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
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2Dinorush-ModifierAPI
API for plugin developers to modify certain values without conflicts.
Preferred version: 1.3.1Dinorush-ExtraWeaponCustomization
Adds several new features to customize weapons.
Preferred version: 4.11.12ProjectZaero-Junkie_Syringe_Pack
An asset bundle pack for Rundown Devs containing 5 syringe variations.
Preferred version: 2.6.0Panthr75-ExtraSyringeCustomization
Allows for Rundown Developers to add new syringes. Should now support syringes with multiple uses.
Preferred version: 0.3.11hirnukuono-EEC_H
A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions
Preferred version: 1.8.27Dinorush-ExtraToolCustomization
Fixes tool bugs and adds customization for Sentries and Mines.
Preferred version: 1.7.1dakkhuza-FloatingTextAPI
Provides a simple way for plugin developers to display info with floating text in the world
Preferred version: 1.0.5Untilted-LightsAdjustment
For those who are annoyed by flashlight movement and lights
Preferred version: 1.1.2Localia-Trajectory_Lines_When_Placing
Show a simple direction line when placing mines or sentry guns to make it easier.
Preferred version: 3.0.0Localia-SentryGunEverywhere
Now you can place the sentry gun on any surface.
Preferred version: 3.0.0Localia-PacksHelper
Make packing easier. And support to hold the LMB(Left Mouse Button) to pack yourself , RMB to pack teammates.
Preferred version: 3.1.4Untilted-FasterHackingMinigame
Reduce the delay between TimingGrid hacking stages
Preferred version: 1.0.2Andocas-PreciseUI
Displays more detailed stamina, infection, health, bioscan progress, and more in the UI/HUD.
Preferred version: 0.3.4Fody55-GTFO_ShootInTheAir
A really tiny mod that enables you to shoot while falling/jumping (similar to old QoLFix functionality).
Preferred version: 2.0.1Amorously-DescriptiveWeaponStatShower
Adds tabs to gear descriptions to view weapon stats or dev-defined tabs
Preferred version: 2.0.2GTFOModding-BetterBioTracker
Improve your Tracker experience - Thermal Screen // Colored Bio // OldADS are all in!
Preferred version: 1.0.1long_walter-MeleeTimer
Shows the max duration you can hold a full melee charge.
Preferred version: 0.0.2GTFOModding-SentryAmmoPercentageScreen
Show Ammo Percentage of Sentry on their Screen
Preferred version: 1.0.0easternunit100-BetterBots
Improves the logic of the bots and makes them more reliable in combat.
Preferred version: 0.2.6JarheadHME-NoBrokenBotGear
Fixes Bot gear getting broken when they try to equip something that doesn't exist.
Preferred version: 1.0.0Dinorush-DropItemFixed
A fork of Flowaria's DropItem with a few fixes. Hold E to drop your item into a locker.
Preferred version: 0.1.7Dinorush-SpreadStartingAmmo
Adjusts starting ammo by the number of players. [Required by all players]
Preferred version: 1.0.5easternunit100-ChatterReborn
Give your character more voicelines. Now including rundown specific dialogues.
Preferred version: 0.4.1Dinorush-EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Preferred version: 1.4.6randomuserhi-DMRReloadFix
A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.
Preferred version: 0.0.6Dinorush-DoorEnemyFixUpdated
[Host Required] Fixes tripmines and C-Foam touching enemies through doors.
Preferred version: 1.1.3Dinorush-ReDownFix
Fixes clients getting downed from taking any damage shortly after a revive.
Preferred version: 1.0.1tru0067-PierceBugFix
Fixes piercing so that piercing shots hit the advertised number of enemies.
Preferred version: 1.2.2HazardousMonkey-Minimap
The exact same map you know, but down in the corner. Includes lots of customization!
Preferred version: 1.2.5HazardousMonkey-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: 1.3.2JarheadHME-PingableJunkieSyringes
Makes you able to ping the custom syringe assets from Junkie Syringe Pack
Preferred version: 1.0.2Carb_Crusaders-InfectionDeathPenalty
Inflicts players with infection whenever they go down. Affected by disinfection and boosters. Configurable percentage.
Preferred version: 1.0.0Slide-Slides_Bot_Control
Tell the bots what they can, and can't do! Extensive control and options.
Preferred version: 1.2.6JarheadHME-YeetArtifactHeat
Smol plugin that hides artifact heat text on rundown screen
Preferred version: 1.2.1AuriRex-Clonesoft_Json
Library - Newtonsoft.Json but in a renamed namespace.
Preferred version: 13.0.0README
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!
- General Thread on Github Link
- Enemy Balance Thread on Github Link
- Class Balance Thread on Github Link
- Weapon Balance Thread on Github Link
-
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 Configwithin Thunderstore client -> Search forExtraWeaponCustomization.cfg->Edit Config-> Change keybinds 1 through 4 underKeybind Settingssection - Be advised that any keybind changes might reset with each update.
- Go to
-
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
NoBrokenBotGearmod by JarheadHME if using pre-v2.6.1 version - Delete the
BotGear.jsonfile withinBepInEx/GameData/Favorites/Botgear.jsonof your profile. - Or search the file in
Edit Configand delete the file. - Or try to change the gear before the bot disappears within the lobby(unreliable).
- Install
Recommended mods:
- List: Thunderstore wiki link
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.
Damageroles are classes that specialize mainly dishing out damage, but they tend to be more fragile.Tankroles are classes that specialize in taking damage while also dishing out some of their own, but they tend to be on the slow side.Supportroles 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.
MutedBoosters will have the lowest benefits, but no drawbacks.BoldBoosters require the player to meet specific conditionals to activate.AggressiveBoosters 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 Configwithin Thunderstore client -> Search forExtraWeaponCustomization.cfg->Edit Config-> Change keybinds 1 through 4 underKeybind Settingssection - Be advised that any keybind changes might reset with each update.
- Go to
-
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
ModifierAPImod - Updated
Informative Door Iconsmod - Updated
EEC Hmod - Updated
Spectatemod- Added
Clonesoft Jsondependency mod by AuriRex - Added
PlayerSyncdependency mod by food
- Added
- Updated
GTFuckingXPmod- Shows player class underneath their name during rundown
- Shows currently selected class on the class selector button
- Updated
Minimapmod- Minimap should properly disable during EMP events
- Added
YeetArtifactHeatmod 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
Tweakermod by Dex - Added
Slides Bot Controlmod 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
StrongerPrisonermod- 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
HeavyweightorLightweightto 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
1.0mto4.0m(slide further; affected by friction/obstacles and other movement speed modifiers)
- Increased Baseline Sliding Distance from
Weapon & Tool Tweaks:
-
Updated
DescriptiveWeaponStatShowermod- 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
DMRandDouble Tap Rifle- Their respective base stats will stay the same when switching modes
- Increased Max Ammo from
187to220 - Increased Clip Size from
10to20 - Increased Reload Time from
2.3sto2.5s - Switch between
2modes(Semi-Auto & 2-Burst Fire):- Semi-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Increased Precision Multiplier from
1.0xto1.15x
- 2-Burst Fire:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Increased Stagger Multiplier from
1.4xto1.6x
- Semi-Auto:
- Combined
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
DMRandDouble Tap Rifle(read above)
- Combined
-
Triple Barrel:
- Slight improvement to trait description
-
Beam Rifle:
- Slight improvement to trait description
- Increased Shot Delay from
0.02to0.05 - Decreased Projectile Hit Size Bonus from
+0.5mto+0.3m - Added
Movement SpeedProperty during firing:- Decreases User's movement speed by
-70% - Duration:
Start to End Firing
- Decreases User's movement speed by
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
- Changed Locked Target color to
-
Bat:
- Increased Explosion Radius from
2.5mto3.0m - Increased Explosion Stagger Multiplier from
3.5xto8.0x
- Increased Explosion Radius from
-
Medic Gun:
- Increased Mode 1's DoT Total Damage from
25.0to30.0 - Increased Mode 2's DoT Total Damage from
1.0to2.0 - Changed Mode 2's DoT Damage Distribution from
EndtoUniform - Increased Mode 2's Stagger Multiplier from
40.0xto80.0x - Increased Mode 3's Armor Buff from
+20%to+25% - Increased Mode 3's Armor Shred from
-30%to-40%
- Increased Mode 1's DoT Total Damage from
Dev Note: Incentize players to use its offensive capabilities as a viable option.
-
Heavy SMG:
- Increased Max Ammo from
379to391 - Increased Stagger Multiplier from
1.2xto1.3x - Decreased Hipfire Spread from
2.3xto2.0x - Decreased Aimfire Spread from
0.3xto0.15x
- Increased Max Ammo from
-
Nano Gauss Rifle:
- Added Armor Pierce bonus of
+20%
- Added Armor Pierce bonus of
-
W-Pen Sniper:
- Increased Armor Pierce bonus from
+20%to+40%
- Increased Armor Pierce bonus from
-
C-Foam Launcher:
- Decreased Max Charge Timer from
2.5sto2.0s
- Decreased Max Charge Timer from
-
Explosive Mine Deployer:
- Increased Placement Range from
6.0mto8.0m
- Increased Placement Range from
-
Foam Mine Deployer:
- Increased Placement Range from
6.0mto12.0m - Increased Foam Bubble Count from
25to30 - Increased Bubble Angle from
14to45 - Increased Bubble Minimum Speed from
7to10 - Increased Bubble Maximum Speed from
13to15
- Increased Placement Range from
-
Consumable Foam Mine:
- Increased Foam Bubble Count from
14to18 - Increased Bubble Angle from
14to16
- Increased Foam Bubble Count from
-
Exterminatus Flamer:
- Increased DoT Stack Size from
10to20 - Increased Direct(not DoT) Stagger Multiplier from
10.0xto15.0x
- Increased DoT Stack Size from
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
400.0to500.0 - Increased Maximum Explosion Damage from
800.0to1000.0 - Decreased Friendly Fire Modifier from
0.1xto0.07x
- Increased Minimum Explosion Damage from
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
40.0to50.0 - Increased Shot Delay from
4.5sto5.0s
- Increased Explosion Damage from
-
Sniper Turret:
- Changed
FrontGear Part
- Changed
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
- Standing:
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)
4times to fire the gun. - Infinite Ammo
- Cannot switch gear or reload during the electrocution duration.
- Direct Damage:
1.0 - Shrapnel Count:
1after first bullet hit - Ballistic Type:
Slow Projectile - Max Ammo:
Infinite - Reload Timer:
2.0sper manual reload(requires4to 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%
- Can stack with other damage resist up to
- Damage Taken Debuff:
+50%(Enemy)
- Direct Damage:
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 CCon 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
- Direct Damage:
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
200sto300s- Effectively increasing total heal from
120to180
- Effectively increasing total heal from
- Increased Disinfection from
30%to40%
- Increased Heal Duration from
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 AmmotoGun Ammo
- Switched description term of
-
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%
- Increased Gun Ammo Received from
-
Paramedic:
- Increased Initial Ammo penalty from
-20%to-25%
- Increased Initial Ammo penalty from
-
Specialist:
- Removed
Initial Gun Ammopenalty - Added
Gun Ammo Receivedpenalty of-20% - Increased Ammo Capacity penalty from
-20%to-25%
- Removed
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%
- Increased Tool Ammo Received from
-
Abhuman:
- Changed description to match with the other B-Company members.
Enemy Tweaks:
- Scouts:
- Increased Effective Range of EMP from
100.0mto200.0m - Increased EMP Duration from
45.0sto47.5s
- Increased Effective Range of EMP from
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
3.0mto5.0m - Increased Maximum Fog Radius from
6.0mto10.0m - Increased Fog Density by
+25%
- Increased Minimum Fog Radius from
Dev Note: A Shadow Giant's infection fog should be larger size than the smaller variants.
- Children:
- Decreased Explosion Damage from
6.0to5.0 - Increased Maximum Explosion Radius from
2.5mto3.0m - Decreased Explosion Noise Minimum Range from
10.0mto7.5m - Decreased Explosion Noise Maximum Range from
20.0mto15.0m - Changed Explosion Sound Effect
- Decreased Explosion Damage from
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
- Birther:
- Spawns Children upon death based on variant:
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
2shots instead of3- 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
30to20 - Increased Friendly Fire Multiplier from
0.5xto0.8x
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
ExtraWeaponCustomizationmod - Updated
Informative Door Iconsmod
Miscellaneous Fixes:
- Fixed README.md:
- Not mentioning the new infection death penalty from previous patch
v2.3.3
Mod Updates + Additions:
- Added
Informative Door Iconsmod by HazardousMonkey - Updated
ExtraWeaponCustomizationmod - Updated
ExtraToolCustomizationmod - Updated
EnemyAnimationFixmod - Updated
Spectatemod - Added
InfectionDeathPenaltymod by Carb_Crusaders(me!)- Inflicts a
10%infection penalty to players whenever they go down. This will add up(with other infections) until the85%limit - Can be treated with any disinfection method
- Will be affected by
Infection Resistanceboosters, for example:- Courier class will receive double infection penalty
- Paramedics class will be immune to the penalty
- Inflicts a
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.
- Class will "disinfect"
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%
- Infection Resistance:
- Added other class's baseline stats
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%
- Decreased Initial Ammo Penalty from
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
4.0to4.5 - Increased Effective Range from
21.0mto25.0m - Decreased Hipfire Spread from
1.0xto0.6x - Decreased Aim Spread from
0.4xto0.2x - Decreased Shot Delay from
0.095sto0.07s
- Increased Direct Damage from
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
30.0xto40.0x - Increased Mode 3's Armor Shred from
-20%to-30%
- Increased Mode 2's DoT Stagger Multiplier from
Booster Tweaks:
- Infection Resistance
MutedBooster:- Increased Resistance bonus from
+10%to+15%
- Increased Resistance bonus from
- Infection Resistance
BoldBooster:- Increased Resistance bonus from
+15%to+20%
- Increased Resistance bonus from
- Infection Resistance
AggressiveBooster:- Increased Resistance bonus from
+20%to+25%
- Increased Resistance bonus from
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
IssuetoDiscussiontab
-
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
BetterBotsmod
Balance Tweaks:
- Beam Rifle:
- Decreased Glow Intensity from
0.05to0.01 - Decreased Glow Range from
10.0mto8.0m
- Decreased Glow Intensity from
Dev Note: Eye strain nerf.
- Search and Rescue Tool: Improvement
- Increased Charge Timer from
1.0sto2.0s - 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
- Charge(<20%):
- Fixed visual bug with ammo counter when swapping
- I'm aware of another visual bug with ammo counter at 0%. Does not affect gameplay.
- Increased Charge Timer from
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
1.0to2.0 - Decreased Clip Regen from
5.0to4.0per second - Increased Clip Regen Delay from
5.0sto7.5s - Decreased Glow Intensity from
0.05to0.01 - Decreased Glow Range from
10.0mto8.0m
- Increased Bullet Cost per shot from
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
7.5mto7.0m - Decreased Outer Radius from
15.0mto14.0m - Increased Maximum Explosion Damage from
700.0to800.0 - Explosions completely ignores Armor for all targets, including friends!
- Decreased Inner Radius from
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
EnemyAnimationFixmod - Updated
SpreadStartingAmmomod - Added
NoBrokenBotGearmod 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.jsonfile withinBepInEx/GameData/Favorites/Botgear.jsonof your profile. - Or search the file in
Edit Configand delete the file. - Or try to change the gear before the bot disappears within the lobby(unreliable).
- Delete the
- 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:
Class Tweaks:
- Updated
GTFuckingXPmod - Switched all class
Ammo Cost Efficiencybonus/penalty withAmmo Capacitybonus/penalty - Switched all class
Tool Cost Efficiencybonus/penalty withTool Capacitybonus/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 Ammobonus with+10% Gun Ammo Received
- Replaced
-
Field Technician:
- Replaced
+50% Initial Tool Ammobonus with+25% Tool Ammo Received
- Replaced
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
ExtraWeaponCustomizationmod - Beam Rifle:
- Increased Damage Accumulation from
0.5%to2%per hit- Shots require
50%less to reach full damage potential for body and weakspot hits
- Shots require
- Increased Damage Accumulation Cap for Body Shots from
1.5xto2.0x - Increased Damage Accumulation Cap for Weakspot Shots from
2.0xto3.0x - Increased Max Ammo from
1000to2000 - Increased Base Ammo Received from
200.0to400.0
- Increased Damage Accumulation from
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 RifletoAK Platform Rifle - Decreased Direct Damage from
7.5to7.0
- Changed name from
Dev Note: A tad bit overperforming with the new changes from previous patch
- 3-B Carbine: Rework
- Increased Direct Damage from
3.4to4.0 - Decreased Max Ammo from
453to400 - Switch between
2modes(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])
- 3-Burst Fire:
- Increased Direct Damage from
- 4-B Nade Launcher AR:
- Decreased Direct Damage from
5.0to4.0 - Increased Grenade Ammo Cost from
15to20 - Decreased Maximum Explosion Damage from
45.0to40.0 - Decreased Minimum Explosion Damage from
25.0to20.0 - Decreased Max Ammo from
400to300 - Increased Reload Time from
2.2sto2.4s - Switched Nade Launcher from
Reserve AmmotoClip Ammo- It will pull from reserve to make up for the grenade ammo cost
- Decreased Direct Damage from
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
3.1to3.0 - Decreased Max Ammo from
508to500 - Switch between
2modes(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])
- 5-Burst Fire:
- Decreased Direct Damage from
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
40to30 - Decreased Wisp Death Shrapnel Count from
10to6 - Decreased Precision Multiplier from
1.1xto1.0x - Increased Clip Regen Delay from
16.5sto25.5s - Switched Regular Quill Targeting Mode from
WeakspottoBody - Switched Death Quill Targeting Mode from
WeakspottoNormal(aims for the head if it exists, then the body. Does not aim for tumors) - Switched Targeting Priority from
AngletoDistanceexcept for death quills(to prevent homing failures)
- Decreased Max Ammo from
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
7.0to9.5 - Increased Clip Size from
5to6 - Increased Effective Range from
20.0mto30.0m - Increased Precision Multiplier from
0.9xto1.05x
- Increased Direct Damage from
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
5when it is actually15
- There is currently a bug where the max ammo is shown as
- Added
-
Nano Gauss Rifle:
- Increased Projectile Hit Size Bonus from
+0.2mto+0.5m
- Increased Projectile Hit Size Bonus from
-
W-Pen Sniper Rifle:
- Added
ThickBulletProperty:- Increased Bullet Hitbox by
+0.15m
- Increased Bullet Hitbox by
- Added
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
Spectatemod - Updated
BetterBotsmod - Updated
AmorLibmod
Weapon Additions:
- Updated
ExtraWeaponCustomizationmod - Added
Ound9 gearpart IImod by Ound9 - Removed the text, only the reload circle will be kept
- Added
3new 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
1.0ammo per target killed - Max Delay requirement for ammo refund:
7.0s
- Ballistics Type:
- Napalm Bolts: (Default Keybind: KeypadEnter[KeyConfig1])
- Ballistics Type:
Slow Projectile No Gravity - Not Silenced, will alert enemies
- Projectile Lifetime:
5.0s - Shrapnel:
3per0.1swith0.75sstart 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
1Red Glowstick when the projectile times out or dies
- Ballistics Type:
- 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:
1bolt if you hit the door after the first foam bolt hits
- Ballistics Type:
- Direct Damage:
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
16.5sdelay 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:
2Quills per0.5s - Wisp Death Quill Count:
10 - Wisp Death Quill Damage:
5.0 - Wisp Quill Max Range:
25.0m
- Max Ammo:
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
100after Shot Delay - Max Ammo:
2000 - Clip Size:
100 - Pierce Limit:
1 - Fires
1continuous beam costs100rounds - Damage increases continuous hitting a single target for the whole beam.
- Up to
2.0xdamage cap for normal shots as it stacks 1 at a time - Up to
3.0xdamage cap for weakspot shots as it stacks 2 at a time - Duration lasts
2.5sthen rapidly decays. Continued hits from the user will refresh the duration
- Up to
- 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
- Direct Damage:
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
1new 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
- Standing:
- Direct Damage:
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
0.5sto10.0s(The maximum allowed delay in seconds between hitting the enemy and it dying.) - Decreased Baseline Projectile Count from
2to1to prep for the different modes additions - Removed Last Hit kill requirement to refund ammo back
- Increased Effective Range from
12.0mto20.0m - Changed
RecoilandAccuracyto be signifcantly more reliable - Increased Max Ammo from
100to110 - 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 + DisinfectionProperty- 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
1.0xto1.2x - Decreased Stagger Multiplier from
0.5xto0.0x
- Increased Precision Multiplier from
- Enemy Silence(CC stops non-boss tongue and projectile barrages)
- Toxin Damage(DoT)
- Mode 2:
Speed + StaminaProperty- 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 of10.0sper bullet - Restore Stamina by
+20%per bullet
- Movement Speed buff of
- Applies to enemy targets:
- High Stagger Damage(DoT)
- Decreased Total Damage from
25.0to1.0 - Decreased Precision Multiplier from
1.0xto0.0x - Increased Stagger Multiplier from
0.0xto30.0x
- Decreased Total Damage from
- Enemy Silence(CC)
- High Stagger Damage(DoT)
- Mode 3:
Armor + StaminaProperty- 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 of10.0sper bullet - Restore Stamina by
+20%per bullet
- Armor Resistance of
- Applies to enemy targets:
- Armor Shred debuff of
-20%over a duration of10.0sper bullet - Weaker Toxin Damage(DoT)
- Decreased Total Damage from
24.0to10.0 - Decreased Precision Multiplier from
1.0xto0.75x - Increased Stagger Multiplier from
0.5xto1.0x
- Decreased Total Damage from
- Enemy Silence(CC)
- Armor Shred debuff of
- Increased Max Delay Requirement for Ammo Refund from
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
ThickBulletproperty:- Added
0.2mto projectile hitbox
- Added
- Added
- LMG:
- Added
ThickBulletproperty:- Added
0.2mto projectile hitbox
- Added
- Added
- Reserve MP1:
- Added
ThickBulletproperty:- Added
0.15mto projectile hitbox
- Added
- Added
- MP2:
- Added
ThickBulletproperty:- Added
0.15mto projectile hitbox
- Added
- Added
- Drum Mag AR:
- Increased Reload Time from
2.5sto2.8s - Added
ThickBulletproperty:- Added
0.15mto projectile hitbox
- Added
- Increased Reload Time from
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 ARto4-B Nade Launcher AR - Changed
ScopePart (improved the FOV & zoom of this scope) - Changed
ReceiverPart - Changed
FrontPart - Changed
MagazinePart - Changed
StockPart - Decreased Hipfire Spread from
1.4xto1.0x - Decreased Aimed Spread from
0.6xto0.4x - Decreased Direct Damage from
6.5to5.0 - Decreased Clip Size from
30to20 - Increased Reload Time from
1.7sto2.2s - Increased Max Ammo from
305to400 - Added
Explosiveproperty- 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
OwnerandFriendly - Friendly Fire Multiplier:
0.75x - Shrapnel Count:
10 - Shrapnel Damage:
5.0
- Assault Rifle:
- Changed name from
- Semi-Auto AR Rework
- Changed name from
Semi-Auto RifletoSemi/Full-Auto AK Rifle - Changed
ScopePart - Changed
ReceiverPart - Changed
FrontPart - Changed
MagazinePart - Changed
StockPart - Changed
FlashlightPart - Decreased Direct Damage from
8.1to7.5 - Increased Reload Time from
1.9sto2.6s - Increased Clip Size from
20to45 - Increased Max Ammo from
203to295 - 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])
- Semi-Auto:
- Changed name from
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
0.1xto0.25x - Switched
ArmorShredtoShotModDebuffproperty:- Applies
+30%increased base damage(excluding precision & stagger) debuff on an enemy target for all sources
- Applies
- Increased Glue Bubble Expansion Speed from
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
FrontPart - Changed
ReceiverPart - Added Trail Color similar to Glow Color
- Decreased Projectile Speed from
45.0mto25.0mper second - Decreased Projectile Lifetime from
30.0sto10.0s - Increased Minimum Projectile Distance from
10.0mto25.0m - Added
Shrapnelproperty:- A simple failsafe mechanism to lower the impact of orbiting projectiles
- Changed
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
StockPart to prevent a log spamming issue.
- Changed
- Tracker Pistol:
- Changed
FrontPart(Scope Attachment)
- Changed
- Tracker PDW:
- Changed
FrontPart - Changed
ReceiverPart
- Changed
- Tracker Rifle:
- Changed
FrontPart - Changed
ReceiverPart - Changed
MagazinePart - Increased Direct Damage from
35.1to40.1
- Changed
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
26.0mto35.0m - Decreased Lock-on Angle Requirement from
3to2degrees - Decreased Lock-on Time from
1.0sto0.5s - Increased Lock-on Decay Time from
0.6sto0.8s
- Increased Effective Range from
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
58to70
- Increased Max Ammo from
- Triple Barrel Shotgun:
- Increased Max Ammo from
71to81
- Increased Max Ammo from
- Explosive Burst Rifle:
- Changed
ReceiverPart - changed
SightPart
- Changed
- Explosive Shotgun:
- Changed
ReceiverPart - changed
FrontPart
- Changed
- Explosive Cannon:
- Increased Maximum Explosion Damage from
45.0to50.0 - Increased Minimum Explosion Damage from
35.0to40.0
- Increased Maximum Explosion Damage from
- W-Pen Sniper:
- Changed
FrontPart - Changed
ReceiverPart - Changed
SightPart - Removed
MagazinePart - Increased Push for both Standing & Jumping by
+2.0m - Decreased Push for Crouching by
-1.0m
- Changed
- Nano Gauss Rifle:
- changed
ReceiverPart - Increased Push for both Standing & Jumping by
+2.0m - Decreased Push for Crouching by
-1.0m
- changed
Class Tweaks:
- Updated
GTFuckingXPmod - 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%
- Increased Fog Repeller/Turbine Power from
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%
- Decreased Ammo Cost Efficiency Penalty from
- Quartermaster:
- Decreased Damage Penalty from
-50%to-30% - Added Initial Tool Ammo Penalty of
-20%
- Decreased Damage Penalty from
Booster Tweaks:
- Added
PingableJunkieSyringesmod by JarheadHME- Custom syringes weren't pingable which can cause some miscommunications
- Revive Spd. & Health
MutedBooster:- Increased Revive Speed bonus from
+10%to+20%
- Increased Revive Speed bonus from
- Revive Spd. & Health
BoldBooster:- Increased Revive Speed bonus from
+15%to+25%
- Increased Revive Speed bonus from
- Revive Spd. & Health
AggressiveBooster:- Increased Revive Speed bonus from
+20%to+30%
- Increased Revive Speed bonus from
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
ExtraToolCustomizationmod - Updated
DescriptiveWeaponStatShowermod- Fixed custom turrets not having any stats shown in the tool select sceen
- Fog Repeller Consumable:
- Decreased Minimum Consumable Loot Count from
5to4 - Decreased Maximum Consumable & Carry Limit Loot Count from
10to8
- Decreased Minimum Consumable Loot Count from
- Search & Rescue Tool: Improvement
- Increased Max Ammo from
30to40 - 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
30.0mto25.0mper second
- Mode 2:
- Fog Repeller Launcher
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Decreased Projectile Speed from
20.0mto15.0mper second
- Mode 1:
- Increased Max Ammo from
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
2.0sto1.8s
- Decreased Burst Delay from
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
ScopePart - Decreased Direct Damage from
1.0to0.5 - Decreased Projectile Glow Intensity from
0.25to0.05(still bright, but not as before) - Increased Clip Regen Delay from
3.0sto5.0s
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
PushProperty when sprinting and charging heavy:- Sprint + Charge:
8.0m- Based on charge amount starting from
50%(4.0m) to100%(8.0m)
- Based on charge amount starting from
- Sprint + Charge:
- Added
ShotModProperty when sprinting and charging heavy:- Increases damage of melee by
+30%- Based on charge amount starting from
50%(+15%) to100%(+30%)
- Based on charge amount starting from
- Increases damage of melee by
- Increased Armor Pierce from
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
WeaponIconPlusmod by GTFOModding - Added
Minimapmod 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 useTABfor 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%
- Compass:
- Updated
EnemyAnimationFixmod - Updated
MirrorWeaponsmod - Updated
GTFuckingXPmod- 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
SpreadStartingAmmomod - Updated
Amorlibmod - Updated
BetterBotsmod - Updated
EEC Hmod - Added
Spectatemod by food- Spectate your teammates upon death(downed)
Class Tweaks:
-
Updated
GTFuckingXPmod- Removed
DoubleJumpmod dependecy (You're free to remove this mod)
- Removed
-
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%
- Increased Glue Strength & Efficiency from
-
Field Technician:
- Increased Initial Tool Ammo from
+40%to+50% - Decreased Sentry Damage from
+50%to+40%
- Increased Initial Tool Ammo from
Weapon Tweaks:
- Updated
ExtraWeaponCustomizationmod - Reworked Maximum Effective Range for all guns: (At this range, guns will do minimal damage)
- All gun's maximum effective range has been either
decreasedorincreasedto bedouble of the minimum effective range.For example: minimum of25.0mwill have50.0mmaximum 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.
- All gun's maximum effective range has been either
- Improved Visual Lerp Distance for projectile guns for better visual feedback when shooting.
- Projectiles now trigger tripmines.
- Triple Barrel Shotgun:
- Increased Effective Range from
5.0mto6.0m
- Increased Effective Range from
- Pump Action Shotgun:
- Increased Effective Range from
6.0mto7.0m
- Increased Effective Range from
- Explosive Shotgun:
- Increased Effective Range from
6.0mto7.0m
- Increased Effective Range from
- Reserve MP1:
- Increased Effective Range from
5.0mto6.0m
- Increased Effective Range from
- MP2:
- Increased Effective Range from
6.0mto7.0m
- Increased Effective Range from
- Hemorrhage Shotgun:
- Increased Effective Range from
8.0mto9.0m
- Increased Effective Range from
- Foam Shotgun:
- Increased Effective Range from
8.0mto9.0m
- Increased Effective Range from
- Tracker PDW:
- Increased Effective Range from
9.0mto10.0m
- Increased Effective Range from
- Tracker Pistol:
- Increased Effective Range from
11.0mto12.0m
- Increased Effective Range from
- Added
Hitmarker Cooldownof1.0sfor all DoT weapons to prevent excessive sound effects. - Medic Gun:
- Changed
SightPart - Changed
ReceiverPart
- Changed
- Exp. Smart Rifle:
- Changed
SightPart
- Changed
- MP2:
- Added
SightPart - Decreased Aim Spread from
0.5xto0.4x - Increased Clip Size from
50to60 - Increased Max Ammo from
737to747
- Added
- Explosive Shotgun:
- Added
Shrapnelproperty- Shrapnel Damage:
5.0 - Shrapnel Count per bullet:
2 - Shrapnel Pierce:
1.0
- Shrapnel Damage:
- Added
- Triple Barrel Shotgun:
- Added
Pushproperty when usingAimTrait- Standing/Crouching/Jumping:
-12.0m
- Standing/Crouching/Jumping:
- Added
- Bolt Pistol:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-2.0m - Crouching:
-1.0m - Jumping:
-4.0m
- Standing:
- Added
- Heavy Revolver:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-2.0m - Crouching:
1.0m - Jumping:
-4.0m
- Standing:
- Added
- Nano Gauss Rifle:
- Changed Explosion SFX to be a bit more squishy
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-5.0m - Crouching:
-3.0m - Jumping:
-10.0m
- Standing:
- W-Pen Sniper Rifle:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-4.0m - Crouching:
-2.0m - Jumping:
-8.0m
- Standing:
- Added
- Reserve HMG:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-0.05m - Crouching:
0.0m - Jumping:
-0.1m
- Standing:
- Added
- LMG:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-0.3m - Crouching:
0.0m - Jumping:
-0.5m
- Standing:
- Added
- Explosive Shotgun:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-3.0m - Crouching:
-1.0m - Jumping:
-6.0m
- Standing:
- Added
Tool Addition & Tweaks:
- Updated
ExtraToolCustomizationmod - Changed name of
Autotek Tagged Sniper TurrettoAutotek Bio-Tag Sniper Turret - Explosive Mine Deployer:
- Changed name of
Krieg Homeland DefensetoKrieg Homeland Defense Tool - Decreased Max Ammo from
16to12 - Increased Minimum Effective Distance from
5.0mto6.0m - Increased Maximum Effective Distance from
10.0mto12.0m - Decreased Beam Length from
20.0mto12.0mto match with its max effective range - Increased Placement Time from
1.0sto1.5s - Increased Placement Cooldown from
1.0sto1.5s - Increased Pickup Time from
1.0sto2.0s - Increased Placement Range from
2.5mto6.0m
- Changed name of
- Consumable Foam Tripmine:
- Increased Firing Delay from
0.0sto0.1s - Increased Minimum Effective Distance from
2.5mto3.0m - Decreased Maximum Effective Distance from
12.0mto10.0m - Decreased Beam Length from
20.0mto10.0m - Decreased Foam Bubble Count from
17to15 - Increased Placement Range from
2.5mto3.0m - Decreased Placement Cooldown from
2.0sto0.5s
- Increased Firing Delay from
- Consumable Explosive Mine:
- Increased Placement Range from
2.5mto3.0m
- Increased Placement Range from
- Advanced Bio Tracker:
- Changed name from
Advanced Thermal TrackertoTechman Advanced Thermal Tracker - Increased Equip Time from
1.0sto1.5s - Decreased Aim Transition Time from
0.5sto0.25s
- Changed name from
- C-Foam Launcher:
- Increased Max Ammo from
156to178
- Increased Max Ammo from
- 4-Burst Turret:
- Increased Direct Damage from
4.6to5.2 - Decreased Shot Delay from
0.1sto0.05s
- Increased Direct Damage from
- Shotgun Turret:
- Increased Direct Damage from
5.9to6.0 - Increased Pellet Count from
7to8 - Decreased Shot Delay from
1.0sto0.75s - Increased Max Ammo from
91to121
- Increased Direct Damage from
- HMG Turret:
- Increased Direct Damage from
1.6to1.7
- Increased Direct Damage from
- Sniper Turret:
- Increased Direct Damage from
85.5to90.5
- Increased Direct Damage from
- 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
- Max Ammo:
- Mastaba Search & Rescue:
- Primary Fire mode:
Glowstick Launcher- Costs:
1ammo per shot - Will trigger
booster conditionals - Effected by
boosters/class
- Costs:
- Secondary Fire mode:
Fog Repeller Launcher- Costs:
2ammo per shot - Will trigger
booster conditionals - Effected by
boosters/class
- Costs:
- Max Ammo:
30 - Silence:
- Wake Up Radius:
4.0m - Alert Radius:
8.0m - Alert Amount:
40%(Sleepers awake at 100%)
- Wake Up Radius:
- Primary Fire mode:
- 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
Taggedtargets - 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
- Direct Damage:
- 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:
8.0mper 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:
5.0per 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
- Direct Damage:
Melee Tweaks:
- Sledgehammer:
- Increased Armor Shred Duration from
4.0sto4.5s
- Increased Armor Shred Duration from
Booster Tweaks:
- Changed text from
99 Uses LefttoInfinite Uses - Initial Main/Special Ammo
MutedBooster:- Fixed boosters showing the wrong value of
14%
- Fixed boosters showing the wrong value of
- Initial Main/Special Ammo
AggressiveBooster:- Increased Main/Special ammo bonus from
25%to35%
- Increased Main/Special ammo bonus from
- Initial Tool Ammo
MutedBooster:- Increased Tool ammo bonus from
10%to15%
- Increased Tool ammo bonus from
- Initial Tool Ammo
AggressiveBooster:- Increased Tool ammo bonus from
20%to35%
- Increased Tool ammo bonus from
- Regen Cap/Speed
BoldBooster:- Changed Condition from
Human ProximitytoGlowstick Radius
- Changed Condition from
- Tripmine Damage
BoldBooster:- Changed Condition from
Holding TooltoHuman Proximity
- Changed Condition from
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.