Barotrauma

Barotrauma

Barotrauma 40K
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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-Due to being too outdated both versions of chinese localizations are disabled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

Update: Feb 18 @ 7:51am

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

Update: Feb 17 @ 11:53am

New:
-New missions
-Overhauled missions distribution
-New implants
-Added some high gothic names for randomly generated characters
-New skitarii skill tree
-Space marine sized limbs implants
-New outpost modules
Changes:
-Added togglable status hud for armor
-Submarine changes
-Weapon pricing tweaks
-Changed trigger in "In His name you will prevail" talent from any medicine to specifically healing meds (biogel, surgical kit, medkit)
-Added resistance for gamma radiation into space marine geneseed
-Reduced base damage of transuranic arquebus by 15%
-Tweaked accuracy of some mechanicus and astartes weapons
-Made basic bolters more accurate
-Changed crafting recipe of some bolter magazines types
-Added new specialization talent for guardsman
-Added option to corrupt newer heretic weapons such as hot-shot lasguns and bolters
-Removed talent lock on grenade launchers craft
-Resprited some of the talent icons
-All versions of black carapace now can accept only astartes size implants
-Resprited sisters of battle power armor
-Reduced AoE attack range of Charybdis which surprisingly wasn't caused by range of the explosion component
-Restricted amount of endworms and charybdises that can spawn at once time to 1
-Reduced comonnes of endworms and charybdises to 1% per creature spawn event in 3-rd biome
-Added diving related tags to magos mantles so bots can wear properly at all times
-Thousand sons armor now can be crafted from any revelations book from gaurdsman's pool instead of only 1 specific
-Resprited banshee armor
-Changed chaos colony config so it won't have 2 useless modules
Fixes:
-Fixed backpack bug
-Fixed missing localization
-Fixed hands of vanguard skitarii armor being invisible without arm implant
-Fixed inability to craft bolter special ammo for basic bolters

Update: Jan 13 @ 5:39pm

New:
-Added more decorative stuff
-Added heavier doors
-Added docking module variation for colony
-Added new armor
Changes:
-Updated some text stuff
-Added corrupted plasmagun, plasma pistol and tank recipes into "Chosen one" talent
-Removed new year event stuff
-Made ballast on Gladius look as one room in mini map
-Added supply cabinets on Gladius
-Updated some UI elements
-Added faction related decorations into normal outposts module set
-Updated genecult npcs set
Fixes:
-Presumably fixed bots' obsession with traversing Infidel through ballast instead of upper deck
-Fixed missing npc for chaos outposts
-Fixed not connected auto hellgun on Defiant
-Fixed ion plasma cutter not working with level resources
-Changed bio material crafting recipe so it can accept genes that aren't 100%