Re: Barotrauma Extended v5.3
Posted: Sun Mar 25, 2018 6:47 pm
It's mod update time, lads! Here's the changelog for v5.3 of Barotrauma Extended:
Mod Changes:
-Added a new shotgun ammo, Taser Round. It deals a bit more damage than beanbags but they do a lot more stun damage. They affect biomechanical and electric creatures differently.
-Added a variant for the Ballistic Helmet. It has a visor like the one in the Welding Helmet. It protects more but it obstructs vison and hides the identity of the wearer.
-The Ballistic Vest B now offers more protection than A but it gives increased movement and oxygen penalties.
-Switching Ballistic Gear in the Sewing Kit now requires a weapons skill of 60 so only Security and skilled individuals can switch between them.
-Added a new clothing item, Bodybag. Its main use is to store humanoid corpses inside but live humanoids can wear it too.
-Added a new junk item, Kelp. It's plentiful on the seabed and recycling it yields both Biomass and Ethanol.
-Added a new item, Frying Pan. It's used in some recipes and also as melee weapon. Cooks spawn with it.
-Added a new ingredient, Sugar. It's used in both cooking and chemical recipes.
-Added a new ingredient, Salt. It's used in both cooking and chemical recipes.
-Added a new food item, Apple. It can be eaten raw or used as cooking ingredient.
-Added a new lore document about Endworms. All Captains spawn with it.
-Added a temporary document about a new round start measure for a couple of ships.
-Increased the inventory space for clipboards from 10 to 18.
-Renamed the Diving Suit to Exosuit and changed its sprite to be less armored and more civilian-like.
-Added a new Exosuit, Assault Exosuit. It's a heavy power armor. It makes the user slower than regular suits unless it's powered.
-Using Stun Batons, Shock Rods or a Defibrillator on a scorpion will cause an electric explosion that deals stun and raw damage to anyone caught in the blast.
-Increased the effectiveness of Calyxanide in curing the Husk infection.
-Recycling complex drugs will yield Stabilozine now.
-Oxygen Generators, Oxygen Modules, Chemical Fabricators, Card Makers, Electrical Ovens and Refrigerators have customizable built-in lights now.
-Changed the sprite for the Claw Hammer, Utility Knife and Bandages.
All Submarines:
-Removed some unused components.
-Made some small aesthetical edits around the vessels.
-Added Sugar and Salt in the Kitchen Cabinets.
-Added a number of Bodybags in the Medical Bay.
-Added Crowbars in some containers or lying around and made most doors able to be forced open.
-Made it so the access door to brigs can also be forced open with a Shiv.
Nehalennia I Changes:
-Replaced the Storage with a Brig so prisoners stop spawning inside the Medical Bay.
-Moved the junction boxes from the Storage into the Armory and added an access door.
-Moved the Exosuits to the Bilge, next to the Airlock.
Nehalennia II Changes:
-Replaced the Storage with a Brig so prisoners stop spawning inside the Medical Bay.
-Moved the junction boxes from the Storage into the Armory and added an access door.
-Moved the Exosuits and Diving Chest to the Bilge, next to the Airlock.
Vellamo II Changes:
-Fixed an issue caused by the current relay components, which were causing a junction box in Life Support to always fry.
-Added a temporary note for the captain in Command.
-Fixed the docking port missing an access button.
Njord Changes:
-Fixed an issue caused by the current relay components, which were causing a junction box in Life Support to always fry.
-Added a temporary note for the captain in Command.
-Fixed the docking port missing an access button.
Aegir Mark IV Changes:
-Fixed the Dart Gun and Medical Darts not working.
Mod Changes:
-Added a new shotgun ammo, Taser Round. It deals a bit more damage than beanbags but they do a lot more stun damage. They affect biomechanical and electric creatures differently.
-Added a variant for the Ballistic Helmet. It has a visor like the one in the Welding Helmet. It protects more but it obstructs vison and hides the identity of the wearer.
-The Ballistic Vest B now offers more protection than A but it gives increased movement and oxygen penalties.
-Switching Ballistic Gear in the Sewing Kit now requires a weapons skill of 60 so only Security and skilled individuals can switch between them.
-Added a new clothing item, Bodybag. Its main use is to store humanoid corpses inside but live humanoids can wear it too.
-Added a new junk item, Kelp. It's plentiful on the seabed and recycling it yields both Biomass and Ethanol.
-Added a new item, Frying Pan. It's used in some recipes and also as melee weapon. Cooks spawn with it.
-Added a new ingredient, Sugar. It's used in both cooking and chemical recipes.
-Added a new ingredient, Salt. It's used in both cooking and chemical recipes.
-Added a new food item, Apple. It can be eaten raw or used as cooking ingredient.
-Added a new lore document about Endworms. All Captains spawn with it.
-Added a temporary document about a new round start measure for a couple of ships.
-Increased the inventory space for clipboards from 10 to 18.
-Renamed the Diving Suit to Exosuit and changed its sprite to be less armored and more civilian-like.
-Added a new Exosuit, Assault Exosuit. It's a heavy power armor. It makes the user slower than regular suits unless it's powered.
-Using Stun Batons, Shock Rods or a Defibrillator on a scorpion will cause an electric explosion that deals stun and raw damage to anyone caught in the blast.
-Increased the effectiveness of Calyxanide in curing the Husk infection.
-Recycling complex drugs will yield Stabilozine now.
-Oxygen Generators, Oxygen Modules, Chemical Fabricators, Card Makers, Electrical Ovens and Refrigerators have customizable built-in lights now.
-Changed the sprite for the Claw Hammer, Utility Knife and Bandages.
All Submarines:
-Removed some unused components.
-Made some small aesthetical edits around the vessels.
-Added Sugar and Salt in the Kitchen Cabinets.
-Added a number of Bodybags in the Medical Bay.
-Added Crowbars in some containers or lying around and made most doors able to be forced open.
-Made it so the access door to brigs can also be forced open with a Shiv.
Nehalennia I Changes:
-Replaced the Storage with a Brig so prisoners stop spawning inside the Medical Bay.
-Moved the junction boxes from the Storage into the Armory and added an access door.
-Moved the Exosuits to the Bilge, next to the Airlock.
Nehalennia II Changes:
-Replaced the Storage with a Brig so prisoners stop spawning inside the Medical Bay.
-Moved the junction boxes from the Storage into the Armory and added an access door.
-Moved the Exosuits and Diving Chest to the Bilge, next to the Airlock.
Vellamo II Changes:
-Fixed an issue caused by the current relay components, which were causing a junction box in Life Support to always fry.
-Added a temporary note for the captain in Command.
-Fixed the docking port missing an access button.
Njord Changes:
-Fixed an issue caused by the current relay components, which were causing a junction box in Life Support to always fry.
-Added a temporary note for the captain in Command.
-Fixed the docking port missing an access button.
Aegir Mark IV Changes:
-Fixed the Dart Gun and Medical Darts not working.