Barotrauma

Barotrauma

The Great Talent Merger of 1.0
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Update: 13 Aug, 2024 @ 2:07pm

Fixed antibiotic ointment using the full item instead of 12.5% condition. (neurotrauma only fix)

Update: 1 Jul, 2024 @ 1:36pm

Hopefully fixed "NTPharmacyPatch.lua (38,4-65) attempt to index a nil value" error

Update: 27 May, 2024 @ 1:40pm

Captain:
Camaraderie: Buffed exp bonus back to 20%

Steady tune: changed psychosis resistance 50% to psychosis immunity 100%, in line with vanilla changes

Gunsmith: added the 50% reduced penalty for dual-wielding ranged weapons from vanilla quickdraw, since this talent takes quickdraw's spot

Drunken sailor: buffed the stun resistance up to 75% to match vanilla

Sailor with no name: removed chem resistance from both versions, since both pipe tobacco and cigars don't cause chem addiction. I'm assuming they did at some point, which is why this existed, but they don't appear to anymore, and I can't find any old info about them causing chem addiction either.


Security:
War stories: works as written in the new talent. The previous small exp bonus wasn't really that great, so I think it'll be better to have 2 versions of boot camp for bonus exp instead of including the old version of war stories.

Boot Camp: moved new Boot Camp to T1 general talents, added Boot Camp Old to T2 general talents

Warrior Poet: still works as written in the old talent, giving a flat bonus to weapon skill when read.

War Stories: no changes from its new vanilla version. The book from this talent functions differently from the warrior poet one in that it provides more weapon skill when read, based on the security officer's kills.


Medic:
Added "Nobody Important Dies Old" talent, since the new version of "Nobody Important Dies" is a completely different talent. New vanilla version still included as well.


Engineer:
Grounded: buffed the electrical engineering skill bonus 10 -> 15 so that you can guarantee no repair failures if you take this talent, even if you spawn with the minimum 40 electrical skill as an engineer (55 electrical skill is the breakpoint for most electrical repairs)

Grid Maintainer: Reverted the 15 electrical skill bonus to 50% repair speed

Junction junkie: combined new and old versions of this talent. Removed the exp bonus at 30 repairs, added the 40 exp gain per repair from old talents, up to 6 per mission.

Changed "Electrochemist" to vanilla's "Unlimited Power", since I realized that I had completely removed the 10% capacity bonus to batteries and supercapacitors when I didn't include that talent. Otherwise they're identical except for the name.


Mechanic:
Modular repairs: reinstated vanilla version because the exp for repairing a device is being added to machine maniac to mirror engineer's "Junction Junkie". I don't expect this talent to be useful, since the repair pack sucks, but it's there for the sake of not removing anything.

Machine Maniac: Removed the bonus exp awarded at 30 repairs and instead added the 40 exp for repairing devices from old "Modular Repairs" to mirror engineer's "Junction Junkie" change.


Assistant:
Insurance Policy: added the no skill loss on death and 75% reduced skill loss on respawning early that vanilla added. Still negates reapers tax, as does the vanilla talent for legacy compatibility, even if the vanilla talent doesn't mention reaper's tax anymore.


Fixed an incorrect potency calculation for several neurotrauma medicines when having more than 1 of these talents: Dr submarine, macrodosing, supersoldiers, self care. They've been brought in line with vanilla, so macrodosing and supersoldiers are additive with each other, while Dr submarine and self care are multiplicative with everything. (previously all were additive)

Dr submarine, macrodosing, supersoldiers, and self care now affect pills from NT pharmacy in the same manner as above. Boosted potencies for pills are calculated upon being crafted for all of those talents besides self care, which is determined upon administering the pill. Pills crafted before this update will not recieve any of the potency boosts from these talents except for self care.

First aid training and buff now affect pills when applied to a security character with those talents.

Update: 16 Dec, 2023 @ 2:15pm

- Added the new assistant general talents from the winter update
- Added new talent from winter update "Tasty Target" to Assistant greyshirt T2 talents
- Moved "Still kicking" from Assistant greyshirt T2 -> T3
- Combined Assistant greyshirt T3 talents "An Apple A Day" and "Insurance Policy"

Update: 12 Nov, 2023 @ 10:22am

Fixed volatile fulgarium fuel rods in the RADS scooter throwing a console error

Update: 22 Oct, 2023 @ 10:57am

Added a nuclear powered cargo scooter to the engineer's cargo scooter talent. I changed the speed to match normal cargo scooters, so it's just an upgrade to cargo capacity in return for using reactor fuel.

Taken with permission from this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2962396617

Sorry for the double update, I forgot I was going to add this when I added the new backpack talent from vanilla baro.

Update: 22 Oct, 2023 @ 10:00am

Added new vanilla talent "bag it up" to assistant general talents

Update: 5 Aug, 2023 @ 9:54pm

Fixed a bug that removed the scrap savant alien material recipes

Update: 28 Jul, 2023 @ 2:36pm

Medic talents that now work with neurotrauma:

  1. Medical Expertise
  2. Self Care
  3. Dr. Submarine
  4. Supersoldiers
  5. Macrodosing
  6. Don't Die on Me

Note: the duration/potency increasing talents do not function when crafting/administering pills from NT Pharmacy, only for the medical items themselves. I'm still trying to make them work with pills, but I haven't found a way yet.

Removed unused vanilla image files.

Update: 7 Jul, 2023 @ 10:06pm

Fixed advanced screwdrivers not working on loose screws affliction

Fixed advanced wrenches not working on dislocations

Fixed advanced heavy wrench item name typo

Fixed endocrine booster having invalid talents in the list of talents it could give on use