![]() We used to do it, but now each limb and damage modifier has its own parameter, see the #Damage Modifiers section below Limb(s) that have lower resistances (higher damage multipliers)ĭon't include the detailed values here. ![]() In the future, this will be used by AI target priorities tablesįound in Content/Characters/CreatureName/Animations/CreatureNameSwimSlow, -SwimFastįound in Content/Characters/CreatureName/Animations/CreatureNameWalk, -Run HP (vitality) of the variant if different PNG of the creature, obtained by using the wikiimage_character Console Commands in the creature editorįound in Content/Characters/CreatureName/CreatureName.xml, in (all videos and screenshots were taken by myself.This infobox goes on every creature page. Perhaps this thing is truly a god-like being? *sidenote*: As many of you likely know, "Jove" is the roman equivalent of Zeus in mythology. (feel free to post your findings in the comments, just make sure to tag as spoiler and notify people beforehand.) If you're willing to test it out yourself, go ahead. Although I've spoiled myself on the appearance of what appears to be the final boss of this game, I (weirdly) don't want to spoil myself on the actual mechanics. And honestly, I don't really wanna know just yet. Therefore, this thing is likely going to be found at the end of your campaign. I can only assume that this creature is the source of the Jovian radiation. Simply labelled as "Jove," This massive humanoid creature seems to have a large forcefield around it. So while this thing will likely shred our sub, we probably still have a chance given how damaged this thing is. However! If you look closely, you can see that this thing is quite hurt! You can see that it's actually much shorter than a normal doomworm, and judging from its lack of a tail, we can assume that this thing has already been in a fight and got cut in half before! (it appears to be only about 1/2 or 1/3 the length of a normal doomworm) In addition, you can see several holes in its shell and one of the main guns that replaced its mandibles is broken (missing its gun). That is a doomworm with alien material as part of its shell and a few alien weaponry strapped on for good measure. If this is one of the surviving aliens, where could you possibly find them and what could they possibly do? Either way, exciting to finally see what our alien predecessors looked like. From its name, I'm guessing that this is one of the fabled aliens from which the ruins originated. This new monster is labelled as an "ancient." It's a little bigger than a human if you minus its rear tentacles and is capable of swimming. (Although I don't see mention of such a new mechanic in the patch notes so HIGHLY unlikely.) Or more unlikely and disturbingly, this could mean that storing husk eggs in storage containers for long periods of time could have. My guess is that this likely has to do with new Children of the Honkmother quests, where this appears as an enemy. Seems incapable of swimming and can only crawl with its tendrils. ![]() It appears to be a husk infection that managed to parasitize a storage container. ![]() I haven't gotten the chance to see or test these new monsters myself, so I have no real idea what they do/what they are. You can preview these new monsters in the character editor, HOWEVER, they will be hidden in the editor unless you use the console command "showmonsters."īelow are all the screenshots of the new monsters that I was able to find. While the dev posts focus primarily on the changes in the campaign, the devs have sneakily added a few of new (potentially endgame-level) enemies into the patch notes. So today Barotrauma has been officially released! And with this release comes a whole slew of new changes. IF YOU WISH TO BE SURPRISED, TURN BACK NOW. THIS POST CONTAINS HEAVY SPOILERS FOR NEW ENEMIES IN THE 1.0 UPDATE. ![]()
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