Barotrauma

Barotrauma

Retalented
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Update: 30 May @ 3:00pm

=Added a flashlight slot to the Machnepistol
=Added the always-on light to Cargo Scooter
=Unlimited Power now gives +1 Battery Cell crafting quality to all crew members
=Fixed Nuclear Option (engineer) talent having a broken description

Update: 29 May @ 3:45am

=Fun with Fission (Engineer) talent now gives ability to craft fuel rods with higher quality to all crew members
=Hard Hat and Mechanic clothes take away slightly less weapons skill
=Quickfire Knowledge (Mechanic) talent give now +15 weapons instead of +8
=All-hands Rescue (Medic) talent now works on all jobs that are not Captain, Medical Doctors or Surgeons (Neurotrauma)
=Fight-or-Flight (Quartermaster) now gives more of the 'adrenaline rush' affliction, lasts longer and gives more the lower your health is
=Some talents have been given the 'Does not stack with multiple of the same talent' description

Update: 27 May @ 2:27pm

=Reduced the amount of Chemical Suppressors that can spawn

Update: 25 May @ 3:07am

=Fixed Machine Maniac and Junction Junkie not having a trigger limit for the EXP given
=Fixed errors related to sprite compression (something about resolution not being dividable by 4, whatever, even if it's not fixed somewhere)

Update: 3 May @ 8:48am

Just maintenence. (hotfix - though late, isn't it?...)
=Lowered the amount of projectile shot by Canister Railgun Shells (55 -> 30, increased damage as compensation - caused lag spikes for the server which could time out some low-end users)
=Fixed some quartermaster and mechanic talent descriptions
=Fixed Engine Engineer coding mistakes
=Redone Tasty Target affliction description
=Tidied up some of the code

Update: 24 Feb @ 3:08pm

=Vanilla handcannon rounds no longer despawn upon... existing. Instead they can be loaded as a single shot to the Handcannon

Update: 21 Feb @ 10:16am

=Lowered total damage done by Flamer
=Increased fire rate on Assault Rifle without weapons skill
=Slightly increased armor penetration on Assault Rifle Magazines
=Moved some Armed Bandits only items over to that mod
=Reduced stun chance on standard SMG magazines
=Reduced weapon damage modifier on Machine Pistol (-15%)
=Reduced armor penetration on Machine Pistol (-5%)
=Reduced fire rate for having not enough skill added to Machine Pistol
=Fixed an error caused by Toy Hammer+

Update: 19 Feb @ 7:11am

=Fixed White Phopshorus Revolver Rounds things

Update: 12 Feb @ 1:39pm

=Fixed Tasty Target stats
=Updated Russian localization

Update: 9 Feb @ 1:04am

=FINALLY fully fixed Call to Arms talent.
=Makeshift pistol damage slightly increased (by 11%)
=Makeshift pistol armor penetration slightly increased (-12% -> -9%)
=Makeshift pistol stun slightly increased (0.1s -> 0.15s, still 50% chance)

For those reading the patch note: I want this to be an early game defense weapon, NOT a mid or late game machine pistol. This is only made to dispatch crawlers and unarmored mudraptors in minor scenarios. Aside from that, this pistol will be put into inventories of Bandits in Armed Bandits mod later on.