
GTFriendlyO
A major overhaul of GTFO's vanilla gameplay, designed for a more casual but still fun and challenging experience with friends.
CHANGELOG
Changelog
v1.2.0 - Latest
New Class!
- Introducing the Deprived class! Another member for the B-Company Divison.
- Max Health:
-80%
- Projectile Armor:
-50%
- Melee Armor
+80%
- Movement Speed:
+30%
- Range Damage:
+50%
- Melee Damage:
+50%
- Initial Ammo(Tool/Gun):
-50%
- Infection Resistance:
95%
- Explosion Resistance:
95%
- Bullet Resistance:
95%
- Bleed Resistance:
95%
- Bioscan Speed:
+50%
- Terminal CPU Speed:
+50%
- Double Jump
- Max Health:
Dev Note: Another joke class to even out the system with 4-4-4 for each division. The Deprived is truly a class where you do so much damage, but aren't allowed to take a hit. Is it stupid? Yes. That's why it belongs in B-Company!!
Class Tweaks:
- Increased the Marine's initial Ranged Ammo from
+15% to +25%
- Added
Bleed Resistance
bonus to the Marine:+50%
Res. - Added
Bioscan Spd.
buff to the HEL Diver:25%
Spd. - Added
Infection Res.
buff to the Abhuman:50%
Res. - Changed wording of some classes which said
Gun Ammo
toRanged Ammo
. - Changed wording of
Computer CPU Speed
toTerminal Speed
. - Fixed wording on some of the classes' description.
Dev Note: Mainly buffs to certain classes. Mainly the Marine class, make them a bit more enticing to use since the other classes fill a niche. Marine should be able to handle other range enemies a bit better.
Weapon Tweaks:
- Updated ExtraWeaponCustomization to
v3.7.7
- All projectiles will show graphics when hitting terrain (bullet holes, dust, and sound).
- Upgraded the
HEL Revolver
andHeavy Revolver
- Removed HEL Revolver piercing capability(never meant to have any).
- Revolver bullets will "ricochet" off walls that has a chance of hitting an enemy target(Experimental).
- Changed the name of
Santonian Sledge
toSantonian Slugger
- Changed the name of
Bataldo Knife
toBataldo Hunter's Edge
- Changed the name of
Omneco Drillhead
toOmneco GPR Drillhead
- Changed the name of
Rickman Grabthar
toMak'Tar Grabthar
- Changed Gauss Rifle's full name from
Techman Shrapnel Gauss Rifle
toTechman Nano-Payload Gauss Rifle
- Upgraded the
Gauss Rifle's
projectile to have homing properties.- Projectile count:
20
- Projectile Damage:
2.0
- Projectile Speed:
7.5
- Initial Homing Strength:
2.0 for 1.0s
- Base Homing Strength:
5.0
- Projectile Lifetime:
15.0s
- Homing Delay:
0.2s
- Target Mode:
Normal
- Target Priority:
Distance
- SearchStopMode:
None
- Projectile count:
Dev Note: Techman Industries just had an upgrade to one of their arsenal. Somehow, the R&D team were able to bypass the Geneva Convention restrictions and the warranty on the Gauss Rifle. Once it delivers a paylod onto a target, nano globules will eject from a neutralized target. Afterwards, it will seek nearby targets to inflict additional injuries. Potentially saving the industry the added costs of each bullet fired. Techman Industries is not responsible for collateral damage, civilian casualties, or unexpected multi-target liquefaction.
New Mods!
LightsAdjustment
by UntiltedTrajectory_Lines_When_Placing
by LocaliaSentryGunEverywhere
by LocaliaPacksHelper
by LocaliaParry
by CellSkippersFasterHackingMinigame
by UntiltedPreciseUI
by AndocasResourceStack
by HikariaGTFO_ShootInTheAir
by Fody55WeaponStatShower
by DacreDOLOLO- Parrying does not reward health or ammo. However, you can parry enemy projectiles back which deals 18.1 Damage w/2.0x Precision Multiplier. For reference, a regular Needler(Shooter)'s health is roughly between 30.0-40.0. You can also parry your teammates bullets w/2.0x Damage Modifier. Why? Because why not. Try parrying your Covert Ops's Sniper Rifle. Good luck!
Dev Note: All of these mods were intended with this pack to help even out the class dynamics. SentryGunEverywhere will help FieldTechnicians. LightsAdjustment will make flashlights, glowsticks, and etc feel more impactful. Parry will allow melee users have more ways to tank hits for the team. ResourceStack will allow for consumable pickups for Paramedic and Quartermaster. And the rest of the mods are very helpful!
Enemy Tweak:
- Decreased Stalker(Snatcher)'s damage per second from
4% to 3%
. Total damage from40% to 30%
over 10.0s.
Dev Note: With the new change to the player's base regen cap, the snatcher's damage should reflect that. The design philsophy has always been to punish and kill players who only rely on their baseline regen cap. Having them do 10% more than regen cap doesn't seem fair anymore.
Tool Tweaks:
- Increased Friendly Fire damage modifier for all four sentry types by flat
10%
- Re-organized many of the Damage Booster Effects to properly assigned classes.
Miscellaneous:
- Added config files into the package to further tweak the experience.
- New Thunderstore wiki-pages for some of the main features.
- Fixed a few more typos. My favorite part!
Recommended mods, but not required:
Fridos_Sorted_Boosters
by FridolinPerfect Boosters
by LocaliaPingEverything
by LocaliaBetterMaps
by GTFOModdingBetterBioTracker
by GTFOModdingAccurate Crosshair
by DinorushSkipIntro
by ShadsterwolfChatterReborn
by easternunit100MeleeTimer
by long_walterInLevelCarryOnBack
by Hikaria
Dev Note: These are recommended, but not needed. Some of these mods with have configs that will be packaged with the mod-pack, but not the mod itself. These aren't necessary, but nice to have on the list.
v1.1.1
- Fixed a mistake with Shock Trooper's armor not reflecting correctly with the v1.1.0 tweaks.
- Fixed Covert Ops class's melee damage bonus being
45%
when it should be50%.
- Fixed a few more typos again!
v1.1.0
Player Tweaks:
- Decreased Player's base regen cap from
40% to 30%
- Decreased Player's regen per second from
2.0 to 1.0
- Decreased Player's sprinting speed from
65% to 60%
- Decreased Player's walk step length from
2.5m to 2.0m
- Decreased Player's sprint step length from
3.0m to 2.2m
Dev Note: I have noticed that some players were able to get away with a lot of situations simply because their regen cap and speed was forgiving enough when stacked with other regen-based boosters. Please keep in mind that these numbers are still higher than vanilla, it's just not as overtuned anymore.
Class Tweaks:
- Decreased Shock Trooper's Melee & Projectile Armor from
40% to 30%
- Increased Shock Trooper's Movement Spd penalty from
-20% to -25%
Dev Note: While I am not a fan of simply nerfing without compensating, but there are few instances where I don't have a lot of options. Shock Trooper is just too good when stacking multiple bonuses.
Weapon Tweaks:
- Decreased maximum ammo capacity for Explosive Shrapnel Rifle from
103 to 80
- Decreased reload time for Explosive Shrapnel Rifle from
4.2s to 3.8s
- Decreased maximum ammo capacity for Explosive Shrapnel Cannon from
65 to 50
- Decreased reload time for Explosive Shrapnel Cannon from
4.5s to 4.0s
- Decreased maximum ammo capacity for Explosive Shotgun from
49 to 30
- Decreased bullet damage of Explosive Shotgun from
1.0 to 0.5
- Decreased bullet damage of Triple Barrel Shotgun from
5.5 to 5.0
- Decreased maximum ammo capacity for W-pen Sniper Rifle from
24 to 20
- Decreased reload time for W-pen Sniper Rifle from
5.0s to 4.3s
- Decreased maximum ammo capacity for Gauss Rifle from
48 to 40
- Increased maximum ammo capacity for Tracker Precision Rifle from
91 to 98
- Increased maximum ammo capacity for Choke Mod Shotgun from
49 to 54
- Increased maximum ammo capacity for Pump Action Shotgun from
55 to 58
Dev Note: Some weapons were overperforming because their max ammo cap was a bit too high. In some rundowns where ammo was plenty, this allowed some weapons to outshine other guns in almost every situation. Unfortunately, this led to other players feeling less impactful within the team.
Tool Tweaks:
- Increased detection range of Burst Sentry from
25.0m to 40.0m
- Decreased detection angle of Shotgun Sentry from
70.0 to 60.0
- Increased detection range of Shotgun Sentry from
10.0m to 15.0m
- Increased detection angle of Auto Sentry from
50.0 to 60.0
- Increased detection range of Burst Sentry from
25.0m to 40.0m
- Added Burst Sentry ability to do backstab damage.
Dev Note: Fixed a few awkward attributes regarding the Sentries.
Melee Tweaks:
- Decreased range of Melee Sledgehammers from
3.0m to 2.3m
- Decreased range of Melee Knives from
2.0m to 1.9m
- Decreased range of Melee Spears from
4.0m to 3.5m
- Decreased range of Melee Bats from
2.25m to 2.0m
- Decreased base stamina cost of Sledgehammer in combat from
0.4 to 0.35
- Decreased base stamina cost of Sledgehammer out of combat from
0.4 to 0.3
Dev Note: The new melee ranges might have been overtuned which made the visual feedback between the perspective and actual damage awkward. It is still overall higher than vanilla range, but as much as before.
Enemy Tweaks:
- Decreased knockback velocity of Tank's tentacle attacks from
12.0 to 10.0
- Increased bleed damage interval from
0.5s to 1.0s.
(total damage went from10%
to5%
over the duration)
Dev Note: Tweaked two abilities down to allow for players a bit more avenue for counterplay.
Miscellaneous:
- Fixed a little bit more typos here and there.
Dev Note: Final note regarding the overall vibe of this balance patch. While it's an overall nerf to the many things, keep in mind that this will incentize teams to emphasizing on their strengths while compensating for each other's weaknesses. The pack's goal is to make the experience more accessible, but don't remove all of the difficulty and challenge of the base game.
v1.0.2
- Fixed packaging mistakes which caused files & folders to not unpack the correct way.
- Fixed more typos. Sorry...
- Fixed missing dependency
Junkie Syringe Pack
by ProjectZaero.
v1.0.1
- Fixed some typos.
- Fixed missing Github links.
v1.0.0
- Release.