chikoeduardo wrote:Mod update for today, lads! Here's the changelog:
Mod Changes:
-Added a new item, Armored Trousers. They can only hold 2 items and make the user slower but they add armor to the legs.
-Enforcers no longer spawn with Ballistic Vest, Ballistic Helmet and a loaded Stun Baton. They spawn with Ballistic Trousers. The rest they have to get from an Armory.
-Nerfed Ballistic Vests and Ballistic Helmets a bit. They protect slightly less against damage and bleeding.
-Wearing both a Wetsuit and a Diving Mask will make a crewmember resistant to pressure but it still feels as if they are about to be crushed by it.
-Added a new item, ByPass Card. These are crafted in Card Fabricators and their purpose is to unlock the construction of restricted items.
-Stun Batons, Diving Knives and Tactical Grenades require a ByPass Card to be crafted.
-Spear Guns and Dart Guns now require Bypass Cards instead of Blueprints.
-Handcuffs can be crafted now. They require a ByPass Card.
-Edited the recipes to make Gauss Weapons and fixed the Gauss Rifle recipe being impossible to craft.
-Rebalanced most chems so they have slightly edited buffs/debuffs. Most of them can be consumed for weaker effects or completely different ones.
-Rebalanced all food and drink items. Their effects will stop if the character loses all health points.
-Rebalanced the requirements to repair and use tools/weapons.
-Reduced the damage done by most ranged weapons but Gauss Weapons.
-Saws fired from Saw Guns will damage adjacent characters if close enough.
-Lowered the skill requirements to craft makeshift Gauss Guns and Sonar Blasters.
-Increased the range for the two unique roar sounds the Elder Tiger Thresher makes.
-Bike Horns loaded in a Railgun Shell and Depth Charge/Mine will make a different honk sound with a huge range.
-Nerfed the stun damage caused by Stun Batons, Shock Rods, Defibrillators and Shotgun Taser Rounds.
-Reduced the ammo count Captains spawn with from 6 to 3 rounds.
-Made some slight changes to the Cook and Seaman spawning loadout.
-Reduced the structural damage from melee tools and weapons.
-Fixed New Doors, Hatches, Duct Blocks and Docking Ports not being able to be linked.
Class A Station:
-Edited the contents in most containers around the submarine.
Aegir Mark IV:
-Edited the contents in most containers around the submarine.
Nehalennia I:
-Edited the contents in most containers around the submarine.
-Replaced all Exosuits with Wetsuits and placed a Steel Locker in the Bilge for them.
-Replaced all Welders in an attempt to fix some of them unable to work.
-Fixed the Medical Door not opening for Scientists.
Nehalennia II:
-Edited the contents in most containers around the submarine.
-Fixed the Medical Door not opening for Scientists.
Themis:
-Edited the contents in most containers around the submarine.
-Added a Blast Door in Life Support so it's harder to flood.
-Added a Vent in the Kitchen and in Life Support.
-Edited most of the hardware so it display more accurate tooltips.
-Most of the hardware is protected against detaching via Wrench.
-Replaced the Exosuit in the Airlock with 4 Wetsuits.
Njord:
-Edited the contents in most containers around the submarine.
Vellamo II:
-Edited the contents in most containers around the submarine.
-Edited most of the hardware so it display more accurate tooltips.
-Most of the hardware is protected against detaching via Wrench.
-Replaced all Welders in an attempt to fix some of them unable to work.
Themis glitch: Captain cannot use all doors with his card, exceptionally outside. I noticed that when I was using respawn shuttle.
Class A Station: Captain cannot open some doors with his ID.
Vellamo II: Same thing with armory door and maybe something else.