Barotrauma
Barotrauma 40K
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Actualizare: 6 apr. @ 0:16

New:
-Added function of permanent removal of items from trash bins
-Added more module variations
-Added high difficulty hostage rescue missions
-New module set for abandoned outposts
-Added new structures
Changes:
-optimized medical system
-Removed immunity damage from organ damage
-Added immunity damage to acidic burns (vanilla ones)
-Made pain and infections threat actually matter
-Removed roots in caves of 2-nd biome
-Cave gas now reduce oxygen tanks by 0.5% instead of 3% and now have interval of 1 second instead of working per frame
-Nerfed resistances of dark magos and magos dominus matles
-Made chemical addiction cure inself faster
-Made medkits apply opiate addiction and overdose if skillcheck was failed
-Made it possible to craft trash bins
-Added tags to some containers on wrecks to increase loot amount
-Added more tags to insignia so it allow to interact with wider spectrum of items
-Replaced old iter in infernos and saltatio damnatibus covers with new versions
-Made oxygen tanks not damageable by explosions
-Removed few no longer used tracks
-Removed security and research module from abandoned outpost preset
-Removed old modules from abandoned outposts
-Set hostage spawnpoint to be in the crew module in large well ventilated room
-Made guardsman's prayers and "his care" cooldowns being handled by affliction instead of intervals
-Added more afflictions descriptions
-Changed some deconstruction outputs for medical items
-Nerfed biogel
Fixes:
-Fixed left hand wasn't hidden by implants
-Fixed spawn kits being a little screwed after ID changes
-Fixed collisions of tombs spiders
-Fixed console warn spam about some of the resistances of necrons
-Fixed some of the corpse spawnpoints had non wreck tags which made the id cards unusable with some containers and doors
-Fixed some recipes still had old armor IDs
-Fixed armor of contempt only activated during crouching
-Fixed some pumps not being connected on outposts

Actualizare: 21 mart. @ 12:14

New:
-Added new set of nurgle blessed power armor
-Some creatures will deal more damage to SMs when playing on high or hellish world hostility
-Added new husks into spawn list
-Added more outpost modules
-Added more resizable structures
-Added new variant of heavy door
-Added package for plastic
-Added more wrecked versions of turrets
-Added new chaos tier 2 attack submarine
-Added purity seals
-Added new outpost events
Changes:
-Tweaked stats of sororitas bolters so their differences are more noticeable
-Tweaked some crafting recipes again
-Added disruption damage to arc maul and taser goad if you use it with necron battery
-Changed IDs of flak vests. Existing items should be updated without issues
-Changed creature spawn timings and safety period
-Made hitboxes of power axe and heavy power axe bigger
-Buffed damage of power axe and heavy power axe
-Reduced total module count for big chaos colonies
-Changed NPC set for big chaos colonies
-Reworked Defiant class light cruiser
-Changed decorations on submarines
-Installed heavy doors on t2 and t3 astartes submarines
-Added medic npcs who actually heal outpost dwellers
-Reduced heal amount and faith cost of "Fight despite your wounds" talent
Fixes:
-Fixed error with low profit cargo missions
-Fixed self increased price of t1 transport submarines
-Fixed missing AP for handheld plasma cannon
-Fixed inability to craft corrupted bolters
-Fixed wrong resistances of chaos flak armor
-Fixed Wrong medical module appearing on SM outposts
-Fixed power back pack not charging power cells that are on 0%
-Fixed power back pack still losing charge after power cell reach 100%
-Fixed wreck event set was technically easier for 2-nd half of 2-nd biome
-Fixed 1 of the fabricators wasn't connected to container on Sword
-Fixed one of the basic admin modules had wrong placed waypoints
-Fixed inconsistent work of "Fight despite your wounds" talent
-Fixed inconsistent 2-nd life implant's effect

Actualizare: 18 febr. @ 7:53

Basically reuploading last update because of file transfer issue that happened last time

Actualizare: 18 febr. @ 7:51

Basically reuploading last update because of file transfer issue that happened last time

Actualizare: 17 febr. @ 11:53

New:
-New missions
-Overhauled missions distribution
-New implants
-Added some high gothic names for randomly generated characters
-New skitarii skill tree
-Space marine sized limbs implants
-New outpost modules
Changes:
-Added togglable status hud for armor
-Submarine changes
-Weapon pricing tweaks
-Changed trigger in "In His name you will prevail" talent from any medicine to specifically healing meds (biogel, surgical kit, medkit)
-Added resistance for gamma radiation into space marine geneseed
-Reduced base damage of transuranic arquebus by 15%
-Tweaked accuracy of some mechanicus and astartes weapons
-Made basic bolters more accurate
-Changed crafting recipe of some bolter magazines types
-Added new specialization talent for guardsman
-Added option to corrupt newer heretic weapons such as hot-shot lasguns and bolters
-Removed talent lock on grenade launchers craft
-Resprited some of the talent icons
-All versions of black carapace now can accept only astartes size implants
-Resprited sisters of battle power armor
-Reduced AoE attack range of Charybdis which surprisingly wasn't caused by range of the explosion component
-Restricted amount of endworms and charybdises that can spawn at once time to 1
-Reduced comonnes of endworms and charybdises to 1% per creature spawn event in 3-rd biome
-Added diving related tags to magos mantles so bots can wear properly at all times
-Thousand sons armor now can be crafted from any revelations book from gaurdsman's pool instead of only 1 specific
-Resprited banshee armor
-Changed chaos colony config so it won't have 2 useless modules
Fixes:
-Fixed backpack bug
-Fixed missing localization
-Fixed hands of vanguard skitarii armor being invisible without arm implant
-Fixed inability to craft bolter special ammo for basic bolters

Actualizare: 13 ian. @ 17:39

New:
-Added more decorative stuff
-Added heavier doors
-Added docking module variation for colony
-Added new armor
Changes:
-Updated some text stuff
-Added corrupted plasmagun, plasma pistol and tank recipes into "Chosen one" talent
-Removed new year event stuff
-Made ballast on Gladius look as one room in mini map
-Added supply cabinets on Gladius
-Updated some UI elements
-Added faction related decorations into normal outposts module set
-Updated genecult npcs set
Fixes:
-Presumably fixed bots' obsession with traversing Infidel through ballast instead of upper deck
-Fixed missing npc for chaos outposts
-Fixed not connected auto hellgun on Defiant
-Fixed ion plasma cutter not working with level resources
-Changed bio material crafting recipe so it can accept genes that aren't 100%

Actualizare: 6 ian. @ 14:30

New:
-Added some of the newer vanilla gear elements
-Added new decoration for necron tombs
-Imported newer ruin items
-Added module variations for normal outposts
-Added new modules for chaos outposts
Changes:
-Set vanilla paths to vanilla items to content folder so it can't even in theory mess with "missing" files in the mod
-Removed no longer used sprites
-Updated miner's npc preset
-Replaced decorative wires on outposts with resizable ones which will reduce overall structure count
Fixes:
-Fixed missing localization of new medic's talents
-Fixed misleading description of t1 holy armoury talent
-Fixed railgun canister shell being invisible
-Fixed not connected periscopes on strike cruiser
-Fixed potential issues with powering military outpost

Actualizare: 31 dec. 2024 @ 3:56

New:
-New talents for sister of battle and medic
-New year event has started
Changes:
-Decreased fermentation time from ~50 minutes to ~16
-Allowed large containers to store large items such as mining lasers and astartes heavy weapons
-Changed sprite of power backpack
-Added chaos skin for power backpack
-Added crafts for some low quality implants
-Optimized code of necrons' resistances
-Made concussion and pain only target humans
-Removed space marine merchant from military outposts
-Changed crafting recipe and pricing of chainsword chains
-Fixed voss pattern laspistol don't consume ammo
-Resprited voss pattern laspistol
Fixes:
-Hidden icons of amputations
-Fixed biomonitor and metabolism regulator had wrong slot tags
-Fixed ability to store medium and large items in admech robes
-Fixed softlock after docking to pirates
-Fixed immunopreservant required talent to craft them
-Fixed sister of battle PA helmet don't have resistance to concussion
-Fixed corrupted bolter and escher shotgun magazines recrafring recipes
-Fixed electoo and admech robes legs

Actualizare: 20 dec. 2024 @ 22:46

New:
-Added new weapons
-Added new implants
-Replaced old t3 Cobra and Sword with new t2 ones
-Added resizable structures for sub editor
-Added new order that allow bots using medical beds
Changes:
-Changed size tags of certain items
-Changed container restrictions
-Made ferm. vats and autoclaves linkable
-Added warp influence stack to corrupted weapons that didn't had that
-Changed magos starting kit
-Made ion cutter and mining laser actually cut ore faster
-Imported some of the changed missions from vanilla
-Reassigned mission difficulties for certain mission types
-Moved implants from materials to medical category
-Added chair on subs that didn't had it in the command room
-Changed tiers and prices for some subs
-Updated vanilla medical bed prefab so it can be used with new order
-Replaced boarding pod sprite with 40k correct one
-Resprited old some of the weapons
-Cadian lasgun: ammo capacity is now 100 shots per power cell
-Lasgun power cell: max stack size for containers now 8, for character inventories still 4
-Cadian lascarbine: ammo capacity is now 20 shots per power cell, deals 25% more damage than normal lasgun, have 15% AP, use regular lasgun power cell
-Longlas: use regular lasgun power cell, reload time is now 1.5 seconds, deals twice more damage than normal lasgun
-Hot-shot lasgun: deals 50% more damage than normal lasgun, in testing: might require power backpack to work, firing rate set to 2 shots/second
-Krieg lasgun: ammo capacity is now 50 shots per power cell
-Krieg lascarbine: use krieg lasgun power cell
-Made t2, t3 and archeotech optical implants provide thermal vision
-Replaced old mind sense and mind wipe presets since they were changed in vanilla
-New functionality for power backpack:
Now it will not require battery to refill power cells
Now it will provide power for hot-shot lasgun, meaning hot-shots now won't work without power backpack equipped
-Removed no longer needed lasgun and hosthot powercells. All existing items will be replaced on normal lasgun powercell. Same for corrupted versions
-Changed npcs loadouts
Fixes:
-Fixed too low AP of lances
-Fixed missing connection in research terminal in research module
-Fixed too high packages spawn rate
-Few less important changes
-Fixed missing tags on material packages and some other items
-Fixed possessed melta rifle wasn't able to reload by draining character's warp influence
-Fixed augmentations for limbs sometimes work incorrectly and not amputating original limb they were installed on
-Reduced shots volume of rad carbines and pistols
-Fixed depth of jukebox in outpost crew module
-Fixed augmented limbs become visible when you start next round after implantation
-Fixed waypoint bug on Falchion
-Fixed naked admech spawning on chaos stations
-Fixed vanguard armor had missed tags which made bots dumb

Actualizare: 2 dec. 2024 @ 0:06

New:
-Added new relic items
-Added item packages
-Added new mechanicus factional modules
-Added new implants
-Added limbs amputations
-Added new chaos faction module
-Added new module set for astartes fortress
Changes:
-Optimized some afflictions application
-Some pricing changes
-Changed some recipes
-Increased delay before electoo remove itself from non admech characters
-To insure that it will work fine for rogue trader changed electoo spawn logic for "Initium mechanicum" talent
-Speical ammo for ganger weapons no longer sold in coalition stores
-Separated adamantium legs and hands into 2 implants of each type (1 right, 1 left), every existing instance of implant will be replaced with same implant for right limb
-Adamantium hands and legs when you put them into implant container now automatically amputate limb if it wasn't removed before
-Adamantium hands and legs no more considered as mechanicus implants
-Removed difficulty % requirements from pricing settings of adamantium limbs, lowered price
-Enlarged slots amount for every implant container type
-Changed skitarii and other admech units starting kits
-Some icons and sprites changes
-Decreased price on turret autopilot
-Updated icons of some implants
-Increased reward for tomb related missions
-Increased max difficulty cap for event set that allows hiring starting crew up to 10 so it can be trigerred when you start on hellish
-Changed few thing in initial event of Carlos and Newton questlines
-Changed outpost upgrade logic
-Removed difficulty % lock on some implants so you can buy them right on start of the campaign
-Tweaked some prices and recipes for mechanicus weapons
-Added override to all most important mod's files so I can forget about dealing with overriding mod's files by other mods
-Added icons for amputations
-Made crouch lower while not moving
-Removed outpost module presets that were replaced
-Now 2/3 merchants in sm fortress are mortals. The general and medical ones
-Reduced default item stack back to 8 (if you want to store more - use packages)
Fixes:
-Added missing pvp level presets
-Fixed missing localization
-Fixed pvp outpost not being used and instead game just used random generated colony
-Fixed noise cannon and blast master playing while they aren't in hands
-Fixed normal bolter can't use special ammo when normal bolt pistol can
-Removed bugged mechanicus factional modules
-Fixed power backpack charge speed being too slow
-Added 2 seconds interval between checks for water exposed chemicals
-Fixed (in theory) some of the ai pathing issues
-Fixed infinite welding fuel farm with marines