Barotrauma

Barotrauma

Chemical Agents
Showing 21-30 of 65 entries
< 1  2  3  4  5  6  7 >
Update: 21 Nov, 2024 @ 2:21am

-Bug fixes here and there
-Sprite fixes

+New sprite for sprayer and no longer overwrites vanilla sprayer
+New functions for sprayer
+New corrosive cleaning agent

[Changed a few things here and there, can't remember all the things I changed.]

-All purpose decontaminant removed and turned into individual decontamination kit with respective changes to its recipe as well
-Sprayer's definitely new and changed, back to vanilla the vanilla one goes
-Chemical munitions are now standing up
-CBRN decontamination solution is there as well
-Grenade output is definitely not spewing way too much residue to cause severe lag anymore

P.S
Anyhow it's finally playable again, didn't get much time to playtest the changes I did to do corrections, my fault.

Update: 19 Nov, 2024 @ 12:37am

-Readjusted medicine/antidote prices(Combined ingredients price * 1.5)

Update: 19 Nov, 2024 @ 12:09am

-Balancing to hazmat suit and EOD suit's defensive stats.
-Made the listed protection stats more concise to take up less of the screen and to simplify things.

Update: 18 Nov, 2024 @ 2:48am

-Changed grenade and munitions' interval on spawning its residue material due to lag, now significantly reduced, still do not throw too many grenades at once
-Sprite changes to Hazmat suit & E.O.D. suit(red is still weirdly damaged by barotrauma's image compression despite having the same image parameters besides the color)
+Added sedative, functions like chloral hydrate but safer, and longer lasting

(p.s. thanks again for downloading this mod and playing)

Update: 17 Nov, 2024 @ 12:12am

-Chemical munitions now do not spawn items, instead they produce the toxic fumes themselves by code, this should allow you to continually poison large creatures or continually damage people, crew should be able(under protection) to relocate chemical munitions shells.
-Still testing proper amount of contamination and left over residue in chemical munitions without causing too much lag.
-Chemical munitions shell should be able to stick to structures, characters, and doors to a certain degree the game would allow
+Standalone suit sounds added, no more diving sounds in open air

Update: 16 Nov, 2024 @ 9:38pm

-Grenade fixes, mostly blistering agents not working as intended
-PVP variants fixed, variantof feels fucked, had to redo the entire items
-Grenade launcher ammunition fixed

Update: 16 Nov, 2024 @ 4:47am

-Changes to how grenades work in accordance to the update(apologies this is a very late update since I barely look at barotrauma these days)
-Updates to optimization makes me confident with having grenades in their full operation instead of intervals when active
!!Grenade pin pull is now required and non-optional, you may only scare human players when throwing a grenade with an unpulled pin!!
-With the pin pulling, you may now throw grenades at your discretion on how you want it
-Minor fixes to slightly misaligned grenades
-Added separate sprites for grenades with pins pulled

Update: 4 Jul, 2024 @ 6:18am

+Fixes to chemical munitions shell not working it's internal payload(Pointed out to me by Jack Kellar), fixed it by adding ' allowwhenbroken="true" '.
+Coughing animations from non-lethal agent added to blistering agent internal
+Reduced penetration from 3 to 2 in Chemical muniutions due to some game errors with doors that lead to the shell being just there as an item that drops after hitting something and stopping at its 2nd target its supposed to penetrate.

Update: 17 Jun, 2024 @ 8:11am

Update: 16 Jun, 2024 @ 11:35pm

+Changes to grenade texture(Thank you Wrill)
+Changes to Blistering Agent(non-PVP):
>Added a copy of blistering agent exposure that is applied to the whole body for non-pvp items