Barotrauma

Barotrauma

aWeapons
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Update: 24 Jul, 2023 @ 2:54am

- Changed pocket shotgun to smallitem instead of mediumitem. Makes more sense really and really should of been a thing much earlier.

Update: 23 Jul, 2023 @ 10:33am

- Updated Heavy Hammer description (slight oversight lol)

Update: 23 Jul, 2023 @ 10:24am

- Nerfed Depleted Pistol Magazine a little: Radiation sickness reduced from 7 to 5. Penetration reduced from 0.2 to 0.15, sever limb probability reduced from 0.15 to 0.1.
- Updated the solid railgun shell sprite.
- Increased cost to fabricate Autocannon, from 2 to 3 Titanium Alloy.
- Changed Heavy Hammer in a pretty big way, where previously you would stack incremental stun with it to stun lock, now it has penetration instead to cause more damage to armored targets and more stun per hit, but does not cause incremental stun: Incremental stun from 40 to 0, stun from 0.8 to 1, penetration from 0 to 0.4, reload time from 1.55 to 1.7. (This may undergo further change later as I haven't had too much chance to test it properly outside of spawning monsters with console, but personally I think it feels better to use them the previous version, hits are more chunky but less cheesy feeling of stunlocking things to death for ages.)

Update: 16 Jul, 2023 @ 11:36am

- Added depleted pistol magazine and a blueprint to craft it.
- Makeshift Shotgun is no longer sold in merchants, that was an unintentional thing I missed.
- Makeshift Shotgun can now spawn in wreck crew cabinets very rarely.
- Changed description text for Spineling Dart.

Update: 29 Jun, 2023 @ 11:51am

- Added Lead Sprinkler, a unique item obtainable through bandit leaders from the aWeapons distributed mod or very rarely found in the secure cabinet of abandoned stations.
- Reduced Steel Dart Laceration damage from 15 to 10
- Added Spineling Darts
- Electric Harpoons can now spawn in Mission mode.
- Spiked Toy Hammer no longer spawns naturally.
- Reduced the spawn rate for the majority of weapons found naturally in containers, notable exceptions being Blood Thinner has increased chance to spawn in wreck/abandoned toxin cabs (much higher), Acid Thrower also has increased chance to spawn in wreck/abandoned toxin cabs.
- Buffed Makeshift Weapons, from 75% to 80% damage multiplier.
- Nerfed Makeshift Revolver reload speed from 0.5 to 0.9.

Update: 25 Jun, 2023 @ 11:16am

- Buffed Heavy Hammer's progressive stun from 25 to 40. (This is a experimental change, may need to be reduced slightly to 35 or so upon further testing later down the line)
- Buffed Heavy Hammer's reload speed, from 1.65 to 1.55.
- Buffed Spiked Toy Hammer's lacerations from 10 to 15.
- Buffed Steel Darts bleed damage from 1 to 5.
- Increased crafted amount of steel darts from 6 to 8.
- Buffed Incendium Spike incremental stun from 10 to 15 (explosion only)
- Incendium Spikes now take 3 seconds to explode rather than 3.3 seconds.
- Incendium Spikes now stick to deflective, aka diving suits afaik.

Update: 17 May, 2023 @ 12:50am

- Alien shotgun power cells can now be deconstructed like alien power cells to keep to vanilla style, interestingly they didn't do the thing with magazines where if its already used you get less back.

Update: 16 May, 2023 @ 3:50am

- Pistol magazines will now spawn in regular unsilenced pistol variant if the pistol was found via drop chance (E.G wrecks).

Update: 12 May, 2023 @ 1:25pm

- Incendium Pulse Laser Ammo recycling used the basic pulse laser fuel instead of incendium by mistake, it now uses the correct incendium version.

Update: 7 May, 2023 @ 5:38am

- Autocannon rounds now use correct sprite (this literally means nothing as you cant really see it anyway outside of spawning the item)
- Potentional Fix for the electrical harpoon sometimes not firing, plus changed it a bit more: It now deals 12 burn instead of 15 when charged, without charge it has the original harpoon 0.5 stun again now, not sure why I removed that at the start, and additionally if battery is at 10%+ but not above 50% it will deal a small dose of burns and stun instead of the full amount.