Barotrauma

Barotrauma

Retalented
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Update: 7 Feb @ 12:18pm

=New talent (Mechanic): Quickfire Knowledge
=Allows crafting of new item: Makeshift Pistol
=Essentially a one handed SMG put on Semi-automatic mode

Update: 24 Jan @ 9:20am

=Thumbnail update, sorry, not sorry :)

Update: 24 Jan @ 8:34am

=Watcher's Gaze lasts longer on creatures
=Harmonic Resistance decreases less of Watcher's Gaze

=Reduced Pyromaniac Burn resistance (75% -> 50%)
=Reduced Pyromaniac Burn damage bonus (50% -> 35%)
=Pyromaniac also boosts the Burning affliction caused by 35%
=Safety Harness and Hard Hat now require Zealous Worker talent to craft (Mechanic)
=Tweaked required levels for each bonus in Certificate of Scholarship for Quartermaster
=Trade Connections give less XP bonus (15% -> 10%); reason: you can have multiple unaffiliated factions at once
=Reduced XP given to self when using the Harmonica with Steady Tune Talent

=Updated the Stun Baton to the current Vanilla formula
=Flamer now causes more Burning (being set on fire)
=SMG Drum Magazines now require Physicorium to fabricate instead of 2 SMG Magazines
=SMG Drum Magazines are now buyable in 4th (?) biome
=Flamer additionally causes Deep Tissue Injury
=Flamer uses less durability when using a Welding Fuel Tank instead of Incendium Tanks.
=Flamer can't start fires using Welding Fuel Tanks, only Incendium Tanks
=Flamer causes more burns using Welding Fuel Tanks; when using Incendium, the total burn damage amount is unchanged


=For cases of mod overrides - Gunsmith gives recipe for the Revolver Rounds
=For cases of mod overrides - Big Guns give recipe for the Handcannon Rounds
=For mod compatibility (and something that should've been done) - The Waiting List additionally reduces Neurotrauma gain by 75% [experimental, not sure if works, since Neurotrauma is Lua]
=Removed override for multitool
=Fixed multiple mistypes

Update: 23 Jan @ 8:16am

=Revolver Rounds can now be crafted without skills
=Added Magnum Revolver Rounds - fit into the same normal revolver.
=Shooting Magnum Revolver Rounds makes you fire slightly slower just because of the recoil that they are meant to have. (only the case for the Standard Revolver)

Update: 23 Jan @ 6:45am

=Reworked White Phosphorus Frag Grenade and White Phopshorus explosion and after effects
=Added 40mm White Phopshorus Grenade
=Added Chemical Suppressor for dealing with White Phosphorus afflictions
=White Phosphorus items are only sold on separatist outposts

Update: 22 Jan @ 2:33pm

=Makeshift Autoinjector looses durability passively and gets removed on Broken, done so that you don't get it stuck inside of your deconstructor or lockers

Update: 22 Jan @ 8:36am

=Removed overrides for the Acid Grenade, 40mm Acid Grenade and Acid Mist in favor of the Vanilla solutions
=Updated 40mm grenade spawn count inside a grenade launcher
=Lowered Land Mine Damage
=Made bleeding from 40mm grenades happen more reliably

Update: 18 Jan @ 8:38am

=Shotgun shells of all types reverted to 12 stack, shotgun shells box max stack 6 -> 12

Update: 17 Jan @ 1:08pm

=Revolver rounds are now deconstructable
=White phosphorus and the grenade are now reworked, work as normal grenade, instead trigger after duration, just like other grenades, if there are issues with these, report quickly :) (I know I won't get feedback from you but whatever)

Update: 10 Jan @ 1:03pm

=Updated the text of By The Book to reflect the Retalented version of the talent.