Barotrauma

Barotrauma

ClownOTrauma
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Update: 3 Aug, 2024 @ 3:37am

The Clown Zombie update.

Reworked the clown zombie, there are now two forms of it, one focused on combat and one that retains the skills and talents from the person revived.

As always feedback is welcome.

Update: 1 Aug, 2024 @ 6:46pm

minor fixes

Update: 1 Aug, 2024 @ 12:37am

Added two new talents based on the old assistant, which was awesome btw.

PhD in Meta-Physics: raises the skill cap to 200. A long but super awesome talent that can make for some rewarding gameplay when you finally get those levels. A challange for sure!

Reincarnation: Lets you keep all your experience when creating a new character. While Clowns are the most awesome thing ever you may need to switch roles if someone leaves the campaign, this is designed to give you flexibility later on as needed. You could also just not like being a clown and want to change too! :)

Please provide both good and bad feedback, making talents is easy, making fun and good ones is hard!

Update: 31 Jul, 2024 @ 11:08pm

Added a new talent in the first tier: The Beatings Will Continue.

Slowly and passively heals the player if they are above 50 percent health, it is designed to encorage the crew to beat the clown for comic relief without wasting medical supplies.

It is useless in combat but reasonably quick outside of combat, it's a way to stop the medic wasting supplies on injuried clowns and to give them a bit of independence from the crew.

Update: 31 Jul, 2024 @ 5:38pm

Final upgrade of the Clown Exosuit now uses hull oxygen.

Update: 30 Jul, 2024 @ 7:42pm

Tweaked exp given for using horns on the first talent

Update: 30 Jul, 2024 @ 4:32am

Fixed some code formatting left over from the previous update.

Update: 30 Jul, 2024 @ 3:16am

The Mech Update

Completely updated and reworked the Clown mech to be functional and useful.

Is now two handed capable, updated to the latest code from the exosuit and has a few tweaks added.

Is now also upgradable with 4 tech levels, you upgrade it in the Fabs.

It is also much easier for the clown to get early on and uses batteries so its not using fuel from the ship enabling its use earlier.

As always, feed back is welcome :)

Update: 29 Jul, 2024 @ 6:19am

Another late night idea, added a new mechanic I plan to add to other talents to make them more interesting.

Clown Power: Honking your horn 100 times will give you 950 exp, exactly the amount to get another skill point early on. This makes it so the clown can get up to mischief earlier and more importantly have a reason for annoying the crew.

Update: 29 Jul, 2024 @ 5:37am

Majorly buffed clown tinker, it now works on fabs and deconstructors and powers whatever your tinkering giving the clown more of an identity in the crew for weird but useful shit, hopefully leading to less beatings.

Also tripled the tinker time to 30 seconds from 10 and reduced the exhaustion debuff from 25 seconds to 15 to make it more useful.