GTFriendlyO
A major overhaul to vanilla GTFO's gameplay, designed to bring more depth WITHOUT sacrificing the fun & engaging experience with friends.GTFriendlyO
Description:
A major overhaul to vanilla GTFO's gameplay, designed to bring more depth WITHOUT sacrificing the fun & engaging experience with friends.
As a long-time GTFO player, I've felt the base game lacked a bit of variety in many aspects of its gameplay. So, this mod focuses on creating a more unique 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 new options with reworked systems to add depth. Theorycraft a team composition and tackle the depths! The enemies have also received much needed upgrades from their vanilla counterparts.
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!
Inspiration: FriendlyGTFO by EcoLight and Duo Trials by ProjectZaero
Dev Note: I took the syringe customization settings from Duo Trials to reverse engineer how it was made. I have made major changes, but the overall credit should still be given to ProjectZaero. Check the wiki for more information.
Important:
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This is a script heavy mod pack with tons of changes done to the base game. Those with low-end PCs should lower their settings to LOW. I also highly recommend you let someone with a strong PC and/or decent internet to be hosting.
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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
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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
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It has come to my attention with bots being broken in the lobby that prevents dropping down a rundown(fixed in
v2.3.1+). 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-v2.3.1 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
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 - Increased Slide Distance:
1.0m -> 4.0m - 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% - Going down will inflict a
10%infection penalty.- It can be resisted with booster effects or cleansed with disinfection.
Dev Note: These changes are to make the players die a little slower as well as significantly benefit from booster effects. I also want to emphasize that while it's harder to get punished, but it's a lot more profound.
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 to be joke classes; balance or realism is not the focus. So have fun with them.
| CLASS | ROLE | DIVISION | STRENGTHS | WEAKNESSES |
|---|---|---|---|---|
| Marine | Damage | Combat | Accurate; mid-to-long range; consistent damage; bleed immunity | 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 are 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.
Dev Note: Significant changes were made to guns to make them less meta-chasing and more fun-chasing. There isn't really a "meta" weapon nor will I ever make one. Each gun has a specific niche or role to play. One gun might be very strong in a couple rundowns while being useless in others. Diversify the player's options is my design philosophy here.
| ORIGINAL NAME | NEW NAME | TRAIT | BALLISTICS |
|---|---|---|---|
| Shelling S49 | Shelling Tracker Pistol | Tags target on hit | Hitscan |
| Shelling Nano | Shelling Foam Pistol | Foams targets; barricade doors; Foamed increased damage taken | 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, & Damage/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 reload, burn DoT on hit | Projectile |
| N/A | Hanaway Javelin Rifle | Electrocute hit targets with a keybind, High stagger damage | Projectile |
| N/A | Omneco Arc Subjugator | Electrocute targets, Infinite Ammo, and Manual Charging | 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 & Stamina Regen | 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 & Lunge | 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.
Dev Note: The ResourceStacking mod will be an important upgrade for consumables. A huge collection of turrets and tools should allow players to think about what to bring. Instead of brining the same 2-3 tools in every rundown. Now you must weigh your options in each rundown.
| 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 | Medium | 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 |
| Concussion Nade Turret | Short | Large AoE, bomblet clusters, explosive debuffs | High AoE Radius, high stagger, & debuffs | High Gravity Projectile, requires elevated placement, & low damage |
| Healing Turret | Short | Large AoE Heal, 360 degree detection radius | Instant Heal AoE, Heal-Over-Time, & Armor Buff | No Damage, long deployment, & delay between shots |
| Search & Rescue | Long | 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 & placement dependent |
| Flamethrower | Medium | Large flames and explosive kills that apply DoTs | Solid DoT Damage, Stagger, and crowd control | Low Direct Damage, & long time to kill |
| RYN0 Annihilator | Long | Very long shot delay(30s), explosion rounds | Large Radius, very high AoE damage | Extremely low ammo, & 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
Dev Note: To combat the changes in power scaling, the enemies have been improved as well. I have gave them newer abilities and quirks that befit their "character" to enhance the overall gameplay. They are no longer just simple bullet sponges, but actual enemies with mechanics that compliment each other during hordes. Do not underestimate them now!
| 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(47.5s) 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 on death that explodes | 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.
Dev Note: These booster changes create a new layer of risk v.s. reward to the classes. Their names should 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.
Recommended Mods:
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This mod most likely will NOT be compatible with other custom Rundowns or modpacks that changes the same datablocks. You must merge the appropriate datablocks yourself to apply compatibility. Even then, many of the pack's features working correctly can be questionable.
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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. 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.
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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.
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LobbyExpansionmodHere has been reported to me that it does work. But keep in mind that the game's performance will start taking a hit after 4 players.
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
- Join the GTFO Modding Discord and search
GTFriendlyO Feedbackforum! If you want to discuss more actively with me. - Thank you for the support. Good luck and have fun!
