Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
Showing 61-70 of 342 entries
< 1 ... 5  6  7  8  9 ... 35 >
Update: Oct 13, 2024 @ 8:02am

Changed the sprite on the gunners pack to be more homogenous, fixed legs on the chitin armor to be bulkier

Update: Oct 11, 2024 @ 6:40pm

jostled modlist to try to unbork save

Update: Oct 11, 2024 @ 6:29pm

changed spelling on RepeatingRifle entries to repeating rifle and cleaned up 2 inventories that may have had too many items.

Update: Oct 7, 2024 @ 5:59pm

hotfix due to multiple old exploits found and patched out, seriously fucking wow.

Forgot to make new marauder mags use tag for recycling and new basic mag had 1 too many ingredients due to munition casing accidentally being copy pasted from another magaszine

Update: Oct 6, 2024 @ 10:08pm

Small buff to Anti Materiel rifle damage but reduced targets to hit back to 2 for normal and 3 for phys, speed very slightly worse on top end as it was too close to normal rifles.

Marauder gets a normal non-physicorum round, still low velocity, does not hit multiple targets does increased blunt damage and has good armor penetration.

Syringe guns properly have their preferred container tags for poisons.

Revolver rounds get a tiny bonus to headshot damage/stun like rifle rounds.

Update: Oct 5, 2024 @ 2:15am

Error in preferredcontaineditems fixed

Update: Oct 5, 2024 @ 12:59am

Two new backpacks!

Makeshift Bandolier, an oldwest cartidge bandolier and belt with a couple side saddle pouches, 40 sep rep or on abandoned and wrecks.

Rare Space Backpack 8 slots with only slightly slower scooter speed! 8 slots rare wreck pack, Space Station 13 aesthetic.

Accelerator carbine can do 4 mags on a single battery, 3 was too few I want it to be less of an issue as it is not as good as the coil harpoon.

Messed with syringes, they prefer poisons now and so enemies will use reserve poisons but not morphine or good chems, many enemies will have reserve lesser goop like raptors bane or chloral hydrate.

Some more new enemy loadouts and modified loadouts for the new bags and stuff.

Update: Oct 4, 2024 @ 3:08am

fixed pin issues with the turrets not having the new AI pins, caused wires to drop if the pins were in use on other turrets on swap

Update: Sep 24, 2024 @ 10:28pm

Clown fire extinguisher had an always (gross) instead of an onnotcontained on its primary status effect whoops! very slight buff in intoxication rate as well since the results were being skewed.

Update: Sep 23, 2024 @ 12:22pm

upgraded special/rare revovler variants to do higher damage.

AT rifle costs 2 phys and gives 2 phys back, rounds have more max targets to hit.