Barotrauma
Enhanced Armaments
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Aggiornamento: 30 set, 14:33

Changed:

- Surplus SMG now has additional Laceration damage.


Fixed:

- Some Suit/Uniform recipies requiring or deconstructing into too many resources.

Aggiornamento: 19 set, 12:10

Fixed:

- Syringe Guns now function properly

- Autoinjectors no longer have the "syringe" tag, only new ones will have the tags removed in a campaign.

Aggiornamento: 13 set, 7:49

Resprited various weapons and changed Service Revolver & Light Hand Cannon AP rounds to DU rounds, also nerfed Irradiator shell a smidge.

Aggiornamento: 21 ago, 19:21

Should be running okay now.

Changed:

- Portable Fabricators now have a designated socket to put crates without blocking recipes.

Aggiornamento: 20 ago, 14:14

Let's try this again.

Changed:

- See Previous Changelog

Aggiornamento: 19 ago, 16:59

Fixed:

- Misc Fixes

- Marauder Uniform now properly behaves with AP.

Aggiornamento: 6 ago, 10:54

Fixed non-existent identifier in NPCsets

Aggiornamento: 26 lug, 11:44

Been a good few months since John Enhanced Armaments himself dropped an update.

- Resprited inventory sprites for most weapons (others soonTM)
- Resprited Service Revolver and Light Hand Cannon
- Nerfed Combat Shotguns (they fire slower across the board)
- Reduced salvageable item spawns a tad

Aggiornamento: 22 lug, 14:44

Changed:

- Blasters Resprited, and now look as an evolution of one-another.

Aggiornamento: 22 lug, 14:36

Did a little here, little there, forgot a chunk of it, but I remember this much...

Changed:

- Oppressor Heavy Pistol fires faster, but is a bit less accurate, and requires more skill.

- Marksman Rifles now behave differently with/out the scope, being less accurate but faster firing without one.

- Resprites in a few places, notably most in bags.