Barotrauma

Barotrauma

Enhanced Armaments
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Update: 3 Jul @ 5:21pm

Changed:

- Preso & Ignis adjustments, new sprites.

Update: 27 Jun @ 12:44pm

Fixed:

- Vanguard Off-Hand Shoulder has same protection as Main-Hand.

- Ignis had its legacy code removed.

- Job terms (amount, vitality, price) returned to Vanilla terms.

Update: 24 Jun @ 7:08pm

Fixed:

- PvP Weapon spawn pools no longer include missing content, some spawns have been adjusted.

Update: 22 Jun @ 1:29pm

Changed:

- Some Vanilla weapons have been given flashlight slots.

- Anti-Materiel Durasteel rounds now behave properly, and have been given additional penetrations.

- Some Resprites, like Anti-Sub Warheads and Oppressor Battle Rifle Magazines. Battle Rifle Drum Magazine has been changed to be more distinct.

- Renegade Heavy Plate Carrier (Was Separatist Body Armor) has been adjusted to fit within the Vest crafting, and took on (almost) all downsides from the Renegade Plate Carrier.

- Clerical changes and fixes

- Since the Rifle is a top-loader, it's scope has been moved forward to accommodate. I put this here to make sure people know it's not a mistake.


Fixes:

- No more weird statustag's on syringes.

Update: 20 Jun @ 1:12pm

Fixes:

- Crafting Inconsistencies for Heavy Pistol Incendiary Mags

- Deconstruction of partially used Particle Cannon Uranium shot giving a partial Uranium back

- Stacking inconsistencies of Renegade Assault Rifle Depleted Uranium Magazines and Service Revolver AP rounds.

Changed:

- Anti-Materiel Rounds have new sprites and physics bodies to match proportions.

Update: 19 Jun @ 1:16pm

Fixes:

- Weapons with integrated scopes now need less fuss to give the range bonus.

- Better scope position on the Harpoon Coil Rifle

Update: 18 Jun @ 12:51pm

Fixed:

- Recipe for Coalition Battle Rifle required a removed item.

- NPCs no longer walk around with tools held out.


Removed:

- DU Harpoon

Update: 17 Jun @ 5:05pm

Fixed:

- Some parts of the previous update not activating due to bad modversion (core reason of this update)

- Clerical errors

- Experimental Assault Rifle now has a scope & flashlight slot.

- Coalition Precision Assault Rifle has a Flashlight Slot.

- Coalition Shotguns have their flashlight slot properly marked.

Update: 17 Jun @ 2:04pm

Well boyos, I'm going to start with the bad news.
We are removing quite a lot of things to clean up before the DLC, to the point I'll make both EHA and FFE updates the same list.


Removed:

- Caseless Weapons - Not unique enough in their category. They weren't bad, just bloat to keep.

- Signalis Weapons - The Vintage 12.7x55mm DB and Rhino.

- Ribeyerolles - Unique Rifle, outclassed by the more achievable Semi-Auto Rifle in FFE.

- Plainstrider - Unique Battle Rifle, too many in your corner little guy.

- Svoloch - Really not good enough, sorry bud.

- Franchi - Domique has it beat in it's category as a better reference.

- Compact GL - Pocket GLs goes bye-bye.

- Renegade Combact GL - All the same reasons as above.

- Ren. Shotgun - So unspecial it's unfunny.

- Coalition Oppressor Shotgun - Not worth it just to be so close to prototype it's unnecessary.

- Coalition Anti-Sub/ Renegade AMR - Specializing into the other's (now defined) anti-armor territory.

- Prototype Big Bore Shotgun - Always been there when someone needed to meet god, but all by yourself in your own corner. Sorry it had to end this way, chum.

- Prototype SBR - Rifle Caliber, Pistol Usefulness, in a prototype slot? Nuh-uh.

- Prototype Rifle - Does the AMRs job for a fraction of the collateral damage.

- Prototype Repeater - Magnus existed before you, and did all you did.

- Wanderer - It's little brother gets all the attention for good reason.

- Pistong - While a beaut, it's brother is liked a little more.

- Durasteel Wrench - Why did I add this again?



Changes:

- Marksman Rifles don't have a built-in optic anymore, but are uniquely able to be mounted with one and gain benefits. All other weapons that don't have optics are unable to be mounted, and ones with built-in optics have the zoom.

- Lootboxes - Adjusted the spawns of some weapons, now the heaviest of Vintages only show up in these. Use Acid to melt the lock.

- Oppressor Grenade Launcher - Swapped out with the Aftermarket one, since 6 in a single weapon was too much. Also, the Aftermarket was technically removed, it's just the new Oppressor GL.

- Renegade have inherent access to Anti-Sub, and the same for Coalition with Anti-Materiel. They no longer have the option for the other passively, needing the other's weapon.

- Anti-Materiel rounds - Non-standard munitions will be semi-explosive. AP-I has a thermal blast on every hit, Durasteel causes spawling on structure hit.

- Covert Assault Rifles - Conversion to Renegade Assault Rifle instead of their own independant caliber.

- Renegade Precision Rifle and Suppressor Assault Rifle - Conversion them to Renegade Assault Rifle instead of Coalition Assault Rifle, as to follow a faction standard ammunition type.

- Resprites - Ammunition, Armor, and Weapon resprites.

Update: 8 Jun @ 7:47am

Fixed:

- Assault Rifle and HMG required their specific tag for their magazine instead of their type, making specialty ammunition mods have issues.

- Renegade Pistol sprite has it's sights back.