Barotrauma

Barotrauma

SCP Pelagic Anomalies -- R&D /Stage 1
Showing 11-20 of 22 entries
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Update: 21 Dec, 2021 @ 5:18pm

fixed shells... again

Update: 21 Dec, 2021 @ 3:37pm

Fixed shells not stacking nor showing in menus

Update: 21 Dec, 2021 @ 11:37am

Gear and armor:
Security major buff:
T1 Helmet: -30% Damage -50% Stunning Pain -50% Bleeding -40% Burn
T2 Helmet: -40% Damage -50% Stunning Pain -75% Bleeding -50% Burn
Armor: -40% Damage -10% Stunning Pain -50% Bleeding -40% Burn
T1 Outfit: -5% Damage -15% Burn -20% Lacerations +10 Weapons
T2 Outfit: -10% Damage -30% Burn -20% Lacerations +10 Weapons

*"Damage" includes: GunshotWound, InternalDamage, BluntDamage, BiteWounds

Ammo and grenades:
Stun unit:
Now stuns for 8 seconds
After the stun, you will be affected by The Riot affliction by ~50%
9mm (Glock, COM-15, UMP):
Buffed damages:
Normal: 1.5 bleed + 6 wound => 2.5 bleed + 8 wound
Riot: 6 pain => 8 pain
56mm (FAMAS):
Nerfed damage
AP: Damage: 16 bleed + 60 wound => 13 bleed + 50 wound
NEW* High grade shells:
New custom shells (mostly so I can control the damage of the shotguns, without
an override)
Damage: (7 bleed + 9 wound) x 6 pellets
NEW* High grade Bean shells
The Riot variant for shells
Riot: 40 pain x 1 pellet
Weapons:
P90:
Reduces firerate in an attempt to fix a bug where all the ammo would be consumed
XM1014:
Nerfed rate of fire: 0.8s => 1.2s
Now uses High grade shells
Armsel Striker:
Now uses High grade shells

Jobs:
Site managers:
Replaced their Desert Eagle, with two glocks, and a total of 4 extended Riot mags
Researchers:
Increased keycard level 2 => 3
Now spawns with a small medkit

Update: 27 Oct, 2021 @ 2:32pm

Update: 26 Sep, 2021 @ 7:19am

Hopefully fixed an issue where some jobs didn't spawn with keycards

Update: 23 Sep, 2021 @ 1:29pm

Fixed an issue where some jobs didn't spawn with a keycard

Update: 17 Sep, 2021 @ 7:24am

()939-a:
+Increased health 500 -> 600)
+Added hearing AI (if you stand still and make no noise, it won't be able to see you)
+Players have their screen distorted greatly when playing as it, simulating blindness
()066:
- Nefred stun from 20 to 5
()Added SCP spawners for: 999, 939, 131(a and b).
*Note: SCP's are still in mayor work and will recieve a big update in the next patch, but now at least you can spawn them and have them be computer controlled.

()Reworked keycards: There are no longer variants, but just lvls, from 1 to 5
()Balanced some guns (Logicer, Striker, M134, and P90)
()Fixed some bugs with scp 131 and 066
()Balanced some jobs:
-Combat medic kecyard lvl4 -> lvl3
-Enginner/mechanic keycard lvl3 -> lvl2

Update: 22 Apr, 2021 @ 3:51pm

Items:
Keycards:
*Removed a duplicate of the facility manager
Jobs:
*Fixed engineers/mechanics not having keycard
*Added lvl2 researcher card to "researcher" job
Gear:
Security:
-Nerfed body armor physical protection (Now only protects 20% of damage)
MTF (ALL):
-Nerfed body armor physical protection protection (Now only protects 25% of damage)
Weapons:
(!)Huge weapon rebalance. Check image for details
*Fixed an issue where the weapons wouldn't fire the first bullet of the mag
Afflictions:
Stunning Pain:
+Stun now last consistently 10 seconds
Notes: Those 10 seconds must be used to cuff the rioters or stack pain again in case of lack of cuffs, anything
lower than 10 seconds makes non lethal useless as it's too little time to do anything. Deal with it, you
aren't dead at least
Pain:
-Nerfed vitality damage on all stages 1 -> 0.5
-No longer inflicts stunning pain passivebly
*Stunning pain now occurs when it reaches 150 stacks
-All stacks of pain removed when it reaches 150 stacks
+Now has 3 stages before the stun:
Low pain: up to 20% slow, minor screen blur
Moderate pain: up to 40% slow, moderate screen blur
Intense pain: Up to 80% slow, high screen blur
Notes: The idea is to make them surrender before the stun, or atleast pacify them in one of these stages, though keep
in mind some weapons deal pain too quickly so without trigger discipline that couldn't happen. That's fault of
police brutality, not mine

Update: 10 Apr, 2021 @ 9:31am

Change log:
---Keycards:
------*Removed a duplicate of the facility manager
---Jobs:
------*Fixed engineers/mechanics not having keycard (x)
------*Added lvl2 researcher card to "researcher" job (x)
---Gear:
---------Security:
---------(-)Nerfed body armor physical protection (around ~40% less)
---------MTF (ALL):
---------(-)Nerfed body armor physical protection protection (around ~30%less)
---Weapons:
------MP7:
---------Increased magazine 24 -> 30
---Afflictions:
------Stunning Pain:
---------(-)Increased stun affliction max stacks 20 -> 25
Notes: Higher stacks means it takes longer to beging having staggering effects
---------*Increased stacks requirement before the stun begins to take effect 10 -> 15
Notes: Due to the max stack increase, this is so the max stun time is left unafected while still requiring more stacks for
it to beging taking effect
------Pain:
--------- -Nerfed vitality damage 1 -> 0.5
--------- -Nerfed lingering ammount of 'Stunning Pain' inflicted 1.3 -> 0.8
Notes: This means, now Stunning pain will go down at a rate of 0.2 if only one body part is inflicted by pain, instead
of increasing by 0.3 for just the one body part

Update: 14 Mar, 2021 @ 4:15pm

Fixed the scientist job not spawning with a keycard