Barotrauma
Barotraumatic Creature Pack
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Actualizare: 4 mai @ 6:22

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

Actualizare: 28 apr. @ 9:09

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

Actualizare: 28 apr. @ 8:51

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.

Actualizare: 25 apr. @ 3:15

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

Actualizare: 10 apr. @ 9:12

reverting Cthulhu too many issues to justify new ragdoll fixes?

Actualizare: 10 apr. @ 0:32

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

Actualizare: 2 apr. @ 15:22

Actualizare: 1 apr. @ 1:21

Actualizare: 24 mart. @ 10:08

Implemented new hermits, some already were set to spawn on barotraumatic, will update that later with new spawns.

Implemented new giant viperling

Removed ability for head sever low chance on mudrex

reduced the range on mermaid jamming to make it less laggy, game is kind of busto where it has to ping surrounding items with tags to do the jamming effect and even though the interval is set correctly it checks on every tick but doesn't do it til interval as far as I can tell, lame.

Small giant crab tweaks, still can't reproduce what exact joint is malfunctioning here its also not always happening.

Actualizare: 9 mart. @ 10:53

Tyrant Mudraptor/Mudrex added, shows up earlier in abyss becomes much more common by great sea at all depths.

Speculative fixes for giant crab issues, welded jaw fixed oddities in joints, density of parts. something is wrong here and its not a quick fix. Seems to be ok now but possibly when hit just right it might bug out again?

Increased Seasnek penetration to keep them from getting stuck in walls/void spaces.

Fixed issues with the savage charby having so many attacks it could in rare cases instantly demolish the submarine due to some quirky BS that isn't exactly easy to follow. Seems to be causing explosions on attacks without explosions? unknown normalized attacks and its fine.

Adjusted more monster inventories and changed up some item names and descriptions, most meat parts are also now tagged monster food.