Barotrauma

Barotrauma

EK Mods - Definitive Edition
Showing 11-20 of 71 entries
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Update: Jul 1 @ 7:38pm

-Store declutter/fixes

Update: Jul 1 @ 2:45pm

-pushed bad update, fixed

Update: Jul 1 @ 2:35pm

-continued decluttering shops, physicorium ammunition only available at research stations
-changed gauss magazine recepies
-updated double barrel shotgun, should only be available at lower end outposts,(Does not function like vanilla boomstick, think an early game riot shotgun)

Update: Jul 1 @ 1:38pm

-Reenabled Status PDA
-Rebalanced Status PDA to have functions of all 3 handheld monitors, requires all 3 to craft
-began efforts to reduce clutter in shops

Update: Jul 1 @ 1:52am

-It is with a heavy heart to announce that suppressors have been disabled and weapon functionality removed, the current system was far too ineffiecent and performance heavy for what should be a cosmetic function
-Added back the Sonar scope as a material for homing shells
-buffed all EK Armory materials to stack to 4 from 3
-Began work on sub editor categorization ~75% done
-fixed EK Armory recycling recepies accepting full ammo for recycle
-added back reinforced oxygenite recycling recepie
-optimized Laser sight file structure
-added case ejections to some weapons

Update: Jun 29 @ 10:28pm

-FINALLY FIXED THE DAMN SHEARCLAW SUIT ICON, as well as dropped sprite. yay

Update: Jun 29 @ 3:20pm

-Began Work on EK Armory turret ammunition texture updates, Extendend Coilgun ammo no longer has legacy icon, physicorium contained icon imported from vanilla
-Nerfed Hardsuit protection againt husk chance, 65% for MK2 and 35% for MK1 from 90% and 50%
-Updated descriptions for EK Armory and Gunnery ammunition boxes
-Hybrid toxin poison amounts buffed, reduced direct damage
-Fixed an issue with flashlights on the marine battle rifle clipping

Update: Jun 28 @ 5:18pm

-Update Gauss assembly, and Tritium recepies to not give half products
-Added 2 physicorium to Gauss assembly recepie requirement
-Updated Tritium recepie to use 2 depleted fuel and 3 litium instead of 1 fuel rod and 1 litium
-Removed Hyper velocity and Ultra High velocity shells, These utterly break any semblance of balance, as well as not being in the original EK series

Update: Jun 28 @ 4:57pm

-Removed the EK rocket harpoon, (Implemented Vanilla)
-Exosuit now has a probabilymultipler for GSW's and Bleedmultiplier (this means some shots will do ZERO damage)
-Fixed the Mercenary MK2 suit not being craftable
-Hardsuits now require longer fabrication times as well as high mechanical skill (varies on the variants)
-Fixed inconsistant/incorrect language regarding pressure protection for hardsuits
-Upped the travel time for the Fusion shell, should now detonate in 90m instead of 70m (hard to approximate)
-Updated stack sizes of EK 40mm ammunition, should now stack to 32 in containers with 8 on characters
-Nucleoelectric batteries no longer salvage loot
-Updated Hardsuit flavor text

Update: Jun 27 @ 5:00pm

-Fixed Torpedos and Marine rockets throwing statuseffect errors
-Fixed Marine Rockets defying the known laws of gravity
-Fixed Darts throwing status effects errors