Barotrauma

Barotrauma

Barotrauma Die Hard
Showing 21-30 of 381 entries
< 1  2  3  4  5 ... 39 >
Update: 28 Oct, 2024 @ 3:23pm

Update: 28 Oct, 2024 @ 3:13pm

Update: 28 Oct, 2024 @ 2:33pm

73.
1. Increasing 'dangeralert' of ballast door sound volume from 500 to 1000.
2. Adding a research module for er research location. Fixing inapproriate outpost module generator.
3. Fixing abandon module generation
4. Fixing dry cave can't airlock can teleport
5. Adding fliped dry cave entry.

Update: 28 Oct, 2024 @ 11:52am

72.
1. Refactoring repairing mechanism. Use grid load instead of voltage.
2. Refactoring AI repairing also using grid load instead of voltage.
3. Adding check for Powered during repairing update so devices can shock player when repaired from 0.
4. Preserving voltage check for bots so bots won't get shock everytime tring to repair a 0 condition device.

Update: 27 Oct, 2024 @ 2:57pm

Update: 27 Oct, 2024 @ 10:36am

70.
1. Lowering high voltage damage to fuse from 0~50 to 0.1 ~5.
2. Lowewring vent heat generted amount by removing times 10f.
3. Remove // Same function as lua. Run on client if singleplayer, run on server if multiplayer.
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)

to fix singleplayer reactor can't find coolant bug.
4. Adding new handheld sonar component. Handheld sonar now is pointing directional. Received very low sonar signal if used in dry air.
5. Lowering coolant price, increasing stacksize
6. lowering mechanical part price, increasing selling number.
7. excluding door for repair shock
8. fixing bug that can't deal damage to monsters. Changing apply damage from pre to postfix
9. Adding back 0.05 delay for normal bullets

Update: 27 Oct, 2024 @ 7:45am

Update: 27 Oct, 2024 @ 6:27am

Update: 27 Oct, 2024 @ 5:25am

Update: 27 Oct, 2024 @ 5:01am