Barotrauma
Enhanced Armaments
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Güncelleme: 30 Eyl @ 14:33
Güncelleyen: SGT. Shorty

Changed:

- Surplus SMG now has additional Laceration damage.


Fixed:

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

Güncelleme: 19 Eyl @ 12:10
Güncelleyen: SGT. Shorty

Fixed:

- Syringe Guns now function properly

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

Güncelleme: 13 Eyl @ 7:49
Güncelleyen: Micheny

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

Güncelleme: 21 Ağu @ 19:21
Güncelleyen: SGT. Shorty

Should be running okay now.

Changed:

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

Güncelleme: 20 Ağu @ 14:14
Güncelleyen: SGT. Shorty

Let's try this again.

Changed:

- See Previous Changelog

Güncelleme: 19 Ağu @ 16:59
Güncelleyen: SGT. Shorty

Fixed:

- Misc Fixes

- Marauder Uniform now properly behaves with AP.

Güncelleme: 6 Ağu @ 10:54
Güncelleyen: Micheny

Fixed non-existent identifier in NPCsets

Güncelleme: 26 Tem @ 11:44
Güncelleyen: Micheny

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

Güncelleme: 22 Tem @ 14:44
Güncelleyen: SGT. Shorty

Changed:

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

Güncelleme: 22 Tem @ 14:36
Güncelleyen: SGT. Shorty

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.