Barotrauma

Barotrauma

EK Mods - Definitive Edition
Showing 1-10 of 71 entries
< 1  2  3 ... 8 >
Update: Aug 19 @ 3:13pm

-fixed placeable sonar monitor

Update: Aug 9 @ 6:06pm

-added dual wield penalties to handguns, 357 revolvers, laser pistols, and gauss pistols (same as vanilla revolver)
-Removed afflictions given by Engineering headset and Long Range Radio

Update: Jul 26 @ 9:28pm

-Fixed an issue with Handguns not being able to properly fire
-reduced ragdoll "recoil" for handguns
-Handguns can now be duel wielded

Update: Jul 25 @ 10:32am

-Fixed an incorrect value with non hybrid extended coilgun ammunition having half capacity of vanilla ammunition causing reduced ammunition amounts. capacities for hybrid coilgun and laser emitter ammo will remain the same.
-fixed an incorect value with hybrid toxin ammo not applying cyanide poisoning

Update: Jul 18 @ 4:18pm

-Fixed clothes being visible on Mercenary MK2 armor
-added back thermite 40mm and handheld grenade
-added back c-4 satchel charge
-added back diving grenade
-boring file optimization

Update: Jul 9 @ 1:15pm

-fixed fusion shells detonating prematurely

Update: Jul 9 @ 12:31pm

-MORE SHOP DECLUTTERING, this largely involves placeable machines and electrical items being removed from stores
-Reenabled the sledge hammer, functions as an unweidy, easy to obtain version of the boarding axe
-fixed a yellow bug with flechette railgun contained style indicators and textures clashing
-buffed the incendium fuel rod, lasts longer than thorium, (Fun fact) Thorium rods last longer than Normal Fulgerium rods when placed inside a reactor
-removed single torpedo recepies (its actually pretty rare in vanilla baro to use half items, presumably because fabs tend to pull from new items and cant combine existing used items)

Update: Jul 7 @ 8:14pm

-balanced EK Uniforms and armors to be more representative of their descriptions

Update: Jul 1 @ 7:51pm

fixed error in previous update

Update: Jul 1 @ 7:44pm

Bad update