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GTFriendlyO

A major overhaul of GTFO's vanilla gameplay, designed for a more casual but still fun and challenging experience with friends.

CHANGELOG

Changelog

v2.0.8 - Latest

  • Emergency Hotfix:
    • Fixed an error with one of the gun's properties.

Dev Note: Apologies, I should really triple check these things.


v2.0.7 - Latest

Weapon Tweak:

  • Updated ExtraWeaponCustomization mod
  • Medic Gun:
    • Increased Dart Duration from 9.0s to 9.5s (To prevent potential loss of time from packet loss)
    • Added Disinfect property
    • Each dart will disinfect players for 0.31% per second for a duration of 9.5s

Dev Note: With the new recent update to EWC mod, I can give the medic gun a stronger support presence by adding disinfect properties. It's half the rate of the healing property, so disinfection packs aren't pushed out by this gun's existence.

Enemy Body Part Health Tweaks:

  • Striker:
    • Decreased Body Part Health from 24.0 to 20.0
  • Nightmare Striker:
    • Decreased Body Part Health from 51.5 to 31.5
  • Striker Charger:
    • Increased Body Part Health from 12.0 to 22.0
  • Striker Giant:
    • Decreased Body Part Health from 450.0 to 1.0
  • Nightmare Striker Giant:
    • Decreased Max Health from 900.0 to 600.0
    • Decreased Hit Reaction Threshold from 960.0 to 200.0
    • Decreased Body Part Health from 900.0 to 250.0

Dev Note: With the recent changes to sniper rifles, they reliably kill giants now. But the lack of visual feedback made it look awkward when Giants didn't lose any limbs. Visually it should feel satisfying instead of being demoralised by their tankiness. The increase in the Giant's bodypart health from patch v2.0.5 might have an overall negative effect.

  • Nightmare Needler:
    • Decreased Body Part Health from 27.5 to 20.5
  • Nightmare Scout:
    • Decreased Body Part Health from 120.0 to 80.0
  • Stalker:
    • Decreased Max Health from 4000.0 to 3500.0
    • Decreased Body Part Health from 4000.0 to 2500.0
    • Decreased Tag Time from 60.0s to 30.0s

Dev Note: As much as I believe the stalker is significantly better than the original counterpart. The tankiness did make it a bullet sponge. So that's why I am lowering its overall health while still being a threat that should NOT be ignored. The decreased tag time will also incentivize bio scanners to keep a close eye on them for the team.

Enemy Fixes & Tweaks:

  • Removed Projectile Settings from EEC to prevent issues with enemy abilities.
  • Nightmares Variants:
    • Decreased Projectile Infection Rate from 1% to 0.5%
  • Enemy Bleed Effect:
    • Enemy Bleed NO longer stacks; continued application can refresh active bleed duration
    • Fixed Bleed doing the wrong amount of damage
    • Added Bleed properties to Scouts(except Nightmare Scouts)
    • Increased Bleed Damage from 0.4% to 2%
    • Increased Damage Interval from 1.0s to 2.0s
    • Increased Bleed Duration from 5.0s to 10.5s

Dev Note: The change to bleed is to tackle this odd bug with EEC where it sometimes chooses to do max health damage based on Player Health and just simple flat percentile damage. This can sometimes do an ungodly amounts of damage when hit multiple times. Health pack will also remove bleeding.

  • Flyer:
    • Decreased Explosion Minimum Range from 2.5m to 2.0m
    • Decreased Explosion Maximum Range from 5.0m to 4.0m
  • Shadow:
    • Decreased Infection Fog Rate from 0.5% to 0.3% per second
    • Decreased Infection Fog Duration from 35.0s to 30.0s

Dev Note: The Fog Spheres are doing its job by zoning players. But it might be doing too well at its job at some missions, especially on maps without any adequate disinfection options. Also Fog Sphere infection rate stack on each other which can potentially kill a player if they aren't paying attention.

Melee Fixes:

  • Sledgehammer:
    • Fixed Sledgehammer Armor Shred not working because of invalid trigger setting.

Misc Fixes:

  • Minor format improvements to README file.

v2.0.6

Emergency Hotfix:

  • Fixed some changes not included in v2.0.5 by accident.

Dev Note: Apologies, I accidentally uploaded the wrong changes into v2.0.5


v2.0.5

Mod Additions:

  • Added SpreadStartingAmmo mod by Dinorush
  • Ammo is spread from a pool given to players on startup based on how many players are present. If a player/bot joins then the pool is reduced to accommodate the new player(s), dismissing the slot will not refund the lost ammo from the distribution.
    • 1 Player: 4x ammo
    • 2 Players: 2x ammo
    • 3 Players: 1.33x ammo
    • 4 Players: 1x ammo (Bots count as players)

Dev Note: Originally this was added in accidentally in v2.0.2, but after a second(& third) opinion on it. I was told I was overthinking the issue and in long-term should balance the game for smaller lobbies. This should make solos, duos, and trios have more enjoyable time. Since my modpack was forcing 3-4 player lobbies in the later rundowns.

  • Updated BetterBots mod

Weapon Fixes & Tweaks:

  • Bolt Pistol:
    • Increased Precision Multiplier from 0.6x to 0.7x
    • Increased Stagger Multiplier from 1.5x to 2.0x

Dev Note: Previously the Bolt Pistol was able to one shot a scout reliably, but the recent changes on precision and stagger has unintentionally made it awkward. It should be possible to one shot scouts properly at any direction.

  • Tracker Rifle:
    • Increased Direct Damage from 28.1 to 35.1
    • Increased Precision Multiplier from 1.2x to 2.0x
    • Decreased Stagger Multiplier from 2.0x to 1.5x
  • Nano Gauss Rifle:
    • Increased Direct Damage from 50.5 to 55.5
    • Increased Projectile Speed from 60 to 65
    • Increased Projectile Hit Size by 0.2m
    • Increased Precision Multiplier from 2.0x to 4.0x
    • Increased Stagger Multiplier from 1.5x to 2.0x
  • Sniper Rifle:
    • Increased Armor Pierce from 10% to 20%
    • Increased Precision Multiplier from 4.0x to 6.0x

Dev Note: Fixed an issue where the Sniper Rifles has trouble killing Giants since their increased base health. A sniper rifle should feel powerful in the right hands.

  • Reserve HMG:
    • Increased Stagger Multiplier from 1.8x to 2.0x
    • Once again trying to fix this gun's first person model after fixing the third person model from a previous patch.

Dev Note: Getting sick and tired of trying to fix this gun... Alright, if it doesn't get fixed by this patch then I am going to just move on. I am losing time over this pointless bug.

Turret Fixes & Tweaks:

  • Added "More effective against Tagged" for all turrets.
  • Fixed wrong values for Stagger Multiplier against tagged targets.
  • Sniper Turret:
    • Increased Tagged Stagger Multiplier from 1.0x to 1.1x
  • Burst Turret:
    • Increased Burst Delay from 1.0s to 2.0s
    • Decreased Shot Delay from 0.5s to 0.1s
    • Increased Tagged Stagger Multiplier from 1.0x to 1.15x
  • HMG Turret:
    • Increased Tagged Stagger Multiplier from 1.0x to 1.25x
  • Shotgun Turret:
    • Decreased Shot Delay from 1.3s to 1.0s
    • Increased Tagged Stagger Multiplier from 1.0x to 1.2x

Dev Note: Fixed the awkward shooting of the burst and shotgun turrets that made it very jarring to use in close-mid range engagements. I may have overdone the shot delay, apologies on my part.

Tool Fixes & Tweaks:

  • C-Foam Launcher:
    • Increased Max Ammo Capacity from 100 to 156
  • Mine Deployer:
    • Increased Radius from 2.5m to 3.0m
    • Increased Minimum Distance from 3.0m to 5.0m
    • Decreased Maximum Distance from 15.0m to 10.0m
    • Increased Minimum Explosive Damage from 30 to 75
    • Increased Maximum Explosive Damage from 100 to 125
    • Increased Stagger Force from 1200 to 1300
    • Increased Arming Time from 0.3s to 1.0s
    • Increased Placement Time from 0.4s to 1.0s
    • Increased Pickup Time from 0.4s to 1.0s
  • Consumable Mine:
    • Increased Radius from 2.5m to 3.0m
    • Increased Minimum Distance from 1.5m to 3.0m
    • Decreased Maximum Distance from 15.0m to 10.0m
    • Increased Minimum Explosive Damage from 15 to 40
    • Increased Maximum Explosive Damage from 60 to 75
    • Increased Stagger Force from 800 to 900
    • Increased Arming Time from 0.3s to 0.5s
    • Increased Placement Time from 0.4s to 0.5s
    • Increased Pickup Time from 0.4s to 0.5s
    • Decreased Placement Cooldown from 1.0s to 0.5s

Dev Note: After some feedback and playtesting, I found them to have lost a lot of their strength. They struggle to kill even the lower tier enemies.

Enemy Fixes & Tweaks:

  • Added underline text for all tagged enemies to help separate the name and healthbar for visual clarity.
  • Shadows:
    • Fixed this variant not creating infected fog spheres on death when hibernating.
  • Striker Giants:
    • Increased Body Part Health from 300 to 450
    • Increased Weakspot Damage Multiplier from 0.4x to 0.6x

Dev Note: Still wasn't enough to make precision weapons rewarding against these targets. Now their head should be same health as their baseline health. As well as high-cal sniper should be able to kill Giants in one shot to the head.

Class Fixes:

  • Quartermaster:
    • Fixed a typo wrong info text regarding movement speed while in-game.

v2.0.4

Updates:

  • Updated ExtraWeaponCustomization mod.
  • Updated GTFuckingXP mod.
  • Updated README file.

Weapon Fixes:

  • Foam Pistol:
    • Fixed the improper armor shred values during foam. It should properly apply the -20% armor debuff(increasing damage from most sources).

Dev Note: Originally it was applying the wrong amount of armor shred which was giving a tiny buff that was negligible at best. It should properly apply the right amount.

  • Medic Gun:
    • Added Ammo Mod property
    • Killing an enemy with the venom darts will restore 1.0 ammo back into the reserve.
      • Does NOT refund more than 1 dart per kill.

Dev Note: While the medic gun should primarily be used to heal teammates. And the venom darts on only enemies. Unfortunately, the low ammo efficiency and low overall damage made players only save it for larger targets for its silence debuff. Effectively making the gun undesirable in many horde situations. With this change you will receive 1.0 ammo back after a kill(it will NOT refund more than 1, even if you use more than 2 darts to kill). Which often only happens on smaller targets, so it's not as punishing.

  • Fixed HEL Revolver and Heavy Revolver's ricochet bullet using the old version of the revolver's stat.
  • HEL Revolver:
    • Decreased Ricochet's Direct Damage from 13.6 to 5.0
    • Increased Ricochet's Precision Multiplier from 1.1x to 3.5x (Lower than baseline by 0.75x)
    • Decreased Ricochet's Stagger Multiplier from 1.0x to 0.65x (Lower than baseline by 0.2x)
    • Decreased Ricochet's Effective Range from 50.0m to 20.0m
  • Heavy Revolver:
    • Decreased Ricochet's Direct Damage from 35.9 to 10.0
    • Increased Ricochet's Precision Multiplier from 1.1x to 5.5x (Lower than baseline by 0.75x)
    • Decreased Ricochet's Stagger Multiplier from 1.0x to 0.7x (Lower than baseline by 0.2x)
    • Decreased Ricochet's Effective Range from 50.0m to 20.0m

Dev Note: I have completely forgotten to change the ricochet bullet's stats to the current base gun's values. It still had the old stats which unintentionally made it too strong. On the side note, the ricochet aspect created bad habits out of the player. There was little to no punishment for simply firing wildly. The gun should still be fun enough on its own, but it's not as abuseable as before.

Melee Fixes & Tweaks:

  • Fixed melee weapons using the wrong noise levels:
    • 0: Wakes up sleepers in 7m from hitting locks or the ground.
    • 1: Wakes up sleepers in 4m from hitting locks or the ground. Also has reduced chance to trigger long range aggro
      • Knife: 1
      • Spear: 1
      • Sledgehammer: 0
      • Bat: 0
  • Sledgehammer:
    • Removed Armor Pierce property
    • Added Armor Shred property
      • Applies armor shred of -30% for 4.0s on hit; non-stackable
      • Requires charge up bar of 40% to acquire half of the armor shred modifier.
      • Requires charge up bar of 100% to acquire full armor shred debuff.
      • Any charge in-between will give varying armor shred values.

Dev Note: This slight rework was to make sledgehammers differ a bit from the Spear's flat armor pierce. Instead I gave the sledgehammer a party buff by making the target take more damage from most sources for a short duration.

  • Knife:
    • Increased Light Backstab Multiplier from 2.0x to 2.1x
    • Increased Heavy Backstab Multiplier from 2.5x to 2.6x
    • Decreased Total DoT Damage from 6.0 to 5.0
    • Decreased stack limit from unlimited to 4
    • Increased DoT timer from 3.0s to 4.0s (takes a little longer to reach total damage)

Dev Note: This is sort of a nerf to the knife's potential damage with infinite bleed stacks. It's a powerful tool that can dominate stealth runs, but the unlimited bleed stacking gave it insane damage potential with the right methods. I just want to prevent cheesing without decreasing its stealth capabilities.

  • Spear:
    • Removed can hit multiple targets, unintentional.
    • Increased Armor Pierce bonus from +10% to +15%

Dev Note: Spears piercing multiple targets never worked properly and it was awkward to capitalize; served no real purpose.

  • Bat:
    • Decreased Explosion Damage from 10.0 to 5.0
    • Increased Explosion Stagger Multiplier from 1.5x to 3.5x

Dev Note: Lowered the explosion damage but increased the stagger damage potential since this weapon has always been a crowd control melee option.


v2.0.3

  • Dev Note: If you have any feedback on the modpack, please do not hesitate to comment in the github issue tab here!

Mod Updates:

  • Updated ExtraWeaponCustomization mod.
  • Updated GTFuckingXP mod.
  • Removed SpreadStartingAmmo mod <= IMPORTANT

Dev Note: the SpreadStartingAmmo mod was an accidentally addition to the mod pack. I apologize for its inclusion, it was not my intention to add this one. If you already have it installed, please REMOVE it as it breaks balancing.

Enemy Tweaks:

  • Striker Giant:
    • Increased Body Part Health from 200 to 300

Dev Note: This is to prevent the weakspot part(head) from breaking too soon against high-powered weapons. Their overall health did not increase from this change. It just means the sniper rifle can consistently kill Giants with two shots to the head without worrying about the head breaking.

Weapon Fixes:

  • Reserve HMG:
    • Fixed third person model of the gun being upside down.

Dev Note: I think I have found the main culprit of this problem. It should be fixed now.

  • HEL Revolver:
    • Fixed HEL Revolver not having proper reload animations.
    • Changed Stock Part
  • Explosive Cannon:
    • Decreased ChargeUp Time from 0.9s to 0.8s
    • Fixed Aimed Acceleration modifier not working. It should properly fire quickly again.

v2.0.2

Tweaks:

  • Reserve MP1:
    • Increased Stagger Multiplier from 2.0x to 3.5x

Dev Note: This was a mistake by lowering the MP1's stagger power. This change with its base damage has unintentional made this gun significantly worse by accident. My apologies on that oversight.

Syringe Fixes:

  • Added wiki page for Syringe Information.
  • Fixed Advanced Slow Healing Syringe using the wrong healing value of 0.2 instead of 0.4
    • Changed healing value from 0.2 to 0.4 (total health of 24.0)
  • Fixed Masterful Slow Healing Syringe using the wrong name.
    • Proper Name: Antibiotic-IX-REC Syringe

Fixes:

  • Added more dialogue options from ChatterReborn mod for specific situations:
    • Fog Turbine
    • Callout Teammates (ping teammates)
    • Keycard Pickup
    • Random Comments
  • Fixed Triple-Barrel Description. (it wasn't suppose to have numbers)
  • Fixed Single Slugger Description. (Forgot to mention faster reload speed on kill bonus)

Dev Note: Fixed some inconsistency in the descriptions. Numbers will be given in the wiki page, not in-game as it clutters the space. Sadly, the game automatically shrinks the text size if there is too much.

  • Fixed typos in README file
  • Fixed typos in CHANGELOG file

Dev Note: Been awhile, whoops! ~(ツ)~


v2.0.1

Dev Note: This patch is to fix some of the issues arised from the previous update. As well as improving on other aspects that was missed/ignored with that update.

Class Tweaks:

  • Courier:
    • Increased Infection/Explosion/Bullet/Bleed Res. penalty from 70% to 80%
    • Removed Initial Tool Ammo bonus.

Dev Note: I have received some feedback regarding the Courier class being very fun, which is good. But also on it being too strong. The Living Bio Tracker ability is extremely powerful tool which I cannot adjust directly. So I have bring the class down a bit, but not too much. I still want people to enjoy playing this class. This is a meme class so balance isn't its main focus, but I know when a class is a bit too powerful that it can overshadow others.

  • Field Technician:
    • Decreased Sentry CPUs from +30% to +20%
  • Abhuman:
    • Decreased Bioscan Speed & Recharge Speed penalty from -50% to -40%

Enemy Tweaks:

  • Striker Giant:
    • Increased Max Health from 400 to 450
  • Needler Giant:
    • Increased Max Health from 275 to 300
  • Scout:
    • Changed Scout feeler animation (it should stay standing even when retracting)
    • Decreased Movement Detection Distance from 8.0m to 1.0m (allows players to get closer without immediately triggering reactionary feelers)
    • Decreased Minimum Weapon Detection from 10.0m to 5.0m (easier to stealth kill around target without 100% alerting)
    • Increased Max Tentacle count from 50 to 60 (more feelers)
    • Decreased Tentacles Speed from 10.0m to 2.5m per second (slower than Vanilla's 7.5m)
    • Decreased Time to Retract Tentacles from 2.5s to 1.0s (faster to finish retracting)
    • Decreased Max Distance of Tentacles from 60.0m to 40.0m (shorter feelers)

Dev Note: Scouts should be less frustrating to deal with in specific rundowns where multiple are present in a room. With these new changes, players can just barely move out of the way of their feelers; even while at baseline crouching speed. Classes with faster movement speed will have much easier time; especially the Covert Op class. The increased tentacle count will often be shot downwards by their AI, which prevents players from being too close prematurely. Timing is key.

Weapon Tweaks & Fixes:

  • Removed Relax position for all guns to prevent some animation issues.
  • Foam Pistol:
    • Increased Foam & Armor Shred Duration from 6.0s to 10.0s
    • Decreased Armor Shred debuff from -30% to -20%
  • HEL Shotgun: Rework
    • Renamed Buckland HEL Shotgun to Buckland Foam Shotgun
    • Fixed accidental mistake of this gun using (HEL) booster effect, it should say it is using Shotgun modifier.
    • Foam Shotgun will have two different stats based on hipfire and aim mode.
    • Hipfire: Shotgun
      • Fire Mode: Semi-Auto
      • Direct Damage: 9.5
      • Pellet Count: 6
      • Effective Range: 8.0m
      • Magazine Size: 8
      • Max Ammo Capacity: 66
      • Reload Time: 2.0s
      • Ammo Cost per shot: -1
      • Pierce Limit: 1
    • Aimed: Foam
      • Fire Mode: Semi-Auto
      • Foams on Enemy Hit only
      • Foam Duration: 5.0s
      • Foam does NOT barricade doors
      • Ammo Cost per shot: -2
      • Movement Speed of +20%
      • Speed Duration: 5.0s
    • Changed Front Part
    • Changed Receiver Part
    • Changed Sight Part

Dev Note: Main reason for this change is because the original HEL shotgun was not using the HEL booster effect. Unfortuntely, this makes this gun redundant as another gun fills a similar role.

  • Single Slugger:
    • Changed Front Part
    • Changed Sight Part
  • LMG:
    • Decreased Direct Damage from 8.2 to 8.0
    • Increased Magazine Size from 70 to 100
    • Increased Max Ammo Capacity from 413 to 500
  • Reserve HMG:
    • Decreased Direct Damage from 4.6 to 4.0
    • Increased Stagger Multiplier from 1.7x to 1.8x
    • Increased Max Ammo Capacity from 885 to 1000
    • Changed Magazine Part
    • Changed Stock Part

Dev Note: I am aware there is a third-person model issue with this gun. It is being held upside down, unfortunately I have tried numerous methods to no avail. I will give up on it otherwise this update will never come out. I will look into a fix in the future, if I feel like it.

  • Heavy Rifle:
    • Changed Sight Part
    • Increased Direct Damage from 3.0 to 3.1
    • Increased Magazine Size from 60 to 70
    • Increased Max Ammo Capacity from 452 to 528
  • Burst Cannon:
    • Fixed the gun having the wrong temporary stats while aiming.
  • Triple Barrel Shotgun:
    • Decreased Direct Damage from 5.0 to 4.0
    • Increased Reload Time from 1.4s to 1.5s
    • Decreased Equip Time from 0.33s to 0.2s
    • Added Melee Damage modifier
      • Grants non-stacking melee buff of +25%
      • Over a duration of 3.0s
      • Activates on Enemy Hit only

Melee Tweaks:

  • Sledgehammer:
    • Decreased Max Charge Time for Heavy Attack from 3.0s to 2.7s
  • Spear:
    • Decreased Max Charge Time for Heavy Attack from 3.7s to 3.2s

Dev Note: These two melee weapons should feel less clunkier to use. This is additional decrease from the last patch.

Player Tweaks:

  • Increased the AmmoStandardInitial & AmmoSpecialInitial from 250 to 275 (Starting Ammo for Main and Special weapon slots)

Dev Note: I might have nerfed this aspect a bit too harshly from the previous update.

Misc.

  • Updated ExtraWeaponCustomization mod
  • Updated MovementSpeedAPI mod
  • Updated ExtraEnemyCustomization mod
  • Updated ExtraSyringeCustomization mod

v2.0.0 Final Major Update

Weapon Rework(Precision & Stagger Multiplier):

  • The vanilla GTFO baseline precision is 0.74x because it is added on top of enemy's weakspot multipliers. Each enemy has their own weakspot multiplier which I will not provide here, they haven't changed from vanilla values.

Dev Note: This will however might change how some weapons will feel overall. Many of these values were left mostly untouched as I did not know how to properly calculate the damage numbers. After some research, I was able to figure out a decent middle ground between precision and stagger. As a result, some guns might feel stronger or weaker after this update but I believe it's important for the pack's overall health.

Baseline Precision: 0.74x --> 0.75x

Baseline Stagger: 1.0x --> 1.0x

Weapon Name Precision (Old) Precision (New) Stagger (Old) Stagger (New)
Tracker Pistol 0.87x 0.65x 1.50x 2.00x
Foam Pistol 0.87x 0.50x 1.00x 10.00x*
HEL Revolver 0.74x 4.25x* 1.00x 0.85x
MP2 0.74x 0.85x 1.00x 0.50x
Reserve MP1 0.74x 0.65x 2.00x 2.00x
5-B Bullpup 1.00x 0.75x 1.00x 1.30x
Hemostasis Medic Gun 1.00x 0.65x 1.00x 10.00x*
Tracker PDW 0.74x 0.65x 1.00x 1.50x
Heavy SMG 0.80x 0.70x 1.00x 1.20x
3-B Carbine 0.74x 0.85x 1.00x 1.00x
DMR 0.97x 1.00x 1.00x 0.65x
Double-Tap 0.95x 0.75x 1.00x 1.40x
Heavy Rifle 0.80x 0.65x 1.00x 1.30x
Explosive Burst Rifle 1.00x 0.65x 1.20x 1.50x
Assault Rifle 0.87x 0.90x 1.75x 0.80x
Triple-Barrel 0.74x 0.75x 2.00x 2.00x
HEL Shotgun(Name Changed) 0.74x 0.75x 2.00x 2.00x
Single Slugger 1.50x 1.60x 1.00x 0.80x
AR-30 0.80x 0.90x 1.00x 0.90x
Experimental Smart Rifle 1.30x 1.40x 0.50x 0.50x
Pump-Action 1.00x 0.75x 2.00x 2.50x
Hemorrhage Shotgun 0.88x 0.75x 2.00x 2.00x
Explosive Shotgun 0.73x 0.45x 2.00x 2.00x
Choke Shotgun 1.00x 0.90x 2.00x 1.50x
Heavy Revolver 0.95x 6.25x* 1.00x 0.90x
LMG 0.74x 0.80x 1.00x 0.80x
Reserve HMG 0.74x 0.65x 1.45x 1.70x
Explosive Cannon 0.73x 0.55x 1.00x 1.75x
Hemorrhage HEL 0.80x 1.00x 1.00x 0.80x
Bolt Pistol 0.74x 0.60x 1.00x 1.50x
Tracker Rifle 1.30x 1.20x 1.00x 2.00x
Sniper Rifle 4.00x 4.00x 3.00x 3.00x
Nano Gauss Rifle 1.10x 2.00x 1.00x 1.50x
  • Certain weapons have a reason for the exaggerated multiplier values. Please check the Weapon Tweaks section below this patch(*).

Weapon Rework(Effective Range):

  • Changes made to effective range to better reflect a weapon's role in conjunction with their class roles.

Dev Note: The values here was mainly done through feeling alone. After figuring out a more consistent and better method, I decided to rebalance the nature of damage falloffs.

Weapon Name Effective Range (Old) Effective Range (New)
Tracker Pistol 9.0m 11.0m
Foam Pistol 7.0m 10.0m
HEL Revolver 10.0m 13.0m
MP2 6.0m 7.0m
Reserve MP1 6.0m 5.0m
5-B Bullpup 10.0m 18.0m
Hemostasis Medic Gun 12.0m 12.0m
Tracker PDW 6.0m 9.0m
Heavy SMG 9.0m 14.0m
3-B Carbine 10.0m 22.0m
DMR 50.0m 35.0m
Double-Tap 40.0m 25.0m
Heavy Rifle 10.0m 17.0m
Explosive Rifle 30.0m 20.0m
Assault Rifle 22.0m 23.0m
Triple-Barrel 6.0m 5.0m
HEL Shotgun 5.0m 6.0m
Single Slugger 30.0m 25.0m
AR-30 20.0m 21.0m
Experimental Smart Rifle 10.0m 15.0m
Pump-Action 5.0m 6.0m
Hemorrhage Shotgun 8.0m 8.0m
Explosive Shotgun 5.0m 6.0m
Choke Shotgun 16.0m 14.0m
Heavy Revolver 20.0m 21.0m
LMG 16.0m 20.0m
Reserve HMG 16.0m 18.0m
Explosive Cannon 20.0m 20.0m
Hemorrhage HEL 16.0m 26.0m
Bolt Pistol 25.0m 18.0m
Tracker Rifle 40.0m 45.0m
Sniper Rifle 80.0m 60.0m
Nano Gauss Rifle 40.0m 50.0m

Weapon Rework(Hipfire/Aimed Spread):

  • Changes made to both hipfire spread and aimed spread for all guns to further differentiate between precision and spray weapons. Some weapons might be an exception to this rule.
    • Moderately increased Aimed spread for all spray guns(Scatter).
      • Slightly decreased Hipfire spread.
    • Moderately increased Hipfire spread for all precision guns(Stabilized).
      • Slightly increased Aimed Spread for some guns.
  • Added Weapon Class definition for each gun:
    • All Spray guns are classified as Scatter
    • All Precision guns are classified as Stabilized
    • All Mixed guns are classified as Hybrid
    • Any Support guns are classified as Utility

Dev Note: This update has massively increased in scope in the last two weeks. The goal is to finalize the overall feeling of all the guns for this final major update. Hipfire spread exists to simulate difficulty making accurate shots based on the gun's muzzle "climb"(other than recoil) and Aimed spread was to show off "bracing" the gun to make better controlled shots. But I noticed all guns especially spray like LMGs and Shotguns have 100% accuracy while aiming. This can cause some guns feel more like a different version of another gun, which can make some classes feel less impactful and unique to their identity. So these changes are made to help simulate the difference between a precision(Stabilized) and spray(Scatter) weapon.

Weapon Name Hipfire (Old) Hipfire (New) Aimed (Old) Aimed (New) Class
Tracker Pistol 1.00x 1.30x 0.00x 0.05x Stabilized
Foam Pistol 0.50x 0.40x 0.00x 0.00x Utility
HEL Revolver 2.00x 2.50x 0.00x 0.15x Stabilized
MP2 1.90x 1.40x 0.00x 0.50x Scatter
Reserve MP1 2.10x 1.70x 0.00x 0.80x Scatter
5-B Bullpup 2.50x 2.00x 0.00x 1.00x Scatter
Hemostasis Medic Gun 0.05x 0.10x 0.00x 0.00x Utility
Tracker PDW 1.25x 1.00x 0.00x 0.60x Scatter
Heavy SMG 2.00x 2.30x 0.00x 0.30x Stabilized
3-B Carbine 1.00x 1.30x 0.00x 0.40x Hybrid
DMR 0.50x 1.00x 0.00x 0.10x Stabilized
Double-Tap 2.50x 2.00x 0.00x 0.50x Hybrid
Heavy Rifle 2.00x 1.60x 0.00x 0.90x Scatter
Explosive Burst Rifle 2.50x 2.00x 0.00x 0.60x Hybrid
Assault Rifle 1.00x 1.50x 0.00x 0.30x Stabilized
Triple-Barrel* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
HEL Shotgun* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Single Slugger* 0.00x* 0.00x* 0.00x* 0.00x* Stabilized
AR-30 2.00x 1.40x 0.00x 0.60x Scatter
Experimental Smart Rifle 1.25x 1.50x 0.00x 0.20x Stabilized
Pump-Action* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Hemorrhage Shotgun* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Explosive Shotgun * 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Choke Shotgun* 0.00x* 0.00x* 0.00x* 0.00x* Hybrid
Heavy Revolver 1.00x 1.50x 0.00x 0.30x Stabilized
LMG 2.00x 1.60x 0.00x 1.00x Scatter
Reserve HMG 3.00x 2.40x 0.00x 1.50x Scatter
Explosive Cannon 0.50x 0.70x 0.10x 0.30x Hybrid
Hemorrhage HEL 1.70x 2.20x 0.00x 0.10x Stabilized
Bolt Pistol 2.00x 2.50x 0.00x 0.15x Stabilized
Tracker Rifle 2.50x 5.00x 0.00x 0.00x Stabilized
Sniper Rifle 1.00x 10.00x 0.00x 0.00x Stabilized
Nano Gauss Rifle 2.00x 7.50x 0.00x 0.00x Stabilized
  • *Shotguns do not use regular spread, they use Shotgun Cone Size and Shotgun Bullet Spread

Weapon Changes(Gear Parts):

  • Added O9 Custom GearPart mod by Ound9
  • Added DS2 Custom Gear Parts mod by DarkEmperor
  • Changed/Added/Removed Gear Parts for some of the guns.

Dev Note: Not a fan of how some guns did not have good scopes or the overall design of a few guns didn't match with their custom weapon properties. Some guns looked like clones of other firearms, so this should give them a new fresh coat of paint.

  • Hemostasis Medic Gun:
    • Changed Front Part to resemble a "sniper rifle" inspired by a certain female egyptian sniper
    • Changed Sight Part
    • Changed Magazine Part
    • Changed Receiver Part

Dev Note: Yes, I know it doesn't look like a SMG anymore. Techman Biotechnics is a weird manufacturing company.

  • Heavy SMG:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Sight Part
  • Pump-Action Shotgun:
    • Changed Receiver Part
  • Hemorrhage Shotgun:
    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Stock Part
  • Experimental Smart Rifle:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Stock Part
  • Explosive Shotgun:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Sight Part
    • Changed Stock Part
  • Heavy Revolver:
    • Changed Front Part to have a scope
    • Changed Stock Part
  • LMG:
    • Changed Magazine Part
  • Reserve HMG:
    • Changed Front Part into a Minigun (Yes I know it's not )
    • Changed Stock Part
    • Changed Receiver Part
  • Explosive Cannon:
    • Changed Front Part to look like a grenade launcher
    • Removed Magazine Part
    • Changed Receiver Part
    • Removed Sight Part
  • Hemorrhage HEL:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Sight Part
  • Bolt Pistol:
    • Changed Front Part
  • Sniper Rifle:
    • Changed the Scope Part to also have a thermal attachment as well as a scope
  • Nano Gauss Rifle:
    • Changed the Front Part to resemble a Railgun
    • Changed Scope Part
    • Changed Receiver Part
    • Changed Stock Part
    • Removed Magazine Part
  • HMG Turret:
    • Changed Front Part
    • Changed Receiver Part
  • Shotgun Turret:
    • Changed Front Part

Weapon Tweaks:

  • Properly rearranged weapon's list based on alphabetical order.
  • Updated ExtraWeaponCustomization mod to v3.7.11
  • Bots and Turrets can now utilize most of EWC's custom properties. For example explosive, biotag, projectile(not recommended, they will miss a lot), and etc.
  • Switched WeaponStatShower mod by DacreDOLOLO to DescriptiveWeaponStatShower by Amorously.
    • Feel free to remove the WeaponStatShower mod from the list. It will still be fine to have both, but the newer version will be loaded instead of the original mod.
  • Added a brief description for all guns with traits.
  • Added sound effects for some weapons with missing and awkward animations.
  • Added AmorLib mod by Amorously. A new dependency for EWC with v3.7.11 update.
  • Fixed some weapons with incorrect sub-names such as Thermal Subgun to Thermal Bio-Tag Subgun
  • Hemostasis Medic Gun:
    • Increased Direct Damage from 0.1 to 1.0

Dev Note: The main reason for the both medic gun and foam pistol direct damage tweaks is to scale with new Stagger Multiplier changes.

  • Nano Foam Pistol:
    • Increased Direct Damage from 0.1 to 1.0
    • Increased Armor Shred debuff from 20% to 30%
    • Decreased Armor Shred cap from 40% to 30%
    • Increased duration of both Armor Shred and Foam from 5.0s to 6.0s
    • Added sound effect once the magazine reaches 6.0; even while holstered.

Dev Note: Foam Pistol should have overall better feeling during combat. Now players requires only one shot to maximize the armor shred potential.

  • HEL Revolver: Rework
    • Decreased Direct Damage from 13.6 to 5.0
    • Increased Precision Multiplier from 0.9x to 4.2x
    • Decreased Max Ammo Capacity from 128 to 116
    • Decreased Reload time from 2.2s to 2.1s
  • Heavy Revolver: Rework
    • Renamed from Bataldo Heavy Revolver to Van Auken Heavy Revolver
    • Decreased Direct Damage from 35.9 to 10.0
    • Increased Precision Multiplier from 0.95x to 6.2x
    • Decreased Max Ammo Capacity from 118 to 106
    • Decreased Reload time from 2.15s to 2.1s

Dev Note: I want revolvers to have a more unique identity to the other sidearms by having it rely on precision shots to do actual damage while body shots are heavily discouraged. Ricochet bullets will automatically try to hit weakspots than any other body parts.

  • 5-B Bullpup:
    • Increased Max Ammo Capacity from 442 to 508
  • Tracker PDW:
    • Increased Direct Damage from 3.0 to 3.2
    • Increased Magazine Size from 20 to 22
    • Decreased Max Ammo Capacity from 412 to 388
  • Heavy SMG:
    • Increased Shot Delay from 0.12s to 0.20s
    • Increased Direct Damage from 5.7 to 6.0
    • Decreased Max Ammo Capacity from 391 to 379
  • 3-B Carbine:
    • Increased Direct Damage from 3.3 to 3.4
  • Single Slug Shotgun:
    • Decreased Direct Damage from 55.6 to 55.0
    • Increased Max Ammo Capacity from 51 to 60
    • Increased Reload Time from 1.3s to 2.0s
    • Added Reload Speed modifier on Kill
      • Any enemy kill with the slugger will lower the reload time from 2.0s to 1.0s for a short duration
      • The buff duration is 2.5s

Dev Note: Makes the slugger a more interesting weapon. The higher base reload time will incentize players to make accurate shots. Then getting kills will reward the player with a faster reload buff.

  • Heavy Rifle:
    • Increased Max Ammo Capacity from 434 to 452
  • Medic Gun:
    • Increased Healing from 0.5% to 0.62% per tick

Dev Note: This is to compensate from the previous patch that increased Medic Gun's damage to 1.0. This change accidentally made them hurt the players more too. As a certain wise medic once said "If you do it wrong, it's going to hurt. If you do it right, it's going to hurt a lot."

  • Assault Rifle:
    • Increased Direct Damage from 6.9 to 8.1
    • Decreased Magazine Size from 25 to 20
    • Decreased Max Ammo Capacity from 221 to 203
    • Increased Shot Delay from 0.16s to 0.3s
  • AR-30:
    • Decreased Direct Damage from 7.0 to 6.5
    • Increased Max Ammo Capacity from 255 to 305
    • Decreased Reload Time from 1.8s to 1.7s
  • Exp. Smart Rifle:
    • Added sound effect to the Lock-on System
  • Explosive Rifle:
    • Decreased Explosion Damage from 15.0 to 11.0
    • Increased Direct Damage from 8.5 to 15.5
    • Decreased Max Ammo Capacity from 80 to 72
  • Explosive Cannon:
    • Increased Direct Damage from 5.9 to 3.1
    • Increased Magazine Size from 5 to 6
    • Decreased Max Ammo Capacity from 50 to 42
    • Increased Reload Time from 4.0s to 4.5s
    • Increased Equip Time from 0.8s to 1.0s
    • Added Hold Aim to Rapid Fire property

Dev Note: Changed Explosive Cannon to have a stronger identity to the Explosive Rifle and Shotgun. It will feel more like a traditional grenade launcher.

  • Choke Mod Shotgun:
    • Increased Direct Damage from 6.4 to 8.8
    • Increased Magazine Size from 4 to 5
    • Increased Max Ammo Capacity from 54 to 60
    • Decreased Pellet Count from 8 to 5
  • Pump-Action Shotgun:
    • Decreased Reload Time from 3.0s to 2.5s
  • Hemorrhage Shotgun:
    • Decreased Shotgun Cone Size from 2 to 4
    • Increased Shotgun Bullet Spread from 2 to 4
    • Increased Shotgun Bullet Count from 8 to 10
  • Hemorrhage HEL:
    • Increased Damage Over Time Bleed from 19.0 to 25.0
    • Decrease Charge Up Time from 0.25s to 0.2s
    • Added Auto Aim Property only while Aiming.
  • LMG:
    • Added Bullet Pierce Limit of +1
    • Increased Magazine Size from 60 to 70
    • Increased Max Ammo Capacity from 360 to 413
  • Reserve HMG:
    • Added Bullet Pierce Limit of +1
    • Decreased Charge Up Time from 0.6s to 0.5s
    • Increased Shot Delay from 0.08s to 0.2s
    • Increased Max Ammo Capacity from 742 to 885
    • Added Accelerate property.
      • HMG will fire significantly faster the longer you hold the trigger.
    • Added Recoil property.
      • Decreased the overall recoil of the gun since it is insanely high and impossible to control.

Dev Note: The LMG and HMG should be feel more useful to utilize against crowds. The new HMG is a lot of fun!

  • Nano-Gauss Rifle:
    • Increased Direct Damage from 40.3 to 50.5
    • Increased Magazine Size from 4 to 5
    • Decreased Reload Time from 3.5s to 3.0s
    • Changed from Hitscan to Projectile

Tool Tweaks:

  • Sniper Sentry:
    • Increased Shot Delay from 2.1s to 2.5s
    • Decreased Effective Range from 70.0m to 60.0m
  • Burst Sentry:
    • Increased Direct Damage from 4.5 to 4.6
    • Increased Burst Shot Count from 3 to 4
    • Increased Burst Shot Delay from 1.0s to 2.0s
    • Increased Effective Range from 20.0m to 30.0m
  • Machine Gun Sentry:
    • Increased Stagger Multiplier from 2.5x to 3.0x
    • Decreased Spread Fire from 2.0x to 1.5x
    • Decreased Direct Damage from 1.7 to 1.6
    • Increased Shot Delay from 0.8s to 1.0s
    • Increased Pierce Limit from 1 to 2
    • Increased Max Ammo Capacity from 1096 to 1594
    • Added Ammo Usage property of -1
    • Added Multishot property of +1. Fires a second bullet for double damage, but wastes ammo twice as fast!
    • Increased Effective Range from 10.0m to 15.0m
  • Shotgun Sentry:
    • Increased Shot Delay from 1.25s to 1.3s
    • Increased Pierce Limit from 0 to 1
    • Increased Effective Range from 5.0m to 7.5m

Dev Note: With the recent patches that buffed turrets and Field Technicians, they are incredibly powerful. So I realized that increasing the delays between the shots will prevent some hard scaling. I will look closely to make adjustments where needed.

Melee Tweaks:

  • Sledgehammer:
    • Decreased Max Charge Time for Heavy Attack from 3.5s to 3.0s
  • Spear:
    • Decreased Max Charge Time for Heavy Attack from 4.2s to 3.7s
  • Bat:
    • Increased Max Charge Time for Heavy Attack from 1.5s to 2.0s
    • Fixed explosive kills triggering by any death from original explosion. Now the Explosion will only occur by the player's kill.

Dev Note: I am trying to make Sledgehammer and Spear be a little less clunky when charging for a Heavy. Bat is very strong, so I am only making their heavy swing take longer to charge.

Player Tweaks:

  • Decreased the AmmoStandardInitial & AmmoSpecialInitial from 300 to 250 (Starting Ammo for Main and Special weapon slots)
  • Increased the ResourcePackMaxCap from 400 to 500
    • Old:
      • 13% = 94 HMG
      • 14% = 200 MP1
    • New(w/3 booster):
      • 16%(21%) = 117(154) HMG
      • 17%(23%) = 250(330) MP1
    • Quartermaster(w/3 booster): Keep note that classes with higher or lower Ammo/Tool cost efficiency will have different supply values.
      • 21%(26%) = 198(247) HMG
      • 23%(28%) = 426(531) MP1

Dev Note: This change was to elevate potential issues with the new unified ammo reserves from a previous patch. Some guns simply became difficulty to maintain and was forced to use melee. While I believe players being forced to use melee when little or no ammo is fine as it increases the tension and challenge. I also believe that being constantly forced to melee will only hurt the enjoyment of pure ranged classes. So a player or class that really specializes on Supply Pack Efficiency should feel more impactful, but the baseline increase should prevent it from being 100% necessary(especially in some missions). Hopefully, this will give players a bit more freedom to choose.

Class Tweaks:

  • All Classes(except Shock Trooper, Demolitionist, Deprived, Courier)
    • Decreased Baseline Explosive Resistance by -20%

Dev Note: I'm not a fan of just nerfing explosive weapons' numbers because they should be fun to use. But I also believe that they are on the over-performing side. So the changes should affect more in the player's decision making. That's why they should have a higher chance of killing your teammates!

  • Marine:

    • Increased Bleed Resistance bonus from +50% to +70%
    • Increased Melee Armor & Damage penalty from -40% to -50%
  • Shock Trooper:

    • Increased Max Health bonus from +20% to +30%
    • Added Explosive Resistance of +30%
    • Added Bio Scan Speed penalty of -20%

Dev Note: While I'm not a fan of nerfing a class. Unfortunately, the Shock Trooper has a lot of versatility with shotgun choices and great stat bonuses. Their only "real" penalty is the negative movement speed if they ignore the other weapons. So this change is to incentivize the class to move out of bioscans to rush towards enemies instead of hanging back for objectives. Also the explosion resistance will punish Shock Troopers less if there is a Demolitionist in the team. This does mean that any full-team scans will take 20% longer with this class, which can be countered if paired with the Specialist class or boosters. So weigh your options with the team.

  • Quartermaster:
    • Increased Regen Cap bonus from +55% to 65%

Dev Note: The class needed a bit more health regen cap to reach roughly 49% - 50% baseline cap; It's occasionally off by a few percent what with free will and all.

  • Specialist:
    • Decreased Bioscan Spd. & Scanner Recharge from +50% to +30%

Dev Note: This is a very powerful booster effect, which can trivialize some of the bio scan objectives on certain missions. It should have some level of synergy/counter with the Shock Trooper if both classes are in the same lobby.

  • Field Technician:

    • Decreased Sentry CPUs from +40% to +30%
  • HEL Diver:

    • Increased HEL Damage bonus from +75% to +100%
    • Increased Bullet Resistance penalty from -25% to -50%
  • Abhuman:

    • Increased Melee Hitbox & Range bonus from +25% to +40%

Booster Tweaks:

  • Increased Muted/Bold/Aggressive Revive Health booster by flat 5%(total potential value from 30% to 45%)

Syringe Tweaks:

  • Virus Bomb Syringe:

    • Increased Damage from 300 to 350
    • Increased Range from 5.0m to 7.5m
    • Increased Infection from 15% to 25%
  • Virus Nuke Syringe:

    • Increased Damage from 600 to 700
    • Increased Range from 7.5m to 15.0m
    • Increased Infection from 25% to 50%

Dev Note: These syringes were designed as last-resort crowd clearers with a heavy infection penalty. However, players might notice that infection resistance can be negated with enough resistance stat booster. In particular, a particular support class(Paramedic) may find themselves uniquely suited for a high-risk high-reward detonation plan. Although, use it with utmost care as it can easily kill your living teammates too.

QoL Additions:

  • Added ChatterReborn mod by easternunit100

Dev Note: Makes communication easier between players without having to always use voice chat to relay all of the information. The characters themselves should be doing some of the lifting.

  • Added DropItemFixed mod by Dinorush

Dev Note: This is to make the inventory management feel less of a hassle. Often players would have to play a weird game of picking up different items just to trade with another player.

  • Added BetterBots mod by easternunit100

Dev Note: This is probably the most controversal addition on this list, but EWC(Extra Weapon Customization) mod works with bots now. This is improve their AI so they don't get stuck on certain terrain especially during scans. It will also prevent them from opening containers themselves which will cause them to grab an item immediately. They will only grab if the player opens them first. Be warned... do NOT give bots explosive weapons.


v1.4.2

Player Tweaks:

  • Added a decimal point for health and infection bar to give a more accurate reading.

Mod Additions:

  • Updated ExtraToolCustomization mod to the latest version by this patch's release.
  • Added Skip Intro mod by Shadsterwolf
  • Added Ping Everything mod by Localia
  • Added SentryAmmoPercentageScreen mod by GTFOModding
  • Added Melee Timer mod by long_walter

Dev Note: While I believe bug fix and QoL mods should be up to the players to decide what to add in. After multiple playthroughs and tests I got sick and tired of seeing that intro cutscene. The Ping Everything is there to make communications between players easier especially for Bio Tracker user. Sentry Ammo Percentage is to check how much ammo you have left after placing sentries down. Melee Timer is just to give players a better indicator for how long they can hold onto the charge. These are all small mods, so it shouldn't greatly affect gameplay except subtly enhance it.

Class Tweaks:

  • Paramedic:
    • Increased Regen Delay bonus from -15% to -20%
    • Decreased Initial Ammo penalty from -25% to -20%

Dev Note: Changes to regen cap has made the earlier nerf patch a little too harsh for this class.

  • Quartermaster:
    • Increased Regen Cap bonus from +40% to +55%

Dev Note: Once I figured out how the Regen Cap was being calculated, adjustments were made to the class. With a full Regen Cap booster it is possible to get +100% Regen Cap bonus which will raise the class's regen cap from 30% to 60% max health.

  • Courier:
    • Removed Movement Speed bonus of +10%
    • Added Living Bio Tracker ability. This class will automatically tag all hostile targets within the same room.

Dev Note: Make the Courier have a more unique identity than a Covert Op 2.0. Now your targets are marked for you, claim your bounty.

Booster Tweaks:

  • Fixed Aggressive Sentry Speed and Damage booster giving the wrong values.
  • Increased Muted/Bold/Aggressive Regen Cap booster by flat 5%(total potential value from 30% to 45%)
  • Changed Bold Regen Cap booster conditional from Low Health to Human Proximity

Dev Note: Recently I figured out how regen cap is calculated. Regen cap boosters don't add directly to the base 30%. Instead, they are applied multiplicative. For example, a +45% booster raises the cap from 30% to roughly 43.5%, not flat 75%.

  • Increased Muted/Bold/Aggressive Damage booster by flat 5%(total potential value from 30% to 45%)
  • Increased Muted/Bold/Aggressive Sentry Damage booster by flat 5%(total potential value from 30% to 45%)
  • Increased Muted/Bold/Aggressive Explosion Resistance booster by flat 5%(total potential value from 30% to 45%)
  • Increased Muted/Bold/Aggressive Infection Resistance booster by flat 5%(total potential value from 30% to 45%)

Dev Note: Some boosters needed a bit more power as scaling for certain values were not worth taking over the others.

Enemy Tweaks:

  • Scout:
    • Significantly tighten the interval between scout scream and EMP event to prevent killing the scout before the EMP event is triggered.

Miscellaneous:

  • Fixed a large number of README typos.

v1.4.1

Class Tweaks:

  • Paramedic:
    • Decreased Medipack Efficiency bonus from +50% to +30%
  • Quartermaster:
    • Decreased Supply Pack Efficiency bonus from +50% to +30%

Dev Note: I might have overtuned this bonus after more testing and receiving feedback.

Booster Tweaks:

  • Decreased Muted/Bold/Aggressive Medipack Efficiency by flat 5%
  • Decreased Muted/Bold/Aggressive Supply Pack Efficiency by flat 5%

Dev Note: Similar to the class tweaks on the same bonuses, this was slightly overtuned. The total potential value with boosters stacked has decreased from 45% to 30%.

Weapon Tweaks:

  • Added MirrorWeapons mod by Dinorush

Dev Note: Main and Special weapon slots have been unlocked. There is no longer a restriction to have a Special weapon in a Main slot. For example, you can carry both the Thermal Precision Rifle and Sniper Rifle or both DMRs. This will significantly open up build diversity potential for players to experiment with their chosen class.

  • Rearranged all weapons to be easier to scroll through the expanded list. It's in alphabetical order based on the weapon's brand not its actual name.
  • Disabled the option to equip two of the same weapons in both slots.

Dev Note: You cannot equip two Van Auken's Sniper Rifle in both slots. Sorry.

Player Tweaks:

  • Decreased AmmoStandardInitial from 350 to 300
  • Decreased AmmoStandardResourcePackMaxCap from 450 to 400
  • Increased AmmoSpecialInitial from 250 to 300
  • Increased AmmoSpecialMaxCap from 450 to 550
  • Increased AmmoSpecialResourcePackMaxCap from 350 to 400

Dev Note: Lots of new potential options thanks to the MirrorWeapons mod. To prevent some balancing issues, I will have to readjust a lot of the weapons to be more unified in its initial ammo, max ammo capacity, and resupply efficiency numbers. As a result, Special weapons will get an ammo buff while Main weapons will get the opposite. This would mean that Ammo Supply Efficiency will be more important than before, so try out Quartermaster and the appropriate boosters.

Ammo Tweaks:

  • All former special weapon's bullet cost has been increased between 0.1 - 5.0 based on respective weapons.

Dev Note: This was done to counteract the new increased unified maximum ammo capacity.


v1.4.0

Weapon Tweaks:

  • Updated ExtraWeaponCustomization mod to v3.7.10
  • Changed name of Bio-IR-Dot Tracker to Advanced Thermal Tracker
  • Changed name of Bataldo Single Slug to Bataldo Single Slugger
  • Changed name of Buckland Reserve Hemorrhage Shotty to Buckland Hemorrhage Shotgun
  • Changed name of Mastaba Explosive Shrapnel Cannon to Mastaba Explosive Cannon
  • Changed name of Mastaba Explosive Shrapnel Rifle to Mastaba Explosive Rifle
  • Changed name of Buckland Hemorrhage Shotgun to Buckland HEL Shotgun
  • Changed name of Techman Hemostasis Medic SMG to Techman Hemostasis Medic Gun
  • Changed name of Van Auken W-Pen Sniper Rifle to Van Auken Sniper Rifle
  • Changed name of Techman Nano-Payload Gauss Rifle to Techman Nano Gauss Rifle
  • Renamed all weapons' bottom text to include what weapon type it is to prevent confusion with class specialization bonuses.
    • For example: Thermal Precision Rifle(Sniper) or Heavy Assault Rifle(Rifle)

Dev Note: Changed names to be less of a mouthful to say. And the subtext should be players a better idea on their classes.

  • Added BetterBioTracker mod by GTFOModding.
  • Bio Tracker now has two modes: Thermal or Tracker mode.
  • ADS has been changed to old ADS(Pre-R6).
  • Decreased target sizes on radar by 20%

Dev Note: Bio Tracker should feel more impactful than just a scan tool. Thermal should allow to see in the dark, but lose tracker mode. So knowing when to switch between mode is important. You can still tag enemies in both modes. Also the old ADS was simply more cinematic than the current vanilla version.

Booster Tweaks:

  • Fixed a mistake with an Aggressive Main Damage booster giving a negative Main Damage effect instead of a negative Special Damage effect.

Dev Note: I believe the booster system is in a somewhat decent spot in terms of balance. It should be giving players a boost to their class or playstyle.

Class Addition, Changes, & Bug Fixes:

  • Updated GTFuckingXP mod to v2.4.9
  • Introducing the Courier class! Another member for the B-Company Divison.
    • Heavy Revolver: +50%
    • Sniper: +50%
    • Shotgun: +50%
    • Tripmine: +50%
    • Movement Speed: +10%
    • Starting Ammo/Tool: +20%
    • Ammo Cost Efficiency(Tool/Gun): -20%
    • Infection Resistance: -70%
    • Explosion Resistance: -70%
    • Bullet Resistance: -70%
    • Bleed Resistance: -70%

Dev Note: While this class is the fifth in the division, technically it's the B-Company's fourth class. Prisoner doesn't really count towards the class count for each division as it is just the vanilla experience. Plus I was trying really hard to find a home for the heavy revolver as it doesn't have one in any of the other classes. Heartaches by the numbers.

  • Re-organized all of the class's specialized weapon bonus to proper reflect their damage bonus effects.
    • For example: Covert Op's Precision Rifle bonus was affecting assault rifles too.

Dev Note: The class system utilitzes the vanilla game's booster system to affect weapons within a specific category. Unfortunately this can cause some weapon bonuses to overlap with other classes. The perfect example of this issue is the difference between a HEL shotgun and a regular shotgun. They are both shotguns but one is HEL which uses HEL weapon buffs instead of the shotgun ones.

  • Marine:

    • Removed DMR Specialization
      • Includes: Hanaway DMR & Hanaway Double-Tap
    • Fixed Bullpup Rifles Specialization not working as intended
  • EOD Specialist: Renamed to Demolitionist

    • Name was changed to sound more better and clearer.
  • Tool Specialist: Renamed to Specialist

    • Name was altered since EOD Specialist name was changed.
  • Covert Ops: Renamed to Covert Op

    • Increased Sniper/Precision Rifle & Melee Damage bonus from 50% to 60%
    • Increased Max Health penalty from -20% to -30%
    • Removed accidental usage of Assault Rifle specialization(within code)
    • Added DMR Specialization
      • Includes: Hanaway DMR & Hanaway Double-Tap
  • Field Technician:

    • Added Ammo Cost Efficiency debuff of -10%
    • Increased Hacking Skill bonus from 55% to 60%
    • Increased Sentry CPU bonus from 30% to 40%
    • Increased Sentry Damage from 30% to 50%
    • Removed accidental usage of Sentry Long-range and Short-range damage bonus of 30%.
    • Fixed a potential issue with -40% damage reduction penalty affecting the sentry turrets.

Dev Note: There was an accidental addition of Long-range and Short-range damage bonus that make significant boost to sentry power that was unintended. But to prevent a potential massive nerf to their damage, I am increasing the overall base damage bonus of sentries.

  • Prisoner:
    • Added a warning for difficulty.

Dev Note: Every other changes are still in effect, even though class system isn't being used with Prisoner. So I might as give a small warning.

  • Abhuman:
    • Increased Max Health bonus from 100% to 150%
    • Decreased Movement Speed penalty from -40% to -30%
    • Fixed incorrect bonus values on the class for melee damage, range, and hitbox.

Dev Note: Althought this is a meme class, the negative effects are still higher than its positive counterpart. Also the class had incorrect values in its class description.

Miscellaneous:

  • Improved the README.md to provide a link to a list of recommend mods within Thunderstore's wiki. Link Here!

v1.3.1

General Tweaks:

  • Fixed a mistake on installing the wrong version of ExtraWeaponCustomization mod.

Dev Note: Accidentally used the wrong version number 3.7.7 instead of 3.7.9 by the time of this patch comes out.

Enemy Tweaks:

  • Fixed typo regarding Shadow enemies having cloak abilities.

Dev Note: Cloaking was originally planned but it was buggy with Shadow enemies in particular. Instead Shadow enemies will create fog spheres when killed, Fog Repellants and Fog Turbines are a great counter.

  • Increased Scout's max tentacle range from 30.0m to 60.0m
  • Increased Scout's tentacle speed from 7.5m to 10.0m
  • Changed Scout's tentacle colors from black to cyan
  • Added Sound IDs to the EMP Ability.
  • Shorten the activation transition between Shout and EMP abilities.

Dev Note: Increased the Scout's tentacles to be more overall riskier to kill. Good positioning, long-range weapons, and/or using cover with melee will be your best options. The cyan tentacles will be more consistent with this EMP colored scream as well as bring better visibility to them. With the added sound effect, it should be much easier to tell when the EMP event is starting.

  • Shadow enemies will spawn fog spheres upon death.
    • Fog Distance(expands) from minimum 3.0m to maximum 6.0m
    • Fog Activation delay of 0.1s
    • Audio sound cue when fog appears.
    • Fog will inflect infection with a rate of 0.05% per second.
    • Fog Duration of 30s

Dev Note: Fog repellant and turbines are your best friend against this area-of-effect denial ability. Or kill them before they get too close to the team. Either way a Tool Specialist is a strong counter to this as long as they have the right consumable(Fog Repellant)

Weapon Tweaks:

  • Increased Tracker Precision Rifle Damage from 26.9 to 28.1
  • Increased Tracker Precision Rifle Hipfire Spread from 3.0x to 2.5x

Syringe Tweaks:

  • Increased Damage for Virus Bomb Syringe from 250 to 300
  • Increased Damage for Virus Nuke Syringe from 500 to 600
  • Decreased Range of Virus Nuke Syringe from 10.0m to 7.5m

Dev Note: Kaboom? Yes Dauda, kaboom.


v1.3.0

  • Important note regarding boosters in the Booster Rework section. I highly reccomend you read it, thank you.

Weapon Tweaks:

  • Updated ExtraWeaponCustomization mod to v3.7.9
  • Replaced muzzle flash effect from all guns to pistol muzzle flashes.

Dev Note: For some reason this game's muzzle flash feels significantly more offensive to the eyes than any other FPS game. The flashing lights were already removed, but some guns had egregious muzzle effects. Now, it's possible to use Reserve/Full-Auto guns for longer periods of time. Unfortunately, this does make the guns feel a little less realistic. Yet, I would trade that for less eye strain in a heartbeat.

Enemy Tweaks:

  • Changed Flyer's Bleed projectiles to Explosive projectiles.
    • Explosive Damage of 5%
    • Radius of 2.5m to 5.0m
    • Can alert nearby enemies within explosion radius of 5.0m to 10.0m
  • Added Large Needler to the Bleed ability list.
  • Increased Child's minimum explosion damage from 1.5m to 2.0m
  • Improvements to Shadow variants.
    • Fixed a mistake with Shadow enemies having the wrong amount of Tag time. It should be 10.0s now, instead of 30.0s
    • Increased Shadow's health from 34.0 to 40.0
    • Shadow enemies can no longer be pushed or be damaged with backstab multiplier bonus.
    • Increased Shadow enemies global speed from 80% to 85%(They will move/attack a bit faster)

Dev Note: Flyers should have a bit more identity as well as incentivize explosive resistant more. Shadow enemies felt like they need a bit more attention. The Large Needler inclusion will also add more value to Bleed Resistance for the Marine class.

Class Balance:

  • Fixed class balance tweaks from v1.2.1 not reflecting properly.
  • Added WorseHackingMiniGame by Cactus.
    • Disabled mod's increased hacking patterns and size. Vanilla hacking pattern.
    • Enabled moving solution area. The solution bar will now steadily move while trying to solve.
  • All Classes(except Field Technician, EOD Specialist, HEL Diver, and Abhuman) baseline Hacking Proficiency is slightly decreased by 20%.
    • To give you more perspective: the final third hacking pattern is now 2 solution bar instead of the default 3 bars. Field Technician's baseline is 5 bars, HEL Divers's baseline is 6 bars.
  • Adjusted Field Technician, EOD Specialist, HEL Diver, and Abhuman's Hacking Proficiency text(not values) to reflect the new lowered baseline value. Their values are untouched, only their text description.

Dev Note: This baseline decrease will not show up in their class descriptions, the adjusted values will go to the classes that have the biggest changes. The main reason for this change is to promote the Field Technician class to utilize their hacking skills as well as lock melters to have more value. Otherwise in worse case scenario, you will have to decide to either destroy the door or ignore a loot container.

  • Paramedic
    • Added Med Efficiency properties
      • Gains Healing Pack Efficiency bonus of +50%
    • Decreased Health Regen Delay from -40% to -15%
    • Increased Revive Health from +60% to 70%
    • Slight improvements to class description.

Dev Note: Give Paradmedics more incentive to hold and use Medipacks; fulfilling their roles more. Also the Revive Health change is to increase the health given to be slightly above 50%.

  • Quartermaster
    • Added Supply Efficiency properties
      • Gains Ammo Pack Efficiency bonus of +50%
    • Decreased Initial Ammo bonus from +50% to +20%
    • Slight improvements to class description. Changed plurals to singulars for HMG/LMG/MP for better clarity.

Dev Note: Give Quartermaster more incentive to hold and use Ammo and Tool Resupply Packs.

  • Abhuman
    • Increased Melee Damage bonus from 50% to 75%

Syringe Rework:

  • I2-LP Heal Syringe
    • Removed Health Regen properties
    • Decreased Health Recovery from 24% to 10% - 20% (Vanilla: 5% - 15%)

Dev Note: Vanilla GTFO gave 3% to 10% infection when used, which was removed. It's not a replacement for medipacks, but a decent subsitute.

  • IIx Melee Syringe
    • Removed Healing properties
    • Replaced with Movement Speed buff of 10% for 300s(5min)
    • Decreased Melee Buff Timer from 999s(16.65min) to 300s(5min) (Vanilla: 8.0s)
    • Reintroduced Infection from 0% to 0% - 10% (Vanilla: 3% - 10%)

Dev Note: Keep in mind that Melee Buff's baseline damage multiple is 3.0x. So a sledgehammer's heavy damage of 39.5 will do a total of 118.5 with the syringe(not counting boosters). The Van Auken's Sniper Rifle does a baseline damage of 125.5.

  • Speed Syringe

    • Removed Health Regen properties
    • Increased Movement Speed buff from 14% to 40%
    • Decreased Movement Speed duration from 90s(1min30s) to 60s(1min)
    • Increased Infection from 5% to 5% - 10%
  • Adrenline Syringe

    • Increased Movement Speed buff from 10% to 15%
    • Increased Movement Speed duration from 90s(1min30s) to 120s(2min)
    • Increased Infection from 5% to 5% to 15%
    • Increased Health Regen duration from 8s to 10s
    • Increased Health Regen per tick from 0.4 to 0.5
  • IV-LP Syringe Renamed to Heal Munitions Drain Syringe

    • Added Main/Special/Tool Ammo properties
      • Sacrifices 20% of Main/Special/Tool ammo
    • Added Health Regen properties
      • Gain Health Regen of 1% per second for a duration of 200s
    • Added Disinfection properties
      • Applies Disinfection of 30%
  • Virus Syringe Renamed to Virus Bomb Syringe

    • Reworked all properties
    • Increased Infection from 10% to 15%
    • Added Self-Destruct properties
      • Explosion damage of 250 over an area of 5.0m
      • Delay Explosion damage by 10s
    • Added Damage-Over-Time properties
      • Applies DoT damage of 15.0 after delay
      • Delay DoT damage by 10s

    Dev Note: Try not to stick close to your teammates with this one.

  • Antibiotic Syringe

    • Decreased Disinfection from 40% to 30%
  • Surge Syringe

    • Removed Movement Speed properties
    • Removed Infection properties
    • Added Healing properties
      • Applies Healing of 100%
    • Added Damage-Over-Time effect properties
      • Applies DoT damage of total 60% over a duration of 300s
      • Delay DoT damage before applying of 30s
  • Recovery Syringe

    • Increased Health Regen total of 20 to 30
    • Increased Duration to 180s(3min)
    • Added Movement Speed properties
      • Applies Movement Speed decreases by 10% over 3min
  • Rage Syringe

    • Reworked all properties
    • Added Melee Buff Timer properties
      • Applies 3x Melee Damage over a duration of 600s
    • Added Healing properties
      • Applies Healing of 50%
    • Added Health Regen properties
      • Applies Health Regen of total 50% over a duration of 100s
    • Added Movement Speed properties
      • Applies Movement Speed buff of 10% over a duration of 600s
    • Added Infection properties
      • Applies Infection of 25%
    • Added Damage-Over-Time effect properties
      • Applies DoT Damage of 50% over a duration of 1s
      • Delay DoT damage after 600s
  • Antibiotic-XV-LP Syringe Renamed to Ammo Symbiotic Regurgitant Syringe

    • Added Main/Special/Tool Ammo properties
      • Gain 35% of Main/Special/Tool ammo
    • Added Damage-Over-Time properties
      • Applies DoT damage of total 70% over a duration of 70s
      • Delay DoT damage before applying of 10s
    • Added Infection properties
      • Applies Infection of 30%
  • Hallowed Virus Syringe Renamed to Virus Nuke Syringe

    • Reworked all properties
    • Increased Infection from 20% to 25%
    • Added Self-Destruct properties
      • Explosion damage of 500 over an area of 10.0m
      • Delay Explosion damage by 10s
    • Added Damage-Over-Time properties
      • Applies DoT damage of 25.0 within 1s after delay
      • Delay DoT damage by 10s

    Dev Note: Yes, you will die.

  • Recovery Syringe II

    • Increased Health Regen total of 35 to 50
    • Increased Duration to 180s(3min)
    • Added Movement Speed properties
      • Applies Movement Speed decreases by -15% over 3min
  • Antibiotic-IX-REC Syringe

    • Decreased Disinfection from 40% to 30%
    • Increased Healing from 15% to 25%
    • Added Health Regen properties
      • Gain Health Regen of 2.0 per second over a duration of 10s

Dev Note: A lot of these tweak, rework, and balance changes are meant to make syringes have a bit more variety to them. While some of them will become niche, at least they have more interesting application based on circumstances.

Booster Rework:

  • Added Custom_Boosters mod by Endskill
  • All boosters will have 99 charges left, and will no longer be consumed.
    • IMPORTANT NOTE: Please be advised that any boosters you currently own will be removed to accommodate the new custom boosters. You will be given 20 Muted, Bold, and Aggressive boosters to play around with.
  • Removed artifact pickups in-game.
  • Removed most mentions of artifact/booster module pickups on UIs, HUDS, and menus.

Dev Note: Disabling artifact pickups can potentially change item distribution in containers or level layout. I will observe closely for any potential issues. Please send an issue ticket in the Github, if any problems arise.

  • General
    • Significantly decreased Muted Booster's bonuses which carries no negative penalties
    • All Bold Boosters will carry a moderate penalty to match with equal bonus
    • All Aggressive Boosters will carry a more significant penalty to match with a higher bonus
    • All Boosters will carry their maximum penalty and bonus numbers. No more RNG on minimum/maximum stats.

Dev Note: A lot of boosters have mainly moved to the class system, so their power boost is not longer required. As a result this system will be nerfed heavily to keep it "balanced" between the two systems.

  • Muted

    • Separated all Muted boosters with two effects for some, not all.
    • Muted Boosters will carry very weak positive effects, while carry zero negative effects.
  • Bold

    • Separated all Bold boosters with two or more effects. All Bold boosters will only carry one effect with a single condition at a time.
  • Aggressive

    • Separated all Aggressive boosters with two or more effects. All Aggressive boosters will only carry one effect with a heavy negative effect.

Dev Note: These changes were made to prevent easily overstacking attributes with boosters and classes. Most of the original booster system were regulated to the class sytem. While it's still possible to stack on a particular attribute, the required effort is higher. This will incentize players to theorize which combination works best for yourself and the team.

Miscellaneous:

  • Fixed README to reflect some of the newer changes.
  • Added recommended mods in the README.
    • Removed recommend mods list from the CHANGELOG.

v1.2.1

Class Tweaks:

  • Decreased Marine's Starting Ammo bonus from +25% to +20%

Dev Note: The Marine is already a solid class. With the added Bleed Resistance on top of the buffed starting ammo makes them slightly too efficient at their job.

  • Decreased Deprived's Melee Armor from +80% to +60%

Dev Note: I might have went a bit overboard with the Deprived class.Since a single booster can make them immune to all melee damage. It should at least require up to 2 boosters to do so. Booster rework is coming in v1.3.0 to help balance out this system.

Weapon Tweaks:

  • Removed Reload Time(0.0s) on Reserve Weapons to prevent confusion. (Cannot change Clip Size to 0, since that messes with Ammo)

  • DoT damage should no longer work on Locks.

  • Triple Barrel

    • Added "Holding Trigger fires continuously" trait while Hipfiring.
    • Added "Fire all three shots at once" trait while Aiming.

Dev Note: Using this ability with 1 or 2 bullets remaining in the chamber will subtract from the reserve.

  • 5-B Bullpup
    • Increased Max Ammo Capacity from 416 to 442
  • 3-B Carbine
    • Increased Damage from 3.2 to 3.3
  • Gauss Rifle
    • Increased Bullet Damage from 30.3 to 40.3
    • Increased Precision Multiplier from 1.1x to 1.5x
    • Decreased Explosion Damage from 20.0 to 10.0
  • AR-30
    • Decreased Damage from 7.1 to 7.0
    • Increased Clip Size from 25 to 30
    • Decreased Max Ammo Capacity from 282 to 255
    • Decreased Reload Time from 2.0s to 1.8s
    • Decreased Hipfire Spread from 2.375x to 2.0x
  • Heavy SMG
    • Decreased Max Ammo Capacity from 417 to 391
  • DMR
    • Decreased Max Ammo Capacity from 192 to 187
    • Decreased Magazine Size from 15 to 10
    • Decreased Hipfire Spread from 2.5x to 0.5x
    • Increased Pierce Limit from 0 to 1
    • Increased Precision Multiplier from 0.87x to 0.97x
    • Increased Shot Delay from 0.25s to 0.3s
  • Double-Tap
    • Increased Precision Multiplier from 0.9x to 0.95x
    • Decreased Reload Time from 2.15s to 2.0s
    • Decreased Hipfire Spread from 3.5x to 2.5x
  • MP2
    • Increased Max Ammo Capacity from 661 to 737
    • Decreased Hip Spread by 0.1x
  • MP1
    • Decreased Pierce Limit from 2 to 1
    • Decreased Stagger Multiplier from 5.0x to 2.0x
    • Increased Hip Spread by 0.1x
  • Reserve HMG
    • Increased Max Ammo Capacity from 662 to 742
  • Explosive Burst Rifle
    • Decreased Pierce Limit from 3 to 0
    • Increased Stagger Multiplier from 1.0x to 1.2x
  • Hemorrhage Shotgun
    • Decreased Ammo Capacity from 147 to 110
  • Hemorrhage Reserve Shogun
    • Added Charge-up of 0.2s
  • Choke Shotgun
    • Increased Damage from 6.2 to 6.4
  • Revolver
    • Increased Precision Damage Multiplier from 0.74x to 0.87x
    • Increased Stagger Multiplier from 1.0x to 1.1x
  • Pump-Action Shotgun
    • Increased Damage from 5.0 to 5.4
  • Choke Mod Shotgun
    • Increased Damage from 5.9 to 6.2

Dev Note: I decided to another balance pass on many of the weapons. A lot of them need some tweaking to reflect their new identity within the pack. Very strong weapons that can kill everthing with ease should have a bit of downside with their max ammo. Of course I am still keeping an eye on balance regularly. Feedback is very important, so please let me know on MTFO Discord or Github Repo.

Miscellaneous:

  • Fixed typos. Phew, crisis averted!
  • Added some wiki pages! Check them out in the Thunderstore!

v1.2.0

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

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 to Ranged Ammo.
  • Changed wording of Computer CPU Speed to Terminal 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 and Heavy 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 to Santonian Slugger
  • Changed the name of Bataldo Knife to Bataldo Hunter's Edge
  • Changed the name of Omneco Drillhead to Omneco GPR Drillhead
  • Changed the name of Rickman Grabthar to Mak'Tar Grabthar
  • Changed Gauss Rifle's full name from Techman Shrapnel Gauss Rifle to Techman 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

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 payload 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 Untilted
  • Trajectory_Lines_When_Placing by Localia
  • SentryGunEverywhere by Localia
  • PacksHelper by Localia
  • Parry by CellSkippers
  • FasterHackingMinigame by Untilted
  • PreciseUI by Andocas
  • ResourceStack by Hikaria
  • GTFO_ShootInTheAir by Fody55
  • WeaponStatShower 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 from 40% 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!

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 be 50%.
  • 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 from 10% to 5% 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.