Barotrauma

Barotrauma

Barotraumatic Creature Pack
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Update: May 20 @ 12:28pm

Added in new monster the Husk Broodmother Chimera, starts showing up at Ridge Abyss and becomes more common like most Husks in Platau and Great Sea.

Fixed issues with Xan_Scavenger attacks due to only targeting on ground for certain attacks and Hammerhead Matriarch Concept, her bloated sacs now properly spawn monsters if she dies or they get damaged in combat!

Update: May 14 @ 1:20pm

NIGHTLY HOTFIX MODE~~~~~!

Fault and Epicentrum bendjoints and sprites fixed!

both now feature a ball limb (hidden) to make the mouth appear more animated as it thrashes around biting/slaming/humping the sub!

Update: May 12 @ 2:14pm

ok checked BTC and fixed some bugs

Hermit attacks when split are slower and do less stun so should not stun lock crew.

Put in first round of pet raptor fixes/changes improvements. They should survive a lot longer and not be so useless they can also get up ladders and actually patrol better.

Update: May 6 @ 8:28am

BACK AT 200 MEGABYTES!

Fixed GIANT SPINELING WHAT IS ELECTRIC AND GIANT VIPERLING PROJECTILE GAS GAS GAS

reduced filesize down to 200 megabytes so the neo-sov is less newsad about updates and performance is improved due to less loading of giant textures!!!!!

Update: May 4 @ 6:22am

All large creatures should now have proper poison vuneribility based on the vanilla abyss creatures/large creatures, so poison is actually VERY useful against big monsters including abyss creatures that aren't robatz.

Cyclops new old texture and has had the white outline removed from the sprite so its nice and clean.

Reduced bleed damage on explode from sea urchins and damage from spines, however spines now pierce 3 targets including sub hull like spineling spikes so they are still a pain in melee, maybe poke them with a spear or bulleto

Update: Apr 28 @ 9:09am

hotfix for honkfather afflictions causing errors due to the files being removed.

Update: Apr 28 @ 8:51am

Added in Electric Spineling2 a variant from Dynamic Europa that can spawn outside of missions.

Some tweaks to new Carrier monsters.

Removed Honkfather, unused fertile moloch variants (these didn't even spawn moloch babies or anything) and several unused monsters that were still in the files.

LOT of clean up the mod is now a Trim 227MB after removing a lot of loose files including .wav files the game couldn't use. Unused .png files, uncompressed .png files and a few excessively long or uncompressed .ogg files. I will keep trying to get it under 200mb but we have added like 15 new creatures including several abyss creatures.

Didn't get a chance to audit the poison on abyss this patch will do next time.

Update: Apr 25 @ 3:15am

redid the ragdoll for Cthluhu

Thalmid now has more pulsing and it flails around and will knock back players trying to melee it.

fixes for mines not having proper sonar signiture on one mine lots of other minor fixes and tweaks.

New hermits should all be working correctly

Update: Apr 10 @ 9:12am

reverting Cthulhu too many issues to justify new ragdoll fixes?

Update: Apr 10 @ 12:32am

Fixed mine having abnormally low sonar disruption improved all mine sonar disruption due to shape/size/material/gameplay

imported VCE Cthulhu with changes to ragdoll.

Fixed bloody skin issue on Mudraptor hatchling

Improved bloody skin of Mudraptor

Likely did some more giant crab fixes I dunno whatever.

Reduced fractal mermaid range on jam, again. 5000->3500. baro just can't handle this kind of effect if it is not point blank for some reason also ruin lag