Changelog
v2.4.1 - Latest
Personal Note:
-
It's generally fine to update any mods. Regular bug fixes and QoL improvements are always welcome, but be cautious when updating mods with large changes. Keep in mind that every mod update has the potential to break something within this pack. Even I cannot guarantee every update stability. So you should personally do your research before updating them.
-
With the addition of keybind-based triggers that came along with v2.3.0. PLEASE check the EWC(ExtraWeaponCustomization) config and change the keybind to YOUR settings. I am aware that not everyone have keypads for their setup.
- Go to
Edit Config within Thunderstore client -> Search for ExtraWeaponCustomization.cfg -> Edit Config -> Change keybinds 1 through 4 under Keybind Settings section
- Be advised that any keybind changes might reset with each update.
-
Please let me know on my Github issue page if there are problems.
-
If you have feedback check this Github discussion page. Thanks and have fun!
New Tool:
- Updated
ExtraWeaponCustomization mod
- Techman Healing Turret: New
- The newest support turret that heals teammates during combat situations
- Sentry will only fire its healing AoE when enemies are detected
- Does little to no damage, but it will light the surrounding area
- The only sentry unaffected by tag targets. It will not receive any tagged related benefits.
- AoE provides both healing and armor buff within a set radius around the sentry
- AoE Instant Heal:
+10% Max Health
- Total Heal-Over-Time: additional
+10% Max Health
- Player Armor Buff:
+25%
- Armor Cap:
+50%
- Heal/Armor Duration:
10.0s
- AoE Radius:
14.5m
- Shot Delay:
17.5s (7.5s between heals)
- Max Ammo:
50
- Placement Time:
0.25s
- Pickup Time:
0.4s
- Deploy Time:
10.0s
- Scan Delay:
0.5s
- Scan Color:
White
- Detection Range:
15.5m
- Detection Angle:
360.0
Dev Note: Another support turret for anyone to utilize during larger fights. The long deploy time requires you to place them in key areas beforehand. Use your spaces wisely!
Class Tweaks:
- Specialist:
- Increased Gun Ammo Received penalty from
-20% to -30%
Dev Note: This should effectively cancel out Quartermaster's baseline ammo supply efficiency. It's up to the team to decide how to synergize their strengths and weaknesses.
- Field Technician:
- Decreased Sentry Damage bonus from
+40% to +30%
Dev Note: Reigning the class a bit since most of their sentries got baseline buffs.
Weapon Tweaks + Fixes:
-
Javelin Rifle:
- Increased Total DoT Damage from
55.0 to 60.0
-
Medic Gun:
- Fixed improper distribution methods of bonuses on all modes
- Decreased Ammo Refund Max Delay from
10.0s to 5.0s
- Increased Mode 3's Armor Shred from
-40% to -50%
- Increased Mode 3's Duration from
10.1s to 12.1s
- Changed Mode 3's Player
Armor bonus to Damage
- Player Damage Bonus:
+20%
- Damage Bonus Cap:
+40%
- Duration:
12.1s
- Timer utilizes
Combine method:
- You only need to fire one single dart before the duration ends to maintain the maximum damage bonus
- But if the duration ends, you will lose both dart's bonus
Dev Note: After some consideration I believe player armor isn't always useful when you can just heal the person, especially with this gun in particular. Instead I opted for synergy by replacing the armor buff with damage one. With this method, you can tag a target to take more damage while boosting another player. This will hopefully encourage players for interesting teamplay.
- Arc Subjugator:
- Fixed the wrong armor calculations to give less armor than intended
- Fixed the wrong armor calculations for armor cap
- Increased armor cap to
+50%
- Fixed armor not stacking together with other weapon armor buffs(class & booster armor effects have their own separate systems)
- Fixed armor buff overriding other armor bonuses
Melee Tweaks:
- Sledgehammer:
- Increased Heavy Damage from
39.5 to 40.5
- Increased Heavy Stagger Multiplier from
2.5x to 3.5x
- Decreased Light Stamina Cost from
30% to 25%
- Increased Attack Sphere Radius from
0.65m to 0.75m
- Added
Stamina property
- Recover
+50% stamina after a successful kill
- Recovery Delay of
0.5s
- Requires
Last Hit to receive stamina
Dev Note: This melee still needs a bit more help dealing with regular targets during hordes.
Tool Tweaks:
- Foam Mine Deployer:
- Decreased Bubble Angle from
45 to 30
Dev Note: In hindsight, I might have overdone the angle distribution. Still its main job is complete as I wanted a better identity for this tool than just being a Foam Launcher lite.
- Sniper Turret:
- Fixed typo within trait description
- Added Armor Pierce of
+20%
- Added Thick Bullet of
+0.1m
Dev Note: A consistency buff with the other sniper weapons.
- HMG Turret:
- Added
ThickBullet Property
- Increased Bullet Size by
+0.1m
- Increased Stagger Multiplier from
3.0x to 4.0x
- Increased Detection Angle from
60.0 to 70.0
- Changed Sentry Priority from
None to Tagged
- Sentry still shoots at all targets, but it will prioritize tagged targets first.
Dev Note: With how ammo hungry this turret is, it should be a bit more effective.
- Shotgun Turret:
- Decreased Direct Damage from
6.0 to 5.4
- Increased Pellet Count from
8 to 10
- Decreased Detection Angle from
60.0 to 50.0
- Changed Sentry Priority from
None to Tagged
- Sentry still shoots at all targets, but it will prioritize tagged targets first.
Dev Note: Give the shotgun turret more control for the players, especially for the Field Technicians.
-
Missile Turret:
- Increased Placement Time from
0.5s to 0.7s
- Decreased Scan Delay from
1.5s to 1.0s
-
Concussive Nade Turret:
- Changed
Front Gear Part
- Changed Aim from
Body to Weakspot
- Increased Bomblet Projectile Speed from
8 to 16
- Increased Detection Angle from
60.0 to 100.0
- Decreased Tagged Damage Multiplier from
1.1x to 1.0x
- Increased Tagged Stagger Multiplier from
1.25x to 1.5x
- Increased Tagged Rotaion Speed from
1.5x to 1.75x
- Decreased Placement Time from
0.6s to 0.3s
- Decreased Scan Delay from
1.0s to 0.5s
Dev Note: Hopefully, these changes will make the turret more reliable to utilize. The Weakspot aim will try to encourage the turret to lob their projectiles.
v2.4.0
Mod Updates:
- Updated
ModifierAPI mod
- Updated
Informative Door Icons mod
- Updated
EEC H mod
- Updated
Spectate mod
- Added
Clonesoft Json dependency mod by AuriRex
- Added
PlayerSync dependency mod by food
- Updated
GTFuckingXP mod
- Shows player class underneath their name during rundown
- Shows currently selected class on the class selector button
- Updated
Minimap mod
- Minimap should properly disable during EMP events
- Added
YeetArtifactHeat mod by JarheadHME
- Removes the text of GTFO Heat since Artifacts aren't a thing in this modpack
- End screen still says something about it, can't fix it for now
- Added
Tweaker mod by Dex
- Added
Slides Bot Control mod by Slide
- Gives players the ability to give commands to bots through a radial menu(Default Key: X) or Smart Select(Default Key: V).
- Significant improvement to lobbies that don't have a full group to play.
Object Carry Rework:
- Removed
StrongerPrisoner mod
- It is safe to remove this mod from your list. I highly recommend it.
Dev Note: This mod was removed because it has made some objectives significantly easier, especially with specific classes. But I also understand how annoying certain items felt like a slog to carry throughout a level.
- Added
Heavyweight or Lightweight to all weapon trait descriptions
- Can/Cannot Sprint While Holding:
| Item/Gear Changed |
Sprint? |
| Battery Cell |
Yes |
| Fog Turbine |
Yes |
| Objective Items |
No |
| Javelin Rifle |
No |
| Explosive Rifle |
No |
| Arc Subjugator |
No |
| LMG |
No |
| Reserve HMG(Minigun) |
No |
| Exp. Smart Rifle |
No |
| Nano Gauss Rifle |
No |
| Wisp Launcher |
No |
| Sniper Rifle |
No |
| Flamer Tool |
No |
| RYN0 Annihilator |
No |
| Sentry Turrets |
No |
Dev Note: Main reason for these changes is to give these weapons/tools some weight. It's to provide more identity to both heavier and lighter weapons/tools in your arsenal. As carrying an entire loadout of heavy-duty powerful weapons should effectively slow the player down. While those that want a light loadout should be able to be nimble.
Player Tweaks:
- Tweaker Mod:
- Increased Baseline Sliding Distance from
1.0m to 4.0m (slide further; affected by friction/obstacles and other movement speed modifiers)
Weapon & Tool Tweaks:
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.
Dev Note: I am hoping this will increase the game's performance a bit during multiplayer lobbies. The movement speed penalty has two purposes: first to incentize better positioning, and second its to prevent weird interactions with the beam with fast movement speed.
-
Exp. Smart Rifle:
- Changed Locked Target color to
Green
-
Bat:
- Increased Explosion Radius from
2.5m to 3.0m
- Increased Explosion Stagger Multiplier from
3.5x to 8.0x
-
Medic Gun:
- Increased Mode 1's DoT Total Damage from
25.0 to 30.0
- Increased Mode 2's DoT Total Damage from
1.0 to 2.0
- Changed Mode 2's DoT Damage Distribution from
End to Uniform
- Increased Mode 2's Stagger Multiplier from
40.0x to 80.0x
- Increased Mode 3's Armor Buff from
+20% to +25%
- Increased Mode 3's Armor Shred from
-30% to -40%
Dev Note: Incentize players to use its offensive capabilities as a viable option.
-
Heavy SMG:
- Increased Max Ammo from
379 to 391
- Increased Stagger Multiplier from
1.2x to 1.3x
- Decreased Hipfire Spread from
2.3x to 2.0x
- Decreased Aimfire Spread from
0.3x to 0.15x
-
Nano Gauss Rifle:
- Added Armor Pierce bonus of
+20%
-
W-Pen Sniper:
- Increased Armor Pierce bonus from
+20% to +40%
-
C-Foam Launcher:
- Decreased Max Charge Timer from
2.5s to 2.0s
-
Explosive Mine Deployer:
- Increased Placement Range from
6.0m to 8.0m
-
Foam Mine Deployer:
- Increased Placement Range from
6.0m to 12.0m
- Increased Foam Bubble Count from
25 to 30
- Increased Bubble Angle from
14 to 45
- Increased Bubble Minimum Speed from
7 to 10
- Increased Bubble Maximum Speed from
13 to 15
-
Consumable Foam Mine:
- Increased Foam Bubble Count from
14 to 18
- Increased Bubble Angle from
14 to 16
-
Exterminatus Flamer:
- Increased DoT Stack Size from
10 to 20
- Increased Direct(not DoT) Stagger Multiplier from
10.0x to 15.0x
Dev Note: Should be a bit more effective against larger targets. While I still want this gun to be more effective against smaller targets. It shouldn't be completely useless against bigger targets. That also includes teammates...
- RYN0:
- Increased Minimum Explosion Damage from
400.0 to 500.0
- Increased Maximum Explosion Damage from
800.0 to 1000.0
- Decreased Friendly Fire Modifier from
0.1x to 0.07x
Dev Note: Because why not? It's extremely expensive and risky weapon to utilize. So might as well make sure most things die from a single shot.
-
Missile Turret:
- Increased Explosion Damage from
40.0 to 50.0
- Increased Shot Delay from
4.5s to 5.0s
-
Sniper Turret:
New Weapon:
- Hanaway Javelin Rifle:
- Created in cooperation between Hanaway Precision Systems and Omneco Networks
- Fires fast projectiles that stick onto targets
- Thermal-Assist Scope only when aiming
- Activate with keybind or reload to "electrocute" hit targets, explodes on electrocution kill.
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Direct Damage:
10.0
- Clip Size:
5
- Max Ammo:
40
- Reload Timer:
4.5s
- Activation Delay:
0.5s
- Total DoT:
55.0
- DoT Duration:
4.5s
- Tick Rate:
6.0
- Stack Limit:
5
- Precision Multiplier:
1.0x
- Stagger Multiplier:
100.0x
- Friendly Fire Multiplier:
0.2x
- Explosion Damage:
5.0
- Explosion Radius:
6.0m
- Explosion Stagger Multiplier:
2.0x
- Push based on shooting during standing/crouching/jumping:
- Standing:
-4.0m
- Crouching:
-1.0m
- Jumping:
-6.0m
Dev Note: Replaces the removed Double Tap Rifle. This gun has great damage and crown control for larger enemies. But its low ammo and high base damage is overkill against smaller targets.
- Omneco Arc Subjugator:
- Requires a lock-on to fire.
- Fires a "harpoon" at a target that will also chain to another nearby target. Prioritizes highest health enemies.
- Immediately electrocutes both targets with very high stagger damage.
- Applies Increased Damage Debuff, Silence CC, and BioTag onto targets for the duration.
- Significantly decreases player's movement speed, but increases damage resistance during DoT duration.
- Requires manual charging(reload)
4 times to fire the gun.
- Infinite Ammo
- Cannot switch gear or reload during the electrocution duration.
- Direct Damage:
1.0
- Shrapnel Count:
1 after first bullet hit
- Ballistic Type:
Slow Projectile
- Max Ammo:
Infinite
- Reload Timer:
2.0s per manual reload(requires 4 to fire)
- Electrocution Total Damage:
10.0
- Stagger Multiplier:
500.0x
- DoT Duration:
25.5s
- Bio Ping Duration:
25.5s
- Silence CC Duration:
25.5s
- Movement Speed Multiplier:
-85% (Player)
- Can be resisted through movement speed boosts
- Damage Resistance:
+20% (Player)
- Can stack with other damage resist up to
+40%
- Damage Taken Debuff:
+50% (Enemy)
Dev Note: This weapon was an idea that I had for a long time since v2.0, but couldn't execute correctly. There wasn't enough properties and features available at the time. This is a pure support weapon that synergizes very well with any team or weapon composition, but has very clear drawbacks.
New Tool:
- Concussive Nade Turret:
- Fires Low Damage, High Stagger, & Cluster Grenades.
- More CC-oriented than lethal damage. Enemies take increased damage taken from all sources during CC.
- Applies
Silence CC on hit, disables some abilities like non-boss tongues and Needler projectile barrages, but NOT scout screams or melee attacks.
- Strong gravity projectiles, requires higher elevation to get the most value.
- Direct Damage:
1.0
- Cluster Bomblet Count:
8
- Effective Range:
30.0m
- Explosion Damage:
2.0
- Explosion Radius:
7.5m
- Explosion Stagger Multiplier:
250.0x
- Shot Delay:
10.0s
- Max Ammo
160
- Ballistic Type:
High Gravity Projectile
- Effective Range:
30.0m
- Explosion will not hurt friendlies, but owner can get hit.
- Placement Time:
0.6s
- Pickup Time:
1.0s
- Deploy Time:
3.0s
- Silence CC Duration:
15.0s
- Damage Taken Debuff:
+15.0%
- Damage Taken Debuff Duration:
15.0s
- Max Detection Range:
30.0m
- Max Detection Angle:
60
- Scan Delay:
1.0s
- Scan Color:
Magenta
Dev Note: The first sentry to be built as a CC tool than a lethal one. A turret that brings more utility for the team rather than pure damage.
Syringe Tweaks:
- Heal Munitions Drain Syringe
- Increased Heal Duration from
200s to 300s
- Effectively increasing total heal from
120 to 180
- Increased Disinfection from
30% to 40%
Dev Note: While this was a strong syringe, ammo was significantly more important than health in most cases. Hopefully this will incentivize players to weight their options.
Class Fixes:
-
All Class:
- Switched description term of
Ranged Ammo to Gun Ammo
-
Marine:
- Increased Gun Ammo Received from
+10% to +15%
- Increased Bleed Res. from
+90% to +100%
- Effectively making them immune to all bleed damage.
- Decreased Projectile Armor from
+40% to +30%
-
Paramedic:
- Increased Initial Ammo penalty from
-20% to -25%
-
Specialist:
- Removed
Initial Gun Ammo penalty
- Added
Gun Ammo Received penalty of -20%
- Increased Ammo Capacity penalty from
-20% to -25%
Dev Note: Paramedic already a class with an initial ammo debuff. Specialist's weakness should be a bit more unique on its own. So they should no longer spawn in with little to no ammo. But instead receive less so their shots are more costly in the long run.
-
Field Technician:
- Increased Tool Ammo Received from
+25% to +30%
-
Abhuman:
- Changed description to match with the other B-Company members.
Enemy Tweaks:
- Scouts:
- Increased Effective Range of EMP from
100.0m to 200.0m
- Increased EMP Duration from
45.0s to 47.5s
Dev Note: With the new tools and weapons to combat EMP blackouts, I believe the Scout needed a slight buff.
- Shadow Giants:
- Increased Minimum Fog Radius from
3.0m to 5.0m
- Increased Maximum Fog Radius from
6.0m to 10.0m
- Increased Fog Density by
+25%
Dev Note: A Shadow Giant's infection fog should be larger size than the smaller variants.
- Children:
- Decreased Explosion Damage from
6.0 to 5.0
- Increased Maximum Explosion Radius from
2.5m to 3.0m
- Decreased Explosion Noise Minimum Range from
10.0m to 7.5m
- Decreased Explosion Noise Maximum Range from
20.0m to 15.0m
- Changed Explosion Sound Effect
Dev Note: Less ear piercing loud and more consistent threat.
- Birthers:
- Spawns Children upon death based on variant:
- Birther:
6
- Birther Prime:
12
- Progenitor Mother:
18
Dev Note: Birthers should be a bit more dangerous once killed to prevent players from rushing them without consequences.
- Flyer:
- Changed Explosion Sound Effect
Miscellaneous Fixes:
- Fixed duplicate names in OfflineGear and FrontGearParts
- Changed README.md
- Improved wording on all section
- Fixed outdated information
v2.3.4
Emergency Hotfix:
- Fixed manifest.json:
- Fixed an accidental typo that removed ExtraWeaponCustomization dependency
Balance Tweaks:
-
Foam Pistol:
- Fixed the trait description showing the old trait of Armor Shred
- Barricading requires only
2 shots instead of 3
- Just hit the door with melee after the second shot
-
Wisp Launcher:
- Fixed the gun's stat showing the incorrect precision multiplier
- Decreased Max Ammo from
30 to 20
- Increased Friendly Fire Multiplier from
0.5x to 0.8x
Dev Note: It seems like this gun is still performing a bit too well for how efficient the ammo economy is. Any more nerfs to this gun after this patch can potentially have the opposite effect.
Mod Updates:
- Updated
ExtraWeaponCustomization mod
- Updated
Informative Door Icons mod
Miscellaneous Fixes:
- Fixed README.md:
- Not mentioning the new infection death penalty from previous patch
v2.3.3
Mod Updates + Additions:
- Added
Informative Door Icons mod by HazardousMonkey
- Updated
ExtraWeaponCustomization mod
- Updated
ExtraToolCustomization mod
- Updated
EnemyAnimationFix mod
- Updated
Spectate mod
- Added
InfectionDeathPenalty mod by Carb_Crusaders(me!)
- Inflicts a
10% infection penalty to players whenever they go down. This will add up(with other infections) until the 85% limit
- Can be treated with any disinfection method
- Will be affected by
Infection Resistance boosters, for example:
- Courier class will receive double infection penalty
- Paramedics class will be immune to the penalty
Dev Note: Yes, I did create a mod specifically for this update. It's to combat a specific strategy where players would "heal" each other by dying then reviving through Paramedic. Additionally, this will bring another layer of challenge that incentivize players to stay alive, stick together more often, think twice before using AoEs, parry more often, and revive in safer situations. Disinfection packs/station, Medic Gun, and syringes are effective methods. This change is to also answer the recent increase in the player's power scaling with the new weapons, tools, and etc. I did not want to buff the enemies as that will rock the scales in a bad direction.
Class Tweaks:
- Paramedic:
- Class will "disinfect"
100% themselves when loading into any rundown for the first time.
Dev Note: Since this class is suppose to be immune to infection, it didn't make sense when certain rundowns forced infection at rundown startup.
- Prisoner:
- Added other class's baseline stats
- Infection Resistance:
+20%
- Hacking Proficiency:
-20%
Dev Note: This is in preparation of the InfectionDeathPenalty mod, as this class would earn 12.5% which is technically a stronger nerf than the others. To compensate for this buff, the hacking nerf that the other classes have is included too.
- Specialist:
- Decreased Initial Ammo Penalty from
-40% to -30%
Dev Note: Previous nerf might have been too harsh. Basically had no ammo at the start to do anything at all.
Weapon Tweaks:
- 4-B Nade Launcher AR:
- Increased Direct Damage from
4.0 to 4.5
- Increased Effective Range from
21.0m to 25.0m
- Decreased Hipfire Spread from
1.0x to 0.6x
- Decreased Aim Spread from
0.4x to 0.2x
- Decreased Shot Delay from
0.095s to 0.07s
Dev Note: While the nerfs in the previous patch was warranted. It did make the gun's primary fire lose a lot of purpose. It basically became a glorified Burst Cannon lite, which is not my intention.
- Medic Gun:
- Increased Mode 2's DoT Stagger Multiplier from
30.0x to 40.0x
- Increased Mode 3's Armor Shred from
-20% to -30%
Booster Tweaks:
- Infection Resistance
Muted Booster:
- Increased Resistance bonus from
+10% to +15%
- Infection Resistance
Bold Booster:
- Increased Resistance bonus from
+15% to +20%
- Infection Resistance
Aggressive Booster:
- Increased Resistance bonus from
+20% to +25%
Dev Note: In response to the new death penalty; from 45% to 60% plus the 20% baseline bonus that all classes have. This should be a viable option where infection is a common mechanic.
Miscellaneous Fixes:
v2.3.2
Mod Updates + Additions:
Balance Tweaks:
- Beam Rifle:
- Decreased Glow Intensity from
0.05 to 0.01
- Decreased Glow Range from
10.0m to 8.0m
Dev Note: Eye strain nerf.
- Search and Rescue Tool: Improvement
- Increased Charge Timer from
1.0s to 2.0s
- Item Projectile Speed/Distance is based on
Charge Amount:
- Charge(<20%):
5.0m
- Charge(20%-50%):
10.0m
- Charge(50%-90%):
20.0m
- Charge(>90%):
40.0m
- Fixed visual bug with ammo counter when swapping
- I'm aware of another visual bug with ammo counter at 0%. Does not affect gameplay.
Dev Note: It's still a bit too awkward to use this tool as players have found it difficult to control the speed/distance these items fly. This QoL change should significantly improve usage.
- Exterminatus Flamer:
- Increased Bullet Cost per shot from
1.0 to 2.0
- Decreased Clip Regen from
5.0 to 4.0 per second
- Increased Clip Regen Delay from
5.0s to 7.5s
- Decreased Glow Intensity from
0.05 to 0.01
- Decreased Glow Range from
10.0m to 8.0m
Dev Note: This change is to reign in the flamer as it's very effective against hordes, which is good! But it might be a bit too good as it had low consequences when utilized. Other than eye strain...
- RYN0 Annihilator:
- Decreased Inner Radius from
7.5m to 7.0m
- Decreased Outer Radius from
15.0m to 14.0m
- Increased Maximum Explosion Damage from
700.0 to 800.0
- Explosions completely ignores Armor for all targets, including friends!
Dev Note: Because why not? At this point only the Demolitionist and/or Shock Trooper with 3 Explosion Res. boosters can survive. Maybe the Abhuman... big maybe.
Miscellaneous Fixes:
- Fixed typos and mistakes within v2.3.1's changelog
v2.3.1
Mod Updates + Additions:
- Updated
EnemyAnimationFix mod
- Updated
SpreadStartingAmmo mod
- Added
NoBrokenBotGear mod by JarheadHME
- It has come to my attention with bots being broken in the lobby that prevents dropping down a rundown. Caused by bots having weapons/tools that have been changed and it is loading something that doesn't exist. What you can do:
- Delete the
BotGear.json file within BepInEx/GameData/Favorites/Botgear.json of your profile.
- Or search the file in
Edit Config and delete the file.
- Or try to change the gear before the bot disappears within the lobby(unreliable).
Class Tweaks:
- Updated
GTFuckingXP mod
- Switched all class
Ammo Cost Efficiency bonus/penalty with Ammo Capacity bonus/penalty
- Switched all class
Tool Cost Efficiency bonus/penalty with Tool Capacity bonus/penalty
Dev Note: All classes will receive a more universal ammo/tool efficiency. Those that had the original positive values will be nerfed while vice versa for negative values. This should help balance out issues where classes who had high/low efficiency aren't punished/rewarded for resupplying.
-
Marine:
- Replaced
+20% Initial Ranged Ammo bonus with +10% Gun Ammo Received
-
Field Technician:
- Replaced
+50% Initial Tool Ammo bonus with +25% Tool Ammo Received
Dev Note: While the loss of initial ammo is something to adjust to, the increased ammo gain will give them better potential long-term. These bonuses will stack well with Quartermaster's/Booster's Resupply efficiency
Balance Tweaks:
- Updated
ExtraWeaponCustomization mod
- Beam Rifle:
- Increased Damage Accumulation from
0.5% to 2% per hit
- Shots require
50% less to reach full damage potential for body and weakspot hits
- Increased Damage Accumulation Cap for Body Shots from
1.5x to 2.0x
- Increased Damage Accumulation Cap for Weakspot Shots from
2.0x to 3.0x
- Increased Max Ammo from
1000 to 2000
- Increased Base Ammo Received from
200.0 to 400.0
Dev Note: After some more testing, I found the overall damage to be a little low for how expensive the gun's bullet economy is. Instead of simply buffing the base damage, I opted to reward players for choosing to stay on one target during a burst.
- Semi/Full-Auto AK Rifle
- Changed name from
Semi/Full-Auto Rifle to AK Platform Rifle
- Decreased Direct Damage from
7.5 to 7.0
Dev Note: A tad bit overperforming with the new changes from previous patch
- 3-B Carbine: Rework
- Increased Direct Damage from
3.4 to 4.0
- Decreased Max Ammo from
453 to 400
- Switch between
2 modes(Semi-Auto & 3-Burst Fire):
- 3-Burst Fire:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Semi-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- 4-B Nade Launcher AR:
- Decreased Direct Damage from
5.0 to 4.0
- Increased Grenade Ammo Cost from
15 to 20
- Decreased Maximum Explosion Damage from
45.0 to 40.0
- Decreased Minimum Explosion Damage from
25.0 to 20.0
- Decreased Max Ammo from
400 to 300
- Increased Reload Time from
2.2s to 2.4s
- Switched Nade Launcher from
Reserve Ammo to Clip Ammo
- It will pull from reserve to make up for the grenade ammo cost
Dev Note: This gun is too overtuned and does almost everything in one. While I am never a fan of straight up nerfs. Unfortunately, it is warranted.
- 5-B Bullpup: Rework
- Decreased Direct Damage from
3.1 to 3.0
- Decreased Max Ammo from
508 to 500
- Switch between
2 modes(Full-Auto & 5-Burst Fire):
- 5-Burst Fire:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Full-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
Dev Note: This is a bit of a balancing act for these three burst weapons. They should be more consistent with each other. Also the Marine class is getting a buff to ammo receive efficiency. Hopefully it should balance the numbers a bit.
- Wisp Launcher:
- Decreased Max Ammo from
40 to 30
- Decreased Wisp Death Shrapnel Count from
10 to 6
- Decreased Precision Multiplier from
1.1x to 1.0x
- Increased Clip Regen Delay from
16.5s to 25.5s
- Switched Regular Quill Targeting Mode from
Weakspot to Body
- Switched Death Quill Targeting Mode from
Weakspot to Normal (aims for the head if it exists, then the body. Does not aim for tumors)
- Switched Targeting Priority from
Angle to Distance except for death quills(to prevent homing failures)
Dev Note: It's a little too good at its job. So I will have to reel in its power, hopefully without completely removing its usefulness.
- Choke Mod Shotgun:
- Increased Direct Damage from
7.0 to 9.5
- Increased Clip Size from
5 to 6
- Increased Effective Range from
20.0m to 30.0m
- Increased Precision Multiplier from
0.9x to 1.05x
Dev Note: This gun was originally very powerful, so I had to adjust it. But the significant changes may have hurt this gun too much.
-
Missile Sentry:
- Added
Max Ammo(15) into the trait description.
- There is currently a bug where the max ammo is shown as
5 when it is actually 15
-
Nano Gauss Rifle:
- Increased Projectile Hit Size Bonus from
+0.2m to +0.5m
-
W-Pen Sniper Rifle:
- Added
ThickBullet Property:
- Increased Bullet Hitbox by
+0.15m
Miscellaneous Fixes:
- Fixed numerous typos and errors within v2.3.0's CHANGELOG.md
Dev Note: There was a number of wrong information written in the previous update. A mistake on my part for not double checking...
- Removed old changelog for character space limit.
- Please check old changelog at Github
v2.3.0
Mod Updates + Additions:
- Updated
Spectate mod
- Updated
BetterBots mod
- Updated
AmorLib mod
Weapon Additions:
- Updated
ExtraWeaponCustomization mod
- Added
Ound9 gearpart II mod by Ound9
- Removed the text, only the reload circle will be kept
- Added
3 new custom weapon!
- Bots cannot use the different weapon mode feature, so they will always default to mode 1 of the crossbow and medic gun. It is highly recommended you do not give weapons to bots that require nuance to use properly.
- Hanaway Hunting Crossbow:
- One of the most complex weapon added so far. Switch between three payloads: Regular, Napalm, and Foam bolts. Each payload has specific properties for different situations
- Direct Damage:
10.0
- Clip Size:
1
- Max Ammo
20
- Reload Time:
3.5s
- Pierce Targets:
1.0
- Effective Range:
30.0m
- Hit Size:
+0.25m
- Stagger Multiplier:
1.5x
- Precision Multiplier:
3.25x
- Silenced, does not alert enemies
- Regular Bolts: (Default Keybind: KeypadPeriod[KeyConfig3])
- Ballistics Type:
Fast Projectile Low Gravity
- Armor Pierce:
+10%
- Backstab Multiplier:
2.25x
- Recovers only
1.0 ammo per target killed
- Max Delay requirement for ammo refund:
7.0s
- Napalm Bolts: (Default Keybind: KeypadEnter[KeyConfig1])
- Ballistics Type:
Slow Projectile No Gravity
- Not Silenced, will alert enemies
- Projectile Lifetime:
5.0s
- Shrapnel:
3 per 0.1s with 0.75s start delay
- DoT Damage per tick:
14.0
- DoT Duration:
10.0s
- DoT Tick Rate:
2.0s
- DoT Stack Limit:
3
- Friendly Fire Multiplier:
0.5x
- Drops
1 Red Glowstick when the projectile times out or dies
- Foam Bolts: (Default Keybind: KeypadPlus[KeyConfig2])
- Ballistics Type:
Fast Projectile Mid Gravity
- Foam Time:
16.0s
- Foam Chance:
Override Guaranteed
- Foam Doors:
Yes
- Foam Door Requirements:
1 bolt if you hit the door after the first foam bolt hits
Dev Note: The first "silent" weapon in the pack. To prevent this weapon's potential imbalance nature, the damage will be significantly more reliable in stealth scenarios. Its low max ammo capacity encourages players to shoot with purpose, as kills will refund only 1 ammo per target.
- Techman Wisp Thrower:
- An experimental entity that floats mid-air and attacks nearby targets until it bursts into several quills at the end of its life.
- Max Ammo:
40
- Clip Size:
2
- No Reload, Clip Regen after
16.5s delay after last firing
- Clip Regen active while holstered
- Launched Wisps will bounce off walls and objects before stopping to prevent dying on impact. Direct hits with entity will instantly kill the wisp.
- Wisp Lifetime:
15.0s
- Wisp Direct Damage:
1.0
- Wisp Quill Damage:
5.0
- Wisp Quill Ricochet:
3
- Wisp Precision Multiplier:
1.1x
- Wisp Stagger Multiplier:
0.5x
- Wisp Friendly Fire Multiplier:
0.5x
- Wisp Targeting Priority:
Weakspots
- Wisp Launch Delay Attack:
1.0s
- Wisp Attack Speed:
2 Quills per 0.5s
- Wisp Death Quill Count:
10
- Wisp Death Quill Damage:
5.0
- Wisp Quill Max Range:
25.0m
Dev Note: An interesting weapon that has multiple uses. It has a good area denial which should pair well with trip mines and turrets. Also, it provides light which is great during EMP events or dark rundowns.
- Van Auken Exp. Beam Rifle:
- A manufactured copy of a patented prototype beam rifle in collabration with Techman Biotechnics.
- Direct Damage:
1.5
- Reserve Ammo, no reload
- Clip Regen up to
100 after Shot Delay
- Max Ammo:
2000
- Clip Size:
100
- Pierce Limit:
1
- Fires
1 continuous beam costs 100 rounds
- Damage increases continuous hitting a single target for the whole beam.
- Up to
2.0x damage cap for normal shots as it stacks 1 at a time
- Up to
3.0x damage cap for weakspot shots as it stacks 2 at a time
- Duration lasts
2.5s then rapidly decays. Continued hits from the user will refresh the duration
- Shot Delay:
2.0s
- DoT Damage:
1.0
- DoT Duration:
10.0s
- DoT Tick Rate:
2
- DoT Stack Limit:
100
- Shrapnel Count:
1
- Shrapnel Direct Damage:
0.1
- Shrapnel can contribute to DoT stacks
Dev Note: Thanks to FE3, Dinorush, and EWC for the template to create this weapon. It's a concept that looks a little weird, but might have a niche usage. Does a significant amount of damage to single target, it is not recommended to spray fire as the base damage is very low.
Tool Additions:
- Added
1 new custom tool!
- Van Auken RYN0 Annihilator:
- An extremely dangerous weapon from Van Auken's armory, capable of killing almost anything within the area. Truly a tool of destruction!
- Direct Damage:
100
- Reserve Ammo, no reload
- Max Ammo:
6
- Clip Size:
1
- Clip Regen after Shot Delay:
30.0s
- Charge Up Time:
2.5s
- Explosion Minimum Damage:
400.0
- Explosion Maximum Damage:
700.0
- Explosion Outer Radius:
10.0m
- Explosion Inner Radius:
5.0m
- Shrapnel Count:
60
- Shrapnel Damage:
5.0
- Stagger Multiplier:
5.0x
- Friendly Fire Multiplier:
0.1x
- Push based on shooting during standing/crouching/jumping:
- Standing:
-14.0m
- Crouching:
-8.0m
- Jumping:
-18.0m
Dev Note: This is a meme weapon/tool and a little nod to one of the best sci-fi action-adventure game series ever made.
Weapon Tweaks + Fixes:
- Medic Gun Rework:
- Increased Max Delay Requirement for Ammo Refund from
0.5s to 10.0s (The maximum allowed delay in seconds between hitting the enemy and it dying.)
- Decreased Baseline Projectile Count from
2 to 1 to prep for the different modes additions
- Removed Last Hit kill requirement to refund ammo back
- Increased Effective Range from
12.0m to 20.0m
- Changed
Recoil and Accuracy to be signifcantly more reliable
- Increased Max Ammo from
100 to 110
- Players hit by healing darts should no longer constantly complain or grunt in pain during its duration
- Reworked the function of this gun by adding a keybind trigger to switch between three modes with different effects.
- Different modes can be stack individually with each other, but not with the same mode. For example: Stagger(Mode 2) + Armor Shred(Mode 3)
- Mode 1:
Heal + Disinfection Property
- Activated by using specific keybind trigger(Default Keybind: KeypadPeriod[KeyConfig3])
- Fires 2 bullets
- Removed DoT Stagger Multiplier of
0.5x
- Applies to player targets:
- Heal (stacks)
- Disinfection (stacks)
- Applies to enemy targets:
- Toxin Damage(DoT)
- Increased Precision Multiplier from
1.0x to 1.2x
- Decreased Stagger Multiplier from
0.5x to 0.0x
- Enemy Silence(CC stops non-boss tongue and projectile barrages)
- Mode 2:
Speed + Stamina Property
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Fires only 1 bullet
- Projectile Color:
Gold
- Buffs and Debuffs do not stack, it will only refresh duration
- Applies to player targets:
- Movement Speed buff of
+20% over a duration of 10.0s per bullet
- Restore Stamina by
+20% per bullet
- Applies to enemy targets:
- High Stagger Damage(DoT)
- Decreased Total Damage from
25.0 to 1.0
- Decreased Precision Multiplier from
1.0x to 0.0x
- Increased Stagger Multiplier from
0.0x to 30.0x
- Enemy Silence(CC)
- Mode 3:
Armor + Stamina Property
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Fires only 1 bullet
- Projectile Color:
Purple
- Buffs and Debuffs do not stack, it will only refresh duration
- Applies to player targets:
- Armor Resistance of
+20% over a duration of 10.0s per bullet
- Restore Stamina by
+20% per bullet
- Applies to enemy targets:
- Armor Shred debuff of
-20% over a duration of 10.0s per bullet
- Weaker Toxin Damage(DoT)
- Decreased Total Damage from
24.0 to 10.0
- Decreased Precision Multiplier from
1.0x to 0.75x
- Increased Stagger Multiplier from
0.5x to 1.0x
- Enemy Silence(CC)
Dev Note: Here I am modifying the medic gun again. With these new changes, it will add a lot more complexity to the gun itself. Effectively making it the defacto "support" weapon.
- HMG:
- Added
ThickBullet property:
- Added
0.2m to projectile hitbox
- LMG:
- Added
ThickBullet property:
- Added
0.2m to projectile hitbox
- Reserve MP1:
- Added
ThickBullet property:
- Added
0.15m to projectile hitbox
- MP2:
- Added
ThickBullet property:
- Added
0.15m to projectile hitbox
- Drum Mag AR:
- Increased Reload Time from
2.5s to 2.8s
- Added
ThickBullet property:
- Added
0.15m to projectile hitbox
Dev Note: It should feel a little less punishing to spray into a crowd in a general area
- Full-Auto Light AR: Rework
- Changed name from
Full-Auto Light AR to 4-B Nade Launcher AR
- Changed
Scope Part (improved the FOV & zoom of this scope)
- Changed
Receiver Part
- Changed
Front Part
- Changed
Magazine Part
- Changed
Stock Part
- Decreased Hipfire Spread from
1.4x to 1.0x
- Decreased Aimed Spread from
0.6x to 0.4x
- Decreased Direct Damage from
6.5 to 5.0
- Decreased Clip Size from
30 to 20
- Increased Reload Time from
1.7s to 2.2s
- Increased Max Ammo from
305 to 400
- Added
Explosive property
- Assault Rifle:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Changes Accuracy and Recoil data to
Bullpup
- Direct Damage:
4.0
- Burst Count:
4
- Nade Launcher:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Changes Accuracy and Recoil data to
Rifle
- Direct Damage:
1.0
- Pulls from reserve ammo; does not use clip unless reserve is empty
- Explosive Bullet Cost:
-15
- Explosion Minimum Damage(Inner):
25.0
- Explosion Maximum Damage(Outer):
45.0
- Explosion Outer Radius:
4.5m
- Explosion Inner Radius:
2.5m
- Stagger Multiplier:
2.0x
- Damages
Owner and Friendly
- Friendly Fire Multiplier:
0.75x
- Shrapnel Count:
10
- Shrapnel Damage:
5.0
- Semi-Auto AR Rework
- Changed name from
Semi-Auto Rifle to Semi/Full-Auto AK Rifle
- Changed
Scope Part
- Changed
Receiver Part
- Changed
Front Part
- Changed
Magazine Part
- Changed
Stock Part
- Changed
Flashlight Part
- Decreased Direct Damage from
8.1 to 7.5
- Increased Reload Time from
1.9s to 2.6s
- Increased Clip Size from
20 to 45
- Increased Max Ammo from
203 to 295
- Added two modes: Switch between Semi-Auto and Full-Auto
- Semi-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Full-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
Dev Note: These two guns need a bit more love as they were basically two of the same. Also they sort of lacked identity compare to the other rifles.
- Foam Pistol:
- Increased Glue Bubble Expansion Speed from
0.1x to 0.25x
- Switched
ArmorShred to ShotModDebuff property:
- Applies
+30% increased base damage(excluding precision & stagger) debuff on an enemy target for all sources
Dev Note: With a lot of new options to foam targets, the Foam Pistol lost a lot of its place in the roster. So I am switching the armorshred to a "Increase Damage Taken" debuff on the target that is currently unique to this gun only.
- Exp. Smart Rifle:
- Changed
Front Part
- Changed
Receiver Part
- Added Trail Color similar to Glow Color
- Decreased Projectile Speed from
45.0m to 25.0m per second
- Decreased Projectile Lifetime from
30.0s to 10.0s
- Increased Minimum Projectile Distance from
10.0m to 25.0m
- Added
Shrapnel property:
- A simple failsafe mechanism to lower the impact of orbiting projectiles
Dev Note: Once a projectile times out around a target, a shrapnel similar to the original will spawn. This projectile will have a significantly stronger homing strength and angle which should properly hit its intended target more consistently. Orbiting projectiles might still get destroyed on a object or terrain.
- Heavy Revolver:
- Changed
Stock Part to prevent a log spamming issue.
- Tracker Pistol:
- Changed
Front Part(Scope Attachment)
- Tracker PDW:
- Changed
Front Part
- Changed
Receiver Part
- Tracker Rifle:
- Changed
Front Part
- Changed
Receiver Part
- Changed
Magazine Part
- Increased Direct Damage from
35.1 to 40.1
Dev Note: While the Tracker Rifle is doing its job, I feel like its damage is still struggling to kill even smaller targets compare to DMRs. Also, I personally did not enjoy the look of the rifle.
- Hemorrhage HEL Rifle:
- Increased Effective Range from
26.0m to 35.0m
- Decreased Lock-on Angle Requirement from
3 to 2 degrees
- Decreased Lock-on Time from
1.0s to 0.5s
- Increased Lock-on Decay Time from
0.6s to 0.8s
Dev Note: A very strong precision rifle, but its auto-aim feature felt very clunky. Hopefully this will make it more useable in chaotic moments.
- Pump-Action Shotgun:
- Increased Max Ammo from
58 to 70
- Triple Barrel Shotgun:
- Increased Max Ammo from
71 to 81
- Explosive Burst Rifle:
- Changed
Receiver Part
- changed
Sight Part
- Explosive Shotgun:
- Changed
Receiver Part
- changed
Front Part
- Explosive Cannon:
- Increased Maximum Explosion Damage from
45.0 to 50.0
- Increased Minimum Explosion Damage from
35.0 to 40.0
- W-Pen Sniper:
- Changed
Front Part
- Changed
Receiver Part
- Changed
Sight Part
- Removed
Magazine Part
- Increased Push for both Standing & Jumping by
+2.0m
- Decreased Push for Crouching by
-1.0m
- Nano Gauss Rifle:
- changed
Receiver Part
- Increased Push for both Standing & Jumping by
+2.0m
- Decreased Push for Crouching by
-1.0m
Class Tweaks:
- Updated
GTFuckingXP mod
- Specialist:
- Increased Fog Repeller/Turbine Power from
+80% to +100%
- Increased Initial Ammo Penalty from
-30% to -40%
- Decreased Ammo Cost Efficiency Penalty from
-30% to -20%
Dev Note: The Specialist should feel a lot more powerful against the Fog mechanics, but the constant buffs in recent patches should result in a nerf somewhere to counter balance.
- Paramedic:
- Decreased Ammo Cost Efficiency Penalty from
-20% to -15%
- Quartermaster:
- Decreased Damage Penalty from
-50% to -30%
- Added Initial Tool Ammo Penalty of
-20%
Booster Tweaks:
- Added
PingableJunkieSyringes mod by JarheadHME
- Custom syringes weren't pingable which can cause some miscommunications
- Revive Spd. & Health
Muted Booster:
- Increased Revive Speed bonus from
+10% to +20%
- Revive Spd. & Health
Bold Booster:
- Increased Revive Speed bonus from
+15% to +25%
- Revive Spd. & Health
Aggressive Booster:
- Increased Revive Speed bonus from
+20% to +30%
Dev Note: The nature of revive speed works off the game's baseline 4.0s to 5.0s. So 45% is not worth a lot to risk taking all three boosters, now its 75% in the right condition which feel much more impactful.
Tool Tweaks + Fixes:
- Updated
ExtraToolCustomization mod
- Updated
DescriptiveWeaponStatShower mod
- Fixed custom turrets not having any stats shown in the tool select sceen
- Fog Repeller Consumable:
- Decreased Minimum Consumable Loot Count from
5 to 4
- Decreased Maximum Consumable & Carry Limit Loot Count from
10 to 8
- Search & Rescue Tool: Improvement
- Increased Max Ammo from
30 to 40
- Removed Shell Casing ejection sound effects
- Removed 3D Shooting sound effects for other players within the lobby
- Changed aimed function to keybind-based modes
- Mode 1:
- Glowstick Launcher
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Decreased Projectile Speed from
30.0m to 25.0m per second
- Mode 2:
- Fog Repeller Launcher
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Decreased Projectile Speed from
20.0m to 15.0m per second
Dev Note: You should no longer hear your teammate's vanilla default gun shots when using these weapons, only the appropriate ones.
- 4-Burst Sentry:
- Decreased Burst Delay from
2.0s to 1.8s
Dev Note: I want to slightly lower the Burst turret's clunkiness to be a bit more reliable on maps that have tight corners.
- Missile Sentry:
- Added text description for traits
- Fixed explosion not having friendly fire multiplier. Oopsie...
- Increased Friendly Fire Multiplier from
-50% to -70%
- Exterminatus Flamer:
- Removed Shell Casing ejection sound effects
- Removed 3D Shooting sound effects for other players within the lobby
- Changed
Scope Part
- Decreased Direct Damage from
1.0 to 0.5
- Decreased Projectile Glow Intensity from
0.25 to 0.05 (still bright, but not as before)
- Increased Clip Regen Delay from
3.0s to 5.0s
Dev Note: I removed the scope as it was pointless; replaced with iron sight. Also the long exposure to the flamethrower was giving me eye strain...
Melee Tweaks + Fixes:
- Spear:
- Increased Armor Pierce from
+15% to +20%
- Added
Push Property when sprinting and charging heavy:
- Sprint + Charge:
8.0m
- Based on charge amount starting from
50%(4.0m) to 100%(8.0m)
- Added
ShotMod Property when sprinting and charging heavy:
- Increases damage of melee by
+30%
- Based on charge amount starting from
50%(+15%) to 100%(+30%)
Dev Note: While I want to keep the Spear as a stealth melee. The knife is simply just too good at its job, and I do not want to nerf it. Instead I give the Spear more skill expression. You can use this lunge for a speed boost or kill a target quickly. Time it correctly and you can kill without alerting the room.
- Sledgehammer:
- Fixed armor shred modifier not working correctly
- Increased Armor Shred from
-30% to -40%
Syringe Fixes:
- Fixed issue with SyringeID and ItemID duplications when descending on a rundown
- Fixed multiple instances of same syringe distribution in the same rundon.
Miscellaneous Fixes:
- Changed the wording on the pack's tagline description again
- Updated README.md file
- Updated CHANGELOG.md file
- Fixed typos in CHANGELOG.md for v2.2.0
- Removed old patch notes pre-v2.0 to save space for Thunderstore character limit. Check Github Repo for old changelog.
v2.2.0
Mod Updates + Additions:
- Added
WeaponIconPlus mod by GTFOModding
- Added
Minimap mod by HazardousMonkey
- Located at Bottom Left section.
- Change config settings to fit your needs.
- Toggle default key:
M (Recommend you either change your default Map key or this one. I use TAB for my map keybind)
- Zoom Control: ALT + WheelDown/WheelUp
- Recommended(optional) HUD size settings:
- Compass:
80%
- Inventory:
100% - 120%
- Chat:
90%
- Statusbar:
100%
- Subtitles:
100%
- Objective:
90%
- Intel:
90%
- Updated
EnemyAnimationFix mod
- Updated
MirrorWeapons mod
- Updated
GTFuckingXP mod
- The in-game HUD for class information will properly hide itself during menus such as the map screen and ESC menu. No longer a wall of text will block teammate information.
- Updated
SpreadStartingAmmo mod
- Updated
Amorlib mod
- Updated
BetterBots mod
- Updated
EEC H mod
- Added
Spectate mod by food
- Spectate your teammates upon death(downed)
Class Tweaks:
Weapon Tweaks:
- Updated
ExtraWeaponCustomization mod
- Reworked Maximum Effective Range for all guns: (At this range, guns will do minimal damage)
- All gun's maximum effective range has been either
decreased or increased to be double of the minimum effective range. For example: minimum of 25.0m will have 50.0m maximum range.
- You won't feel much difference on smaller rooms or maps. You might feel some difference on medium rooms. And you will feel especially on larger rooms.
- Of course the exception are short-range guns(Shotguns and SMGs) will require players to fight in closer engagments. So to compensate, their low effective ranges were slightly increased.
- Improved Visual Lerp Distance for projectile guns for better visual feedback when shooting.
- Projectiles now trigger tripmines.
- Triple Barrel Shotgun:
- Increased Effective Range from
5.0m to 6.0m
- Pump Action Shotgun:
- Increased Effective Range from
6.0m to 7.0m
- Explosive Shotgun:
- Increased Effective Range from
6.0m to 7.0m
- Reserve MP1:
- Increased Effective Range from
5.0m to 6.0m
- MP2:
- Increased Effective Range from
6.0m to 7.0m
- Hemorrhage Shotgun:
- Increased Effective Range from
8.0m to 9.0m
- Foam Shotgun:
- Increased Effective Range from
8.0m to 9.0m
- Tracker PDW:
- Increased Effective Range from
9.0m to 10.0m
- Tracker Pistol:
- Increased Effective Range from
11.0m to 12.0m
- Added
Hitmarker Cooldown of 1.0s for all DoT weapons to prevent excessive sound effects.
- Medic Gun:
- Changed
Sight Part
- Changed
Receiver Part
- Exp. Smart Rifle:
- MP2:
- Added
Sight Part
- Decreased Aim Spread from
0.5x to 0.4x
- Increased Clip Size from
50 to 60
- Increased Max Ammo from
737 to 747
- Explosive Shotgun:
- Added
Shrapnel property
- Shrapnel Damage:
5.0
- Shrapnel Count per bullet:
2
- Shrapnel Pierce:
1.0
- Triple Barrel Shotgun:
- Added
Push property when using Aim Trait
- Standing/Crouching/Jumping:
-12.0m
- Bolt Pistol:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-2.0m
- Crouching:
-1.0m
- Jumping:
-4.0m
- Heavy Revolver:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-2.0m
- Crouching:
1.0m
- Jumping:
-4.0m
- Nano Gauss Rifle:
- Changed Explosion SFX to be a bit more squishy
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-5.0m
- Crouching:
-3.0m
- Jumping:
-10.0m
- W-Pen Sniper Rifle:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-4.0m
- Crouching:
-2.0m
- Jumping:
-8.0m
- Reserve HMG:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-0.05m
- Crouching:
0.0m
- Jumping:
-0.1m
- LMG:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-0.3m
- Crouching:
0.0m
- Jumping:
-0.5m
- Explosive Shotgun:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-3.0m
- Crouching:
-1.0m
- Jumping:
-6.0m
Tool Addition & Tweaks:
- Updated
ExtraToolCustomization mod
- Changed name of
Autotek Tagged Sniper Turret to Autotek Bio-Tag Sniper Turret
- Explosive Mine Deployer:
- Changed name of
Krieg Homeland Defense to Krieg Homeland Defense Tool
- Decreased Max Ammo from
16 to 12
- Increased Minimum Effective Distance from
5.0m to 6.0m
- Increased Maximum Effective Distance from
10.0m to 12.0m
- Decreased Beam Length from
20.0m to 12.0m to match with its max effective range
- Increased Placement Time from
1.0s to 1.5s
- Increased Placement Cooldown from
1.0s to 1.5s
- Increased Pickup Time from
1.0s to 2.0s
- Increased Placement Range from
2.5m to 6.0m
- Consumable Foam Tripmine:
- Increased Firing Delay from
0.0s to 0.1s
- Increased Minimum Effective Distance from
2.5m to 3.0m
- Decreased Maximum Effective Distance from
12.0m to 10.0m
- Decreased Beam Length from
20.0m to 10.0m
- Decreased Foam Bubble Count from
17 to 15
- Increased Placement Range from
2.5m to 3.0m
- Decreased Placement Cooldown from
2.0s to 0.5s
- Consumable Explosive Mine:
- Increased Placement Range from
2.5m to 3.0m
- Advanced Bio Tracker:
- Changed name from
Advanced Thermal Tracker to Techman Advanced Thermal Tracker
- Increased Equip Time from
1.0s to 1.5s
- Decreased Aim Transition Time from
0.5s to 0.25s
- C-Foam Launcher:
- Increased Max Ammo from
156 to 178
- 4-Burst Turret:
- Increased Direct Damage from
4.6 to 5.2
- Decreased Shot Delay from
0.1s to 0.05s
- Shotgun Turret:
- Increased Direct Damage from
5.9 to 6.0
- Increased Pellet Count from
7 to 8
- Decreased Shot Delay from
1.0s to 0.75s
- Increased Max Ammo from
91 to 121
- HMG Turret:
- Increased Direct Damage from
1.6 to 1.7
- Sniper Turret:
- Increased Direct Damage from
85.5 to 90.5
- Added four NEW tools! C-Foam Snare, Cave & Rescue, Exterminatus Flamer and Rocket Sentry
- C-Foam Snare:(C-Foam Mine Deployer):
- Max Ammo:
15
- Firing Delay:
0.5s
- Minimum Effective Distance:
7.5m
- Maximum Effective Distance:
15.0m
- Beam Length:
15.0m
- Foam Bubble Count:
25
- Placement Range:
6.0m
- Placement Time/Cooldown/Pickup:
2.0s
- Mastaba Search & Rescue:
- Primary Fire mode:
Glowstick Launcher
- Costs:
1 ammo per shot
- Will trigger
booster conditionals
- Effected by
boosters/class
- Secondary Fire mode:
Fog Repeller Launcher
- Costs:
2 ammo per shot
- Will trigger
booster conditionals
- Effected by
boosters/class
- Max Ammo:
30
- Silence:
- Wake Up Radius:
4.0m
- Alert Radius:
8.0m
- Alert Amount:
40% (Sleepers awake at 100%)
- Bio-Tag Rocket Turret:
- There is no stat description for this turret because of issues with vanilla GTFO not playing nice with another mod. Unfortunately, I cannot fix it on my end. Please refer to the wiki for stats.
- Direct Damage:
5.0
- Explosive Damage:
40.0
- Explosive Radius:
4.5m
- Shot Delay:
4.5s
- Max Ammo
20
- Shrapnel Count:
40
- Shrapnel Damage:
5.0
- Ballistic Type:
Homing Projectile
- Homing Priority:
Highest HP
- Homing Targeting:
Body
- Fires only at
Tagged targets
- Effective Range:
40.0m
- Friendly Fire:
50% (Otherwise everyone will die)
- Placement Time:
0.5s
- Pickup Time:
1.5s
- Deploy Time:
6.0s
- Scan Delay:
1.0s
- Scan Color:
Purple
- Exterminatus Flamer:
- Direct Damage:
1.0
- Multishot:
5.0x
- Bullet Hit Size:
+0.5m
- Pierce Targets:
2.0
- Stagger Multiplier:
10.0x
- Ballistics Type:
Slow Projectile Gravity
- Projectile Speed:
8.0m per second
- Projectile Lifetime:
5.0s
- Damage-Over-Time per Stack:
6.0
- DoT Stack Limit:
10
- DoT Duration:
10.0s
- Damage Interval:
2.0x
- DoT Stagger Multiplier:
1.0x
- DoT Friendly Multiplier:
0.5x
- Cannot Reload, Clip Regen from Reserves after Firing
- Clip Regen:
5.0 per second
- Clip Regen Delay:
3.0s
- Max Ammo:
1000
- Clip Size:
100
- Explosion on Death, applies 1 stack of DoT
- Explosion Damage:
1.0
- Explosion Radius:
3.5m
- Explosion Stagger Multiplier:
5.0x
- ChargeUp Time:
0.4s
- Slow Fire Rate, must Accelerate to increase Fire Rate
- Flames will ricochet off of walls at an extremely slow speed
- Flames will "stay" on the ground up to a few seconds which will apply damage
Melee Tweaks:
- Sledgehammer:
- Increased Armor Shred Duration from
4.0s to 4.5s
Booster Tweaks:
- Changed text from
99 Uses Left to Infinite Uses
- Initial Main/Special Ammo
Muted Booster:
- Fixed boosters showing the wrong value of
14%
- Initial Main/Special Ammo
Aggressive Booster:
- Increased Main/Special ammo bonus from
25% to 35%
- Initial Tool Ammo
Muted Booster:
- Increased Tool ammo bonus from
10% to 15%
- Initial Tool Ammo
Aggressive Booster:
- Increased Tool ammo bonus from
20% to 35%
- Regen Cap/Speed
Bold Booster:
- Changed Condition from
Human Proximity to Glowstick Radius
- Tripmine Damage
Bold Booster:
- Changed Condition from
Holding Tool to Human Proximity
Miscellaneous Tweaks + Fixes:
- Moved Minimap location
- Fixed various issues:
- Fixed errors of duplicate weapon gear parts
- Fixed Gear Category duplicate data blocks
- Fixed errors with Template.json in EWC being loaded
- Fixed errors regarding reserve shotgun and explosive shotgun's spread being not considered
- Updated README.md file
- Added more tools into the tool section
- Improved the tagline of the modpack to better describe the modpack's vision
- Removed old Dev Notes up v2.1.0 in CHANGELOD.md to make space. Old changelog with all dev notes will be kept up in Github repo.