Barotrauma

Barotrauma

Enhanced Armaments
Viser 41-50 af 337 forekomster
< 1 ... 3  4  5  6  7 ... 34 >
Opdatering: 21. dec. 2024 kl. 6:13

Qualities are back.

Changed:

- Weapon qualities for craftable weapons have returned, with different classes of quality for each weapon sect, as to make each weapon more special.

Opdatering: 14. dec. 2024 kl. 11:03

Fixed:

- Turret Ammo holder now has indicator lights. They're slightly off-kilter, but hey, it's there.

Opdatering: 12. dec. 2024 kl. 6:47

Changed:

- Machine Gun Ammo Boxes are held with one hand. For the Coilcannon rounds, they're a little big and heavy to sling over a shoulder.

Opdatering: 11. dec. 2024 kl. 11:19

Enhanced Armaments: Reloaded
This has a high likelihood of breaking saves, I hope you finished up by now.

Changed:

- Every weapon has a reloading feature. A good rule of thumb is; the lighter or better made the weapon is, the faster it reloads. If a weapon is broken, just re-insert the magazine to get it working again. Imagine just checking the weapon if you feel this breaks your immersion.

- CBRN components have been broken up into suits and masks, instead of being 1 item in 2 slots. Take off your mask to see better, but just know that it unseals your suit. Liquidator is exempt from this for obvious reasons.

- Any weapon that has a skillcheck for weapon mishandling, also checks to see if you're in a bracing suit like an Exosuit. This does not mean the weapon is used at it's best, just that it's recoil doesn't matter.

- Some additional bug fixes and resprites.

Added:

- Additional Disembark Perks, and more neatly sorted for viewing pleasure.

- "Knee Smacker," a Clown item.

Opdatering: 14. nov. 2024 kl. 11:42

Fixed:

- Pirate Captains now wear clothes.
It's frigid as hell, put something on, damn it!
It was due to a funky little identifier problem, where it was looking for it's alias instead of the actual.

Opdatering: 13. nov. 2024 kl. 16:30

More big overhauls, anyone?

Changes:

- Prototype Refactor, a brief overview is that they are each a Paragon of their category, being a shining example of what makes a weapon, but also it's flaws...

- Self Harm changes. Most weapons will not harm you beyond Weapons 50, but there are the few you'd think make the most sense.
Medium-high skill fails are stun-only, meaning you only got to watch out giving weapons to your low-skill compatriots.
Exosuits, Combat Hardsuits, and Coalition Exoskeletons (FFE) are now able to brace every weapon, letting anyone use a weapon, regardless of skill.

- PvP Balancing, Security is no longer the 'Raptor in the cage, meaning every class is viable, and each has its' place in the slaughter.

Opdatering: 5. nov. 2024 kl. 13:11

Fixed:

- For some reason, some part of a line in the C-GPMG were scrambled

Opdatering: 4. nov. 2024 kl. 15:13

Lots of changes, most are small, and too many to note.
Here's a few I remember

Changed:

- Particle Cannon projectiles behaviour changed, and cells showing more info about the behaviors.

- Portable Rail Cannon doesn't require more skill than possible to fire.

- Weapons will no longer show impact particles on characters.

Opdatering: 29. okt. 2024 kl. 14:21

Changed:

- Submission Baton now shocks people.

Opdatering: 27. okt. 2024 kl. 19:26

Fixed:

- Flammandegevär now spawns properly in PvP.