Re: Barotrauma Extended v3.3
Posted: Wed Sep 20, 2017 6:23 pm
Mod update for today. Here's the changelog:
Mod Changes:
-Added a new creature type, Young Mantis. They are half the size of adult ones and also have half the stats, mostly. They spawn in small groups.
-An Adult Mantis will not attack young ones, unlike the more aggressive Tiger Threshers.
-Added a new creature type, Old Tiger Thresher. This is an unique mission creature that replaces the "Killing a Tiger Thresher" one with a strong variant.
-Added a new creature type, Old Mantis. This is an unique mission creature that replaces the "Killing a Mantis" one with a strong variant.
-Crawlers will no longer work with Husks and will hunt them down unless there are Humans or bigger predators nearby.
-Coelanths will no longer work with Tiger Threshers and will attack them on sight.
-Infested Carriers won't attack Fractal Guardians since they are now considered to be part of the same species. Most creatures will stay clear of them.
-Scorpions no longer bleed. Edited their attack priorities so they defend better. Some creatures fear Scorpions and will keep their distance or flee from them.
-Raw Snailfish Meat is toxic now. Consuming it will stun characters for a second several times and will also cause mild suffocation and reduced movement speed.
-Morbusine is now a Snailfish based neurotoxin. It has stronger effects than Raw Snailfish and it can be applied up to 4 times, which can be lethal.
-Added a new neurotoxin, Hematosine. It causes a stacking bleeding effect that gets worse over time.
-The Bleedout Dart is a Hematosine based ammo for the Dart Rifle now so it requires that chemical in its crafting recipe.
-Ethanol now causes effects similar to those applied by alcoholic drinks instead of just apply a speed penalty.
-Most chemicals cannot be carried in the hands now because the new effects in them causes a bug that applies the effects by just clicking the mouse button.
-Added a fake Mantcrawl Cocktail recipe for the oven. It contains Snailfish toxin, which will apply the toxin effects on anyone that eats the food.
-Edited the speed bonus/penalty applied by food so they stack instead of forcing a set value.
-Added a new Job, Cook. They are culinary specialists with the best cooking skill.
-Engineers now carry Wire instead of a Wrench since their job has more use for wires.
-Increased the rate at which Gauss Weapons consume metal bars when firing.
-Removed the armor value given by the different trousers because it was causing them to become fireproof somehow.
-Reduced the speed penalty for the Body Armor a bit and edited its sprite so it doesn't look as big and cumbersome on characters.
-Increased the speed penalty applied by the handcuffs and edited their sprites.
-Nuclear Reactors can only hold 3 Fuel Rods at a time and their meltdown explosion is bigger now.
-Diesel-Electric Generators Can hold up to 5 Cans of Diesel as a way to boost its slow power rate. They also deteriorate at a slower rate now.
-Edited the "Salvaging an artifact" mission that ends up being a Moloch. Killing the creature now prompts a message and the debriefing is slightly different.
Nehalennia Mark II's Changes:
-Replaced the double window with a single one because it was still being buggy.
-Resized some of the rooms and hulls, and made some aesthetic edits around the submarine.
-Removed an internal wall causing the sub to flood, even if the outer wall was still intact.
-Removed some redundant structures from the submarine and edited some of the items found around.
-Added a spawn point for Cooks in the Canteen to avoid them spawning in random ones and get an ID clearance they are not supposed to get.
Mod Changes:
-Added a new creature type, Young Mantis. They are half the size of adult ones and also have half the stats, mostly. They spawn in small groups.
-An Adult Mantis will not attack young ones, unlike the more aggressive Tiger Threshers.
-Added a new creature type, Old Tiger Thresher. This is an unique mission creature that replaces the "Killing a Tiger Thresher" one with a strong variant.
-Added a new creature type, Old Mantis. This is an unique mission creature that replaces the "Killing a Mantis" one with a strong variant.
-Crawlers will no longer work with Husks and will hunt them down unless there are Humans or bigger predators nearby.
-Coelanths will no longer work with Tiger Threshers and will attack them on sight.
-Infested Carriers won't attack Fractal Guardians since they are now considered to be part of the same species. Most creatures will stay clear of them.
-Scorpions no longer bleed. Edited their attack priorities so they defend better. Some creatures fear Scorpions and will keep their distance or flee from them.
-Raw Snailfish Meat is toxic now. Consuming it will stun characters for a second several times and will also cause mild suffocation and reduced movement speed.
-Morbusine is now a Snailfish based neurotoxin. It has stronger effects than Raw Snailfish and it can be applied up to 4 times, which can be lethal.
-Added a new neurotoxin, Hematosine. It causes a stacking bleeding effect that gets worse over time.
-The Bleedout Dart is a Hematosine based ammo for the Dart Rifle now so it requires that chemical in its crafting recipe.
-Ethanol now causes effects similar to those applied by alcoholic drinks instead of just apply a speed penalty.
-Most chemicals cannot be carried in the hands now because the new effects in them causes a bug that applies the effects by just clicking the mouse button.
-Added a fake Mantcrawl Cocktail recipe for the oven. It contains Snailfish toxin, which will apply the toxin effects on anyone that eats the food.
-Edited the speed bonus/penalty applied by food so they stack instead of forcing a set value.
-Added a new Job, Cook. They are culinary specialists with the best cooking skill.
-Engineers now carry Wire instead of a Wrench since their job has more use for wires.
-Increased the rate at which Gauss Weapons consume metal bars when firing.
-Removed the armor value given by the different trousers because it was causing them to become fireproof somehow.
-Reduced the speed penalty for the Body Armor a bit and edited its sprite so it doesn't look as big and cumbersome on characters.
-Increased the speed penalty applied by the handcuffs and edited their sprites.
-Nuclear Reactors can only hold 3 Fuel Rods at a time and their meltdown explosion is bigger now.
-Diesel-Electric Generators Can hold up to 5 Cans of Diesel as a way to boost its slow power rate. They also deteriorate at a slower rate now.
-Edited the "Salvaging an artifact" mission that ends up being a Moloch. Killing the creature now prompts a message and the debriefing is slightly different.
Nehalennia Mark II's Changes:
-Replaced the double window with a single one because it was still being buggy.
-Resized some of the rooms and hulls, and made some aesthetic edits around the submarine.
-Removed an internal wall causing the sub to flood, even if the outer wall was still intact.
-Removed some redundant structures from the submarine and edited some of the items found around.
-Added a spawn point for Cooks in the Canteen to avoid them spawning in random ones and get an ID clearance they are not supposed to get.