Barotrauma

Barotrauma

Chemical Agents
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Update: 12 Jun @ 2:48am

-Changed Logo
-Doubled the production for grenades in general
-Gas emitters are now twice as powerful
-Changed deconstructor results to grenades that output to 2 with only 1 item for that recipe.

Update: 9 Jun @ 10:21am

-Lachrymator Agents code fixed, now actually does damage vs Mudraptor species
-Nerve agents cause minor tremors now in lower stages.
-Blistering(Internal Exposure) and Lachrymator agents now both cause slight tremors.

Update: 9 Jun @ 1:54am

-Added suppressed rifle(sorry to the guy that requested this, the item sat on this unpublished update I forgot to apply)
-Added convulsions for nerve agents.

Update: 18 Dec, 2024 @ 2:04am

-Removed the pulmonary flush's capability to be shot at similar to a syringe.

Update: 18 Dec, 2024 @ 2:02am

-Medical items can now be properly shot with syringe guns

Update: 17 Dec, 2024 @ 5:04pm

-Item fixes
-Photobashed antidotes, should be less jarring to the eye now

Update: 16 Dec, 2024 @ 10:20am

-Helmet changes, more distinct and fitting.
-Fixed red hazmat suit's wrongly coded sprite for the helmet.

P.S. I know the helmets don't match the blurry and fuzzy look or the shine of the outfits but I can only photobash so much of the vanilla assets at this point, if you want an eye-opener take a look at vanilla diving suits, there you can see the difference in sprite quality between the head piece and the body.

Update: 14 Dec, 2024 @ 7:17am

-Updated logic on hazmat suit armored functionality against stun
-Updated sounds on damage on hazmat suit armored

Update: 13 Dec, 2024 @ 8:17am

-Added Advanced Hazmat Suit(Armored)
-Updated chemical munitions shell to be held in the same way as the new railgun shell
-Updated All suits' inventory icon
-Item availability increased
-Voltage parameters changed
-NVGs now require power

Update: 28 Nov, 2024 @ 8:09pm

-red hazmat suit sprite when unequipped error fixed.
-chemical railgunshells now stick permanently