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Carb_Crusaders-GTFriendlyO-2.3.3 icon

GTFriendlyO

A major overhaul to vanilla GTFO's gameplay, designed to bring more depth WITHOUT sacrificing the fun and rewarding experiences with friends.

Date uploaded 3 months ago
Version 2.3.3
Download link Carb_Crusaders-GTFriendlyO-2.3.3.zip
Downloads 63
Dependency string Carb_Crusaders-GTFriendlyO-2.3.3

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.2 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.2
dakkhuza-MTFO-4.6.3 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.3
Dinorush-ModifierAPI-1.3.1 icon
Dinorush-ModifierAPI

API for plugin developers to modify certain values without conflicts.

Preferred version: 1.3.1
Dinorush-ExtraWeaponCustomization-4.11.12 icon
Dinorush-ExtraWeaponCustomization

Adds several new features to customize weapons.

Preferred version: 4.11.12
ProjectZaero-Junkie_Syringe_Pack-2.6.0 icon
ProjectZaero-Junkie_Syringe_Pack

An asset bundle pack for Rundown Devs containing 5 syringe variations.

Preferred version: 2.6.0
Panthr75-ExtraSyringeCustomization-0.3.11 icon
Panthr75-ExtraSyringeCustomization

Allows for Rundown Developers to add new syringes. Should now support syringes with multiple uses.

Preferred version: 0.3.11
GTFOModding-InjectLib-1.1.0 icon
GTFOModding-InjectLib

Dauda wants to inject things

Preferred version: 1.1.0
hirnukuono-EEC_H-1.8.27 icon
hirnukuono-EEC_H

A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions

Preferred version: 1.8.27
Dinorush-ExtraToolCustomization-1.7.1 icon
Dinorush-ExtraToolCustomization

Fixes tool bugs and adds customization for Sentries and Mines.

Preferred version: 1.7.1
dakkhuza-FloatingTextAPI-1.0.5 icon
dakkhuza-FloatingTextAPI

Provides a simple way for plugin developers to display info with floating text in the world

Preferred version: 1.0.5
Endskill-GTFuckingXP-2.7.3 icon
Endskill-GTFuckingXP

GTFO but rogue RPG

Preferred version: 2.7.3
Untilted-LightsAdjustment-1.1.2 icon
Untilted-LightsAdjustment

For those who are annoyed by flashlight movement and lights

Preferred version: 1.1.2
Localia-Trajectory_Lines_When_Placing-3.0.0 icon
Localia-Trajectory_Lines_When_Placing

Show a simple direction line when placing mines or sentry guns to make it easier.

Preferred version: 3.0.0
Localia-SentryGunEverywhere-3.0.0 icon
Localia-SentryGunEverywhere

Now you can place the sentry gun on any surface.

Preferred version: 3.0.0
Localia-PacksHelper-3.1.4 icon
Localia-PacksHelper

Make packing easier. And support to hold the LMB(Left Mouse Button) to pack yourself , RMB to pack teammates.

Preferred version: 3.1.4
CellSkippers-Parry-1.1.1 icon
CellSkippers-Parry

Parry enemy attacks!

Preferred version: 1.1.1
Untilted-FasterHackingMinigame-1.0.2 icon
Untilted-FasterHackingMinigame

Reduce the delay between TimingGrid hacking stages

Preferred version: 1.0.2
Andocas-PreciseUI-0.3.4 icon
Andocas-PreciseUI

Displays more detailed stamina, infection, health, bioscan progress, and more in the UI/HUD.

Preferred version: 0.3.4
Hikaria-ResourceStack-2.1.1 icon
Hikaria-ResourceStack

Stack resources

Preferred version: 2.1.1
Fody55-GTFO_ShootInTheAir-2.0.1 icon
Fody55-GTFO_ShootInTheAir

A really tiny mod that enables you to shoot while falling/jumping (similar to old QoLFix functionality).

Preferred version: 2.0.1
Amorously-DescriptiveWeaponStatShower-2.0.2 icon
Amorously-DescriptiveWeaponStatShower

Adds tabs to gear descriptions to view weapon stats or dev-defined tabs

Preferred version: 2.0.2
Endskill-Custom_Boosters-1.2.0 icon
Endskill-Custom_Boosters

A plugin for creating Custom Boosters

Preferred version: 1.2.0
Cactus-WorseHackingMiniGame-1.0.0 icon
Cactus-WorseHackingMiniGame

Make the hacking mini game more difficult

Preferred version: 1.0.0
GTFOModding-BetterBioTracker-1.0.1 icon
GTFOModding-BetterBioTracker

Improve your Tracker experience - Thermal Screen // Colored Bio // OldADS are all in!

Preferred version: 1.0.1
Dinorush-MirrorWeapons-1.0.1 icon
Dinorush-MirrorWeapons

Allows all weapons to be equipped in either slot.

Preferred version: 1.0.1
long_walter-MeleeTimer-0.0.2 icon
long_walter-MeleeTimer

Shows the max duration you can hold a full melee charge.

Preferred version: 0.0.2
Localia-PingEverything-3.0.1 icon
Localia-PingEverything

Now you can mark everything.(Middle Mouse Button)

Preferred version: 3.0.1
Shadsterwolf-SkipIntro-1.0.0 icon
Shadsterwolf-SkipIntro

Start into the rundown menu faster

Preferred version: 1.0.0
GTFOModding-SentryAmmoPercentageScreen-1.0.0 icon
GTFOModding-SentryAmmoPercentageScreen

Show Ammo Percentage of Sentry on their Screen

Preferred version: 1.0.0
Amorously-AmorLib-1.2.2 icon
Amorously-AmorLib

My cool library mod for plugin developers

Preferred version: 1.2.2
Dex-Tweaker-1.9.2 icon
Dex-Tweaker

Extra features for rundowns

Preferred version: 1.9.2
Ound9-O9_Custom_GearPart-0.0.9 icon
Ound9-O9_Custom_GearPart

Gear part mode

Preferred version: 0.0.9
Ound9-Ound9_gearpart_II-0.0.7 icon
Ound9-Ound9_gearpart_II

Gear part mode II

Preferred version: 0.0.7
DarkEmperor-DS2_Custom_Gear_Parts-0.1.7 icon
DarkEmperor-DS2_Custom_Gear_Parts

used in Death Sentence 2

Preferred version: 0.1.7
easternunit100-BetterBots-0.2.6 icon
easternunit100-BetterBots

Improves the logic of the bots and makes them more reliable in combat.

Preferred version: 0.2.6
JarheadHME-NoBrokenBotGear-1.0.0 icon
JarheadHME-NoBrokenBotGear

Fixes Bot gear getting broken when they try to equip something that doesn't exist.

Preferred version: 1.0.0
Dinorush-DropItemFixed-0.1.7 icon
Dinorush-DropItemFixed

A fork of Flowaria's DropItem with a few fixes. Hold E to drop your item into a locker.

Preferred version: 0.1.7
Dinorush-SpreadStartingAmmo-1.0.5 icon
Dinorush-SpreadStartingAmmo

Adjusts starting ammo by the number of players. [Required by all players]

Preferred version: 1.0.5
easternunit100-ChatterReborn-0.4.1 icon
easternunit100-ChatterReborn

Give your character more voicelines. Now including rundown specific dialogues.

Preferred version: 0.4.1
Dinorush-EnemyAnimationFix-1.4.6 icon
Dinorush-EnemyAnimationFix

Fixes several enemy bugs for both clients and host.

Preferred version: 1.4.6
randomuserhi-DMRReloadFix-0.0.6 icon
randomuserhi-DMRReloadFix

A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.

Preferred version: 0.0.6
Dinorush-DoorEnemyFixUpdated-1.1.3 icon
Dinorush-DoorEnemyFixUpdated

[Host Required] Fixes tripmines and C-Foam touching enemies through doors.

Preferred version: 1.1.3
Dinorush-ReDownFix-1.0.1 icon
Dinorush-ReDownFix

Fixes clients getting downed from taking any damage shortly after a revive.

Preferred version: 1.0.1
tru0067-PierceBugFix-1.2.2 icon
tru0067-PierceBugFix

Fixes piercing so that piercing shots hit the advertised number of enemies.

Preferred version: 1.2.2
GTFOModding-WeaponIconPlus-1.8.0 icon
GTFOModding-WeaponIconPlus

Weapon go visible

Preferred version: 1.8.0
HazardousMonkey-Minimap-1.2.5 icon
HazardousMonkey-Minimap

The exact same map you know, but down in the corner. Includes lots of customization!

Preferred version: 1.2.5
HazardousMonkey-Informative_Door_Icons-1.3.2 icon
HazardousMonkey-Informative_Door_Icons

Adds visual QoL to the various types of door icons on the map. Key-to-Door color matching, locks, bug fixes, etc.

Preferred version: 1.3.2
JarheadHME-PingableJunkieSyringes-1.0.2 icon
JarheadHME-PingableJunkieSyringes

Makes you able to ping the custom syringe assets from Junkie Syringe Pack

Preferred version: 1.0.2
Carb_Crusaders-InfectionDeathPenalty-1.0.0 icon
Carb_Crusaders-InfectionDeathPenalty

Inflicts players with infection whenever they go down. Affected by disinfection and boosters. Configurable percentage.

Preferred version: 1.0.0
Slide-Slides_Bot_Control-1.2.6 icon
Slide-Slides_Bot_Control

Tell the bots what they can, and can't do! Extensive control and options.

Preferred version: 1.2.6
JarheadHME-YeetArtifactHeat-1.2.1 icon
JarheadHME-YeetArtifactHeat

Smol plugin that hides artifact heat text on rundown screen

Preferred version: 1.2.1
food-Spectate-1.7.0 icon
food-Spectate

Spectate your teammates

Preferred version: 1.7.0
food-PlayerSync-1.1.2 icon
food-PlayerSync

Sync additional player information across clients.

Preferred version: 1.1.2
AuriRex-Clonesoft_Json-13.0.0 icon
AuriRex-Clonesoft_Json

Library - Newtonsoft.Json but in a renamed namespace.

Preferred version: 13.0.0

README

GTFriendlyO

Description:

A major overhaul to vanilla GTFO's gameplay, designed to bring more depth WITHOUT sacrificing the fun and rewarding experiences with friends.

As a long-time GTFO player, I've felt the base game lacked a bit of variety in certain aspects of its gameplay. After running several Rundowns with friends, we all agreed the game needed a bit more spice. This mod focuses on creating a more casual-friendly co-op experience WITHOUT removing all of the tension or challenge from the game. This is NOT a hardcore or hyper-realism mod setup, nor will it ever be. Instead, it makes GTFO more accessible by giving players several additional "tools". Theorycraft a team composition and tackle the depths! The enemies have also received some love too, so the powerup not completely one-sided.

Heavy inspiration: FriendlyGTFO by EcoLight and Duo Trials by ProjectZaero

Please note that I took the syringe customization settings from Duo Trials to reverse engineer how it was made. I have made some major changes, but the overall credit should still be given to ProjectZaero. Check our wiki for more information.

This project has been in the works for many years. It's only been shared privately with my friends until recently. Now, I'm releasing it to the public for others to enjoy. Play together or die together! And don't be afraid to share your experiences with me on Github or on GTFO modding discord. And most importantly, good luck have fun!

Important:

  • Please note that this is a modpack; not a plugin. Check the status and future content in the wiki for updates. Stay tuned & check here!

  • Can be played Vanilla with other mods with this mod-pack, especially with client-side mods. It's recommended to use several bug fix mods to prevent further issues with GTFO. But it's up to the players if they want them or not. It's not necessary to add them in. Recommended mod list: here

  • Most likely will NOT be compatible with other custom Rundowns or modpacks that changes the same Datablocks. Otherwise, give it a try and let me know.

  • With the addition of keybind-based triggers that came along with v2.3.0. PLEASE check the EWC(ExtraWeaponCustomization) config and change the keybind to YOUR settings. I am aware that not everyone have keypads for their keyboards.

    • Go to Edit Config within Thunderstore client -> Search for ExtraWeaponCustomization.cfg -> Edit Config -> Change keybinds 1 through 4 under Keybind Settings section
    • Be advised that any keybind changes might reset with each update.
  • It has come to my attention with bots being broken in the lobby that prevents dropping down a rundown. Caused by bots having weapons/tools that have been changed and it is loading something that doesn't exist. What you can do:

    • Install NoBrokenBotGear mod by JarheadHME if using pre-v2.6.1 version
    • Delete the BotGear.json file within BepInEx/GameData/Favorites/Botgear.json of your profile.
    • Or search the file in Edit Config and delete the file.
    • Or try to change the gear before the bot disappears within the lobby(unreliable).

Recommended mods:

Dev Note: These are recommended, but not needed. Some of these mods will have configs that might be packaged with the mod-pack, but not the mod itself. These aren't necessary, but nice to have on the list.

  • Recommend to check out the_tavern's AutogenRundown mod, especially AFTER you have finished GTFO's vanilla rundowns. It provides new rundowns generated daily, weekly, monthly, and each season. Automatic Rundown generation, using procedural seed based generation!
    • Additional work might be required to achieve better compatibility. Some features from GTFriendlyO or AutogenRundown may or may not work well with each other.

Major Changes:

Players:

  • Increased base Health: 25.0 -> 60.0
  • Increased base Regen Cap: 20% -> 30%
  • Increased Regen Delay after Damage: 5.0s -> 10.0s
  • Increased Regen Delay: 1.0s -> 5.0s
  • Increased Regen per Second: 0.2 -> 1.0
  • Increased Friendly Fire Damage: 50% -> 80%
  • Increased Fall Damage Min/Max Height: 4.0m/20.0m -> 6.0m/30.0m
  • Increased Fall Min/Max Damage: 2.0/15.0 -> 10.0/40.0
  • Increased base Walk/Sprint/Crouch/Ladder Spd. and Footstep Length by 0.5-1.0.
  • Reworked Stamina Cost across the board. Overall, higher cost in combat but faster regen out of combat.
  • Different starting ammo and cap based on class system.
  • Different ammo/medipack supply efficiency based on class system.
  • Decreased base Hacking Proficiency to -20%
  • Increased base Infection Resistance to +20%

Classes:

  • All classes have distinct roles with pros and cons. There is no levelling system, all classes get their stats at the start.
  • Meant to be played with 2+ players.
  • All classes can deal damage, some do it better than others. Boosters/Syringes can be used to further buff or debuff attributes.
  • Damage roles are classes that specialize mainly dishing out damage, but they tend to be more fragile.
  • Tank roles are classes that specialize in taking damage while also dishing out some of their own, but they tend to be on the slow side.
  • Support roles are classes that specialize in helping the team, but they lack either offensive or defensive capabilities.

Dev Note: B-Company Division is meant for joke classes, never will be balanced or realistic. So have fun with them.

CLASS ROLE DIVISION STRENGTHS WEAKNESSES
Marine Damage Combat Accurate; mid-to-long range; consistent damage Low melee armor & damage
Covert Op Damage Combat Stealth melee; high damage; high movement speed Low base HP; very fragile
Demolitionist Damage Combat Crowd control AoE; big explosions; explosive resistance Poor tech skills (terminal, hacking, sentries)
Shock Trooper Tank Combat High armor; strong base HP; fast regen speed Bioscans take longer to finish, slow movement speed
Paramedic Support Support Infection immune; high revive speed & health; fast regen delay No offensive benefits; low max gun ammo capacity
Quartermaster Tank Support High ammo efficiency; strong starting ammo; high HP regen cap Very slow movement speed; low damage (except with MGs)
Specialist Support Support Effective & efficient with all tools and items Low max gun ammo capacity; no offensive benefits
Field Technician Damage Support Stronger & faster sentries; fast terminal & hacking skills Low base damage (melee & ranged); low starting ammo
Prisoner Neutral B-Company No major strengths; closer to vanilla experience No major weaknesses; closer to vanilla experience
HEL Diver Damage B-Company Strong HEL gun damage; fast terminal & hacking; high movement speed High friendly fire damage; fragile; low base HP & regen cap
Abhuman Tank B-Company Very high base HP; strong melee damage; extended hitbox/range Poor with terminals & sentries; low starting ammo; reduced movement
Deprived Damage B-Company High resistances; strong damage; melee armor; fast objectives Extremely fragile esp. against projectile, parry!; low starting ammo
Courier Damage B-Company Strong damage potential with precision-based weapons, Auto Bio-Tag Very poor resistance to Infection/Explosion/Bullet/Bleed with lowered max ammo

Weapons:

  • All of the Main and Special weapons have either been overhauled, reworked or tweaked.
  • Muzzle flash has been mostly removed as my friends and I am photosensitive.
  • Significant changes were made to create synergies between weapons and classes.
  • Promotes more diverse team compositions with unique build synergies.
  • Silence CC does not mean silent weapon, it's the capability to temporarily disable some enemy abilities such as non-boss tongues.
  • DoT stands for Damage-over-Time effect that deals damage based on ticks per second.
  • Reserve Ammo means there is no reloading, as the weapon utilizes the whole ammo reserve.
ORIGINAL NAME NEW NAME TRAIT BALLISTICS
Shelling S49 Shelling Tracker Pistol Tags target on hit Hitscan
Shelling Nano Shelling Foam Pistol Foams targets; shreds armor Hitscan
Bataldo 3RB Bataldo Revolver Hold trigger for rapid fire; richochet on terrain Hitscan
Raptus Treffen 2 Raptus MP2 Full-auto Hitscan
Raptus Steigro Raptus Reserve MP1 Reserve ammo; no reload Hitscan
Accrat Golok DA Accrat 5-B Bullpup Standard bullets; 5-round burst fire Hitscan
Van Auken LTC5 Techman Hemostasis Medic Gun Darts can heal/damage, switch between 3 modes(Healing/Disinfect, Movement Spd/Stamina, & Armor/Stamina) Projectile
Accrat STB Omneco Tracker PDW Tags target; thermal scope Hitscan
Accrat ND6 Van Auken Heavy SMG Standard bullets Hitscan
Van Auken Cab F4 Accrat 3-B Carbine Standard bullets; 3-round burst Hitscan
TR22 Hanaway Hanaway DMR Standard bullets; Precision Hitscan
Hanaway PSB Hanaway Double-Tap Standard bullets; Stagger Hitscan
Malatack LX Van Auken Heavy Rifle Standard bullets Hitscan
Malatack CH 4 Mastaba Explosive Rifle Explosive burst; charge-up; shrapnel Projectile
Drekker Pres Mod 556 Malatack Assault Rifle Standard bullets; switch between semi and full auto fire Hitscan
Buckland SBS III Buckland Triple-Barrel Standard bullets; hold aim to fire all shots Hitscan
Bataldo J 300 Buckland Foam Shotgun Standard bullets; applies Foam when aimed; Speed on Foam Hits Hitscan
Bataldo Custom K330 Bataldo Single Slugger High-precision slug; fast reload Hitscan
Malatack HXC Malatack GL AR Standard bullets; 4-burst, grenade launcher attachment Hitscan
Drekker CLR Techman Exp. Smart Rifle Lock-on required; auto-aim homing Projectile/Homing
Buckland S870 Bataldo Pump Action Standard bullets Hitscan
Buckland AF6 Buckland Hemorrhage Shotgun Reserve ammo; no reload Hitscan
Buckland INEX Drei Mastaba Explosive Shotgun Explosive rounds; charge-up Projectile
Buckland XDIST2 Buckland Choke Shotgun Standard bullets Hitscan
Mastaba R66 Bataldo Heavy Revolver Hold trigger for rapid fire; richochet on terrain Hitscan
Techman Arbalist V Raptus LMG Standard bullets Hitscan
Techman Veruta XII Raptus Reserve HMG Reserve ammo; no reload, fire to accelerate Hitscan
Techman Klust 6 Mastaba Explosive Cannon Explosive burst; charge-up; shrapnel; Aim to fire quickly Projectile/Gravity
Omneco Exp1 Hanaway Hemorrhage HEL Standard bullets; applies DoT, Lock-on for aiming only Hitscan
Shelling Arid 5 Shelling Bolt Pistol Standard bullets Hitscan
Drekker Del P1 Omneco Tracker Rifle Tags target on hit Hitscan
Köning PR 11 Van Auken Sniper Rifle Wall-penetration bullets; Thermal assist Hitscan
Omneco LRG Techman Nano Gauss Rifle Nano-Burst Gobules on kill seeks nearby target Projectile
N/A Hanaway Hunting Crossbow Silent, & switch between three modes(Regular, Napalm, & Foam) Projectile/Gravity
N/A Techman Wisp Launcher Launches Wisp that attacks nearby targets Projectile
N/A Van Auken Beam Rifle High single target damage, require no reloadm, burn DoT on hit Projectile

Melee:

  • All four melee types have been reworked to be more distinct from each other.
  • Sledgehammers and Bats are meant for players who prefer loud encounters.
  • Knives and Spears are meant for players who prefer quiet engagements.
  • You can parry all melee and projectiles, but you cannot parry the CC itself. For example, a Giant Striker can still pull you even though you parried the tentacle.

Dev Note: Parrying projectiles allows you to send them back towards your crosshair.

TYPE ROLE TRAITS STRENGTHS WEAKNESSES
Sledgehammer Loud Armor Shred Debuff High Heavy Damage & Stagger Multplier High Stamina Cost, & Sluggish
Knives Silent Bleed Damage High Stealth/Backstab Damage & Fast Spd. Low Base Damage & Short Range
Spears Silent Bio-Tag & Armor Pierce High Hitbox Range & Precision Multiplier High Stamina Cost, & Long Charge Time
Bats Loud Stagger Explosive Kills High Light Damage & Low Stamina Cost Low Precision/Stealth Damage, & Low Heavy Damage

Tools:

  • Most tool gear & items have received some tweaks. Overall increase in carrying capacity for items and sentry ammo.
  • This section will mainly showcase sentries.

Dev Note: The ResourceStacking mod will be an important upgrade for consumables.

SENTRIES RANGE QUIRKS STRENGTHS WEAKNESSES
Burst Turret Medium Burst fire, shot delays cause leaks in defense Consistent Damage, & Reliable Easily Overwhelmed & Requires Sufficient Space
Auto Turret Short Holds choke points, but wastes a lot of bullets High Stagger Damage, & High Ammo Cap Poor Accuracy, & Very Ammo Hungry
Sniper Turret Long Alt. to snipers, but fires at tagged targets ONLY Very High Single-target Damage, & Ammo Efficient Poor Defense, & Long Setup
Shotgun Turret Short Destroys Choke Points, but struggles w/open rooms High Close Damage, & CTRL+ALT+DEL choke points Placement Dependent, & Quite Ammo Hungry
Missile Turret Long Large AoE, shoots at tagged ONLY, friendly fire High AoE Damage, great crowd control Very Placement Dependent, & Low Ammo Count
Search & Rescue Medium Glowstick Hipfire shots, Fog Repeller Aimed shots Great utility tool, procs booster effects No Damage, Low Ammo, takes up a tool slot
C-Foam Mines Short Tripwire mines, C-foam payload High C-Foam payload count, No friendly fire No Damage, terrain and placement dependent
Flamethrower Short Large flames and explosive kills that apply DoTs Solid DoT Damage, Stagger, and crowd control Low Direct Damage, and long time to kill
RYN0 Annihilator Medium Very long shot delay(30s), explosion rounds Large Radius, very high AoE damage Extremely low ammo, and very easy friendly fire

Enemies:

  • All enemies have had their base and limb health increased to keep them balanced against the players' new power scaling.
  • Minimum base health increase of 20.0 while larger elites and bosses received a massive health increase.
  • Each Enemy/Variant received new quirks to improve their strengths and solidify their identities.
  • Some names were changed to keep a consistent identification. For example: Shooter -> Needler
ENEMIES ABILITIES/TRAITS NOTES
Strikers Higher HP, but less damage N/A, just punch'em.
Needlers(Shooter) Stronger overall damage, but more fragile N/A, just shoot'em.
Strikers Giants Tongue grabs player to its melee range; cannot parry the pull, but can counter with timed double jump during pull Loves pulling teammates out of bioscans, either kill quickly or disable(Medic Gun or Foam).
Scouts EMP(45.0s) after scream, invul. during EMP wind-up; Longer feelers, but visible EMPs disable most electronics. Counter with the Specialist class!
Birther Increased HP; Birth Children that will explode on death Kill the babies first, then kill the mother fast.
Stalkers(Snatcher/Pouncer) Snatched players take damage & Fast Dashes but long CDs; glue immune Takes longer to kill and can kill players now. They should not be ignored.
Giant & Bloom Needlers Inflicts bleed(50% Chance) for 10.0% max HP damage over 10.0s; nonstackable They are high-priority targets otherwise the team will suffer major damage.
Flyers Fires explosive projectiles for 5% damage over 2.0m to 4.0m Shoot them down quicky before they inflict too much AoE damage.
Tanks Significant increase in HP & high knockback; door buster Significantly longer to kill, their knockback is annoying, and don`t close doors on them.
  • Variants will still have their traits and abilities listed above while also having extra perks mentioned below.
VARIANTS TRAITS
Giant Signficantly increased health and stagger resistance
Charger HP Regen(80% Cap) if not damaged within 5 seconds, damage resets timer
Nightmare Inflicts infection on all attacks & scout screams
Shadow Infected fog spheres on death, slightly increased Tag time by 3s
Child Explode on death, can cause a chain reaction

Boosters:

  • Boosters have been completely reworked.
  • All Boosters have infinite usage. Artifacts will no longer spawn on rundowns.
  • Booster buffs and debuffs stack additively with other effects such as the class system, unless said otherwise.
  • Muted Boosters will have the lowest benefits, but no drawbacks.
  • Bold Boosters require the player to meet specific conditionals to activate.
  • Aggressive Boosters will bring the most drawbacks, but stack well with the other two boosters.
  • You should never use Aggressive Boosters by themselves and require both Bold and Muted to get a positive tradeoff. Of course, you can take the safe route and only use Muted and/or Bold.
  • These changes are to make Boosters a more interesting mechanic that brings a risk v.s. reward to the classes. Their names reflect the state of the player's confidence in their playstyle.

Syringes:

  • The two vanilla syringes have been altered for better use cases.
  • Added several new syringes that might spawn on several rundowns based on their spawn weight.
  • Check the wiki to see what each does! Some are straightforward while others are weird.

Extras:

  • Check out the wiki pages for more information on each major feature: Here.
  • If you really liked the mod-pack, give it a thumbs up on Thunderstore. Try it out with friends or randoms!
  • Check out my other mods over at Thunderstore Link

CHANGELOG

Changelog

v2.4.0 - Latest

Personal Note:

  • It's generally fine to update any mods. Regular bug fixes and QoL improvements are always welcome, but be cautious when updating mods with large changes. Keep in mind that every mod update has the potential to break something within this pack. Even I cannot guarantee every update stability. So you should personally do your research before updating them.

  • With the addition of keybind-based triggers that came along with v2.3.0. PLEASE check the EWC(ExtraWeaponCustomization) config and change the keybind to YOUR settings. I am aware that not everyone have keypads for their setup.

    • Go to Edit Config within Thunderstore client -> Search for ExtraWeaponCustomization.cfg -> Edit Config -> Change keybinds 1 through 4 under Keybind Settings section
    • Be advised that any keybind changes might reset with each update.
  • Please let me know on my Github issue page if there are problems or if you have feedback check this Github discussion page. Thanks and have fun!

Mod Updates:

  • Updated ModifierAPI mod
  • Updated Informative Door Icons mod
  • Updated EEC H mod
  • Updated Spectate mod
    • Added Clonesoft Json dependency mod by AuriRex
    • Added PlayerSync dependency mod by food
  • Updated GTFuckingXP mod
    • Shows player class underneath their name during rundown
    • Shows currently selected class on the class selector button
  • Updated Minimap mod
    • Minimap should properly disable during EMP events
  • Added YeetArtifactHeat mod by JarheadHME
    • Removes the text of GTFO Heat since Artifacts aren't a thing in this modpack
    • End screen still says something about it, can't fix it for now
  • Added Tweaker mod by Dex
  • Added Slides Bot Control mod by Slide
    • Gives players the ability to give commands to bots through a radial menu(Default Key: X) or Smart Select(Default Key: V).
    • Significant improvement to lobbies that don't have a full group to play.

Object Carry Rework:

  • Removed StrongerPrisoner mod
    • It is safe to remove this mod from your list. I highly recommend it.

Dev Note: This mod was removed because it has made some objectives significantly easier, especially with specific classes. But I also understand how annoying certain items felt like a slog to carry throughout a level.

  • Added Heavyweight or Lightweight to all weapon trait descriptions
  • Can/Cannot Sprint While Holding: | Item/Gear Changed | Sprint? | |:----------------------|:-------:| | Battery Cell | Yes | | Fog Turbine | Yes | | Objective Items | No | | Javelin Rifle | No | | Explosive Rifle | No | | Arc Subjugator | No | | LMG | No | | Reserve HMG(Minigun) | No | | Exp. Smart Rifle | No | | Nano Gauss Rifle | No | | Wisp Launcher | No | | Sniper Rifle | No | | Flamer Tool | No | | RYN0 Annihilator | No | | Sentry Turrets | No |

Dev Note: Main reason for these changes is to give these weapons/tools some weight. It's to provide more identity to both heavier and lighter weapons/tools in your arsenal. As carrying an entire loadout of heavy-duty powerful weapons should effectively slow the player down. While those that want a light loadout should be able to be nimble.

Player Tweaks:

  • Tweaker Mod:
    • Increased Baseline Sliding Distance from 1.0m to 4.0m (slide further; affected by friction/obstacles and other movement speed modifiers)

Weapon & Tool Tweaks:

  • Updated DescriptiveWeaponStatShower mod

    • All weapon descriptions and stats in the loadout selection can be switched by clicking on the box or number arrows
    • All trait descriptions has been reworded.
  • DMR: Rework

    • Combined DMR and Double Tap Rifle
      • Their respective base stats will stay the same when switching modes
    • Increased Max Ammo from 187 to 220
    • Increased Clip Size from 10 to 20
    • Increased Reload Time from 2.3s to 2.5s
    • Switch between 2 modes(Semi-Auto & 2-Burst Fire):
      • Semi-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
        • Increased Precision Multiplier from 1.0x to 1.15x
      • 2-Burst Fire:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
        • Increased Stagger Multiplier from 1.4x to 1.6x

Dev Note: Both weapons basically filled the exact same role with similar results, but the method was done differently. So I believed it was a healthier choice to combine the two to allow for more gameplay options.

  • Double Tap Rifle: Removed

    • Combined DMR and Double Tap Rifle (read above)
  • Triple Barrel:

    • Slight improvement to trait description
  • Beam Rifle:

    • Slight improvement to trait description
    • Increased Shot Delay from 0.02 to 0.05
    • Decreased Projectile Hit Size Bonus from +0.5m to +0.3m
    • Added Movement Speed Property during firing:
      • Decreases User's movement speed by -70%
      • Duration: Start to End Firing

Dev Note: I am hoping this will increase the game's performance a bit during multiplayer lobbies. The movement speed penalty has two purposes: first to incentize better positioning, and second its to prevent weird interactions with the beam with fast movement speed.

  • Exp. Smart Rifle:

    • Changed Locked Target color to Green
  • Bat:

    • Increased Explosion Radius from 2.5m to 3.0m
    • Increased Explosion Stagger Multiplier from 3.5x to 8.0x
  • Medic Gun:

    • Increased Mode 1's DoT Total Damage from 25.0 to 30.0
    • Increased Mode 2's DoT Total Damage from 1.0 to 2.0
    • Changed Mode 2's DoT Damage Distribution from End to Uniform
    • Increased Mode 2's Stagger Multiplier from 40.0x to 80.0x
    • Increased Mode 3's Armor Buff from +20% to +25%
    • Increased Mode 3's Armor Shred from -30% to -40%

Dev Note: Incentize players to use its offensive capabilities as a viable option.

  • Heavy SMG:

    • Increased Max Ammo from 379 to 391
    • Increased Stagger Multiplier from 1.2x to 1.3x
    • Decreased Hipfire Spread from 2.3x to 2.0x
    • Decreased Aimfire Spread from 0.3x to 0.15x
  • Nano Gauss Rifle:

    • Added Armor Pierce bonus of +20%
  • W-Pen Sniper:

    • Increased Armor Pierce bonus from +20% to +40%
  • C-Foam Launcher:

    • Decreased Max Charge Timer from 2.5s to 2.0s
  • Explosive Mine Deployer:

    • Increased Placement Range from 6.0m to 8.0m
  • Foam Mine Deployer:

    • Increased Placement Range from 6.0m to 12.0m
    • Increased Foam Bubble Count from 25 to 30
    • Increased Bubble Angle from 14 to 45
    • Increased Bubble Minimum Speed from 7 to 10
    • Increased Bubble Maximum Speed from 13 to 15
  • Consumable Foam Mine:

    • Increased Foam Bubble Count from 14 to 18
    • Increased Bubble Angle from 14 to 16
  • Exterminatus Flamer:

    • Increased DoT Stack Size from 10 to 20
    • Increased Direct(not DoT) Stagger Multiplier from 10.0x to 15.0x

Dev Note: Should be a bit more effective against larger targets. While I still want this gun to be more effective against smaller targets. It shouldn't be completely useless against bigger targets. That also includes teammates...

  • RYN0:
    • Increased Minimum Explosion Damage from 400.0 to 500.0
    • Increased Maximum Explosion Damage from 800.0 to 1000.0
    • Decreased Friendly Fire Modifier from 0.1x to 0.07x

Dev Note: Because why not? It's extremely expensive and risky weapon to utilize. So might as well make sure most things die from a single shot.

  • Missile Turret:

    • Increased Explosion Damage from 40.0 to 50.0
    • Increased Shot Delay from 4.5s to 5.0s
  • Sniper Turret:

    • Changed Front Gear Part

New Weapon:

  • Hanaway Javelin Rifle:
    • Created in cooperation between Hanaway Precision Systems and Omneco Networks
    • Fires fast projectiles that stick onto targets
    • Thermal-Assist Scope only when aiming
    • Activate with keybind or reload to "electrocute" hit targets, explodes on electrocution kill.
      • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Direct Damage: 10.0
      • Clip Size: 5
      • Max Ammo: 40
      • Reload Timer: 4.5s
      • Activation Delay: 0.5s
      • Total DoT: 55.0
      • DoT Duration: 4.5s
      • Tick Rate: 6.0
      • Stack Limit: 5
      • Precision Multiplier: 1.0x
      • Stagger Multiplier: 100.0x
      • Friendly Fire Multiplier: 0.2x
      • Explosion Damage: 5.0
      • Explosion Radius: 6.0m
      • Explosion Stagger Multiplier: 2.0x
      • Push based on shooting during standing/crouching/jumping:
        • Standing: -4.0m
        • Crouching: -1.0m
        • Jumping: -6.0m

Dev Note: Replaces the removed Double Tap Rifle. This gun has great damage and crown control for larger enemies. But its low ammo and high base damage is overkill against smaller targets.

  • Omneco Arc Subjugator:
    • Requires a lock-on to fire.
    • Fires a "harpoon" at a target that will also chain to another nearby target. Prioritizes highest health enemies.
    • Immediately electrocutes both targets with very high stagger damage.
    • Applies Increased Damage Debuff, Silence CC, and BioTag onto targets for the duration.
    • Significantly decreases player's movement speed, but increases damage resistance during DoT duration.
    • Requires manual charging(reload) 4 times to fire the gun.
    • Infinite Ammo
    • Cannot switch gear or reload during the electrocution duration.
      • Direct Damage: 1.0
      • Shrapnel Count: 1 after first bullet hit
      • Ballistic Type: Slow Projectile
      • Max Ammo: Infinite
      • Reload Timer: 2.0s per manual reload(requires 4 to fire)
      • Electrocution Total Damage: 10.0
      • Stagger Multiplier: 500.0x
      • DoT Duration: 25.5s
      • Bio Ping Duration: 25.5s
      • Silence CC Duration: 25.5s
      • Movement Speed Multiplier: -85% (Player)
        • Can be resisted through movement speed boosts
      • Damage Resistance: +20% (Player)
        • Can stack with other damage resist up to +40%
      • Damage Taken Debuff: +50% (Enemy)

Dev Note: This weapon was an idea that I had for a long time since v2.0, but couldn't execute correctly. There wasn't enough properties and features available at the time. This is a pure support weapon that synergizes very well with any team or weapon composition, but has very clear drawbacks.

New Tool:

  • Concussive Nade Turret:
    • Fires Low Damage, High Stagger, & Cluster Grenades.
    • More CC-oriented than lethal damage. Enemies take increased damage taken from all sources during CC.
    • Applies Silence CC on hit, disables some abilities like non-boss tongues and Needler projectile barrages, but NOT scout screams or melee attacks.
    • Strong gravity projectiles, requires higher elevation to get the most value.
      • Direct Damage: 1.0
      • Cluster Bomblet Count: 8
      • Effective Range: 30.0m
      • Explosion Damage: 2.0
      • Explosion Radius: 7.5m
      • Explosion Stagger Multiplier: 250.0x
      • Shot Delay: 10.0s
      • Max Ammo 160
      • Ballistic Type: High Gravity Projectile
      • Effective Range: 30.0m
      • Explosion will not hurt friendlies, but owner can get hit.
      • Placement Time: 0.6s
      • Pickup Time: 1.0s
      • Deploy Time: 3.0s
      • Silence CC Duration: 15.0s
      • Damage Taken Debuff: +15.0%
      • Damage Taken Debuff Duration: 15.0s
      • Max Detection Range: 30.0m
      • Max Detection Angle: 60
      • Scan Delay: 1.0s
      • Scan Color: Magenta

Dev Note: The first sentry to be built as a CC tool than a lethal one. A turret that brings more utility for the team rather than pure damage.

Syringe Tweaks:

  • Heal Munitions Drain Syringe
    • Increased Heal Duration from 200s to 300s
      • Effectively increasing total heal from 120 to 180
    • Increased Disinfection from 30% to 40%

Dev Note: While this was a strong syringe, ammo was significantly more important than health in most cases. Hopefully this will incentivize players to weight their options.

Class Fixes:

  • All Class:

    • Switched description term of Ranged Ammo to Gun Ammo
  • Marine:

    • Increased Gun Ammo Received from +10% to +15%
    • Increased Bleed Res. from +90% to +100%
      • Effectively making them immune to all bleed damage.
    • Decreased Projectile Armor from +40% to +30%
  • Paramedic:

    • Increased Initial Ammo penalty from -20% to -25%
  • Specialist:

    • Removed Initial Gun Ammo penalty
    • Added Gun Ammo Received penalty of -20%
    • Increased Ammo Capacity penalty from -20% to -25%

Dev Note: Paramedic already a class with an initial ammo debuff. Specialist's weakness should be a bit more unique on its own. So they should no longer spawn in with little to no ammo. But instead receive less so their shots are more costly in the long run.

  • Field Technician:

    • Increased Tool Ammo Received from +25% to +30%
  • Abhuman:

    • Changed description to match with the other B-Company members.

Enemy Tweaks:

  • Scouts:
    • Increased Effective Range of EMP from 100.0m to 200.0m
    • Increased EMP Duration from 45.0s to 47.5s

Dev Note: With the new tools and weapons to combat EMP blackouts, I believe the Scout needed a slight buff.

  • Shadow Giants:
    • Increased Minimum Fog Radius from 3.0m to 5.0m
    • Increased Maximum Fog Radius from 6.0m to 10.0m
    • Increased Fog Density by +25%

Dev Note: A Shadow Giant's infection fog should be larger size than the smaller variants.

  • Children:
    • Decreased Explosion Damage from 6.0 to 5.0
    • Increased Maximum Explosion Radius from 2.5m to 3.0m
    • Decreased Explosion Noise Minimum Range from 10.0m to 7.5m
    • Decreased Explosion Noise Maximum Range from 20.0m to 15.0m
    • Changed Explosion Sound Effect

Dev Note: Less ear piercing loud and more consistent threat.

  • Birthers:
    • Spawns Children upon death based on variant:
      • Birther: 6
      • Birther Prime: 12
      • Progenitor Mother: 18

Dev Note: Birthers should be a bit more dangerous once killed to prevent players from rushing them without consequences.

  • Flyer:
    • Changed Explosion Sound Effect

Miscellaneous Fixes:

  • Fixed duplicate names in OfflineGear and FrontGearParts
  • Changed README.md
    • Improved wording on all section
    • Fixed outdated information

v2.3.4

Emergency Hotfix:

  • Fixed manifest.json:
    • Fixed an accidental typo that removed ExtraWeaponCustomization dependency

Balance Tweaks:

  • Foam Pistol:

    • Fixed the trait description showing the old trait of Armor Shred
    • Barricading requires only 2 shots instead of 3
      • Just hit the door with melee after the second shot
  • Wisp Launcher:

    • Fixed the gun's stat showing the incorrect precision multiplier
    • Decreased Max Ammo from 30 to 20
    • Increased Friendly Fire Multiplier from 0.5x to 0.8x

Dev Note: It seems like this gun is still performing a bit too well for how efficient the ammo economy is. Any more nerfs to this gun after this patch can potentially have the opposite effect.

Mod Updates:

  • Updated ExtraWeaponCustomization mod
  • Updated Informative Door Icons mod

Miscellaneous Fixes:

  • Fixed README.md:
    • Not mentioning the new infection death penalty from previous patch

v2.3.3

Mod Updates + Additions:

  • Added Informative Door Icons mod by HazardousMonkey
  • Updated ExtraWeaponCustomization mod
  • Updated ExtraToolCustomization mod
  • Updated EnemyAnimationFix mod
  • Updated Spectate mod
  • Added InfectionDeathPenalty mod by Carb_Crusaders(me!)
    • Inflicts a 10% infection penalty to players whenever they go down. This will add up(with other infections) until the 85% limit
    • Can be treated with any disinfection method
    • Will be affected by Infection Resistance boosters, for example:
      • Courier class will receive double infection penalty
      • Paramedics class will be immune to the penalty

Dev Note: Yes, I did create a mod specifically for this update. It's to combat a specific strategy where players would "heal" each other by dying then reviving through Paramedic. Additionally, this will bring another layer of challenge that incentivize players to stay alive, stick together more often, think twice before using AoEs, parry more often, and revive in safer situations. Disinfection packs/station, Medic Gun, and syringes are effective methods. This change is to also answer the recent increase in the player's power scaling with the new weapons, tools, and etc. I did not want to buff the enemies as that will rock the scales in a bad direction.

Class Tweaks:

  • Paramedic:
    • Class will "disinfect" 100% themselves when loading into any rundown for the first time.

Dev Note: Since this class is suppose to be immune to infection, it didn't make sense when certain rundowns forced infection at rundown startup.

  • Prisoner:
    • Added other class's baseline stats
      • Infection Resistance: +20%
      • Hacking Proficiency: -20%

Dev Note: This is in preparation of the InfectionDeathPenalty mod, as this class would earn 12.5% which is technically a stronger nerf than the others. To compensate for this buff, the hacking nerf that the other classes have is included too.

  • Specialist:
    • Decreased Initial Ammo Penalty from -40% to -30%

Dev Note: Previous nerf might have been too harsh. Basically had no ammo at the start to do anything at all.

Weapon Tweaks:

  • 4-B Nade Launcher AR:
    • Increased Direct Damage from 4.0 to 4.5
    • Increased Effective Range from 21.0m to 25.0m
    • Decreased Hipfire Spread from 1.0x to 0.6x
    • Decreased Aim Spread from 0.4x to 0.2x
    • Decreased Shot Delay from 0.095s to 0.07s

Dev Note: While the nerfs in the previous patch was warranted. It did make the gun's primary fire lose a lot of purpose. It basically became a glorified Burst Cannon lite, which is not my intention.

  • Medic Gun:
    • Increased Mode 2's DoT Stagger Multiplier from 30.0x to 40.0x
    • Increased Mode 3's Armor Shred from -20% to -30%

Booster Tweaks:

  • Infection Resistance Muted Booster:
    • Increased Resistance bonus from +10% to +15%
  • Infection Resistance Bold Booster:
    • Increased Resistance bonus from +15% to +20%
  • Infection Resistance Aggressive Booster:
    • Increased Resistance bonus from +20% to +25%

Dev Note: In response to the new death penalty; from 45% to 60% plus the 20% baseline bonus that all classes have. This should be a viable option where infection is a common mechanic.

Miscellaneous Fixes:

  • Fixed README.md on classes to reflect the class tweaks from v2.3.1

    • Added Booster and Syringe section
    • Switched the mega thread links from Issue to Discussion tab
  • Removed v2.0.0 from the CHANGELOG.md(done to make more space)

    • You can check on github repo for old notes

v2.3.2

Mod Updates + Additions:

  • Updated BetterBots mod

Balance Tweaks:

  • Beam Rifle:
    • Decreased Glow Intensity from 0.05 to 0.01
    • Decreased Glow Range from 10.0m to 8.0m

Dev Note: Eye strain nerf.

  • Search and Rescue Tool: Improvement
    • Increased Charge Timer from 1.0s to 2.0s
    • Item Projectile Speed/Distance is based on Charge Amount:
      • Charge(<20%): 5.0m
      • Charge(20%-50%): 10.0m
      • Charge(50%-90%): 20.0m
      • Charge(>90%): 40.0m
    • Fixed visual bug with ammo counter when swapping
    • I'm aware of another visual bug with ammo counter at 0%. Does not affect gameplay.

Dev Note: It's still a bit too awkward to use this tool as players have found it difficult to control the speed/distance these items fly. This QoL change should significantly improve usage.

  • Exterminatus Flamer:
    • Increased Bullet Cost per shot from 1.0 to 2.0
    • Decreased Clip Regen from 5.0 to 4.0 per second
    • Increased Clip Regen Delay from 5.0s to 7.5s
    • Decreased Glow Intensity from 0.05 to 0.01
    • Decreased Glow Range from 10.0m to 8.0m

Dev Note: This change is to reign in the flamer as it's very effective against hordes, which is good! But it might be a bit too good as it had low consequences when utilized. Other than eye strain...

  • RYN0 Annihilator:
    • Decreased Inner Radius from 7.5m to 7.0m
    • Decreased Outer Radius from 15.0m to 14.0m
    • Increased Maximum Explosion Damage from 700.0 to 800.0
    • Explosions completely ignores Armor for all targets, including friends!

Dev Note: Because why not? At this point only the Demolitionist and/or Shock Trooper with 3 Explosion Res. boosters can survive. Maybe the Abhuman... big maybe.

Miscellaneous Fixes:

  • Fixed typos and mistakes within v2.3.1's changelog

v2.3.1

Mod Updates + Additions:

  • Updated EnemyAnimationFix mod
  • Updated SpreadStartingAmmo mod
  • Added NoBrokenBotGear mod by JarheadHME
    • It has come to my attention with bots being broken in the lobby that prevents dropping down a rundown. Caused by bots having weapons/tools that have been changed and it is loading something that doesn't exist. What you can do:
      • Delete the BotGear.json file within BepInEx/GameData/Favorites/Botgear.json of your profile.
      • Or search the file in Edit Config and delete the file.
      • Or try to change the gear before the bot disappears within the lobby(unreliable).

Class Tweaks:

  • Updated GTFuckingXP mod
  • Switched all class Ammo Cost Efficiency bonus/penalty with Ammo Capacity bonus/penalty
  • Switched all class Tool Cost Efficiency bonus/penalty with Tool Capacity bonus/penalty

Dev Note: All classes will receive a more universal ammo/tool efficiency. Those that had the original positive values will be nerfed while vice versa for negative values. This should help balance out issues where classes who had high/low efficiency aren't punished/rewarded for resupplying.

  • Marine:

    • Replaced +20% Initial Ranged Ammo bonus with +10% Gun Ammo Received
  • Field Technician:

    • Replaced +50% Initial Tool Ammo bonus with +25% Tool Ammo Received

Dev Note: While the loss of initial ammo is something to adjust to, the increased ammo gain will give them better potential long-term. These bonuses will stack well with Quartermaster's/Booster's Resupply efficiency

Balance Tweaks:

  • Updated ExtraWeaponCustomization mod
  • Beam Rifle:
    • Increased Damage Accumulation from 0.5% to 2% per hit
      • Shots require 50% less to reach full damage potential for body and weakspot hits
    • Increased Damage Accumulation Cap for Body Shots from 1.5x to 2.0x
    • Increased Damage Accumulation Cap for Weakspot Shots from 2.0x to 3.0x
    • Increased Max Ammo from 1000 to 2000
    • Increased Base Ammo Received from 200.0 to 400.0

Dev Note: After some more testing, I found the overall damage to be a little low for how expensive the gun's bullet economy is. Instead of simply buffing the base damage, I opted to reward players for choosing to stay on one target during a burst.

  • Semi/Full-Auto AK Rifle
    • Changed name from Semi/Full-Auto Rifle to AK Platform Rifle
    • Decreased Direct Damage from 7.5 to 7.0

Dev Note: A tad bit overperforming with the new changes from previous patch

  • 3-B Carbine: Rework
    • Increased Direct Damage from 3.4 to 4.0
    • Decreased Max Ammo from 453 to 400
    • Switch between 2 modes(Semi-Auto & 3-Burst Fire):
      • 3-Burst Fire:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Semi-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
  • 4-B Nade Launcher AR:
    • Decreased Direct Damage from 5.0 to 4.0
    • Increased Grenade Ammo Cost from 15 to 20
    • Decreased Maximum Explosion Damage from 45.0 to 40.0
    • Decreased Minimum Explosion Damage from 25.0 to 20.0
    • Decreased Max Ammo from 400 to 300
    • Increased Reload Time from 2.2s to 2.4s
    • Switched Nade Launcher from Reserve Ammo to Clip Ammo
      • It will pull from reserve to make up for the grenade ammo cost

Dev Note: This gun is too overtuned and does almost everything in one. While I am never a fan of straight up nerfs. Unfortunately, it is warranted.

  • 5-B Bullpup: Rework
    • Decreased Direct Damage from 3.1 to 3.0
    • Decreased Max Ammo from 508 to 500
    • Switch between 2 modes(Full-Auto & 5-Burst Fire):
      • 5-Burst Fire:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
      • Full-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])

Dev Note: This is a bit of a balancing act for these three burst weapons. They should be more consistent with each other. Also the Marine class is getting a buff to ammo receive efficiency. Hopefully it should balance the numbers a bit.

  • Wisp Launcher:
    • Decreased Max Ammo from 40 to 30
    • Decreased Wisp Death Shrapnel Count from 10 to 6
    • Decreased Precision Multiplier from 1.1x to 1.0x
    • Increased Clip Regen Delay from 16.5s to 25.5s
    • Switched Regular Quill Targeting Mode from Weakspot to Body
    • Switched Death Quill Targeting Mode from Weakspot to Normal (aims for the head if it exists, then the body. Does not aim for tumors)
    • Switched Targeting Priority from Angle to Distance except for death quills(to prevent homing failures)

Dev Note: It's a little too good at its job. So I will have to reel in its power, hopefully without completely removing its usefulness.

  • Choke Mod Shotgun:
    • Increased Direct Damage from 7.0 to 9.5
    • Increased Clip Size from 5 to 6
    • Increased Effective Range from 20.0m to 30.0m
    • Increased Precision Multiplier from 0.9x to 1.05x

Dev Note: This gun was originally very powerful, so I had to adjust it. But the significant changes may have hurt this gun too much.

  • Missile Sentry:

    • Added Max Ammo(15) into the trait description.
      • There is currently a bug where the max ammo is shown as 5 when it is actually 15
  • Nano Gauss Rifle:

    • Increased Projectile Hit Size Bonus from +0.2m to +0.5m
  • W-Pen Sniper Rifle:

    • Added ThickBullet Property:
      • Increased Bullet Hitbox by +0.15m

Miscellaneous Fixes:

  • Fixed numerous typos and errors within v2.3.0's CHANGELOG.md

Dev Note: There was a number of wrong information written in the previous update. A mistake on my part for not double checking...

  • Removed old changelog for character space limit.
    • Please check old changelog at Github

v2.3.0

Mod Updates + Additions:

  • Updated Spectate mod
  • Updated BetterBots mod
  • Updated AmorLib mod

Weapon Additions:

  • Updated ExtraWeaponCustomization mod
  • Added Ound9 gearpart II mod by Ound9
  • Removed the text, only the reload circle will be kept
  • Added 3 new custom weapon!
  • Bots cannot use the different weapon mode feature, so they will always default to mode 1 of the crossbow and medic gun. It is highly recommended you do not give weapons to bots that require nuance to use properly.
  • Hanaway Hunting Crossbow:
  • One of the most complex weapon added so far. Switch between three payloads: Regular, Napalm, and Foam bolts. Each payload has specific properties for different situations
    • Direct Damage: 10.0
    • Clip Size: 1
    • Max Ammo 20
    • Reload Time: 3.5s
    • Pierce Targets: 1.0
    • Effective Range: 30.0m
    • Hit Size: +0.25m
    • Stagger Multiplier: 1.5x
    • Precision Multiplier: 3.25x
    • Silenced, does not alert enemies
    • Regular Bolts: (Default Keybind: KeypadPeriod[KeyConfig3])
      • Ballistics Type: Fast Projectile Low Gravity
      • Armor Pierce: +10%
      • Backstab Multiplier: 2.25x
      • Recovers only 1.0 ammo per target killed
      • Max Delay requirement for ammo refund: 7.0s
    • Napalm Bolts: (Default Keybind: KeypadEnter[KeyConfig1])
      • Ballistics Type: Slow Projectile No Gravity
      • Not Silenced, will alert enemies
      • Projectile Lifetime: 5.0s
      • Shrapnel: 3 per 0.1s with 0.75s start delay
      • DoT Damage per tick: 14.0
      • DoT Duration: 10.0s
      • DoT Tick Rate: 2.0s
      • DoT Stack Limit: 3
      • Friendly Fire Multiplier: 0.5x
      • Drops 1 Red Glowstick when the projectile times out or dies
    • Foam Bolts: (Default Keybind: KeypadPlus[KeyConfig2])
      • Ballistics Type: Fast Projectile Mid Gravity
      • Foam Time: 16.0s
      • Foam Chance: Override Guaranteed
      • Foam Doors: Yes
      • Foam Door Requirements: 1 bolt if you hit the door after the first foam bolt hits

Dev Note: The first "silent" weapon in the pack. To prevent this weapon's potential imbalance nature, the damage will be significantly more reliable in stealth scenarios. Its low max ammo capacity encourages players to shoot with purpose, as kills will refund only 1 ammo per target.

  • Techman Wisp Thrower:
  • An experimental entity that floats mid-air and attacks nearby targets until it bursts into several quills at the end of its life.
    • Max Ammo: 40
    • Clip Size: 2
    • No Reload, Clip Regen after 16.5s delay after last firing
    • Clip Regen active while holstered
    • Launched Wisps will bounce off walls and objects before stopping to prevent dying on impact. Direct hits with entity will instantly kill the wisp.
    • Wisp Lifetime: 15.0s
    • Wisp Direct Damage: 1.0
    • Wisp Quill Damage: 5.0
    • Wisp Quill Ricochet: 3
    • Wisp Precision Multiplier: 1.1x
    • Wisp Stagger Multiplier: 0.5x
    • Wisp Friendly Fire Multiplier: 0.5x
    • Wisp Targeting Priority: Weakspots
    • Wisp Launch Delay Attack: 1.0s
    • Wisp Attack Speed: 2 Quills per 0.5s
    • Wisp Death Quill Count: 10
    • Wisp Death Quill Damage: 5.0
    • Wisp Quill Max Range: 25.0m

Dev Note: An interesting weapon that has multiple uses. It has a good area denial which should pair well with trip mines and turrets. Also, it provides light which is great during EMP events or dark rundowns.

  • Van Auken Exp. Beam Rifle:
  • A manufactured copy of a patented prototype beam rifle in collabration with Techman Biotechnics.
    • Direct Damage: 1.5
    • Reserve Ammo, no reload
    • Clip Regen up to 100 after Shot Delay
    • Max Ammo: 2000
    • Clip Size: 100
    • Pierce Limit: 1
    • Fires 1 continuous beam costs 100 rounds
    • Damage increases continuous hitting a single target for the whole beam.
      • Up to 2.0x damage cap for normal shots as it stacks 1 at a time
      • Up to 3.0x damage cap for weakspot shots as it stacks 2 at a time
      • Duration lasts 2.5s then rapidly decays. Continued hits from the user will refresh the duration
    • Shot Delay: 2.0s
    • DoT Damage: 1.0
    • DoT Duration: 10.0s
    • DoT Tick Rate: 2
    • DoT Stack Limit: 100
    • Shrapnel Count: 1
    • Shrapnel Direct Damage: 0.1
    • Shrapnel can contribute to DoT stacks

Dev Note: Thanks to FE3, Dinorush, and EWC for the template to create this weapon. It's a concept that looks a little weird, but might have a niche usage. Does a significant amount of damage to single target, it is not recommended to spray fire as the base damage is very low.

Tool Additions:

  • Added 1 new custom tool!
  • Van Auken RYN0 Annihilator:
  • An extremely dangerous weapon from Van Auken's armory, capable of killing almost anything within the area. Truly a tool of destruction!
    • Direct Damage: 100
    • Reserve Ammo, no reload
    • Max Ammo: 6
    • Clip Size: 1
    • Clip Regen after Shot Delay: 30.0s
    • Charge Up Time: 2.5s
    • Explosion Minimum Damage: 400.0
    • Explosion Maximum Damage: 700.0
    • Explosion Outer Radius: 10.0m
    • Explosion Inner Radius: 5.0m
    • Shrapnel Count: 60
    • Shrapnel Damage: 5.0
    • Stagger Multiplier: 5.0x
    • Friendly Fire Multiplier: 0.1x
    • Push based on shooting during standing/crouching/jumping:
      • Standing: -14.0m
      • Crouching: -8.0m
      • Jumping: -18.0m

Dev Note: This is a meme weapon/tool and a little nod to one of the best sci-fi action-adventure game series ever made.

Weapon Tweaks + Fixes:

  • Medic Gun Rework:
    • Increased Max Delay Requirement for Ammo Refund from 0.5s to 10.0s (The maximum allowed delay in seconds between hitting the enemy and it dying.)
    • Decreased Baseline Projectile Count from 2 to 1 to prep for the different modes additions
    • Removed Last Hit kill requirement to refund ammo back
    • Increased Effective Range from 12.0m to 20.0m
    • Changed Recoil and Accuracy to be signifcantly more reliable
    • Increased Max Ammo from 100 to 110
    • Players hit by healing darts should no longer constantly complain or grunt in pain during its duration
    • Reworked the function of this gun by adding a keybind trigger to switch between three modes with different effects.
    • Different modes can be stack individually with each other, but not with the same mode. For example: Stagger(Mode 2) + Armor Shred(Mode 3)
    • Mode 1: Heal + Disinfection Property
      • Activated by using specific keybind trigger(Default Keybind: KeypadPeriod[KeyConfig3])
      • Fires 2 bullets
      • Removed DoT Stagger Multiplier of 0.5x
      • Applies to player targets:
        • Heal (stacks)
        • Disinfection (stacks)
      • Applies to enemy targets:
        • Toxin Damage(DoT)
          • Increased Precision Multiplier from 1.0x to 1.2x
          • Decreased Stagger Multiplier from 0.5x to 0.0x
        • Enemy Silence(CC stops non-boss tongue and projectile barrages)
    • Mode 2: Speed + Stamina Property
      • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Fires only 1 bullet
      • Projectile Color: Gold
      • Buffs and Debuffs do not stack, it will only refresh duration
      • Applies to player targets:
        • Movement Speed buff of +20% over a duration of 10.0s per bullet
        • Restore Stamina by +20% per bullet
      • Applies to enemy targets:
        • High Stagger Damage(DoT)
          • Decreased Total Damage from 25.0 to 1.0
          • Decreased Precision Multiplier from 1.0x to 0.0x
          • Increased Stagger Multiplier from 0.0x to 30.0x
        • Enemy Silence(CC)
    • Mode 3: Armor + Stamina Property
      • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
      • Fires only 1 bullet
      • Projectile Color: Purple
      • Buffs and Debuffs do not stack, it will only refresh duration
      • Applies to player targets:
        • Armor Resistance of +20% over a duration of 10.0s per bullet
        • Restore Stamina by +20% per bullet
      • Applies to enemy targets:
        • Armor Shred debuff of -20% over a duration of 10.0s per bullet
        • Weaker Toxin Damage(DoT)
          • Decreased Total Damage from 24.0 to 10.0
          • Decreased Precision Multiplier from 1.0x to 0.75x
          • Increased Stagger Multiplier from 0.5x to 1.0x
        • Enemy Silence(CC)

Dev Note: Here I am modifying the medic gun again. With these new changes, it will add a lot more complexity to the gun itself. Effectively making it the defacto "support" weapon.

  • HMG:
    • Added ThickBullet property:
      • Added 0.2m to projectile hitbox
  • LMG:
    • Added ThickBullet property:
      • Added 0.2m to projectile hitbox
  • Reserve MP1:
    • Added ThickBullet property:
      • Added 0.15m to projectile hitbox
  • MP2:
    • Added ThickBullet property:
      • Added 0.15m to projectile hitbox
  • Drum Mag AR:
    • Increased Reload Time from 2.5s to 2.8s
    • Added ThickBullet property:
      • Added 0.15m to projectile hitbox

Dev Note: It should feel a little less punishing to spray into a crowd in a general area

  • Full-Auto Light AR: Rework
    • Changed name from Full-Auto Light AR to 4-B Nade Launcher AR
    • Changed Scope Part (improved the FOV & zoom of this scope)
    • Changed Receiver Part
    • Changed Front Part
    • Changed Magazine Part
    • Changed Stock Part
    • Decreased Hipfire Spread from 1.4x to 1.0x
    • Decreased Aimed Spread from 0.6x to 0.4x
    • Decreased Direct Damage from 6.5 to 5.0
    • Decreased Clip Size from 30 to 20
    • Increased Reload Time from 1.7s to 2.2s
    • Increased Max Ammo from 305 to 400
    • Added Explosive property
      • Assault Rifle:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
        • Changes Accuracy and Recoil data to Bullpup
        • Direct Damage: 4.0
        • Burst Count: 4
      • Nade Launcher:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
        • Changes Accuracy and Recoil data to Rifle
        • Direct Damage: 1.0
        • Pulls from reserve ammo; does not use clip unless reserve is empty
        • Explosive Bullet Cost: -15
        • Explosion Minimum Damage(Inner): 25.0
        • Explosion Maximum Damage(Outer): 45.0
        • Explosion Outer Radius: 4.5m
        • Explosion Inner Radius: 2.5m
        • Stagger Multiplier: 2.0x
        • Damages Owner and Friendly
        • Friendly Fire Multiplier: 0.75x
        • Shrapnel Count: 10
        • Shrapnel Damage: 5.0
  • Semi-Auto AR Rework
    • Changed name from Semi-Auto Rifle to Semi/Full-Auto AK Rifle
    • Changed Scope Part
    • Changed Receiver Part
    • Changed Front Part
    • Changed Magazine Part
    • Changed Stock Part
    • Changed Flashlight Part
    • Decreased Direct Damage from 8.1 to 7.5
    • Increased Reload Time from 1.9s to 2.6s
    • Increased Clip Size from 20 to 45
    • Increased Max Ammo from 203 to 295
    • Added two modes: Switch between Semi-Auto and Full-Auto
      • Semi-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Full-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])

Dev Note: These two guns need a bit more love as they were basically two of the same. Also they sort of lacked identity compare to the other rifles.

  • Foam Pistol:
    • Increased Glue Bubble Expansion Speed from 0.1x to 0.25x
    • Switched ArmorShred to ShotModDebuff property:
      • Applies +30% increased base damage(excluding precision & stagger) debuff on an enemy target for all sources

Dev Note: With a lot of new options to foam targets, the Foam Pistol lost a lot of its place in the roster. So I am switching the armorshred to a "Increase Damage Taken" debuff on the target that is currently unique to this gun only.

  • Exp. Smart Rifle:
    • Changed Front Part
    • Changed Receiver Part
    • Added Trail Color similar to Glow Color
    • Decreased Projectile Speed from 45.0m to 25.0m per second
    • Decreased Projectile Lifetime from 30.0s to 10.0s
    • Increased Minimum Projectile Distance from 10.0m to 25.0m
    • Added Shrapnel property:
      • A simple failsafe mechanism to lower the impact of orbiting projectiles

Dev Note: Once a projectile times out around a target, a shrapnel similar to the original will spawn. This projectile will have a significantly stronger homing strength and angle which should properly hit its intended target more consistently. Orbiting projectiles might still get destroyed on a object or terrain.

  • Heavy Revolver:
    • Changed Stock Part to prevent a log spamming issue.
  • Tracker Pistol:
    • Changed Front Part(Scope Attachment)
  • Tracker PDW:
    • Changed Front Part
    • Changed Receiver Part
  • Tracker Rifle:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Increased Direct Damage from 35.1 to 40.1

Dev Note: While the Tracker Rifle is doing its job, I feel like its damage is still struggling to kill even smaller targets compare to DMRs. Also, I personally did not enjoy the look of the rifle.

  • Hemorrhage HEL Rifle:
    • Increased Effective Range from 26.0m to 35.0m
    • Decreased Lock-on Angle Requirement from 3 to 2 degrees
    • Decreased Lock-on Time from 1.0s to 0.5s
    • Increased Lock-on Decay Time from 0.6s to 0.8s

Dev Note: A very strong precision rifle, but its auto-aim feature felt very clunky. Hopefully this will make it more useable in chaotic moments.

  • Pump-Action Shotgun:
    • Increased Max Ammo from 58 to 70
  • Triple Barrel Shotgun:
    • Increased Max Ammo from 71 to 81
  • Explosive Burst Rifle:
    • Changed Receiver Part
    • changed Sight Part
  • Explosive Shotgun:
    • Changed Receiver Part
    • changed Front Part
  • Explosive Cannon:
    • Increased Maximum Explosion Damage from 45.0 to 50.0
    • Increased Minimum Explosion Damage from 35.0 to 40.0
  • W-Pen Sniper:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Sight Part
    • Removed Magazine Part
    • Increased Push for both Standing & Jumping by +2.0m
    • Decreased Push for Crouching by -1.0m
  • Nano Gauss Rifle:
    • changed Receiver Part
    • Increased Push for both Standing & Jumping by +2.0m
    • Decreased Push for Crouching by -1.0m

Class Tweaks:

  • Updated GTFuckingXP mod
  • Specialist:
    • Increased Fog Repeller/Turbine Power from +80% to +100%
    • Increased Initial Ammo Penalty from -30% to -40%
    • Decreased Ammo Cost Efficiency Penalty from -30% to -20%

Dev Note: The Specialist should feel a lot more powerful against the Fog mechanics, but the constant buffs in recent patches should result in a nerf somewhere to counter balance.

  • Paramedic:
    • Decreased Ammo Cost Efficiency Penalty from -20% to -15%
  • Quartermaster:
    • Decreased Damage Penalty from -50% to -30%
    • Added Initial Tool Ammo Penalty of -20%

Booster Tweaks:

  • Added PingableJunkieSyringes mod by JarheadHME
    • Custom syringes weren't pingable which can cause some miscommunications
  • Revive Spd. & Health Muted Booster:
    • Increased Revive Speed bonus from +10% to +20%
  • Revive Spd. & Health Bold Booster:
    • Increased Revive Speed bonus from +15% to +25%
  • Revive Spd. & Health Aggressive Booster:
    • Increased Revive Speed bonus from +20% to +30%

Dev Note: The nature of revive speed works off the game's baseline 4.0s to 5.0s. So 45% is not worth a lot to risk taking all three boosters, now its 75% in the right condition which feel much more impactful.

Tool Tweaks + Fixes:

  • Updated ExtraToolCustomization mod
  • Updated DescriptiveWeaponStatShower mod
    • Fixed custom turrets not having any stats shown in the tool select sceen
  • Fog Repeller Consumable:
    • Decreased Minimum Consumable Loot Count from 5 to 4
    • Decreased Maximum Consumable & Carry Limit Loot Count from 10 to 8
  • Search & Rescue Tool: Improvement
    • Increased Max Ammo from 30 to 40
    • Removed Shell Casing ejection sound effects
    • Removed 3D Shooting sound effects for other players within the lobby
    • Changed aimed function to keybind-based modes
      • Mode 1:
        • Glowstick Launcher
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
        • Decreased Projectile Speed from 30.0m to 25.0m per second
      • Mode 2:
        • Fog Repeller Launcher
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
        • Decreased Projectile Speed from 20.0m to 15.0m per second

Dev Note: You should no longer hear your teammate's vanilla default gun shots when using these weapons, only the appropriate ones.

  • 4-Burst Sentry:
    • Decreased Burst Delay from 2.0s to 1.8s

Dev Note: I want to slightly lower the Burst turret's clunkiness to be a bit more reliable on maps that have tight corners.

  • Missile Sentry:
    • Added text description for traits
    • Fixed explosion not having friendly fire multiplier. Oopsie...
    • Increased Friendly Fire Multiplier from -50% to -70%
  • Exterminatus Flamer:
    • Removed Shell Casing ejection sound effects
    • Removed 3D Shooting sound effects for other players within the lobby
    • Changed Scope Part
    • Decreased Direct Damage from 1.0 to 0.5
    • Decreased Projectile Glow Intensity from 0.25 to 0.05 (still bright, but not as before)
    • Increased Clip Regen Delay from 3.0s to 5.0s

Dev Note: I removed the scope as it was pointless; replaced with iron sight. Also the long exposure to the flamethrower was giving me eye strain...

Melee Tweaks + Fixes:

  • Spear:
    • Increased Armor Pierce from +15% to +20%
    • Added Push Property when sprinting and charging heavy:
      • Sprint + Charge: 8.0m
        • Based on charge amount starting from 50%(4.0m) to 100%(8.0m)
    • Added ShotMod Property when sprinting and charging heavy:
      • Increases damage of melee by +30%
        • Based on charge amount starting from 50%(+15%) to 100%(+30%)

Dev Note: While I want to keep the Spear as a stealth melee. The knife is simply just too good at its job, and I do not want to nerf it. Instead I give the Spear more skill expression. You can use this lunge for a speed boost or kill a target quickly. Time it correctly and you can kill without alerting the room.

  • Sledgehammer:
    • Fixed armor shred modifier not working correctly
    • Increased Armor Shred from -30% to -40%

Syringe Fixes:

  • Fixed issue with SyringeID and ItemID duplications when descending on a rundown
  • Fixed multiple instances of same syringe distribution in the same rundon.

Miscellaneous Fixes:

  • Changed the wording on the pack's tagline description again
  • Updated README.md file
  • Updated CHANGELOG.md file
    • Fixed typos in CHANGELOG.md for v2.2.0
    • Removed old patch notes pre-v2.0 to save space for Thunderstore character limit. Check Github Repo for old changelog.

v2.2.0

Mod Updates + Additions:

  • Added WeaponIconPlus mod by GTFOModding
  • Added Minimap mod by HazardousMonkey
    • Located at Bottom Left section.
    • Change config settings to fit your needs.
    • Toggle default key: M (Recommend you either change your default Map key or this one. I use TAB for my map keybind)
    • Zoom Control: ALT + WheelDown/WheelUp
    • Recommended(optional) HUD size settings:
      • Compass: 80%
      • Inventory: 100% - 120%
      • Chat: 90%
      • Statusbar: 100%
      • Subtitles: 100%
      • Objective: 90%
      • Intel: 90%
  • Updated EnemyAnimationFix mod
  • Updated MirrorWeapons mod
  • Updated GTFuckingXP mod
    • The in-game HUD for class information will properly hide itself during menus such as the map screen and ESC menu. No longer a wall of text will block teammate information.
  • Updated SpreadStartingAmmo mod
  • Updated Amorlib mod
  • Updated BetterBots mod
  • Updated EEC H mod
  • Added Spectate mod by food
    • Spectate your teammates upon death(downed)

Class Tweaks:

  • Updated GTFuckingXP mod

    • Removed DoubleJump mod dependecy (You're free to remove this mod)
  • Improved text organization on class selection screen to improve readability.

  • HEL Diver:

    • Changed class description to match tone similar to the other B-Company Division members
  • Specialist:

    • Increased Glue Strength & Efficiency from +25% to +30%
    • Increased Fog Repeller/Turbine Power from +75% to +80%
    • Increased Glowstick Power from +150% to +175%
  • Field Technician:

    • Increased Initial Tool Ammo from +40% to +50%
    • Decreased Sentry Damage from +50% to +40%

Weapon Tweaks:

  • Updated ExtraWeaponCustomization mod
  • Reworked Maximum Effective Range for all guns: (At this range, guns will do minimal damage)
    • All gun's maximum effective range has been either decreased or increased to be double of the minimum effective range. For example: minimum of 25.0m will have 50.0m maximum range.
    • You won't feel much difference on smaller rooms or maps. You might feel some difference on medium rooms. And you will feel especially on larger rooms.
    • Of course the exception are short-range guns(Shotguns and SMGs) will require players to fight in closer engagments. So to compensate, their low effective ranges were slightly increased.
  • Improved Visual Lerp Distance for projectile guns for better visual feedback when shooting.
  • Projectiles now trigger tripmines.
  • Triple Barrel Shotgun:
    • Increased Effective Range from 5.0m to 6.0m
  • Pump Action Shotgun:
    • Increased Effective Range from 6.0m to 7.0m
  • Explosive Shotgun:
    • Increased Effective Range from 6.0m to 7.0m
  • Reserve MP1:
    • Increased Effective Range from 5.0m to 6.0m
  • MP2:
    • Increased Effective Range from 6.0m to 7.0m
  • Hemorrhage Shotgun:
    • Increased Effective Range from 8.0m to 9.0m
  • Foam Shotgun:
    • Increased Effective Range from 8.0m to 9.0m
  • Tracker PDW:
    • Increased Effective Range from 9.0m to 10.0m
  • Tracker Pistol:
    • Increased Effective Range from 11.0m to 12.0m
  • Added Hitmarker Cooldown of 1.0s for all DoT weapons to prevent excessive sound effects.
  • Medic Gun:
    • Changed Sight Part
    • Changed Receiver Part
  • Exp. Smart Rifle:
    • Changed Sight Part
  • MP2:
    • Added Sight Part
    • Decreased Aim Spread from 0.5x to 0.4x
    • Increased Clip Size from 50 to 60
    • Increased Max Ammo from 737 to 747
  • Explosive Shotgun:
    • Added Shrapnel property
      • Shrapnel Damage: 5.0
      • Shrapnel Count per bullet: 2
      • Shrapnel Pierce: 1.0
  • Triple Barrel Shotgun:
    • Added Push property when using Aim Trait
      • Standing/Crouching/Jumping: -12.0m
  • Bolt Pistol:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -2.0m
      • Crouching: -1.0m
      • Jumping: -4.0m
  • Heavy Revolver:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -2.0m
      • Crouching: 1.0m
      • Jumping: -4.0m
  • Nano Gauss Rifle:
    • Changed Explosion SFX to be a bit more squishy
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -5.0m
      • Crouching: -3.0m
      • Jumping: -10.0m
  • W-Pen Sniper Rifle:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -4.0m
      • Crouching: -2.0m
      • Jumping: -8.0m
  • Reserve HMG:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -0.05m
      • Crouching: 0.0m
      • Jumping: -0.1m
  • LMG:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -0.3m
      • Crouching: 0.0m
      • Jumping: -0.5m
  • Explosive Shotgun:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -3.0m
      • Crouching: -1.0m
      • Jumping: -6.0m

Tool Addition & Tweaks:

  • Updated ExtraToolCustomization mod
  • Changed name of Autotek Tagged Sniper Turret to Autotek Bio-Tag Sniper Turret
  • Explosive Mine Deployer:
    • Changed name of Krieg Homeland Defense to Krieg Homeland Defense Tool
    • Decreased Max Ammo from 16 to 12
    • Increased Minimum Effective Distance from 5.0m to 6.0m
    • Increased Maximum Effective Distance from 10.0m to 12.0m
    • Decreased Beam Length from 20.0m to 12.0m to match with its max effective range
    • Increased Placement Time from 1.0s to 1.5s
    • Increased Placement Cooldown from 1.0s to 1.5s
    • Increased Pickup Time from 1.0s to 2.0s
    • Increased Placement Range from 2.5m to 6.0m
  • Consumable Foam Tripmine:
    • Increased Firing Delay from 0.0s to 0.1s
    • Increased Minimum Effective Distance from 2.5m to 3.0m
    • Decreased Maximum Effective Distance from 12.0m to 10.0m
    • Decreased Beam Length from 20.0m to 10.0m
    • Decreased Foam Bubble Count from 17 to 15
    • Increased Placement Range from 2.5m to 3.0m
    • Decreased Placement Cooldown from 2.0s to 0.5s
  • Consumable Explosive Mine:
    • Increased Placement Range from 2.5m to 3.0m
  • Advanced Bio Tracker:
    • Changed name from Advanced Thermal Tracker to Techman Advanced Thermal Tracker
    • Increased Equip Time from 1.0s to 1.5s
    • Decreased Aim Transition Time from 0.5s to 0.25s
  • C-Foam Launcher:
    • Increased Max Ammo from 156 to 178
  • 4-Burst Turret:
    • Increased Direct Damage from 4.6 to 5.2
    • Decreased Shot Delay from 0.1s to 0.05s
  • Shotgun Turret:
    • Increased Direct Damage from 5.9 to 6.0
    • Increased Pellet Count from 7 to 8
    • Decreased Shot Delay from 1.0s to 0.75s
    • Increased Max Ammo from 91 to 121
  • HMG Turret:
    • Increased Direct Damage from 1.6 to 1.7
  • Sniper Turret:
    • Increased Direct Damage from 85.5 to 90.5
  • Added four NEW tools! C-Foam Snare, Cave & Rescue, Exterminatus Flamer and Rocket Sentry
  • C-Foam Snare:(C-Foam Mine Deployer):
    • Max Ammo: 15
    • Firing Delay: 0.5s
    • Minimum Effective Distance: 7.5m
    • Maximum Effective Distance: 15.0m
    • Beam Length: 15.0m
    • Foam Bubble Count: 25
    • Placement Range: 6.0m
    • Placement Time/Cooldown/Pickup: 2.0s
  • Mastaba Search & Rescue:
    • Primary Fire mode: Glowstick Launcher
      • Costs: 1 ammo per shot
      • Will trigger booster conditionals
      • Effected by boosters/class
    • Secondary Fire mode: Fog Repeller Launcher
      • Costs: 2 ammo per shot
      • Will trigger booster conditionals
      • Effected by boosters/class
    • Max Ammo: 30
    • Silence:
      • Wake Up Radius: 4.0m
      • Alert Radius: 8.0m
      • Alert Amount: 40% (Sleepers awake at 100%)
  • Bio-Tag Rocket Turret:
  • There is no stat description for this turret because of issues with vanilla GTFO not playing nice with another mod. Unfortunately, I cannot fix it on my end. Please refer to the wiki for stats.
    • Direct Damage: 5.0
    • Explosive Damage: 40.0
    • Explosive Radius: 4.5m
    • Shot Delay: 4.5s
    • Max Ammo 20
    • Shrapnel Count: 40
    • Shrapnel Damage: 5.0
    • Ballistic Type: Homing Projectile
    • Homing Priority: Highest HP
    • Homing Targeting: Body
    • Fires only at Tagged targets
    • Effective Range: 40.0m
    • Friendly Fire: 50% (Otherwise everyone will die)
    • Placement Time: 0.5s
    • Pickup Time: 1.5s
    • Deploy Time: 6.0s
    • Scan Delay: 1.0s
    • Scan Color: Purple
  • Exterminatus Flamer:
    • Direct Damage: 1.0
    • Multishot: 5.0x
    • Bullet Hit Size: +0.5m
    • Pierce Targets: 2.0
    • Stagger Multiplier: 10.0x
    • Ballistics Type: Slow Projectile Gravity
    • Projectile Speed: 8.0m per second
    • Projectile Lifetime: 5.0s
    • Damage-Over-Time per Stack: 6.0
    • DoT Stack Limit: 10
    • DoT Duration: 10.0s
    • Damage Interval: 2.0x
    • DoT Stagger Multiplier: 1.0x
    • DoT Friendly Multiplier: 0.5x
    • Cannot Reload, Clip Regen from Reserves after Firing
    • Clip Regen: 5.0 per second
    • Clip Regen Delay: 3.0s
    • Max Ammo: 1000
    • Clip Size: 100
    • Explosion on Death, applies 1 stack of DoT
    • Explosion Damage: 1.0
    • Explosion Radius: 3.5m
    • Explosion Stagger Multiplier: 5.0x
    • ChargeUp Time: 0.4s
    • Slow Fire Rate, must Accelerate to increase Fire Rate
    • Flames will ricochet off of walls at an extremely slow speed
    • Flames will "stay" on the ground up to a few seconds which will apply damage

Melee Tweaks:

  • Sledgehammer:
    • Increased Armor Shred Duration from 4.0s to 4.5s

Booster Tweaks:

  • Changed text from 99 Uses Left to Infinite Uses
  • Initial Main/Special Ammo Muted Booster:
    • Fixed boosters showing the wrong value of 14%
  • Initial Main/Special Ammo Aggressive Booster:
    • Increased Main/Special ammo bonus from 25% to 35%
  • Initial Tool Ammo Muted Booster:
    • Increased Tool ammo bonus from 10% to 15%
  • Initial Tool Ammo Aggressive Booster:
    • Increased Tool ammo bonus from 20% to 35%
  • Regen Cap/Speed Bold Booster:
    • Changed Condition from Human Proximity to Glowstick Radius
  • Tripmine Damage Bold Booster:
    • Changed Condition from Holding Tool to Human Proximity

Miscellaneous Tweaks + Fixes:

  • Moved Minimap location
  • Fixed various issues:
    • Fixed errors of duplicate weapon gear parts
    • Fixed Gear Category duplicate data blocks
    • Fixed errors with Template.json in EWC being loaded
    • Fixed errors regarding reserve shotgun and explosive shotgun's spread being not considered
  • Updated README.md file
    • Added more tools into the tool section
    • Improved the tagline of the modpack to better describe the modpack's vision
  • Removed old Dev Notes up v2.1.0 in CHANGELOD.md to make space. Old changelog with all dev notes will be kept up in Github repo.