Barotrauma

Barotrauma

Barotrauma 40K
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Update: 2 Sep, 2024 @ 1:28pm

New content:
-Added viral torpedoes
-Added astartes themed t3 submarine
-Added new weapon for chaos guardsmen
-Added 40mm plague grenades
-Added new light components for some later use in tombs
-Added gauss turret
-Added new modules into tombs
-Added over 200 new decorative elements
-Added new abandoned outpost mission variations
-Added new talents for guardsman in replacement to removed ones
-Added 3 more traitors legion geneseeds
Changes:
-Submarines with torpedoes: all torpedo "storages" now have invulnerability to damage
-Unhidden the fallen armor
-Added subcategories tags to admech and astartes armors
-Removed chapter naming from power armor helmets
-Added flashlight to scorcher
-Added new particle for flask with sicknesses
-Added possessed powercells into stores starting from 25% difficulty
-Updated job icons
-Added nurgle vat to infidel and murder
-Added connection pins to enemy spawners so they can be better configured
-Updated UI
-Added toggle pins so you can at least kinda regulate speakers
-Updated linear difficulty event sets to make them have same creatures pool as in campaign
-Updated npc prefabs
-Tweaked word bearers and black legion geneseeds
-Completely get rid of championship checks in warp influence. Now championship side buffs will be distributed only via talents because otherwise this shit took a lot of fps
-Implemented tag based crafting for admech robes
-Restricted to picking heretic tree if you went into eclisiarch tree in rt
-Restricted certain chaos gods related talents if you pick opposite god's talent
-Outpost missions that have goal to destroy the reactor now resets abandoned outpost as construction yard instead of just regular outpost
-Split chaos corruption into 2 separate effects:
Chaos corruption which is now purely damage dealing effect
Warp influence which will work as analogue of faith
-Some of the chaos talents now will require you to have warp influence in order to function.
Fixes:
-Reduced amount of shadow casting lamps on submarines
-Fixed issue that magos can't unlock one of his template books despite talent description says that you can unlock it
-Fixed localization mistakes
-This time actually fixed that starting bots (aka event bots) don't appear on 1-st station if you play on hellish world hostility
-Fixed thousand sons armor
-Added condition that prevents immunity reset if character is affected by blissful decay
-Removed condition that disallowed blissful decay's infections (grandpa's infection) to stack sepsis after they do it once
-Removed probability based sepsis stack from grandpa's infection
-Set showdeadcharacters to false in items where thermal goggles were had that parameter set to true for some reason
-Fixed multiple errors related to old status effect code improvements
-Fixed bug that prevented autocannon magazines from being recrafted
-Fixed some of the heretic weapons have way higher combat priority (for ai) than it should
-Added some missing mission localization

Update: 7 Aug, 2024 @ 7:20am

New content:
-Added new armor set
-Added new astartes gear
-Added new transition event
-Added 3-rd way of unlocking biomes
-Added new submarine weapon type
-Added special torpedo types
-Added new talent tree for RT

Changes:
-Added objectives descriptions to some events
-Submarine changes (full log in discord)
-Added slowdown when you carry macro cannon shells/torpedoes
-Replaced "Veteran" talent prefab to the newer one
-Added 10 seconds interval to checks on plasma overheat
-Increased time between red thirst checks from 10 to 30 seconds for blood angels
-Added "Does not stack" description tags to certain talents
-Changed sob power armor, vanguard armor and kasrkin armor. Some resistances increased, some decreased, some added.
-Nerfed some resistances of krieg helmets, added resistances to concussion
-Nerfed cultist unifoms
-Increased basic resistances from cadian uniform
-Added concussion resistance to krieg commissar helmet
-Nerfed novites clothing resistances

Fixes:
-Fixed wrong spawn chance value for nuclear macro cannon shell
-Fixed orlock plasmagun can't use regular plasma tanks
-Removed recipe lock for plasma cannon ammo since it wasn't intended
-Removed some damage types from human ragdoll that shouldn't trigger fractures and some other medical complications
-Removed duplicating code in infected wounds

Update: 15 Jul, 2024 @ 4:22pm

Changes:
-Added 2 more slots for augmentations into techmarine carapace
-Scout armor is now craftable
-Removed achievements from mod's missions to get rid of console spam
-Added more balanced reputation gain/loss for missions
-Work with lost and damned cause less reputation loss with other factions
Fixes:
-Fixed admech initiation talent (assistant t4 in admech acolyte tree) console spam
-Fixed lost medical cargo mission console spam
-Fixed missing mission texts
-Fixed abandoned forges turning into normal outposts after you clear them

This will be last update for now. Other fixes/changes will arrive only with new content after testing on ptb.

Update: 11 Jul, 2024 @ 2:44am

Changes:
-Removed bugged outdoor maintenance talent (forgot to do it last time)
-Manually replaced required items for repairable and holdable components of fermentation vats and autoclaves.
-Bioship get special attack which will destroy shell in specific range, also since bioship have targeting issues on small targets, it will spawn 2 aquagaunts every 3 minutes if it continuously taking damage
-All outposts fabricators and deconstructors now work 4 times faster
-Replaced medical fabricator in chaos generatorum to assembler
-Removed effect from outdoor maintenance in order to remove console spam. I hope it will apply to characters who picked the talent.
Fixes:
-Fixed overseeing talent not trigger even when all conditions met
-Fixed issue with mod's batteries caused by automatics
-Fixed ai waypoints on stairs near gunnery on carrack transport
-Fixed admech affliction (the 2-nd determination for techpriest after electoo) not removing ragefull machine spirits
-Potentially fixed console spam from lost cargo mission
-Fixed issues on pirate outpost
-Fixed pirate mission which relied on vanilla subs
-Fixed some other minor issues

*All submarine related changes and fixes will be applied only on new submarines. It won't apply on existing ones.

Update: 6 Jul, 2024 @ 1:12pm

New content:
-2 new geneseeds
-2 new creatures that will appear on 3-rd biome and further
-New armor set and resprites of some older ones
-2 talent trees for techpriest and 1 for assistant
-Added new secondary faction and couple events related to it
-Added few more location types
-New missions
-Added 1 more recipe set talent (provided by the book)
Changes:
-Removed gene fabricator from most submarines and modules.
-Resprited some electrical and mechanical items
-Changed campaign spawn list
-Changed the way flak armor scales
-Allowed stealing from outpost trash cans
-Updated visual of some old outpost modules
-All firearms now provocative for the ai
-Provided general hints for weapons
-Implemented 1 hand ammo box carrying for most ammo types
-Removed sonar from explorator's mantle and replaced it with some stat bonuses
-Talent changes
-Removed explosions in water of low quality implants
-Removed normal implants self destruction on character death of normal implants
-Now all astartes weapons considered as medium items, heavy bolters and other support weapons considered as large items
-Rebreather ig helmets no longer consumes oxygen tanks if hull have available oxygen above 50%
-Allowed to contain pistols in flak armor and in flak vests
-Localization improvements
-Added more cause of death descriptions
-Added more affliction descriptions
-Added talent descriptions to recipe sets
-Removed loading screen tips that are about changed or removed mechanics
-Increased amount of applied buff from corpse starches
-Added loot to both aqua gaunt types
-Removed remaining clown decorations from colony modules
-Removed clown district.sub from mod files
-Changes to the explosives
-Creatures changes
-Weapons rebalance
Fixes:
-Fixed some necron modules gaps and hulls issues
-Fixed certain outposts might generate with unreachable admin module
-Fixed some localization issues
-Fixed "Noosphere" not work on the character who picked the talent
-Fixed nova cannon self destruction
-Fixed not displayed connections in fabricators on battle barge
-Fixed chaos melta ammo issue
-Fixed some missing ai waypoints in older outpost modules
-Fixed crawler model
-Fixed platform model
-Fixed fermentation vat and autoclave become not uninstallable after you place them
-Fixed minor talent description issues
-Fixed cranial circuit can contain itself
-Fixed mantles can contain backpacks
-Fixed one of the colony modules always spawn with water inside
-Fixed (in theory) inability to sell necron guns
-Fixed same fabrication requirements for 2 different railgun ammo shelves
-Fixed misplaced values in archmagos geologis talent
-Fixed reactor fuel consumption upgrade can go above 100% with certain submarine type and tier
-Fixed pressure stabilizer using old status effect code which caused issues with effect applying

Update: 20 Jun, 2024 @ 9:59am

-Patched for the game update. Should at least be able to switch packages and enable new game modes

Update: 6 May, 2024 @ 5:08am

-Store shake up
-Bug fixes
-Skitarii starting kit change
-Balancing change
-New mission variants
-QoL changes
-New feature for wrecks

Update: 27 Apr, 2024 @ 12:55pm

-Bug fixes
-Talent changes
-New missions
-Beacon changes
-Some map generation changes

Update: 24 Apr, 2024 @ 8:43am

-Adapted for usage with new update
-New item rarity system (W.I.P)
-New mantis
-Medical system changes
-More options available
-Transferred beacons from the update
-Admech and chaos outposts now have forced admech and chaos factions
-New capabilities for human ai

Also I have to say that this patch isn't that stable, so, there might be some unexpected bugs. There will be 2-nd part of that update later on this week

Update: 13 Apr, 2024 @ 2:20am

-Bug fixes
-Submarine changes
-Creature balancing