Barotrauma

Barotrauma

The Cephalopod [BROKEN]
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Update: 17 Aug, 2022 @ 12:19pm

-Added a small platform inside gunnery, now getting inside it after a hull breach should be a bit easier
-Added labels and signs inside engineering for clarification
-Minor sprite adjustmens

Special thanks to Sandi_Witch for the suggestions

Update: 16 Aug, 2022 @ 6:22pm

WEAPONS UPDATE:
-Now all turrets are individually operated
-Added 2 more periscopes inside the gunnery room
-Turret direction indicator to facilitate the use of turrets
-Core upgraded turrets wont shoot if ther supercapacitor is empty
-Chaingun drains no power
-Sentry drains no power
- Now the submarine has 3 depth charge loaders and x3 depth charge storage (Located in ballast)

Other changes:
-Increased reactor fuel consumption (still 50% less than standard)
-Added an artifact holder inside the core (experimental)
-Small sprite depth issues fix
-Some optimisation of performance
-Removed a ballast pump but doubled the power and of the other (They are alien pumps after all, they should be powerfull)

Update: 15 Aug, 2022 @ 2:28pm

-Trash chute refinements

Update: 15 Aug, 2022 @ 12:03pm

-Fixed the shower. Now it wont brake after use
-Added a platform inside the docking port, no more broken legs
-Made the reactor's cooling system need repair more often
-Airlock is made a bit brighter, it was too dark

Update: 12 Aug, 2022 @ 9:09pm

-Slight fuel consumption increae
-Added a bit more ammo for handheld weapons
-Added some diving knives and handcuffs
-Made the door of the Core indestructible
-Minor sprite fix

Update: 12 Aug, 2022 @ 2:46pm

-Resolved a minor lighting issue inside gunnery

Update: 12 Aug, 2022 @ 1:55pm

Update: 12 Aug, 2022 @ 1:54pm

-Minor fix

Update: 12 Aug, 2022 @ 1:49pm

-Eclipse module adjustment

Update: 12 Aug, 2022 @ 1:33pm