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MindAttic-GtfoEZ-11.0.0 icon

GtfoEZ

Health x2, faster regen, no stamina penalty, 90% less fall damage & fog, more ammo, faster revives, shorter enemy detection, no glow sticks/lock melters/c-foam grenades/trip mines. 530+ more stats also exposed, left at vanilla by default.

Date uploaded 11 hours ago
Version 11.0.0
Download link MindAttic-GtfoEZ-11.0.0.zip
Downloads 23
Dependency string MindAttic-GtfoEZ-11.0.0

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.3 icon
BepInEx-BepInExPack_GTFO

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

Preferred version: 3.2.3

README

GTFO.EZ

(Listed on Thunderstore as GtfoEZ — package names there are restricted to letters, numbers, and underscores, so they can't contain a period.)

A small, config-driven BepInEx plugin for GTFO that tunes player stats for an easier, more relaxed co-op experience. No datablock JSON files are shipped — it patches the game's own data in memory at load time, so it keeps working across game patches that only change base values. A curated set of defaults covers the core experience, with 530+ customizable fields underneath for anyone who wants to retune things further.

What it changes

Defaults follow community-consensus balance values (several independent GTFO easy-mode mods' settled-on numbers), not arbitrary multipliers. "Default" is the value after this mod's default config is applied; - means left at vanilla:

Stat Vanilla Default
Max health 25 50 (+100%)
Health regen rate 0.2/s 0.1/s (-50%)
Max regenerated health (no med kit) 20% 40% (+100%)
Stamina regen rate while resting in combat 0.15/s (vs 0.25/s out of combat) 0.25/s, equalized
Stamina cap while in combat 90% 100%, cap removed
Fall damage amount 2-15 0.2-1.5 (-90%)
Fall height where damage maxes out 20m 30m (+50%)
Weapon/tool ammo (reserve, starting, refill packs) x1 x1.5 (+50%)
Enemy movement-noise detection distance 8m (sleepers: 20m) 6m (sleepers: 15m) (-25%)
Glow stick spawn odds (both colors) enabled disabled (-100%)
Lock Melter spawn odds varies by zone disabled (-100%)
C-Foam Grenade spawn odds varies by zone disabled (-100%)
Explosive Trip Mine spawn odds varies by zone disabled (-100%)
C-Foam Tripmine spawn odds varies by zone disabled (-100%)
Revive duration (time to revive a downed teammate) 4s 1.32s (-67%)
Fog density (visibility-limiting fog) varies by zone -90%

A few deliberate non-changes among the tuned stats: regen delay after damage is left at vanilla (fast regen with no delay makes you nearly unkillable in a slow fight), the no-damage fall height itself is left at vanilla (cutting fall damage to 10% already does the work, so raising the safe height on top of that was redundant), and ammo isn't paired with a damage buff (that combination was reported as overtuned by another mod's author).

Every value above is a multiplier (or on/off switch) you can retune in the config file BepInEx generates after first launch (BepInEx/config/MindAttic.GTFO.EZ.cfg), without recompiling anything.

If you're upgrading from an older version: BepInEx keeps whatever value is already in your .cfg, so when a default listed above changes between versions (see CHANGELOG.md), your install won't pick up the new number on its own. This mod corrects that once per affected setting, the first time you launch the version that fixes it - if you'd deliberately set one of those same settings to its old value yourself, that gets reset to the new default too, since the two cases look identical from the config file alone.

Also exposed, but left at vanilla by default

These are tunable in the same config file, but ship unchanged — either because vanilla was already fine (flashlights), or because there's no community consensus they need adjusting for an easier game, unlike the stats above. Grouped here the same way they're grouped in the config file itself:

Fall Damage

Stat Vanilla Default
Fall height before any damage 4m -

Lighting

Stat Vanilla Default
Flashlight angle varies by light type (35-70 degrees) -
Flashlight intensity varies by light type (0.25-0.9) -

Movement

Stat Vanilla Default
Walk speed 3.5 m/s -
Run speed 6 m/s -
Air (mid-air) move speed 3 m/s -
Crouch move speed 2 m/s -
Ladder climb speed 1.5 m/s -
Jump height (initial jump velocity) 9 m/s -

Combat

Stat Vanilla Default
Friendly fire damage multiplier x0.5 -

Utility

Stat Vanilla Default
Battery capacity (flashlights/tools) 100 -
Small tool battery drain rate 0.25/s -
Medium tool battery drain rate 0.5/s -
Large tool battery drain rate 3/s -

Environment

Stat Vanilla Default
No-air (suffocation) damage rate 0.15 -
No-air meter depletion time 90s -

Enemy Balance

Stat Vanilla Default
Enemy max health varies by enemy type -
Enemy melee attack damage varies by enemy type -
Enemy tentacle attack damage (Striker/Tank grabs, Scout tentacles, etc.) varies by enemy type -

Loot

Stat Vanilla Default
Consumable spawns per zone (med/ammo packs, syringes) varies by zone -
Big pickup spawns per zone (fog turbines, artifacts, etc.) varies by zone -

Miscellaneous (exposed, but not part of the core tuning)

Everything below was added after the mod's core feature set (health/regen/fall damage/ammo/ detection/glow sticks, above) was already settled. It's real, functional, and fully configurable, but less curated and less load-bearing for the mod's "easy mode" identity than the stats above — expect it to matter more for players who want to go deeper than the defaults, not for a first install.

Consumable spawn odds — Glow Stick, Lock Melter, C-Foam Grenade, Explosive Trip Mine, and C-Foam Tripmine are covered above (all disabled by default); these other items share the same weighted lottery but are all left at vanilla:

Stat Vanilla Default
Long Range Flashlight spawn odds varies by zone -
Fog Repeller spawn odds varies by zone -
Melee Buff (IIx) Syringe spawn odds varies by zone -
Health (I2-LP) Syringe spawn odds varies by zone -

These spawn-odds stats (glow stick included) all retune the same weighted lottery that decides which consumable fills a spawn slot — they don't change how many consumables spawn (that's the Consumable Spawn Multiplier above). Setting one to 0 removes that item from the loot pool entirely; the slots it would have used go to whatever's left in the lottery instead.

Expedition balance — ExpeditionBalanceDataBlock is the game's own per-difficulty-tier budget table (one entry per tier: Easy/Normal/Hard/..., scaled uniformly). This is by far the largest surface in the mod and none of it is retuned by default:

Resources

Stat Vanilla Default
Health-pack resource budget per zone varies by tier -
Infection-cure resource budget per zone varies by tier -
Weapon ammo-pack resource budget per zone varies by tier -
Tool ammo (sentries, C-foam launcher, etc.) budget per zone varies by tier -
Commodity (crafting material) value per zone varies by tier -
Chance a container holds a commodity varies by tier -
Chance a container holds an artifact varies by tier -
Chance a commodity spawn is a large pack varies by tier -
Chance a commodity spawn is a medium pack varies by tier -
Chance a resource container gets reused for a second pack varies by tier -
Max packs per resource container varies by tier -
Empty weak (cardboard box) containers per zone varies by tier -
Empty secure (locker) containers per zone varies by tier -
General loot budget per zone varies by tier -
Air (breathable) budget per zone varies by tier -
Air budget per zone inside no-air areas varies by tier -
Terminals per zone varies by tier -
Chance a weak container holding a pack is locked varies by tier -
Resource pack size (small/medium/large tiers) varies by tier -

Enemies

Stat Vanilla Default
Roaming enemy patrol groups per zone varies by tier -
Max stationary (sleeper) enemies per zone varies by tier -
Max stationary enemies in a small area varies by tier -
Max stationary enemies in a medium area varies by tier -
Max stationary enemies in a large area varies by tier -
Max stationary enemies in a huge area varies by tier -
Overall enemy population budget per zone varies by tier -
Tentacle Trap health varies by tier -
Tentacle Trap attack damage varies by tier -
Tentacle Trap max per zone varies by tier -
Tentacle Trap max in a small area varies by tier -
Tentacle Trap max in a medium area varies by tier -
Tentacle Trap max in a large area varies by tier -
Tentacle Trap max in a huge area varies by tier -
Parasite Nest health varies by tier -
Parasite Nest attack damage varies by tier -
Parasite Nest max per zone varies by tier -
Parasite Nest max in a small area varies by tier -
Parasite Nest max in a medium area varies by tier -
Parasite Nest max in a large area varies by tier -
Parasite Nest max in a huge area varies by tier -

Tentacle Trap and Parasite Nest each expose the same 7-stat shape as roaming/sleeper enemies above (Health, Attack Damage, Max Per Zone, Max Small/Medium/Large/Huge Area) via their own StaticEnemyData reference on the datablock — confirmed by IL-inspecting Modules-ASM.dll rather than guessing at an undocumented nested type.

Level generation (internal tuning, not difficulty — changes how levels are built)

Stat Vanilla Default
Voxel coverage area factor varies by tier -
Voxel coverage area randomness factor varies by tier -
Artifacts per level segment varies by tier -
Artifacts per level layer varies by tier -

Doors

Stat Vanilla Default
Small (4x4) weak door health varies by tier -
Large (8x4) weak door health varies by tier -
Odds a weak door has no lock varies by tier -
Odds a weak door has a melee-breakable lock varies by tier -
Odds a weak door has a hackable lock varies by tier -
Chance an unlocked weak door starts open varies by tier -
Chance a door starts open after a wall-remover charge varies by tier -
Weak door lock health varies by tier -
C-Foam volume -> door health conversion rate varies by tier -
C-Foam volume needed to fully seal a door varies by tier -

Melee weapons — MeleeArchetypeDataBlock has one entry per weapon type: Bat, Hammer (the sledgehammer), Knife, and Spear — real in-game names, confirmed from the data rather than assumed. Each weapon gets its own independent set of config entries, grouped by action type (Light Attack / Charged Attack / Push / General) the same way they're grouped in the config file. Vanilla numbers below are the same for all four stat categories (every weapon has a Light Attack Damage, a Stagger Multiplier, etc.) but the actual values differ per weapon — a Knife's light attack does 2 damage, a Hammer's does 3, for example:

Light Attack

Stat Vanilla Default
Damage varies by weapon (see table below) -
Stagger Multiplier varies by weapon -
Precision Damage Multiplier varies by weapon -
Environment Damage Multiplier varies by weapon -
Backstab Damage Multiplier varies by weapon -
Sleeper Damage Multiplier varies by weapon -
Stamina Cost Multiplier varies by weapon -

Charged Attack

Stat Vanilla Default
Damage varies by weapon (see table below) -
Stagger Multiplier varies by weapon -
Precision Damage Multiplier varies by weapon -
Environment Damage Multiplier varies by weapon -
Backstab Damage Multiplier varies by weapon -
Sleeper Damage Multiplier varies by weapon -
Stamina Cost Multiplier varies by weapon -

Push

Stat Vanilla Default
Hit Detection Radius Multiplier varies by weapon -
Stamina Cost Multiplier varies by weapon -

General

Stat Vanilla Default
Reach Multiplier varies by weapon -
Hit Detection Radius Multiplier varies by weapon -
Charge Move Speed Multiplier varies by weapon -

That's 19 stats x 4 weapons = 76 config entries, all left at vanilla. For reference, here's what "vanilla" actually is per weapon (light / charged attack damage only, the two most legible numbers):

Weapon Light Attack Damage Charged Attack Damage
Bat 3 12
Hammer 3 20
Knife 2 5.5
Spear 2 17.5

Not yet exposed: PublicName, NoiseLevel, the animation/SFX set references, and the boolean behavior flags (SkipLimbDestruction, CanHitMultipleEnemies, etc.) aren't multiplier-friendly balance values, so they're left alone.

Ranged weapons and sentries — ArchetypeDataBlock is the ranged-weapon equivalent of melee's archetype block, covering every gun's fire modes and every sentry. There are far more of these (~50 individual fire-mode archetypes across ~20 weapon types) than melee's 4, so the five core combat stats get a two-tier multiplier instead of melee's single tier: a Weapon Type slider shared by every fire mode in that family (e.g. all of "Rifle") multiplied by an Individual Weapon slider for one specific fire mode (e.g. "Rifle - Burst"), both defaulting to 1.0 and stacking multiplicatively - adjust either one, or both.

Stat Vanilla Default
Damage varies by weapon (see table below) -
Stagger Multiplier varies by weapon -
Precision (headshot) Multiplier varies by weapon -
Clip Size varies by weapon -
Reload Time varies by weapon -

Weapon type and archetype ownership were confirmed by logging GearCategoryDataBlock and ArchetypeDataBlock at boot - not documented anywhere official. A few types share an archetype across more than one category (e.g. "SMG_Special" reuses plain "SMG"'s stats), in which case only the base type gets its own slider. Sentries don't go through this category system at all, so they aren't covered by the two-tier sliders - see the flat Sentry stats further below.

The Weapon column is the actual gun you pick in the loadout screen, resolved from the game's own gear data (and checked against the GTFO wiki). The Weapon Type / Individual Weapon columns are the names of the config sections you'd edit. 16 rows have no player weapon - every "SemiBurst" slot plus a few unused ones - so treat those as inert. The fire-mode word in a section name is the internal slot, which doesn't always match how the gun fires: the Bataldo Custom K330 is a slug shotgun filed under "HEL Shotgun - Semi", and the Bataldo J 300 fires full-auto from the "Burst" slot.

Weapon Weapon Type Individual Weapon Damage Stagger Multiplier Precision Multiplier Clip Size Reload Time
— (no player weapon) Bullpup Semi 3 1 1 8 3
— (no player weapon) Bullpup Burst 1.8 1 1 24 3
Accrat Golok DA Bullpup Rifle Bullpup Auto 2.1 1 1 40 2.3
— (no player weapon) Bullpup SemiBurst 1.5 1 1 25 3
TR22 Hanaway DMR DMR Semi 7.51 1 0.87 12 2.3
Hanaway PSB Double Tap Rifle DMR Burst 5.51 1 0.9 14 2.15
— (no player weapon) DMR Auto (Long gun) 4 1 1 16 1.9
— (no player weapon) DMR SemiBurst 20 1 1 10 1.9
Omneco LRG HEL Rifle Gauss Rifle Semi 30.01 1 0.73 5 3.2
Bataldo Custom K330 Slug Shotgun HEL Shotgun Semi 21 2 0.7413 6 2.5
Bataldo J 300 HEL Shotgun HEL Shotgun Burst 1.67 2 0.7413 14 3
Shelling Arid 5 High Caliber Pistol HighCalPistol - 30.1 1 0.7413 6 2.5
TechMan Veruta XII Machine Gun MachineGun Auto 3.51 1.45 0.7413 60 4
Omneco EXP1 HEL Gun MachineGun LowRPM Semi 16.25 1 0.8 9 3.3
TechMan Klust 6 Burst Cannon MachineGun LowRPM Burst 22 1 0.734 20 3.7
TechMan Arbalist V Machine Gun MachineGun LowRPM Auto 5.35 1 0.7413 40 3.5
— (no player weapon) MachineGun LowRPM SemiBurst 20 1 1 10 2.1
Shelling S49 Pistol Pistol Semi 4.64 1.5 0.8667 15 1.3
Shelling Nano Burst Pistol Pistol Burst 3.2 1 0.8667 28 1.25
Raptus Treffen 2 Machine Pistol Pistol Auto 1.9 1 0.7413 50 1.25
— (no player weapon) Pistol SemiBurst 20 1 1 10 1.25
Raptus Steigro HEL Autopistol Pistol Stagger Auto 1.5 5 0.7413 60 1.3
Drekker Del P1 Precision Rifle Precision Rifle - 13 1 1.3 10 3.3
Mastaba R66 Revolver Revolver Semi 14.21 1 0.7413 6 1.75
Bataldo 3RB HEL Revolver Revolver Burst 8.01 1 0.7413 8 2.3
— (no player weapon) Revolver Auto (Autorevolver) 7 1 1 10 2
— (no player weapon) Revolver SemiBurst 20 1 1 10 2
Drekker Pres MOD 556 Rifle Rifle Semi 5.08 1.75 0.8667 14 1.9
Malatack CH 4 Burst Rifle Rifle Burst 2.71 1 0.8667 30 2
Malatack LX Assault Rifle Rifle Auto 2.1875 1 0.8 30 1.8
— (no player weapon) Rifle SemiBurst (Semi Burst Rifle) 20 1 1 10 1.8
— (no player weapon) RifleCQB - 4.31 1 0.7 24 1.5
Malatack HXC Heavy Assault Rifle RifleHeavy Auto 5.01 1 0.8 30 2.3
Drekker CLR Short Rifle SMG Semi 4.81 0.5 0.7413 30 1.7
Van Auken CAB F4 Carbine SMG Burst 2.38 1 0.7413 48 1.6
Van Auken LTC5 SMG SMG Auto 1.98 1 0.91 50 1.4
— (no player weapon) SMG SemiBurst 20 1 1 10 1.5
Accrat ND6 Heavy SMG SMGHeavy Auto 2.45 1 0.8 33 1.55
Accrat STB PDW SMG PDW - 2.15 1 0.7413 32 1.4
Buckland SBS III Sawed-off Shotgun SawedOffShotgun Semi 3.8 2 0.7413 4 1.6
Drekker INEX Drei Scattergun Scattergun Burst 4.8 2 0.7333 2 2.66
Buckland S870 Shotgun Shotgun Semi 3.01 1 1 8 3
Buckland XDIST2 Choke Mod Shotgun Shotgun Burst 3.76 1.35 1 4 2.72
Buckland AF6 Combat Shotgun Shotgun Auto 2.51 2 0.875 12 2.83
— (no player weapon) Shotgun SemiBurst 20 1 1 10 1
Köning PR 11 Sniper Sniper Semi 40.01 1 2.0025 2 3.5
— (no player weapon) Sniper Burst (Railgun) 15 1 1 9 3.5
— (no player weapon) Sniper Auto (Coilgun) 12 1 1 10 3.5
— (no player weapon) Sniper SemiBurst 20 1 1 10 2.5

Every other ArchetypeDataBlock stat (ammo cost, fire rate, spread, burst/shotgun-pellet counts, charge-up/cooldown timing, equip/aim speed, shell casing size) is left as one flat multiplier shared by every weapon and sentry alike, rather than tripling the config size again for stats nobody asked to tune per-gun:

Stat Vanilla Default
Ammo cost per shot varies by weapon -
Shot delay (fire rate) varies by weapon -
Hip-fire spread varies by weapon -
Aim spread varies by weapon -
Piercing target count varies by weapon -
Burst delay varies by weapon -
Burst shot count varies by weapon -
Shotgun pellet count varies by weapon -
Shotgun cone size varies by weapon -
Shotgun pellet spread varies by weapon -
Special charge-up time varies by weapon -
Special cooldown time varies by weapon -
Semi-burst timeout varies by weapon -
Equip transition time varies by weapon -
Aim transition time varies by weapon -
Shell casing size (cosmetic) varies by weapon -

Sentries get their own flat multiplier set for the targeting/combat behavior that's unique to them (not shared with handheld weapons), including a separate set applied only once a sentry has "tagged" (scanned) a target:

Stat Vanilla Default
Start fire delay varies by sentry -
Rotation speed varies by sentry -
Detection max range varies by sentry -
Detection max angle varies by sentry -
Long range threshold varies by sentry -
Short range threshold varies by sentry -
Tagged-target start fire delay multiplier varies by sentry -
Tagged-target rotation speed multiplier varies by sentry -
Tagged-target damage multiplier varies by sentry -
Tagged-target stagger multiplier varies by sentry -
Tagged-target ammo cost multiplier varies by sentry -
Tagged-target shot delay multiplier varies by sentry -

Not yet exposed: PublicName/Description, FireMode, RecoilDataID, DamageBoosterEffect, the animation sequence references, PiercingBullets (on/off flag), and ShellCasingSpeedRange - either not multiplier-friendly or purely cosmetic/technical.

Install

Install via Thunderstore Mod Manager or r2modman, or import the zip manually and share a profile code. Everyone in the lobby needs the same mod and config.

Attributions

This mod is an independent, from-scratch implementation (no code or data copied from any of the projects below) built as a code plugin rather than datablock JSON, specifically so it survives game updates without needing a rebuild for every patch. Its design still owes a real debt to others' prior work:

  • Mendu — creator of EasyMode, the original datablock-JSON mod whose feature list (health, regen, stamina, fall damage, ammo, flashlights, detection range) this mod reimplements.
  • GTFriendlyO (Carb_Crusaders / Heaveness) and Friendly GTFO (EcoLight) — their published changelogs and balance iterations (including a health multiplier that was tried higher and walked back) are what this mod's default values are tuned against, rather than guessing.
  • Team_Chicken, creator of Health And Melee Tweaks — demonstrated the core technique this mod is built on: editing the game's own loaded PlayerDataBlock from a plugin instead of shipping replacement JSON, so the game's built-in systems keep doing the work.
  • atime1pm, creator of LowSpecGaming — reference example for iterating every FlashlightSettingsDataBlock via GameDataBlockBase<T>.GetAllBlocks().
  • The GTFO-Modding community — the GTDO wiki's datablock reference and the GTFO-API source are what made it possible to find the real field names (health, movementDetectionDistance, etc.) and the GameDataInit.Initialize hook point this mod relies on, instead of guessing at an undocumented API.
  • The BepInEx team — the modding framework and loader this mod (and essentially every other GTFO mod) runs on.
  • Claude Opus 5.5 (Anthropic) — AI assistant used throughout development: implementing the patches, reverse-engineering datablock fields, and writing/auditing this documentation.

Changelog

v11

  • Bug fix: Health Regen Cap Multiplier's default of 0.5 (10%), introduced in v8, turned out to have no stated rationale anywhere in that commit or the changelog - unlike every other default change in this mod, which cites a reason. It also never matched how the mod was actually played: because of the stale-.cfg bug below, any install that predates v8 was never actually affected by it in the first place, silently staying at the original 2.0 (40%) the whole time. Reverted the default back to 2.0 (40%) to match that original, actually-played-with value, and extended the v10 migration to also catch anyone who did get moved onto the short-lived 0.5.
  • Whole-number stats (ammo counts, clip size, pellet count, enemy caps, loot counts, etc.) now always round in the player's favor when a multiplier leaves a fraction, instead of rounding to nearest-even: anything where more helps you rounds up, anything where fewer helps you (enemy counts, shotgun spread) rounds down. At default settings this can add 1 to an ammo value where the x1.5 ammo multiplier lands on a half.
  • Every individual-weapon setting now names the actual gun it affects (e.g. "Weapon - Rifle Auto" is the Malatack LX Assault Rifle), both in the config file's descriptions and in a new Weapon column on the README's weapon table. Section names are unchanged, so existing settings carry over. 16 of the 49 fire-mode slots turned out to have no player weapon at all - now labelled.
  • Bug fix: each mod update re-ran every past default-migration, not just the new ones, so if you'd deliberately set something back after an earlier update (say, re-enabled Lock Melters, or put fall damage back to vanilla) the next update quietly reset it again. Each migration now runs once per install and never again.
  • Bug fix: 17 of the game's loot tables contain only items this mod disables (e.g. the "C-foam" tables are just C-Foam grenades and tripmines), which left them as a loot lottery with nothing to win - with no telling what the game draws from that. Those tables now just spawn nothing, which is what disabling those items means.

v10

  • Bug fix: A full audit of every config default's git history turned up more entries hit by the same stale-.cfg bug as v9's loot fix: Health Regen Rate Multiplier (5.0->0.5) and Health Regen Cap Multiplier (2.0->0.5) from v8, Fall Damage Multiplier (1.0->0.1) and Fall Damage Min Height Multiplier (2.0->1.0) from v5, Flashlight Angle/Intensity Multiplier (1.25->1.0) from v2, and Revive Duration Multiplier (1.0->0.33) from v8 all changed their default without a migration, so upgraders from before the relevant version could still be stuck on values as old as v1. The one-time migration added here now covers all of these too.
  • Bug fix: a single try/catch wrapped all 9 of the mod's tweak categories (player stats, fog, loot, weapons, etc.), so one category throwing an exception - e.g. a future game patch renaming a field - silently skipped every other, unrelated category too. Each category now fails independently and logs which one broke, instead of one bad category taking the rest down with it.
  • The in-level "Goo goo. Gah gah." warden-intel message now stays up for 30 seconds instead of 15, still starting 90 seconds into a level - easier to actually notice.
  • Added a real test suite: the weapon/melee config-table data and multiplier math that used to live only in Plugin.cs/GameDataTweaks.cs moved to a new GTFO.EZ.Core project with no BepInEx/Il2Cpp dependency, so it can be unit tested (tests/GTFO.EZ.Core.Tests, 21 NUnit tests) without the game installed. Dev-facing only - no gameplay change.

v9

  • Explosive Trip Mine and C-Foam Tripmine spawn odds now default to disabled (0), joining Glow Stick, Lock Melter, and C-Foam Grenade - vanilla frequency was judged too cluttered, same call as the others.
  • Bug fix: Glow Stick (v5), and Lock Melter/C-Foam Grenade (v8), were meant to default to disabled (0) spawn odds, but BepInEx preserves whatever value already exists in an upgrader's .cfg file - so anyone who'd installed before the relevant version stayed stuck at the old vanilla (1.0) default forever and kept seeing them at full frequency. Added a one-time migration that nudges those settings (now including the two above) to their intended default on first launch of this version, gated so it never re-applies - if you'd deliberately re-enabled one of them since, your choice is kept.

v8

  • Added a Vanilla column to every remaining table that was missing one (consumable spawn odds, all four Expedition Balance subsections, all four melee weapon action types), so every exposed stat now shows what it's being compared against instead of just its tuned/default value.
  • Exposed TentacleTraps and ParasiteNests (on ExpeditionBalanceDataBlock) as 14 new config options, all left at vanilla (1.0) by default: both are StaticEnemyData references with the same 7-field shape already exposed for roaming/sleeper enemies (Health, Attack Damage, Max Per Zone, Max Small/Medium/Large/Huge Area), confirmed via IL inspection of the game's own assembly.
  • Credited Claude Opus 5.5 in Attributions for its role throughout development.
  • Added a Fog Density Multiplier (new, default 0.1 / -90%) patched onto every FogSettingsDataBlock - vanilla fog was judged more annoying than fun.
  • Health Regen Rate Multiplier default lowered from 5.0 to 0.5 (0.2/s -> 0.1/s) and Health Regen Cap Multiplier default lowered from 2.0 to 0.5 (20% -> 10%).
  • Revive Duration Multiplier default lowered from 1.0 to 0.33 (4s -> 1.32s), moving it from "exposed but vanilla" into the core tuned defaults.
  • Lock Melter and C-Foam Grenade spawn odds now default to disabled (0), joining Glow Stick.
  • Bug fix: Plugin.VERSION was still hardcoded 5.0.0 from the last release despite all of the above - the in-game confirmation message would have shown the wrong major version. Fixed to match the real package version before release.
  • Added a Bots Always Equip Sentry Gun option (off by default): forces a bot's Tool slot to the basic Sentry Gun the moment it gets gear, whether filling an empty slot or replacing a player. Resolved through the game's own GD.Gear.Basic_SentryGun name lookup rather than a hardcoded ID.
  • Exposed ArchetypeDataBlock (every ranged weapon's fire modes, plus sentries) as ~380 new config options. Core combat stats (Damage, Stagger, Precision, Clip Size, Reload Time) get a two-tier multiplier - a Weapon Type slider shared by every fire mode in that family, times an Individual Weapon slider for one specific fire mode - covering ~50 archetypes across ~20 weapon types, all left at vanilla (1.0) by default. Every other archetype stat (ammo cost, fire rate, spread, burst timing, equip speed, etc.) plus sentry-specific targeting/combat stats get one flat multiplier shared by every weapon instead. IDs and ownership confirmed by logging GearCategoryDataBlock/ArchetypeDataBlock at boot.
  • Bug fix: package/README.md's embedded changelog copy had drifted out of sync with package/CHANGELOG.md - still headed v6 and missing the two bullets above. Pre-release audit caught it; the two files are back in sync.
  • Bug fix: the root README.md and package/README.md both still advertised "155 config entries" after the weapon/sentry exposure above added ~380 more. Updated to 530+ throughout.

v5

  • Bug fix: Remove Combat Stamina Penalty previously equalized a pair of fields that are both 0 at vanilla regardless of combat state, so it did nothing. It now correctly equalizes the real penalty (0.15/s vs 0.25/s regen while resting) and removes the 90% stamina cap while in combat.
  • Fall damage amount is now actually cut to 10% of normal, on top of the unchanged no-damage height (previously only the height was touched, not the damage itself).
  • Exposed more stats as config options, all left at vanilla by default unless noted: enemy max health, enemy melee/tentacle attack damage, consumable spawn rate per zone, big pickup spawn rate per zone, revive duration, 8 more individual consumable spawn-odds stats, the full per-difficulty-tier ExpeditionBalanceDataBlock (~40 stats covering resources, enemies, level generation, and doors), and every melee weapon stat (76 entries: 4 weapons x 19 stats each, organized by weapon then by action type).
  • Glow Stick spawn odds now default to disabled (0) instead of vanilla — a real tuned default, not just exposed.
  • Corrected several "vanilla" values in the docs that were placeholders or incomplete: revive duration (4s), flashlight angle/intensity (vary by light type, not a flat x1), and enemy detection distance (there's a second, 20m sleeper profile alongside the 8m normal one).
  • Trimmed two config descriptions (Health Regen Cap Multiplier, Weapon Ammo Multiplier) that exceeded the in-game config editor's 200-character limit and were getting cut off.
  • Pre-release cleanup: removed a leftover debug log line that fired on every revive, consolidated a redundant double-iteration over the consumable loot table, and brought both READMEs and the manifest description up to date with everything above.

v4

  • In-level warden-intel confirmation message now shows 90 seconds after spawn instead of 30, so it lands once you're actually in the level rather than right at the drop-in.

v3

  • Flashlight angle/intensity tweak now defaults to vanilla (x1.0) instead of x1.25 — vanilla flashlights were already fine as-is — but the config option is still there to retune if you want.
  • Exposed more stats as config options, all left at vanilla by default: walk/run/air/crouch/ladder move speed, jump height, friendly fire damage, battery capacity and drain rate (small/medium/ large tools), and no-air (suffocation) damage rate and depletion time.
  • The in-game confirmation message now includes the mod's major version (e.g. "GTFO.EZ v3 Active...").

v2

  • Added an in-game confirmation message: a line on the rundown-select screen, and a warden-intel message 30 seconds after you spawn into a level.

v1

  • Initial release: health, regen, stamina, fall damage, ammo, flashlight, and enemy detection tweaks, all config-driven multipliers applied at game-data load time.

CHANGELOG

Changelog

v11

  • Bug fix: Health Regen Cap Multiplier's default of 0.5 (10%), introduced in v8, turned out to have no stated rationale anywhere in that commit or the changelog - unlike every other default change in this mod, which cites a reason. It also never matched how the mod was actually played: because of the stale-.cfg bug below, any install that predates v8 was never actually affected by it in the first place, silently staying at the original 2.0 (40%) the whole time. Reverted the default back to 2.0 (40%) to match that original, actually-played-with value, and extended the v10 migration to also catch anyone who did get moved onto the short-lived 0.5.
  • Whole-number stats (ammo counts, clip size, pellet count, enemy caps, loot counts, etc.) now always round in the player's favor when a multiplier leaves a fraction, instead of rounding to nearest-even: anything where more helps you rounds up, anything where fewer helps you (enemy counts, shotgun spread) rounds down. At default settings this can add 1 to an ammo value where the x1.5 ammo multiplier lands on a half.
  • Every individual-weapon setting now names the actual gun it affects (e.g. "Weapon - Rifle Auto" is the Malatack LX Assault Rifle), both in the config file's descriptions and in a new Weapon column on the README's weapon table. Section names are unchanged, so existing settings carry over. 16 of the 49 fire-mode slots turned out to have no player weapon at all - now labelled.
  • Bug fix: each mod update re-ran every past default-migration, not just the new ones, so if you'd deliberately set something back after an earlier update (say, re-enabled Lock Melters, or put fall damage back to vanilla) the next update quietly reset it again. Each migration now runs once per install and never again.
  • Bug fix: 17 of the game's loot tables contain only items this mod disables (e.g. the "C-foam" tables are just C-Foam grenades and tripmines), which left them as a loot lottery with nothing to win - with no telling what the game draws from that. Those tables now just spawn nothing, which is what disabling those items means.

v10

  • Bug fix: A full audit of every config default's git history turned up more entries hit by the same stale-.cfg bug as v9's loot fix: Health Regen Rate Multiplier (5.0->0.5) and Health Regen Cap Multiplier (2.0->0.5) from v8, Fall Damage Multiplier (1.0->0.1) and Fall Damage Min Height Multiplier (2.0->1.0) from v5, Flashlight Angle/Intensity Multiplier (1.25->1.0) from v2, and Revive Duration Multiplier (1.0->0.33) from v8 all changed their default without a migration, so upgraders from before the relevant version could still be stuck on values as old as v1. The one-time migration added here now covers all of these too.
  • Bug fix: a single try/catch wrapped all 9 of the mod's tweak categories (player stats, fog, loot, weapons, etc.), so one category throwing an exception - e.g. a future game patch renaming a field - silently skipped every other, unrelated category too. Each category now fails independently and logs which one broke, instead of one bad category taking the rest down with it.
  • The in-level "Goo goo. Gah gah." warden-intel message now stays up for 30 seconds instead of 15, still starting 90 seconds into a level - easier to actually notice.
  • Added a real test suite: the weapon/melee config-table data and multiplier math that used to live only in Plugin.cs/GameDataTweaks.cs moved to a new GTFO.EZ.Core project with no BepInEx/Il2Cpp dependency, so it can be unit tested (tests/GTFO.EZ.Core.Tests, 21 NUnit tests) without the game installed. Dev-facing only - no gameplay change.

v9

  • Explosive Trip Mine and C-Foam Tripmine spawn odds now default to disabled (0), joining Glow Stick, Lock Melter, and C-Foam Grenade - vanilla frequency was judged too cluttered, same call as the others.
  • Bug fix: Glow Stick (v5), and Lock Melter/C-Foam Grenade (v8), were meant to default to disabled (0) spawn odds, but BepInEx preserves whatever value already exists in an upgrader's .cfg file - so anyone who'd installed before the relevant version stayed stuck at the old vanilla (1.0) default forever and kept seeing them at full frequency. Added a one-time migration that nudges those settings (now including the two above) to their intended default on first launch of this version, gated so it never re-applies - if you'd deliberately re-enabled one of them since, your choice is kept.

v8

  • Added a Vanilla column to every remaining table that was missing one (consumable spawn odds, all four Expedition Balance subsections, all four melee weapon action types), so every exposed stat now shows what it's being compared against instead of just its tuned/default value.
  • Exposed TentacleTraps and ParasiteNests (on ExpeditionBalanceDataBlock) as 14 new config options, all left at vanilla (1.0) by default: both are StaticEnemyData references with the same 7-field shape already exposed for roaming/sleeper enemies (Health, Attack Damage, Max Per Zone, Max Small/Medium/Large/Huge Area), confirmed via IL inspection of the game's own assembly.
  • Credited Claude Opus 5.5 in Attributions for its role throughout development.
  • Added a Fog Density Multiplier (new, default 0.1 / -90%) patched onto every FogSettingsDataBlock - vanilla fog was judged more annoying than fun.
  • Health Regen Rate Multiplier default lowered from 5.0 to 0.5 (0.2/s -> 0.1/s) and Health Regen Cap Multiplier default lowered from 2.0 to 0.5 (20% -> 10%).
  • Revive Duration Multiplier default lowered from 1.0 to 0.33 (4s -> 1.32s), moving it from "exposed but vanilla" into the core tuned defaults.
  • Lock Melter and C-Foam Grenade spawn odds now default to disabled (0), joining Glow Stick.
  • Bug fix: Plugin.VERSION was still hardcoded 5.0.0 from the last release despite all of the above - the in-game confirmation message would have shown the wrong major version. Fixed to match the real package version before release.
  • Added a Bots Always Equip Sentry Gun option (off by default): forces a bot's Tool slot to the basic Sentry Gun the moment it gets gear, whether filling an empty slot or replacing a player. Resolved through the game's own GD.Gear.Basic_SentryGun name lookup rather than a hardcoded ID.
  • Exposed ArchetypeDataBlock (every ranged weapon's fire modes, plus sentries) as ~380 new config options. Core combat stats (Damage, Stagger, Precision, Clip Size, Reload Time) get a two-tier multiplier - a Weapon Type slider shared by every fire mode in that family, times an Individual Weapon slider for one specific fire mode - covering ~50 archetypes across ~20 weapon types, all left at vanilla (1.0) by default. Every other archetype stat (ammo cost, fire rate, spread, burst timing, equip speed, etc.) plus sentry-specific targeting/combat stats get one flat multiplier shared by every weapon instead. IDs and ownership confirmed by logging GearCategoryDataBlock/ArchetypeDataBlock at boot.
  • Bug fix: package/README.md's embedded changelog copy had drifted out of sync with package/CHANGELOG.md - still headed v6 and missing the two bullets above. Pre-release audit caught it; the two files are back in sync.
  • Bug fix: the root README.md and package/README.md both still advertised "155 config entries" after the weapon/sentry exposure above added ~380 more. Updated to 530+ throughout.

v5

  • Bug fix: Remove Combat Stamina Penalty previously equalized a pair of fields that are both 0 at vanilla regardless of combat state, so it did nothing. It now correctly equalizes the real penalty (0.15/s vs 0.25/s regen while resting) and removes the 90% stamina cap while in combat.
  • Fall damage amount is now actually cut to 10% of normal, on top of the unchanged no-damage height (previously only the height was touched, not the damage itself).
  • Exposed more stats as config options, all left at vanilla by default unless noted: enemy max health, enemy melee/tentacle attack damage, consumable spawn rate per zone, big pickup spawn rate per zone, revive duration, 8 more individual consumable spawn-odds stats, the full per-difficulty-tier ExpeditionBalanceDataBlock (~40 stats covering resources, enemies, level generation, and doors), and every melee weapon stat (76 entries: 4 weapons x 19 stats each, organized by weapon then by action type).
  • Glow Stick spawn odds now default to disabled (0) instead of vanilla — a real tuned default, not just exposed.
  • Corrected several "vanilla" values in the docs that were placeholders or incomplete: revive duration (4s), flashlight angle/intensity (vary by light type, not a flat x1), and enemy detection distance (there's a second, 20m sleeper profile alongside the 8m normal one).
  • Trimmed two config descriptions (Health Regen Cap Multiplier, Weapon Ammo Multiplier) that exceeded the in-game config editor's 200-character limit and were getting cut off.
  • Pre-release cleanup: removed a leftover debug log line that fired on every revive, consolidated a redundant double-iteration over the consumable loot table, and brought both READMEs and the manifest description up to date with everything above.

v4

  • In-level warden-intel confirmation message now shows 90 seconds after spawn instead of 30, so it lands once you're actually in the level rather than right at the drop-in.

v3

  • Flashlight angle/intensity tweak now defaults to vanilla (x1.0) instead of x1.25 — vanilla flashlights were already fine as-is — but the config option is still there to retune if you want.
  • Exposed more stats as config options, all left at vanilla by default: walk/run/air/crouch/ladder move speed, jump height, friendly fire damage, battery capacity and drain rate (small/medium/ large tools), and no-air (suffocation) damage rate and depletion time.
  • The in-game confirmation message now includes the mod's major version (e.g. "GTFO.EZ v3 Active...").

v2

  • Added an in-game confirmation message: a line on the rundown-select screen, and a warden-intel message 30 seconds after you spawn into a level.

v1

  • Initial release: health, regen, stamina, fall damage, ammo, flashlight, and enemy detection tweaks, all config-driven multipliers applied at game-data load time.