Barotrauma

Barotrauma

Barotrauma 40K
Viser 11-20 af 157 forekomster
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Opdatering: 18. feb. kl. 7:51

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

Opdatering: 17. feb. kl. 11:53

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

Opdatering: 13. jan. kl. 17:39

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%

Opdatering: 6. jan. kl. 14:30

New:
-Added some of the newer vanilla gear elements
-Added new decoration for necron tombs
-Imported newer ruin items
-Added module variations for normal outposts
-Added new modules for chaos outposts
Changes:
-Set vanilla paths to vanilla items to content folder so it can't even in theory mess with "missing" files in the mod
-Removed no longer used sprites
-Updated miner's npc preset
-Replaced decorative wires on outposts with resizable ones which will reduce overall structure count
Fixes:
-Fixed missing localization of new medic's talents
-Fixed misleading description of t1 holy armoury talent
-Fixed railgun canister shell being invisible
-Fixed not connected periscopes on strike cruiser
-Fixed potential issues with powering military outpost

Opdatering: 31. dec. 2024 kl. 3:56

New:
-New talents for sister of battle and medic
-New year event has started
Changes:
-Decreased fermentation time from ~50 minutes to ~16
-Allowed large containers to store large items such as mining lasers and astartes heavy weapons
-Changed sprite of power backpack
-Added chaos skin for power backpack
-Added crafts for some low quality implants
-Optimized code of necrons' resistances
-Made concussion and pain only target humans
-Removed space marine merchant from military outposts
-Changed crafting recipe and pricing of chainsword chains
-Fixed voss pattern laspistol don't consume ammo
-Resprited voss pattern laspistol
Fixes:
-Hidden icons of amputations
-Fixed biomonitor and metabolism regulator had wrong slot tags
-Fixed ability to store medium and large items in admech robes
-Fixed softlock after docking to pirates
-Fixed immunopreservant required talent to craft them
-Fixed sister of battle PA helmet don't have resistance to concussion
-Fixed corrupted bolter and escher shotgun magazines recrafring recipes
-Fixed electoo and admech robes legs

Opdatering: 20. dec. 2024 kl. 22:46

New:
-Added new weapons
-Added new implants
-Replaced old t3 Cobra and Sword with new t2 ones
-Added resizable structures for sub editor
-Added new order that allow bots using medical beds
Changes:
-Changed size tags of certain items
-Changed container restrictions
-Made ferm. vats and autoclaves linkable
-Added warp influence stack to corrupted weapons that didn't had that
-Changed magos starting kit
-Made ion cutter and mining laser actually cut ore faster
-Imported some of the changed missions from vanilla
-Reassigned mission difficulties for certain mission types
-Moved implants from materials to medical category
-Added chair on subs that didn't had it in the command room
-Changed tiers and prices for some subs
-Updated vanilla medical bed prefab so it can be used with new order
-Replaced boarding pod sprite with 40k correct one
-Resprited old some of the weapons
-Cadian lasgun: ammo capacity is now 100 shots per power cell
-Lasgun power cell: max stack size for containers now 8, for character inventories still 4
-Cadian lascarbine: ammo capacity is now 20 shots per power cell, deals 25% more damage than normal lasgun, have 15% AP, use regular lasgun power cell
-Longlas: use regular lasgun power cell, reload time is now 1.5 seconds, deals twice more damage than normal lasgun
-Hot-shot lasgun: deals 50% more damage than normal lasgun, in testing: might require power backpack to work, firing rate set to 2 shots/second
-Krieg lasgun: ammo capacity is now 50 shots per power cell
-Krieg lascarbine: use krieg lasgun power cell
-Made t2, t3 and archeotech optical implants provide thermal vision
-Replaced old mind sense and mind wipe presets since they were changed in vanilla
-New functionality for power backpack:
Now it will not require battery to refill power cells
Now it will provide power for hot-shot lasgun, meaning hot-shots now won't work without power backpack equipped
-Removed no longer needed lasgun and hosthot powercells. All existing items will be replaced on normal lasgun powercell. Same for corrupted versions
-Changed npcs loadouts
Fixes:
-Fixed too low AP of lances
-Fixed missing connection in research terminal in research module
-Fixed too high packages spawn rate
-Few less important changes
-Fixed missing tags on material packages and some other items
-Fixed possessed melta rifle wasn't able to reload by draining character's warp influence
-Fixed augmentations for limbs sometimes work incorrectly and not amputating original limb they were installed on
-Reduced shots volume of rad carbines and pistols
-Fixed depth of jukebox in outpost crew module
-Fixed augmented limbs become visible when you start next round after implantation
-Fixed waypoint bug on Falchion
-Fixed naked admech spawning on chaos stations
-Fixed vanguard armor had missed tags which made bots dumb

Opdatering: 2. dec. 2024 kl. 0:06

New:
-Added new relic items
-Added item packages
-Added new mechanicus factional modules
-Added new implants
-Added limbs amputations
-Added new chaos faction module
-Added new module set for astartes fortress
Changes:
-Optimized some afflictions application
-Some pricing changes
-Changed some recipes
-Increased delay before electoo remove itself from non admech characters
-To insure that it will work fine for rogue trader changed electoo spawn logic for "Initium mechanicum" talent
-Speical ammo for ganger weapons no longer sold in coalition stores
-Separated adamantium legs and hands into 2 implants of each type (1 right, 1 left), every existing instance of implant will be replaced with same implant for right limb
-Adamantium hands and legs when you put them into implant container now automatically amputate limb if it wasn't removed before
-Adamantium hands and legs no more considered as mechanicus implants
-Removed difficulty % requirements from pricing settings of adamantium limbs, lowered price
-Enlarged slots amount for every implant container type
-Changed skitarii and other admech units starting kits
-Some icons and sprites changes
-Decreased price on turret autopilot
-Updated icons of some implants
-Increased reward for tomb related missions
-Increased max difficulty cap for event set that allows hiring starting crew up to 10 so it can be trigerred when you start on hellish
-Changed few thing in initial event of Carlos and Newton questlines
-Changed outpost upgrade logic
-Removed difficulty % lock on some implants so you can buy them right on start of the campaign
-Tweaked some prices and recipes for mechanicus weapons
-Added override to all most important mod's files so I can forget about dealing with overriding mod's files by other mods
-Added icons for amputations
-Made crouch lower while not moving
-Removed outpost module presets that were replaced
-Now 2/3 merchants in sm fortress are mortals. The general and medical ones
-Reduced default item stack back to 8 (if you want to store more - use packages)
Fixes:
-Added missing pvp level presets
-Fixed missing localization
-Fixed pvp outpost not being used and instead game just used random generated colony
-Fixed noise cannon and blast master playing while they aren't in hands
-Fixed normal bolter can't use special ammo when normal bolt pistol can
-Removed bugged mechanicus factional modules
-Fixed power backpack charge speed being too slow
-Added 2 seconds interval between checks for water exposed chemicals
-Fixed (in theory) some of the ai pathing issues
-Fixed infinite welding fuel farm with marines

Opdatering: 27. okt. 2024 kl. 9:05

New:
-Added 2 genestealer variations
Changes:
-Incresed cooldown between husk marine's special attacks
-Added visual and sound effect to husk marine's spit attack
Fixes:
-Fixed Overseeing talent not working on magoses
-Fixed Enhanced armor in vanguard tree having wrong description
-Fixed droppod not displaying it's sprite
-Fixed droppod not being interactable when it's loaded into charge tube
-Fixed (I hope at last) bug with t3 optical implant which requires itself in crafting
-Fixed bunch of outpost generation issues caused by usage of new and old modules at the same time

Opdatering: 23. okt. 2024 kl. 4:09

New:
Added some cool music in jukebox and speakers
Added new decorations
Added new background walls
Added more skitarii talents
Added some more decorative stuff that wasn't used yet
Added new modules to most of the existing location types
Added some functional items for sub editor
Added special ammo types for mortals' bolters
Added candles with dynamic lighting. No particle yet
Changes:
Updated for new game version
Added more hints for items
Removed unexisting and turned off talents from endocrine booster pool
Allowed more uniforms to be deconstructed
Removed sound effect that triggers when dendrite is active.
Refactored some outpost generation code
Removed a lot of unused files
Removed void suits as item, any existing one supposed to be replaced with kraken diving suit
Changed merchants spawns
All normal quality implants (those that can you craft) now won't disappear if their wearer dies, same for augmentation processors
Changed submarine tiers distribution
Buffed melta weapons:
-Mortal version: increased damage, armor penetration set to 75%
-Astartes version: increased damage, armor penetration set to 90%
Buffed mechanicus weapons:
-Transuranic arquebus: armor penetration set to 100%, drastically increased damage, added gamma radiation (skitarii vanguard debuff)
-Radium pistol/carbine: increased amount of radiation sickness and bleeding
-Radium jezzail: armor penetration set to 75%, increased amount of bleeding, radiation sickness, added small % of gamma radiation
-Ryza pattern plasma gun: increased armor penetration by 5%, converted some burn damage into plasma burn damage
Updated sprites of hellgun and lascannon power cells
Resprited hellgun loaders
Resprited lascannon loaders
Some creatures
Nerfed 3 geneseeds in terms of damage types regeneration
Astartes strike cruiser changes:
-Fixed not connected docking port power transfer
-Fixed missing wall in between reactor and engine rooms
-Fixed few places where bots can potentially stuck
Added location descriptions for mod's own outpost types
Added crafts to regular goliath and orlock pattern bolter magazines
Increased phosphorus damage for Inferno bolts
Removed restriction "multiplayeronly" from medicine guides that spawn on the start of campaign
This time actually implemented improved gunsmithing
Clarified weapon quality improve talents descriptions
Changed hand grenades body type from circle to rectangle in order to get rid of rolling
Some visual changes to husk marine
Resprited genestealer
Added new attack variants to husk marine
Added new attack to spirit
Fixes:
Temporary removed prayers to Tzeench talent from pool of selectable talents due to it appears to be bugged on level of base game
Made all admech uniforms/armors giving actually warp influence instead of corruption, also changed that from giving warp influence when item is inside inventory to giving warp influence while you wearing the item
Fixed mechanical flippers providing wrong stat
Added flow resistance bonus to t2 flipper implant
Fixed some conteiner settings
Fixed item dupes on deconstruction of some things
Fixed wrong skill requirements in some crafts
A bit crutchy fix for mechanodendrites from a person who helped with their creation
Fixed SM paralysis
Fixed bodies of spirit and genestealer (kinda)
Fixed spirits, genestealers and cryptothralls not using their secondary attacks
Fixed some very dumb things
Added 1 second interval between khorne's bloodlust stacks. With new logic before 1-st blur appears now you will be able to run 8.3 minutes without any visibility debuffs
Changed conditions for nurgle effects so they can work better with current version of corruption mechanic
Removed immunity stack from death guard genessed

Opdatering: 2. sep. 2024 kl. 13:28

New content:
-Added viral torpedoes
-Added astartes themed t3 submarine
-Added new weapon for chaos guardsmen
-Added 40mm plague grenades
-Added new light components for some later use in tombs
-Added gauss turret
-Added new modules into tombs
-Added over 200 new decorative elements
-Added new abandoned outpost mission variations
-Added new talents for guardsman in replacement to removed ones
-Added 3 more traitors legion geneseeds
Changes:
-Submarines with torpedoes: all torpedo "storages" now have invulnerability to damage
-Unhidden the fallen armor
-Added subcategories tags to admech and astartes armors
-Removed chapter naming from power armor helmets
-Added flashlight to scorcher
-Added new particle for flask with sicknesses
-Added possessed powercells into stores starting from 25% difficulty
-Updated job icons
-Added nurgle vat to infidel and murder
-Added connection pins to enemy spawners so they can be better configured
-Updated UI
-Added toggle pins so you can at least kinda regulate speakers
-Updated linear difficulty event sets to make them have same creatures pool as in campaign
-Updated npc prefabs
-Tweaked word bearers and black legion geneseeds
-Completely get rid of championship checks in warp influence. Now championship side buffs will be distributed only via talents because otherwise this shit took a lot of fps
-Implemented tag based crafting for admech robes
-Restricted to picking heretic tree if you went into eclisiarch tree in rt
-Restricted certain chaos gods related talents if you pick opposite god's talent
-Outpost missions that have goal to destroy the reactor now resets abandoned outpost as construction yard instead of just regular outpost
-Split chaos corruption into 2 separate effects:
Chaos corruption which is now purely damage dealing effect
Warp influence which will work as analogue of faith
-Some of the chaos talents now will require you to have warp influence in order to function.
Fixes:
-Reduced amount of shadow casting lamps on submarines
-Fixed issue that magos can't unlock one of his template books despite talent description says that you can unlock it
-Fixed localization mistakes
-This time actually fixed that starting bots (aka event bots) don't appear on 1-st station if you play on hellish world hostility
-Fixed thousand sons armor
-Added condition that prevents immunity reset if character is affected by blissful decay
-Removed condition that disallowed blissful decay's infections (grandpa's infection) to stack sepsis after they do it once
-Removed probability based sepsis stack from grandpa's infection
-Set showdeadcharacters to false in items where thermal goggles were had that parameter set to true for some reason
-Fixed multiple errors related to old status effect code improvements
-Fixed bug that prevented autocannon magazines from being recrafted
-Fixed some of the heretic weapons have way higher combat priority (for ai) than it should
-Added some missing mission localization