Barotrauma

Barotrauma

EK Mods - Definitive Edition
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Update: 29 Jun @ 10:28pm

-FINALLY FIXED THE DAMN SHEARCLAW SUIT ICON, as well as dropped sprite. yay

Update: 29 Jun @ 3:20pm

-Began Work on EK Armory turret ammunition texture updates, Extendend Coilgun ammo no longer has legacy icon, physicorium contained icon imported from vanilla
-Nerfed Hardsuit protection againt husk chance, 65% for MK2 and 35% for MK1 from 90% and 50%
-Updated descriptions for EK Armory and Gunnery ammunition boxes
-Hybrid toxin poison amounts buffed, reduced direct damage
-Fixed an issue with flashlights on the marine battle rifle clipping

Update: 28 Jun @ 5:18pm

-Update Gauss assembly, and Tritium recepies to not give half products
-Added 2 physicorium to Gauss assembly recepie requirement
-Updated Tritium recepie to use 2 depleted fuel and 3 litium instead of 1 fuel rod and 1 litium
-Removed Hyper velocity and Ultra High velocity shells, These utterly break any semblance of balance, as well as not being in the original EK series

Update: 28 Jun @ 4:57pm

-Removed the EK rocket harpoon, (Implemented Vanilla)
-Exosuit now has a probabilymultipler for GSW's and Bleedmultiplier (this means some shots will do ZERO damage)
-Fixed the Mercenary MK2 suit not being craftable
-Hardsuits now require longer fabrication times as well as high mechanical skill (varies on the variants)
-Fixed inconsistant/incorrect language regarding pressure protection for hardsuits
-Upped the travel time for the Fusion shell, should now detonate in 90m instead of 70m (hard to approximate)
-Updated stack sizes of EK 40mm ammunition, should now stack to 32 in containers with 8 on characters
-Nucleoelectric batteries no longer salvage loot
-Updated Hardsuit flavor text

Update: 27 Jun @ 5:00pm

-Fixed Torpedos and Marine rockets throwing statuseffect errors
-Fixed Marine Rockets defying the known laws of gravity
-Fixed Darts throwing status effects errors

Update: 27 Jun @ 10:47am

-Fixed an issue with duplicate recipes for the Marine SMG Magazine
-Rebalanced the Physicorium magazines to use less physicorium to account for bulk recipe removal

Update: 26 Jun @ 4:12pm

-Moved some items into other files for easier access and maintenence
-Moved most items into suitable fabricators and categories
-Removed Crate shop fabrication cards and recepies

Update: 25 Jun @ 11:45pm

-Fixed Reinforced tanks not being able to benefit from quality by enabling skill requirements (55 Mechanical)
-Removed bulk reinforced oxygen tank recipes
-Made all reinforced tanks more expensive, 1 TIT-ALL, 2 ALUM, 1 BALL FIB as a balance measure
-optimized some code
(quality reinforced tanks have a 5% greater quality effect per level)
All reinforced tanks will remain non combinable, i've chosen to see this as a trade off for them being immune to fire.

Update: 24 Jun @ 3:13pm

-Removed Money items, these serve absolutely ZERO purpose as these were unobtainable unless running Into the Abyss or OASIS as well as portable shops being removed a long time ago

Update: 24 Jun @ 2:14pm

-Added Assault rifle override to be able to be slotted in character inventory to encourage use
-Buffed overriden exosuit to be the absolute best in class in terms of overall protection
-Stopped the flamethrower from propelling characters
-Some other minor changes I may have forgetten