Barotrauma

Barotrauma

Barotrauma 40K
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Update: Sep 8 @ 2:18pm

New:
-Added new versions of outpost modules
-Added new talents to book of despair
-Added new creature: Lictor
Changes:
-Hidden effect of rosarius
-Turned off ability to heal implants in outpost menu
-Replaced combat diving suit sprite with navy breacher's suit sprite
-Removed files of no longer used outpost modules
-Added resistance to honkchosis for it's carrier
-Nurgle sicknesses from book of despair will no longer infect crewmates.
Fixes:
-Added more slots for items in Coelanth config
-Fixed prayer to Tzeench effect
-Fixed issue with slots in cheap electoo and hand implants

Update: Aug 31 @ 12:40pm

New:
-Added loyal SMs to abandoned outposts
-Added fights with loyalists on abandoned outposts
-Added wrecked decorations
-Added new archeotech weapons and implants
-Added non relic rare guns
-Added decorations set for abandoned outposts
-Added chance to find biomaterials and such in abandoned biologis modules
-Added inquisitor acolyte uniform
Changes:
-Changed deflectprojectiles to true for all enemies where it wasn't active
-Increased effects of all incenses in censer to compensate added intervals
-Added conditional that checks if character is dead or not in armor drop code so it won't drop when someone dies
-Adjusted neutral ballast level on submarines
-Made some cosmetic changes in few subs
-Adjusted hull placement on falchion
-Fixed AI waypoints in Falchion's front ladders
-Changed descriptions of some talents to be more clear
-Unhidden effects of the implants for medical scanners
-Updated some other armor icons
-balance overhauled:
Bolt weapons:
For mortals: fixed the issue with armor piercing. Current armor-piercing is 20% for basic ammo and Inferno, 25% for Kraken rounds and 30% for Physicorium rounds. Base damage reduced from:
45% Gunshot wounds
25% Bleeding
25% Bolter Damage
25% Lacerations
To:
30% Gunshot wounds
25% Bleeding
20% Bolter Damage
20% Lacerations
Goliath pattern: Armor piercing reduced from 35% to 25%, base damage reduced from:
55% Gunshot wounds
35% Bleeding
25% Bolter Damage
25% Lacerations
To:
40% Gunshot wounds
35% Bleeding
20% Bolter Damage
20% Lacerations
Astartes Bolters: Reduced armor piercing by 15%, Reduced damage from:
95% Gunshot wounds
65% Bleeding
65% Bolter Damage
35% Lacerations
To:
65% Gunshot wounds
55% Bleeding
50% Bolter Damage
35% Lacerations
Chainsword:
For mortals: Fixed armor-piercing issue, removed chains mechanic, reduced damage from:
*Normal Chain:
60% Lacerations
20% Bleeding
20% Organ Damage
*Adamantium chain:
80% Lacerations
40% Bleeding
30% Organ damage
To:
AP 15%
60% Lacerations
20% Bleeding
25% Deep tissue damage
Renderizer serrated axe: Fixed armor-piercing issue, removed chains mechanic, reduced damage from:
*Normal Chain:
100% Lacerations
50% Bleeding
50% Organ Damage
*Adamantium chain:
120% Lacerations
70% Bleeding
60% Organ damage
To:
AP 25%
100% Lacerations
50% Bleeding
50% Deep tissue damage
Pulverizer serrated Axe: Fixed armor-piercing issue, removed chains mechanic, reduced damage from:
*Normal Chain:
70% Lacerations
30% Bleeding
30% Organ damage
*Adamantium chain:
90% Lacerations
40% Bleeding
60% Organ damage
To:
AP 20%
70% Lacerations
30% Bleeding
30% Deep tissue damage
Power Swords for mortals: Damage increased from:
45% Lacerations
45% Bleeding
25% Organ Damage
1s. Stun
Up to:
80% Lacerations
45% Bleeding
35% Deep tissue damage
1s. Stun
Spudjacker: Armor-piercing increased from 20% to 30%
Goliath Power Hammer: Added 25% deep tissue damage.
Astartes Pattern Chainswords: Fixed armor-piercing issue.
Transonic Weapons: All damage attributes increased by 10%
Melta weapons:
For mortals: Reduced armor-piercing from 75% to 50%
Reduced damage from:
140% Burns
150% Melta Burns
80% Deep tissue damage
To:
70% Burns
70% Melta Burns
60% Deep tissue damage
For Astartes: Reduced armor-piercing from 95% to 75%
Reduced damage from:
180% Burns
200% Melta Burns
120% Deep tissue damage
To:
100% Burns
100% Melta Burns
80% Deep tissue damage
Astartes Plasma Guns: Reduced base rate of fire, reduced damage from:
205% Burns
100% Deep tissue damage
125% Plasma burns
80% Organ damage
To:
100% Burns
75% Deep tissue damage
75% Plasma burns
50% Organ Damage
Transuranic Arquebus: Rate of fire reduced to 1 round in 2 seconds.
Handheld lascannon: Damage increased by one and a half times.
Astartes Handheld Plasma Cannon: Reload reduced from 10 seconds to 7.5
Sulis Pattern Plasma Cannon: Added armor piercing to projectile's explosion.
Sororitas Heavy Bolter: Increased magazine cost, armor piercing reduced from 25% to 15%, reduced damage from:
80% Gunshot wounds
50% Bleeding
50% Bolter Damage
40% Lacerations
To:
70% Gunshot wounds
40% Bleeding
40% Bolter Damage
40% Lacerations
Astra Militarum flamers: Increased armor piercing to 25% with normal fuel and 35% with incendium fuel.
Damage increased to 10% Burns/sec. with normal fuel
Damage increased to 25% Burns/sec. with incendium fuel
Heavy flamers: increased damage from:
AP 0%
Burns 5/sec.
Burning 3/sec.
To:
AP 25%
Burns 25%/sec.
Burning 7.5%/sec.
40mm grenades: Increased armor piercing from 25% to 50% (except for plasma grenades, which have 75% armor-piercing)
Frag missiles: Armor piercing increased from 25% to 50%
Krak missiles: Armor piercing increased from 50% to 75%
Advanced arbites shotgun shells: Armor piercing reduced from 30% to 20%, reduced the number of pellets per shot by 2
Phosphor Blast weapons: Armor piercing increased from 15% to 30%
Galvanic weapons: Armor piercing increased from 20% to 30%, increased damage from:
50% Burns
25% Gunshot wounds
15% Bleeding
15% Lacerations
Up to:
70% Burns
50% Gunshot wounds
25% Bleeding
25% Lacerations
Radium pistols and carbines: Armor piercing increased from 10% to 25%
Genestealers: Increased health from 300 to 700, increased health regeneration from 0.1%/sec to 0.15%/sec.
2-nd Generation hybrid crawlers: reduced health from 300 to 250
1-st Generation crawler hybrids: reduced health from 450 to 300
Husk Marines: Health increased from 600 to 700, regeneration rate increased from 0.8%/sec to 1%/sec.
Necron Warrior: Health increased from 400 to 500, Burn regeneration increased from 0.5%/sec to 1%/sec, Damage regeneration increased from 0.2%/sec to 0.5%/sec, Armor increased by 5%
Immortal: Health increased from 600 to 800, Burn regeneration increased from 0.5%/sec to 1%/sec, Damage regeneration increased from 0.2%/sec to 0.5%/sec, Armor increased by 5%
Unarmored Mudraptor Hybrid: Health reduced from 400 to 350
Armored Mudraptor Hybrid: Health increased from 400 to 450
Aquagant Prime: Health increased from 650 to 700
Bone Thresher hybrid: reduced the death blast radius from 8 meters to 6, increased health from 500 to 600
Tiger Thresher Hybrid: Health increased from 300 to 400
Moloch: Health reduced from 2500 to 2000, AI settings imported from vanilla
Black Moloch: imported AI settings from vanilla
Mudraptor Husk: Added Biomaterial spawn chance
Coelanth: added loot spawn
Charybdis: added guaranteed biomaterial drop, reduced bite damage to shelling from 500 to 400
Husk crawler: the empty inventory option has been removed, the chance of infection has been reduced from 50% to 25%
Hask Chimera and Prowler: Hidden HP bars
Watcher: Objects drops at death has been removed
Legacy mantis: health reduced from 400 to 350
-Removed sonar beacon from explorator mantle
-Added ability to store Sabbat pattern power armor in vertical diving suit lockers
-Increased drop chance of celluar regenerator
-Increased healing from celluar regenerator
-Restricted celluar regenerator's usage by space marines
-Added more melee weapons that can be worn on the belt
-Changed sounds of plasma explosions
-Updated commissars
-Reworked abandoned forges
-Added spawns of medium admech and chaos outposts, and genecult outposts in 5-th zone
-Increased genetic fabricator's ui size to 0.6,0.9
-Disallowed linking genetic fabricator to containers due to ui overlaps
-Improved damage and death sounds
-Added icons to slots in certain items
-Updated icons in power armor slots
Fixes:
-Fixed Know your enemy talent
-Fixed armor penetration bug for multiple weapons types
-Imported new version of one of the beacon stations from vanilla
-Fixed visual bug with left admech admin module
-Removed all water detectors from necron pumps
-Fixed xenobiologist working on necrons
-Fixed all armorer talents and fireproof talent
-Fixed lack of healing from "Not today" talent
-Fixed Aunt Dorris wanting her knife that i't real
-Fixed missing gap in colony prison module

Update: Jul 18 @ 11:17pm

New:
-Added power distributor
-Added excommunication because of heresy
-Completely changed genecult mission distribution system
-Added more resource packages variants
-Added enforcer armor
-Added locked secure crates (for missions only)
-Added new missions types: Data harvest, espionage, contraband collection
-Added more missions in general
-Added few more decorations
-Added non story related genecult events
Changes:
-Changed decorations in mechanicus admin module
-Added left variant of mechanicus admin module
-Resprited reactor
-Removed description part about unlocking tempestus weaponry
-Changed campaign intro and outro
-Now sm armor and admech armor just drops instead of applying any afflictions
-Changed electoo removal logic
-Made dataslates craftable
-Replaced security officers on loyal outposts with enforcers (except military outposts)
-Added ability for all SMs to grab people/corpses without speed penalty
-Added faction condition to starting crew hiring events. They will appear only on coalition outposts
-Added chance of additional colonies spawn in 3-rd biome
-Added some conditions to pain stacking
-Optimized code of censer
-Added buff to ranged attacks to infuriating incense
-Optimized regeneration from calming incense, increased values
-Removed icon hiding for effects of calming and infuriating incenses
-Added icon hiding into separate column for some buffs
-medkits and surgical kits now considered medium items
-Imported new pets files from vanilla folder
Fixes:
-Minor sprite depth fixes for admech modules
-Corrected description of "Fight despite your wounds" talent
-Fixed missing names for decorations
-Fixed icon and sprite of steel package
-Minor localization fixes
-Fixed old ammo IDs being used for corrupted hot-shot lasgun, hot-shot pistol and longlas in cultists prefabs
-Fixed affliction ID instead of item ID being used in World eater prefab
-Fixed vip escorts didn't had their ammo spawn
-Fixed corrupted bolter recipe
-Presumably fixed heavy grav cannon rounds sometimes not getting deleted
-Fixed infinite bot stunlocks from "dirty" fentanyl and morphine syringes
-Fixed minor level generation issues
-Fixed cheap electoo unable to operate with limb replacers
-Fixed chance of losing genetic material and getting nothing out of it

Update: Jun 28 @ 7:14pm

Update: Jun 19 @ 5:53am

New:
-Added 2 units to necrons
-Added new decorations
-Added new beacon stations
-Added new armor
-Added genecult's faction module
-Added upgrades for lance and heavy lance turrets
-Added indicator and preview sprites for lance turrets
-Added genestealer mutations
-Added tyranid eggs
-Added aqua gaunt mutations
-Added new ui and text elements from base game update
Changes:
-Some changes and additions to techpriest's talents
-Moved certain unlocks from techpriest/magos talents into their starting talents
-"New adepts recruiting" talent moved into legacy category (will remain in game but won't be pickable by new characters)
-Updated necron units sprites
-Now gauss weapons have 2 modes: for players and for AI
-Continued getting rid of useless ballast came from vanilla
-Reduced speed penalty from gauss blaster
-Added contained sprites for some of the mk7 armor
-Added level wall damage to welding mechanodendrites
-Changed the way how critical states apply to reduced status effects count
-Resprited flak armor
-Resprited old genecult armor
-Changed genecult name and description
-Replaced security on genestealers' outposts with brood brothers
-Removed gunshot wounds as valid condition from fractures
-Increased min % of affliction needed to trigger critical state appearing chance
-Excluded melta and plasma burns from valid conditions for blinding
-Bots no longer get infections and fractures
-Changed resistances of astartes armor
-Removed existing genestealer infection and symbiosis
-Added scope effects to longlas and stalker bolter
-Replaced renegade sergeant's flak vest with renegade's flak armor due to it's sprite being too old
-Replaced old id of flak vest in corpses configs
-Changed some items in npc configs
Fixes:
-Fixed multiple issues related to accessibility of cheap electoo
-Fixed some of the description issues
-Fixed flamer consumption rate
-Fixed item's condition preventing crafting
-Fixed floating juke boxes
-Fixed some icons for helmets

Update: May 25 @ 11:18pm

New:
-Added new talents to guardsman
-Updated main menu art
-Added more music into juke boxes
-Now magos and techpriest will start with set of standard templates
-Added cheap version of electoo that is usable by mortals
-Added set of mechanicus decorations
-Added chaos version to lance towers
-Added more versions of structures to reduce their overall count in subs
-Added ability to put chainswords and power swords into bag slot so they look cool on your belt
-Added new t2 and t3 submarines
-Added new chaos decorations
-Added set of Nobility's decorations
-Added new lamps variations
Changes:
-Reduced armor and hp of necrons
-Reduced armor and damage of legacy mantises
-Overall buff to astartes (both bots and players): Matched their hp to Husk marine's hp
-Replaced some of the ai generated location arts with old ones
-Made speakers craftable
-Increased range of juke boxes
-Changed starting kits for certain jobs
-Replaced all small vanilla turrets with mod's equivalents
-Added quality stat for handheld lascannon
-Changed medic's "High technologies" talent. Now it also provide +1 quality to general medicines
-Added biomaterial craft to archmagos genetor
-Added charging dock close to main airlock on hell bringer mk1
-Updated hints for implants that are restricted for usage by space marines
-Updated texts
-Made all chaos towers non swappable to prevent bug when you swap turret into chaos one and basically make it unusable
-Reduced module count by 1 for military and research outposts
Fixes:
-Fixed issue with cave gas
-Fixed bug that prevented astartes guns from corrupting even when all conditions were met
-Fixed fuel backpacks being tagged as loadable item
-Reconfigured item list for archmagos artisan talent
-Fixed craft prevention of SoB heavy flamer and goliath heavy flamer
-Fixed misaligned projectile spawn point in chaos heavy lance tower
-Fixed t1 sub prices

Update: Apr 25 @ 6:31am

-Updated wptest's arsenal
-Made implants deconstructable for half of their crafting price
-Rebalanced implants' prices
-Made jukeboxes craftable
-Get rid of most DoW 2 music, so, now if you want to play with music just install jukebox or speaker on your ship

Update: Apr 24 @ 9:44am

New:
-Added tempestus themmed skins for some IG weapons
Fixes:
-Get rid of warns from admech axe, just for perfectionists
-Fixed multimelta recipe error
-Fixed missing ui elements for reserve branch
-Fixed outpost reactor have messed up texture after game update
-Fixed rockets not exploding on impact
-Fixed incendium being consumed in plasma generator if you not remove refilled tanks in time

Update: Apr 23 @ 8:35am

Fixed pricing and sub category assignment for new sob weapons

Update: Apr 21 @ 10:14am

New:
-Added new talents for guardsmen
-Added flamer backpack fueling system
-Added new armor
-Added new weapons
Changes:
-Lowered faith cap for "Not today talent" to 70% min required instead of 90+
-Added armor penetration for status effect based weapons such as chain swords and flamers
-Due to being too outdated both versions of chinese localizations are disabled
-Updated medkit sprite
-Changed purifier talent: now it unlock incendium fuel backpack instead of unlocking 1 of the flamers
-Removed crutches that simulated armor penetration for explosions
-Added built-in hotshot powering to kasrkin armor
-Changed the way how effect applied in "In His name you will prevail" talent.
-Removed chance of starting fire from flamers
-Implemented new text and gui elements from vanilla update
-Added adeptus arbites units on colonies
-Changed assault and storm bolters a little bit. Now they actually have separated slots for each of their barrels
-Added ability to blessed weapons (sororitas weapons) to deal more damage to heretics
-Made regular power swords craftable
-Changed recipe of magazines for sororitas bolters
-Updated tags in medicine related status effects
-Set stun's activation threshold to 0 as it now how it supposed to work in core game
Fixes:
-Fixed chaos talents don't unlock armor after ID changes
-Fixed sicarian legs being cursed
-Fixed oneshots of space marines by certain creatures that started to happen after game update
-Removed grenade launchers from specialists loadlouts since nothing work to fix that shit
-Fixed Kraken diving suit still used old flak vest's ID which caused some issues with crafting