10% to 25%
Genestealers: Increased health from 300 to 700, increased health regeneration from 0.1%/sec to 0.15%/sec.
2-nd Generation hybrid crawlers: reduced health from 300 to 250
1-st Generation crawler hybrids: reduced health from 450 to 300
Husk Marines: Health increased from 600 to 700, regeneration rate increased from 0.8%/sec to 1%/sec.
Necron Warrior: Health increased from 400 to 500, Burn regeneration increased from 0.5%/sec to 1%/sec, Damage regeneration increased from 0.2%/sec to 0.5%/sec, Armor increased by 5%
Immortal: Health increased from 600 to 800, Burn regeneration increased from 0.5%/sec to 1%/sec, Damage regeneration increased from 0.2%/sec to 0.5%/sec, Armor increased by 5%
Unarmored Mudraptor Hybrid: Health reduced from 400 to 350
Armored Mudraptor Hybrid: Health increased from 400 to 450
Aquagant Prime: Health increased from 650 to 700
Bone Thresher hybrid: reduced the death blast radius from 8 meters to 6, increased health from 500 to 600
Tiger Thresher Hybrid: Health increased from 300 to 400
Moloch: Health reduced from 2500 to 2000, AI settings imported from vanilla
Black Moloch: imported AI settings from vanilla
Mudraptor Husk: Added Biomaterial spawn chance
Coelanth: added loot spawn
Charybdis: added guaranteed biomaterial drop, reduced bite damage to shelling from 500 to 400
Husk crawler: the empty inventory option has been removed, the chance of infection has been reduced from 50% to 25%
Hask Chimera and Prowler: Hidden HP bars
Watcher: Objects drops at death has been removed
Legacy mantis: health reduced from 400 to 350
-Removed sonar beacon from explorator mantle
-Added ability to store Sabbat pattern power armor in vertical diving suit lockers
-Increased drop chance of celluar regenerator
-Increased healing from celluar regenerator
-Restricted celluar regenerator's usage by space marines
-Added more melee weapons that can be worn on the belt
-Changed sounds of plasma explosions
-Updated commissars
-Reworked abandoned forges
-Added spawns of medium admech and chaos outposts, and genecult outposts in 5-th zone
-Increased genetic fabricator's ui size to 0.6,0.9
-Disallowed linking genetic fabricator to containers due to ui overlaps
-Improved damage and death sounds
-Added icons to slots in certain items
-Updated icons in power armor slots
Fixes:
-Fixed Know your enemy talent
-Fixed armor penetration bug for multiple weapons types
-Imported new version of one of the beacon stations from vanilla
-Fixed visual bug with left admech admin module
-Removed all water detectors from necron pumps
-Fixed xenobiologist working on necrons
-Fixed all armorer talents and fireproof talent
-Fixed lack of healing from "Not today" talent
-Fixed Aunt Dorris wanting her knife that i't real
-Fixed missing gap in colony prison module

Update: Jul 18 @ 11:17pm

New:
-Added power distributor
-Added excommunication because of heresy
-Completely changed genecult mission distribution system
-Added more resource packages variants
-Added enforcer armor
-Added locked secure crates (for missions only)
-Added new missions types: Data harvest, espionage, contraband collection
-Added more missions in general
-Added few more decorations
-Added non story related genecult events
Changes:
-Changed decorations in mechanicus admin module
-Added left variant of mechanicus admin module
-Resprited reactor
-Removed description part about unlocking tempestus weaponry
-Changed campaign intro and outro
-Now sm armor and admech armor just drops instead of applying any afflictions
-Changed electoo removal logic
-Made dataslates craftable
-Replaced security officers on loyal outposts with enforcers (except military outposts)
-Added ability for all SMs to grab people/corpses without speed penalty
-Added faction condition to starting crew hiring events. They will appear only on coalition outposts
-Added chance of additional colonies spawn in 3-rd biome
-Added some conditions to pain stacking
-Optimized code of censer
-Added buff to ranged attacks to infuriating incense
-Optimized regeneration from calming incense, increased values
-Removed icon hiding for effects of calming and infuriating incenses
-Added icon hiding into separate column for some buffs
-medkits and surgical kits now considered medium items
-Imported new pets files from vanilla folder
Fixes:
-Minor sprite depth fixes for admech modules
-Corrected description of "Fight despite your wounds" talent
-Fixed missing names for decorations
-Fixed icon and sprite of steel package
-Minor localization fixes
-Fixed old ammo IDs being used for corrupted hot-shot lasgun, hot-shot pistol and longlas in cultists prefabs
-Fixed affliction ID instead of item ID being used in World eater prefab
-Fixed vip escorts didn't had their ammo spawn
-Fixed corrupted bolter recipe
-Presumably fixed heavy grav cannon rounds sometimes not getting deleted
-Fixed infinite bot stunlocks from "dirty" fentanyl and morphine syringes
-Fixed minor level generation issues
-Fixed cheap electoo unable to operate with limb replacers
-Fixed chance of losing genetic material and getting nothing out of it