

Only the first projectile that hit did double damage.

Fixed Flamer being craftable by anyone, even though it should only be possible with the "Pyromaniac" talent.Pet raptor eggs can be fabricated from raptor eggs of any size.Fixed "Bounty Hunter" and "Logistics Expert" not giving 15% experience bonus.Fixed "Down With the Ship" sometimes having an incorrect description.Fixed the skill gains on low levels (0-15) being ridiculously high.The skill increases are defined per affliction.

Also applying the buffs now increases the medical skill. Reworked the weapons and the medical skill gains: instead of always increasing the weapons skill when a target takes damage, afflictions like poisons now increase the medical skill.Adjusted the syringe and stun gun dart trajectories.

Prevents being able to spam medicine (or poisons) at a nearly unlimited rate. Added a short cooldown to applying medical items.Attempts to poison the target can now fail when the user has a low medical skill.Made medic AI react sooner to treat poisons.Poisons (and paralysis) now wear off when the affliction level is low.They also use a version of the affliction that progresses using the old, slower speed.) (Leucocytes don't always apply enough paralysis for it to progress. Paralysis: Advances more quickly than previously.Cyanide poisoning: Doesn't do much at first, but progresses rapidly and kills the target suddenly.Morbusine poisoning: Kills the target relatively quickly from gradual oxygen deprivation/organ damage.Sufforin poisoning: Slowly makes the target fall sick.Bigger monsters are generally more resistant than the smaller. Sufforin, Morbusine, Cyanide, Paralyzant now work on most monsters.Reworked most poison afflictions with the goal that a medic can now use them offensively on monsters and humans alike.Inversed the reeling logic: ragdoll key = reel in. Harpoons: Adjusted the damage on walls and the projectile launch forces.Adjusted the aim poses used while holding certain melee weapons.Made drinks and other consumables work more consistently.Bots now prefer PUCS over the other diving suits and the other diving suits over exosuit.This was implemented as a workaround to it being difficult to grab large monsters, but now they're much easier to grab - you can grab them anywhere near their main limb, instead of having to find the "origin" somewhere at the center of the monster. Large monsters no longer drop the loot when they die.Reduced Flak Cannon effectiveness (in particular Spreader Ammo and Explosive Ammo), against large enemies in particular.Depth charge tweaks: require UEX, increase non-contained item explosion radius and damage, allow quality to affect explosion, increase pricing.Changed Alarm Buzzer sound to differentiate it from the diving suit warning beep.All these items are now less efficient when used with low skills. Flamer and steam gun now apply burns on the user only when they don't have enough skills to use the item. Revisited the skill requirements and the OnFailure conditions on welding tool, plasma cutter, flamer, and steam gun.Minor improvements to ragdoll animation when falling prone due to stun/unconsciousness/ragdolling.The "max missions" campaign setting is restricted to a maximum of 3.Miscellaneous fixes to all translations.Crush depths are displayed on the submarine switch terminal.Some submarine upgrades cost materials in addition to money.See also: Version History/Release, Version History/Legacy 91 0.8.9.1 (First closed alpha testing build).
