Re: Barotrauma Extended v8.3
Posted: Mon Jan 21, 2019 6:05 pm
New update, lads. Here's the changelog:
Mod Changes:
-Edited Battery Cells to be much weaker in weapons and exosuits. They also have a different sprite and can be thrown now.
-Added a new energy source for handheld devices, Power Cell. These lasts twice as much on most devices but take longer to recharge.
-Renamed Fulgurium Battery Cell to Fulgurium Power Cell. The recipe to craft them is different.
-Submarine Batteries now recharge energy cells at a slower rate so Recharge Docks are better now.
-Added a new power source, Power Cell Generator. It's a generator that uses power cells to generate a small amount of power. Works underwater.
-Added a new raw material, Lead. It's a required ingredient to craft a bunch of items, fuel rods for isntance.
-Edited a number of recipes so they require lead instead. Added recipes to make lead spears and saws.
-Increased the effectiveness of Cyanide.
-Edited the revolver rounds. Standard ones deal less bleeding now while the HL deal more. HL also deal less stun damage but has increased push force.
-Nerfed shotgun beanbag rounds and decreased the push force in shotgun taser rounds.
-Nerfed most of the armor values in wearable items that offer protection.
-Reduced the stun from some of the small spears.
-Reduced the stun from powered thermoblades and vibroblades.
-Reduced the hand-locking duration in tempcuffs.
-Bandages don't dissapear after being completely used to avoid a decync bug and to allow them to be "repaired" with the tool kit.
-Replaced radiation shipping boxes with radiation shipping crates, which are made of lead.
-Fixed bodybags, restraint sets and hogtie sets removing stun damage.
-Fixed the kelp sprite loading a bit of other sprites.
All Vessels:
-Edited the power requirements of most of the hardware.
-Replaced some battery cells by power cells found in containers.
-Added at least one Lead Block in every workshop.
Aegir Mark IV:
-Moved the searchlight into the railguns so the space under the railguns is clear.
Nehalennia II:
-Edited the Airlock buttons and components so they cannot be rewired with screwdrivers.
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.
Enki:
-Added a Power Cell Generator in the battery pit. It's wired to life support and the hydrogen generator in case of emergency.
-Edited the main airlock so it uses an actual airlock system with two blast doors.
-Fixed the medical bay door not allowing access to enforcer and command officers.
Njord:
-Moved some components to more hidden locations.
Vellamo I:
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.
Vellamo II:
-Added a Power Cell Generator in Life Support. It's wired to life support and workshop hardware in case of emergency.
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.
Mod Changes:
-Edited Battery Cells to be much weaker in weapons and exosuits. They also have a different sprite and can be thrown now.
-Added a new energy source for handheld devices, Power Cell. These lasts twice as much on most devices but take longer to recharge.
-Renamed Fulgurium Battery Cell to Fulgurium Power Cell. The recipe to craft them is different.
-Submarine Batteries now recharge energy cells at a slower rate so Recharge Docks are better now.
-Added a new power source, Power Cell Generator. It's a generator that uses power cells to generate a small amount of power. Works underwater.
-Added a new raw material, Lead. It's a required ingredient to craft a bunch of items, fuel rods for isntance.
-Edited a number of recipes so they require lead instead. Added recipes to make lead spears and saws.
-Increased the effectiveness of Cyanide.
-Edited the revolver rounds. Standard ones deal less bleeding now while the HL deal more. HL also deal less stun damage but has increased push force.
-Nerfed shotgun beanbag rounds and decreased the push force in shotgun taser rounds.
-Nerfed most of the armor values in wearable items that offer protection.
-Reduced the stun from some of the small spears.
-Reduced the stun from powered thermoblades and vibroblades.
-Reduced the hand-locking duration in tempcuffs.
-Bandages don't dissapear after being completely used to avoid a decync bug and to allow them to be "repaired" with the tool kit.
-Replaced radiation shipping boxes with radiation shipping crates, which are made of lead.
-Fixed bodybags, restraint sets and hogtie sets removing stun damage.
-Fixed the kelp sprite loading a bit of other sprites.
All Vessels:
-Edited the power requirements of most of the hardware.
-Replaced some battery cells by power cells found in containers.
-Added at least one Lead Block in every workshop.
Aegir Mark IV:
-Moved the searchlight into the railguns so the space under the railguns is clear.
Nehalennia II:
-Edited the Airlock buttons and components so they cannot be rewired with screwdrivers.
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.
Enki:
-Added a Power Cell Generator in the battery pit. It's wired to life support and the hydrogen generator in case of emergency.
-Edited the main airlock so it uses an actual airlock system with two blast doors.
-Fixed the medical bay door not allowing access to enforcer and command officers.
Njord:
-Moved some components to more hidden locations.
Vellamo I:
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.
Vellamo II:
-Added a Power Cell Generator in Life Support. It's wired to life support and workshop hardware in case of emergency.
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.