Barotrauma

Barotrauma

aWeapons
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Update: 1 Jul, 2024 @ 3:44am

- Added a new wreck item "Trophy Hunter", a large and powerful Harpoon Gun, with long delays between shooting.
- Makeshift Rifle Rounds buffed to match vanilla, headshots now deal an additional 7.5 gunshot wound and 0.8 stun.
- Rubber Rifle Rounds buffed to match vanilla, headshots now deal an additional 4 blunt force trauma and 1.5 stun.
- E-COR projectiles no longer damage items, aka doors.
- Added reeling sounds to electric harpoon.
- Changed targetting for Alien Spiker's incendium spikes, explosion is now consistently attached to the spike itself, not the hit target, while this is technically a debuff, it does mean the weapon feels less buggy.
- Optimized a bunch of status effects, mainly stacking delayed ones, most extreme case being alien spiker's incendium spikes causing lag.
- Juggling Ball no longer damages structures.

Update: 18 Jun, 2024 @ 12:39pm

- Quick patch making all turret ammo one handed and applying movement speed debuffs like in vanilla.

Update: 18 Jun, 2024 @ 11:15am

- Sniper Rifle reworked, no longer a hotbar item and has to be held or worn on the back, however in turn, reload reduced 6-8 to 3-7. Weapon damage multiplier increased from 35% to 40%.
- Edited Sniper Rifle Sprite, scaled it up slightly in game, and modified sounds of the shots being fired to make it feel chunkier now.

Update: 4 Jun, 2024 @ 9:08am

- Fixed depleted pistol magazine talent still being defined in this mod, making it incompatible with the cut content mod.

Update: 28 May, 2024 @ 3:14am

- Fixed a booboo where I accidentally put the Psychosis that Dementonite Twin-Linked ammo is meant to deal onto the Physicorium Ammo instead. Whoops.
- Dementonite Twin-Linked ammo structure damage drastically reduced from 20 to 5.

Update: 25 May, 2024 @ 4:40am

- Added Twin-Linked Gun (A new small hardpoint turret) and 3 ammo types to go along with it: Twin-Linked Gun Ammo Box, Physicorium Twin-Linked Gun Ammo and Dementonite Physicorium Twin-Linked Gun Ammo.
- Fixed pistol not being able to reach higher qualities for higher firepower.
- E-COR Battery ammo capacity reduced from 13 to 10.
- E-COR projectile damage increased from 10 burn, to 12 burn.

Update: 7 May, 2024 @ 8:19am

- Incendium Pulse Laser ammo damage types changed around a bit, direct hit burn damage reduced from 150 to 90, deep tissue injury increased from 0 to 45.
- Edited Shovel sprite, gave it more darker edges and flipped the light source being from bottom to the top.
- Removed Discharge Coil Trap. It's kind of always been in a sore spot in my opinion, I've finally got around to removing them, the discharge coil railgun shell is a fine enough item for the same talent it's in. If you still want it, you can find it in the cut content addon.

Update: 24 Apr, 2024 @ 4:46pm

- Forgot to remove Jar of Eggs sprite, removed that now.

Update: 24 Apr, 2024 @ 8:24am

- Added Heavy Shotgun as a high reputation coalition item.
- Added Ritual Knife as a talent item as part of the Lab Contacts talent.
- Cut Jar of Eggs and put into cut content mod, this item purely stayed this long for 2 reasons, funny item, and cultists barely had anything, now that the ritual knife exists, I don't feel so bad for removing it. As for why I felt like removing it, it's usefulness is basically 0, only good for griefing or messing around really.
- Bleed Vunerability has been somewhat reworked, now every 6-10 seconds, if the target is above 15 bleeding, they will suffer 5 additional bloodloss. Additional bleeding amount decreased from max 150% to max 75%. Originally it just made the target recieve increased bleeding amount.
- Marksman Rifle reworked, it is now 2 shot burst fire and silenced, making it stand out a bit more than just being a slower RoF assault rifle, sprite has been adjusted accordingly to now have a silencer.
- Added Dual Wield accuracy and reload multipliers to relevant one handed guns. Unfortunately it doesn't work on melee, smh.
- Detainer is now a two handed item instead of 1 handed.
- Rippa reload nerfed from 0.8 to 0.9.
- Reduced Double Barrel Shotgun's Weapon Damage Multiplier from 1.0 to 0.9, I had left it on 1.0 because I was trying baro jank to make it pen armor but not be op on this very baro xml jank item, I forgot to change it back, hope you enjoyed the extra damage while it lasted lol. Unfortunately it will be remaining ineffective for limb sever which makes it depressing against mudraptors.
- Railgun Solid Shell can now pierce up to 3 limbs.
- Railgun Solid Shell direct damage reduced now to make up for the piercing nature. 350 lacerations to 250. 75 bleeding to 50.
- Both Railgun Breaker Shell and Solid Shell now fully break and get deleted after impact, solid shell gets a small delay to allow for potentional multiple penetrations.
- Autocannon reload increased from 0.3 to 0.45.
- Autocannon drum magazine capacity reduced from 30 to 24.
- Autocannon damage values adjusted: Blunt force trauma from 5 to 0, Gunshot wound from 45 to 50.
- Autocannon explosive drum magazine capacity reduced from 25 to 20.
- Autocannon direct damage reduced: Explosive damage from 15 to 10.
- Autocannon explosive damage on explosion adjusted: Burn from 40 to 0, explosive damage from 0 to 25.
- Improved E-COR event, event now triggers from a research terminal in cities and now has actually shows the item on the table prior to stealing it.
- Removed E-COR event sprites, they just use vanilla sprites now. Can't really justify 2 large sprites taking up 140kb of space for a 1 time event.
- Increase to camera shake on bullshot shooting from 8 to 15, though the user wont notice because they get stunned.
- Rippa is now hidden in menus, missed it before.
- Slightly adjusted foam dart inventory sprite.
- Finally fixed Coalition Justice, Separatist Judgement and Double Barrel shotguns muzzle flash not triggering.
- Fixed a bunch of errors that the new update brings in about potentionally missing a target, the error causes literally no issues aside from reportably fps drops (Couldn't notice it myself), but red error looks scary so fixed it.
- Updated Brazilian Portuguese localization. Many thanks to Clawhanx again.
- Added Skill Requirement Hints to the blueprints, so its easier to see the required skill amount compared to your skill.

Update: 7 Mar, 2024 @ 12:38pm

- Added Juggling Ball.
- Nail machine gun reworked into Nail Rifle, less fire rate and eats more ammo per shot, but dealing much higher damage per shot at higher velocity and causing slight stun for a bit of stopping power.
- Removed Depleted Fuel Pistol Magazine and put into cut content mod, on its own its not too bad, but when combined with dual wielding or Lead Sprinkler, it would dish out way too much dps.
- Railgun Discharge Shell now uses an actual electric discharge on top where as before it was just particles, this isn't just a visual change, this does effect how it hits enemies and damage has been adjusted for this change.
- Added husk claws as a high reputation item to husk merchants.
- Added clown bullets as a high reputation items to clown merchants.
- Tactical SMG and sniper rifle is now coalition reputation items, double barrel shotgun and makeshift weapons are now a separatist reputation items.
- Lag caused by balloon/nail spam should be drastically reduced to basically no lag unless you are really trying your luck with a lot of players at once, that is a challenge if your bold enough.
- Swapped Heavy pistol and revolver rifle unlock talents, makes more sense for the pistol item to be on the talent tree giving pistol buffs.
- Heavy pistol reload buffed from 0.6 to 0.5.
- Scrap shield health reduced from 100 to 75.
- Improved hold pos of scrap shield.
- Added handheldammo tag to handheld ammo, wont be important till next baro update.
- Slight optimization to foam dart despawning, nothing really noticeable though, just cleaner code.
- Scrap shield no longer requires mechanical skill to craft. (still requires the talent, just no skill requirement)
- Added toyhammer tag to Honk Hammer, Spiked Toy Hammer and Mother's Maul, lets True Potential trigger with them, which I suppose is funny for the later two, or could be a saving grace.
- Added clowns tag to clown related items, no real impact for the most part but can be useful for other mods.
- Changed MK IV Annihilator to mediumitem instead of smallitem, just means it cant be stored in some things as if it was a small item.
- Fixed a new potentional performance killer from target-less status effects.
- Actually fixed silenced pistol holdable positions so that I could remove an unneeded inventory sprite to free up a small amount of space, every little helps.

Lots of files and things were moved around for this version, so its possible I missed something, on the off chance you are looking here because I broke something, lemme know.