Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
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Update: Jul 31, 2023 @ 1:01am

minor update medkit battery slot was still set to 8, it worked but gave a no battery error.

Update: Jul 27, 2023 @ 4:48pm

Update: Jul 26, 2023 @ 12:54am

New Tactical Helmet based on ancient art asset I found and cleaned up in game files, less protection standard protection but lightweight titanium gives it +5 Weapons, +15 burn and +40 watchergaze protection. LOTS of new clowns like holy shit clown station is going to be a fun house of horror. New gear loadouts for all mission factions with a few of the new helmet and LBV salted into the lists, reduced batteries on station security.

working on the big blueprint update still

Update: Jul 23, 2023 @ 12:59am

Fixed flashlight on Scrapcannon and gave it a cool new bullpup layout using the default sprite. It also got a tiny 5% damage buff as its still very strong.

Fixed Medkit using condition of all items contained inside of it when scanning. Yes its a better version of the NT health scanner that works outside of NT, the idea was it splits up 8 single medical items into 8 slots for easier management of minor doses but instead of getting an extra ninth medical item it well is a health scanner that irradiates you if you don't want to wear goggles or are using NT.

Update: Jul 21, 2023 @ 11:14am

Armor update, 2 new armors Marine and Improvised serving as lower protection than vest but limb protective armors. These armors have movement penalty and pocket space but cannot be put into inventory space as they are medium items.

Makeshift armor stats increased, no pockets can still be folded up into a bag.

Body armor and Pirate body armor given decent explosive damage resist.

Update: Jul 19, 2023 @ 5:07pm

Another pre-barotraumatic session server update™.

Ammo on custom station mission npc's almost universally halved. More focus on melee weapons on certain npc load outs.

Laser rifle heavy rebalance, slower firing, slightly higher damage, super capacitor less obnoxious, rifle more expensive to construct and only 40 shots per cell. Players were noting that you could just cheaply make 3 rifles and volley them one at a time to get around super cap, you still can but its less viable. I want this to be a lighter medic themed sci-fi gun like the engineers much more devestating fission rifle.

Update: Jul 18, 2023 @ 12:44pm

Merged with Sydwads Laser Pointer mod!

Lasers use half the power of other lights and pop a change color window only when picked up off the floor.

Small balance pass for several of the pistols. Pistols are now 15 shot after their slight nerf to bring them up to par with 1 lead = 12 revolver bullets or 21 SMG bullets. The fire rate was minorly decreased.

Revolver hydraulic shock effect now always occurs on hit, the Assault rifle EAP rounds still have it on increased chance to hit. DU rounds now do more damage to items and structure.

Heavy pistol now does similarly more damage to stucture and items

Update: Jul 17, 2023 @ 9:55pm

Updated all the combat mission npcs again, made some new load outs and adjusted aim times down as in heavy testing the NPC's were a little too good at aiming. Rogue Coalition got some extra nasty loadouts including illegal assault rifles. They remain the hardest station npcs to fight.

Slight tweaks to the laser rifle super capacitor as it was still slightly too slow at recharging.

Update: Jul 17, 2023 @ 7:01pm

Ported the PFA load bearing vest and tactical backpack over to VWO to consolidate any future backpack or armors.

buffed DU weapons vs their normal ammo types.

Added the bandage and tourniquet to the light machine carbine and assault rifle.

slight tweaks to some of the weapon damage such as the marauder battle rifle was doing too much bonus bleed damage, does internal chance on hit like revolver/assault, Laser anti bleed effect increased.

Update: Jul 17, 2023 @ 1:16am

Problems with missions fixed, adjusted several loadouts again, seems to be a hyperzine bug so they were all replaced with morphine in headsets.

Issue with missions giving wrong reputation. Coalition/Sepratist outpost missions are +5 rep for opposing faction and -8 for occupying faction.

Slight tweaks to revolver and its DU round damage and a nerf to the bonus damage on the revolver carbine from 25 to 15.

Some cleanup on descriptions and other minor things.