
GTFriendlyO
A major overhaul of GTFO's vanilla gameplay, designed for a more casual but still fun and challenging experience with friends.
CHANGELOG
Changelog
v1.4.2 - Latest
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%
- Increased Regen Delay bonus from
Dev Note: Changes to regen cap has made the earlier nerf patch a little too harsh for this class.
- Quartermaster:
- Decreased Regen Cap bonus from
+40%
to+55%
- Decreased Regen Cap bonus from
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.
- Removed Movement Speed bonus of
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 flat5%
(total potential value from30%
to45%
) - Changed Bold Regen Cap booster conditional from
Low Health
toHuman 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 from30%
to roughly43.5%
, not flat75%
.
- Increased Muted/Bold/Aggressive
Damage
booster by flat5%
(total potential value from30%
to45%
) - Increased Muted/Bold/Aggressive
Sentry Damage
booster by flat5%
(total potential value from30%
to45%
) - Increased Muted/Bold/Aggressive
Explosion Resistance
booster by flat5%
(total potential value from30%
to45%
) - Increased Muted/Bold/Aggressive
Infection Resistance
booster by flat5%
(total potential value from30%
to45%
)
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%
- Decreased Medipack Efficiency bonus from
- Quartermaster:
- Decreased Supply Pack Efficiency bonus from
+50%
to+30%
- Decreased Supply Pack Efficiency bonus from
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%
to30%
.
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
to300
- Decreased AmmoStandardResourcePackMaxCap from
450
to400
- Increased AmmoSpecialInitial from
250
to300
- Increased AmmoSpecialMaxCap from
450
to550
- Increased AmmoSpecialResourcePackMaxCap from
350
to400
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
toAdvanced Thermal Tracker
- Changed name of
Bataldo Single Slug
toBataldo Single Slugger
- Changed name of
Buckland Reserve Hemorrhage Shotty
toBuckland Hemorrhage Shotgun
- Changed name of
Mastaba Explosive Shrapnel Cannon
toMastaba Explosive Cannon
- Changed name of
Mastaba Explosive Shrapnel Rifle
toMastaba Explosive Rifle
- Changed name of
Buckland Hemorrhage Shotgun
toBuckland HEL Shotgun
- Changed name of
Techman Hemostasis Medic SMG
toTechman Hemostasis Medic Gun
- Changed name of
Van Auken W-Pen Sniper Rifle
toVan Auken Sniper Rifle
- Changed name of
Techman Nano-Payload Gauss Rifle
toTechman 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%
- Heavy Revolver:
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
- Removed
-
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%
to60%
- 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
- Increased Sniper/Precision Rifle & Melee Damage bonus from
-
Field Technician:
- Added Ammo Cost Efficiency debuff of
-10%
- Increased Hacking Skill bonus from
55%
to60%
- Increased Sentry CPU bonus from
30%
to40%
- Increased Sentry Damage from
30%
to50%
- Removed accidental usage of Sentry
Long-range
andShort-range
damage bonus of30%
. - Fixed a potential issue with -40% damage reduction penalty affecting the sentry turrets.
- Added Ammo Cost Efficiency debuff of
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%
to150%
- Decreased Movement Speed penalty from
-40%
to-30%
- Fixed incorrect bonus values on the class for melee damage, range, and hitbox.
- Increased Max Health bonus from
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
to60.0m
- Increased Scout's tentacle speed from
7.5m
to10.0m
- Changed Scout's tentacle colors from
black
tocyan
- Added Sound IDs to the EMP Ability.
- Shorten the activation transition between
Shout
andEMP
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 maximum6.0m
- 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
- Fog Distance(expands) from minimum
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
to28.1
- Increased Tracker Precision Rifle Hipfire Spread from
3.0x
to2.5x
Syringe Tweaks:
- Increased Damage from Virus Bomb Syringe from
250
to300
- Increased Damage from Virus Nuke Syringe from
500
to600
- Decreased Range of Virus Nuke Syringe from
10.0m
to7.5m
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 toExplosive
projectiles.- Explosive Damage of
5%
- Radius of
2.5m
to5.0m
- Can alert nearby enemies within explosion radius of
5.0m
to10.0m
- Explosive Damage of
- Added Large Needler to the
Bleed
ability list. - Increased Child's minimum explosion damage from
1.5m
to2.0m
- Improvements to Shadow variants.
- Fixed a mistake with Shadow enemies having the wrong amount of Tag time. It should be
10.0s
now, instead of30.0s
- Increased Shadow's health from
34.0
to40.0
- Shadow enemies can no longer be pushed or be damaged with backstab multiplier bonus.
- Increased Shadow enemies global speed from
80%
to85%
(They will move/attack a bit faster)
- Fixed a mistake with Shadow enemies having the wrong amount of Tag time. It should be
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 default3
bars. Field Technician's baseline is5
bars, HEL Divers's baseline is6
bars.
- To give you more perspective: the final third hacking pattern is now
- 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%
- Gains Healing Pack Efficiency bonus of
- Decreased Health Regen Delay from
-40%
to-15%
- Increased Revive Health from
+60%
to70%
- Slight improvements to class description.
- Added
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%
- Gains Ammo Pack Efficiency bonus of
- Decreased Initial Ammo bonus from
+50%
to+20%
- Slight improvements to class description. Changed plurals to singulars for HMG/LMG/MP for better clarity.
- Added
Dev Note: Give Quartermaster more incentive to hold and use Ammo and Tool Resupply Packs.
- Abhuman
- Increased Melee Damage bonus from
50%
to75%
- Increased Melee Damage bonus from
Syringe Rework:
- I2-LP Heal Syringe
- Removed Health Regen properties
- Decreased Health Recovery from
24%
to10% - 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%
for300s(5min)
- Decreased Melee Buff Timer from
999s(16.65min)
to300s(5min)
(Vanilla: 8.0s) - Reintroduced Infection from
0%
to0% - 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%
to40%
- Decreased Movement Speed duration from
90s(1min30s)
to60s(1min)
- Increased Infection from
5%
to5% - 10%
-
Adrenline Syringe
- Increased Movement Speed buff from
10%
to15%
- Increased Movement Speed duration from
90s(1min30s)
to120s(2min)
- Increased Infection from
5%
to5% to 15%
- Increased Health Regen duration from
8s
to10s
- Increased Health Regen per tick from
0.4
to0.5
- Increased Movement Speed buff from
-
IV-LP Syringe Renamed to
Heal Munitions Drain Syringe
- Added Main/Special/Tool Ammo properties
- Sacrifices
20%
of Main/Special/Tool ammo
- Sacrifices
- Added Health Regen properties
- Gain Health Regen of
1%
per second for a duration of200s
- Gain Health Regen of
- Added Disinfection properties
- Applies Disinfection of
30%
- Applies Disinfection of
- Added Main/Special/Tool Ammo properties
-
Virus Syringe Renamed to
Virus Bomb Syringe
- Reworked all properties
- Increased Infection from
10%
to15%
- Added Self-Destruct properties
- Explosion damage of
250
over an area of5.0m
- Delay Explosion damage by
10s
- Explosion damage of
- Added Damage-Over-Time properties
- Applies DoT damage of
15.0
after delay - Delay DoT damage by
10s
- Applies DoT damage of
Dev Note: Try not to stick close to your teammates with this one.
-
Antibiotic Syringe
- Decreased Disinfection from
40%
to30%
- Decreased Disinfection from
-
Surge Syringe
- Removed Movement Speed properties
- Removed Infection properties
- Added Healing properties
- Applies Healing of
100%
- Applies Healing of
- Added Damage-Over-Time effect properties
- Applies DoT damage of total
60%
over a duration of300s
- Delay DoT damage before applying of
30s
- Applies DoT damage of total
-
Recovery Syringe
- Increased Health Regen total of
20
to30
- Increased Duration to
180s(3min)
- Added Movement Speed properties
- Applies Movement Speed decreases by
10%
over3min
- Applies Movement Speed decreases by
- Increased Health Regen total of
-
Rage Syringe
- Reworked all properties
- Added Melee Buff Timer properties
- Applies 3x Melee Damage over a duration of
600s
- Applies 3x Melee Damage over a duration of
- Added Healing properties
- Applies Healing of
50%
- Applies Healing of
- Added Health Regen properties
- Applies Health Regen of total
50%
over a duration of100s
- Applies Health Regen of total
- Added Movement Speed properties
- Applies Movement Speed buff of
10%
over a duration of600s
- Applies Movement Speed buff of
- Added Infection properties
- Applies Infection of
25%
- Applies Infection of
- Added Damage-Over-Time effect properties
- Applies DoT Damage of
50%
over a duration of1s
- Delay DoT damage after
600s
- Applies DoT Damage of
-
Antibiotic-XV-LP Syringe Renamed to
Ammo Symbiotic Regurgitant Syringe
- Added Main/Special/Tool Ammo properties
- Gain
35%
of Main/Special/Tool ammo
- Gain
- Added Damage-Over-Time properties
- Applies DoT damage of total
70%
over a duration of70s
- Delay DoT damage before applying of
10s
- Applies DoT damage of total
- Added Infection properties
- Applies Infection of
30%
- Applies Infection of
- Added Main/Special/Tool Ammo properties
-
Hallowed Virus Syringe Renamed to
Virus Nuke Syringe
- Reworked all properties
- Increased Infection from
20%
to25%
- Added Self-Destruct properties
- Explosion damage of
500
over an area of10.0m
- Delay Explosion damage by
10s
- Explosion damage of
- Added Damage-Over-Time properties
- Applies DoT damage of
25.0
within1s
after delay - Delay DoT damage by
10s
- Applies DoT damage of
Dev Note: Yes, you will die.
-
Recovery Syringe II
- Increased Health Regen total of
35
to50
- Increased Duration to
180s(3min)
- Added Movement Speed properties
- Applies Movement Speed decreases by
-15%
over3min
- Applies Movement Speed decreases by
- Increased Health Regen total of
-
Antibiotic-IX-REC Syringe
- Decreased Disinfection from
40%
to30%
- Increased Healing from
15%
to25%
- Added Health Regen properties
- Gain Health Regen of
2.0
per second over a duration of10s
- Gain Health Regen of
- Decreased Disinfection from
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
to442
- Increased Max Ammo Capacity from
- 3-B Carbine
- Increased Damage from
3.2
to3.3
- Increased Damage from
- Gauss Rifle
- Increased Bullet Damage from
30.3
to40.3
- Increased Precision Multiplier from
1.1x
to1.5x
- Decreased Explosion Damage from
20.0
to10.0
- Increased Bullet Damage from
- AR-30
- Decreased Damage from
7.1
to7.0
- Increased Clip Size from
25
to30
- Decreased Max Ammo Capacity from
282
to255
- Decreased Reload Time from
2.0s
to1.8s
- Decreased Hipfire Spread from
2.375x
to2.0x
- Decreased Damage from
- Heavy SMG
- Decreased Max Ammo Capacity from
417
to391
- Decreased Max Ammo Capacity from
- DMR
- Decreased Max Ammo Capacity from
192
to187
- Decreased Magazine Size from
15
to10
- Decreased Hipfire Spread from
2.5x
to0.5x
- Increased Pierce Limit from
0
to1
- Increased Precision Multiplier from
0.87x
to0.97x
- Increased Shot Delay from
0.25s
to0.3s
- Decreased Max Ammo Capacity from
- Double-Tap
- Increased Precision Multiplier from
0.9x
to0.95x
- Decreased Reload Time from
2.15s
to2.0s
- Decreased Hipfire Spread from
3.5x
to2.5x
- Increased Precision Multiplier from
- MP2
- Increased Max Ammo Capacity from
661
to737
- Decreased Hip Spread by
0.1x
- Increased Max Ammo Capacity from
- MP1
- Decreased Pierce Limit from
2
to1
- Decreased Stagger Multiplier from
5.0x
to2.0x
- Increased Hip Spread by
0.1x
- Decreased Pierce Limit from
- Reserve HMG
- Increased Max Ammo Capacity from
662
to742
- Increased Max Ammo Capacity from
- Explosive Burst Rifle
- Decreased Pierce Limit from
3
to0
- Increased Stagger Multiplier from
1.0x
to1.2x
- Decreased Pierce Limit from
- Hemorrhage Shotgun
- Decreased Ammo Capacity from
147
to110
- Decreased Ammo Capacity from
- Hemorrhage Reserve Shogun
- Added Charge-up of
0.2s
- Added Charge-up of
- Choke Shotgun
- Increased Damage from
6.2
to6.4
- Increased Damage from
- Revolver
- Increased Precision Damage Multiplier from
0.74x
to0.87x
- Increased Stagger Multiplier from
1.0x
to1.1x
- Increased Precision Damage Multiplier from
- Pump-Action Shotgun
- Increased Damage from
5.0
to5.4
- Increased Damage from
- Choke Mod Shotgun
- Increased Damage from
5.9
to6.2
- Increased Damage from
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
- Max Health:
Dev Note: Another joke class to even out the system with 4-4-4 for each division. The Deprived is truly a class where you do so much damage, but aren't allowed to take a hit. Is it stupid? Yes. That's why it belongs in B-Company!!
Class Tweaks:
- Increased the Marine's initial Ranged Ammo from
+15% to +25%
- Added
Bleed Resistance
bonus to the Marine:+50%
Res. - Added
Bioscan Spd.
buff to the HEL Diver:25%
Spd. - Added
Infection Res.
buff to the Abhuman:50%
Res. - Changed wording of some classes which said
Gun Ammo
toRanged Ammo
. - Changed wording of
Computer CPU Speed
toTerminal Speed
. - Fixed wording on some of the classes' description.
Dev Note: Mainly buffs to certain classes. Mainly the Marine class, make them a bit more enticing to use since the other classes fill a niche. Marine should be able to handle other range enemies a bit better.
Weapon Tweaks:
- Updated ExtraWeaponCustomization to
v3.7.7
- All projectiles will show graphics when hitting terrain (bullet holes, dust, and sound).
- Upgraded the
HEL Revolver
andHeavy Revolver
- Removed HEL Revolver piercing capability(never meant to have any).
- Revolver bullets will "ricochet" off walls that has a chance of hitting an enemy target(Experimental).
- Changed the name of
Santonian Sledge
toSantonian Slugger
- Changed the name of
Bataldo Knife
toBataldo Hunter's Edge
- Changed the name of
Omneco Drillhead
toOmneco GPR Drillhead
- Changed the name of
Rickman Grabthar
toMak'Tar Grabthar
- Changed Gauss Rifle's full name from
Techman Shrapnel Gauss Rifle
toTechman Nano-Payload Gauss Rifle
- Upgraded the
Gauss Rifle's
projectile to have homing properties.- Projectile count:
20
- Projectile Damage:
2.0
- Projectile Speed:
7.5
- Initial Homing Strength:
2.0 for 1.0s
- Base Homing Strength:
5.0
- Projectile Lifetime:
15.0s
- Homing Delay:
0.2s
- Target Mode:
Normal
- Target Priority:
Distance
- SearchStopMode:
None
- Projectile count:
Dev Note: Techman Industries just had an upgrade to one of their arsenal. Somehow, the R&D team were able to bypass the Geneva Convention restrictions and the warranty on the Gauss Rifle. Once it delivers a 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 UntiltedTrajectory_Lines_When_Placing
by LocaliaSentryGunEverywhere
by LocaliaPacksHelper
by LocaliaParry
by CellSkippersFasterHackingMinigame
by UntiltedPreciseUI
by AndocasResourceStack
by HikariaGTFO_ShootInTheAir
by Fody55WeaponStatShower
by DacreDOLOLO- Parrying does not reward health or ammo. However, you can parry enemy projectiles back which deals 18.1 Damage w/2.0x Precision Multiplier. For reference, a regular Needler(Shooter)'s health is roughly between 30.0-40.0. You can also parry your teammates bullets w/2.0x Damage Modifier. Why? Because why not. Try parrying your Covert Ops's Sniper Rifle. Good luck!
Dev Note: All of these mods were intended with this pack to help even out the class dynamics. SentryGunEverywhere will help FieldTechnicians. LightsAdjustment will make flashlights, glowsticks, and etc feel more impactful. Parry will allow melee users have more ways to tank hits for the team. ResourceStack will allow for consumable pickups for Paramedic and Quartermaster. And the rest of the mods are very helpful!
Enemy Tweak:
- Decreased Stalker(Snatcher)'s damage per second from
4% to 3%
. Total damage from40% to 30%
over 10.0s.
Dev Note: With the new change to the player's base regen cap, the snatcher's damage should reflect that. The design philsophy has always been to punish and kill players who only rely on their baseline regen cap. Having them do 10% more than regen cap doesn't seem fair anymore.
Tool Tweaks:
- Increased Friendly Fire damage modifier for all four sentry types by flat
10%
- Re-organized many of the Damage Booster Effects to properly assigned classes.
Miscellaneous:
- Added config files into the package to further tweak the experience.
- New Thunderstore wiki-pages for some of the main features.
- Fixed a few more typos. My favorite part!
v1.1.1
- Fixed a mistake with Shock Trooper's armor not reflecting correctly with the v1.1.0 tweaks.
- Fixed Covert Ops class's melee damage bonus being
45%
when it should be50%.
- Fixed a few more typos again!
v1.1.0
Player Tweaks:
- Decreased Player's base regen cap from
40% to 30%
- Decreased Player's regen per second from
2.0 to 1.0
- Decreased Player's sprinting speed from
65% to 60%
- Decreased Player's walk step length from
2.5m to 2.0m
- Decreased Player's sprint step length from
3.0m to 2.2m
Dev Note: I have noticed that some players were able to get away with a lot of situations simply because their regen cap and speed was forgiving enough when stacked with other regen-based boosters. Please keep in mind that these numbers are still higher than vanilla, it's just not as overtuned anymore.
Class Tweaks:
- Decreased Shock Trooper's Melee & Projectile Armor from
40% to 30%
- Increased Shock Trooper's Movement Spd penalty from
-20% to -25%
Dev Note: While I am not a fan of simply nerfing without compensating, but there are few instances where I don't have a lot of options. Shock Trooper is just too good when stacking multiple bonuses.
Weapon Tweaks:
- Decreased maximum ammo capacity for Explosive Shrapnel Rifle from
103 to 80
- Decreased reload time for Explosive Shrapnel Rifle from
4.2s to 3.8s
- Decreased maximum ammo capacity for Explosive Shrapnel Cannon from
65 to 50
- Decreased reload time for Explosive Shrapnel Cannon from
4.5s to 4.0s
- Decreased maximum ammo capacity for Explosive Shotgun from
49 to 30
- Decreased bullet damage of Explosive Shotgun from
1.0 to 0.5
- Decreased bullet damage of Triple Barrel Shotgun from
5.5 to 5.0
- Decreased maximum ammo capacity for W-pen Sniper Rifle from
24 to 20
- Decreased reload time for W-pen Sniper Rifle from
5.0s to 4.3s
- Decreased maximum ammo capacity for Gauss Rifle from
48 to 40
- Increased maximum ammo capacity for Tracker Precision Rifle from
91 to 98
- Increased maximum ammo capacity for Choke Mod Shotgun from
49 to 54
- Increased maximum ammo capacity for Pump Action Shotgun from
55 to 58
Dev Note: Some weapons were overperforming because their max ammo cap was a bit too high. In some rundowns where ammo was plenty, this allowed some weapons to outshine other guns in almost every situation. Unfortunately, this led to other players feeling less impactful within the team.
Tool Tweaks:
- Increased detection range of Burst Sentry from
25.0m to 40.0m
- Decreased detection angle of Shotgun Sentry from
70.0 to 60.0
- Increased detection range of Shotgun Sentry from
10.0m to 15.0m
- Increased detection angle of Auto Sentry from
50.0 to 60.0
- Increased detection range of Burst Sentry from
25.0m to 40.0m
- Added Burst Sentry ability to do backstab damage.
Dev Note: Fixed a few awkward attributes regarding the Sentries.
Melee Tweaks:
- Decreased range of Melee Sledgehammers from
3.0m to 2.3m
- Decreased range of Melee Knives from
2.0m to 1.9m
- Decreased range of Melee Spears from
4.0m to 3.5m
- Decreased range of Melee Bats from
2.25m to 2.0m
- Decreased base stamina cost of Sledgehammer in combat from
0.4 to 0.35
- Decreased base stamina cost of Sledgehammer out of combat from
0.4 to 0.3
Dev Note: The new melee ranges might have been overtuned which made the visual feedback between the perspective and actual damage awkward. It is still overall higher than vanilla range, but as much as before.
Enemy Tweaks:
- Decreased knockback velocity of Tank's tentacle attacks from
12.0 to 10.0
- Increased bleed damage interval from
0.5s to 1.0s.
(total damage went from10%
to5%
over the duration)
Dev Note: Tweaked two abilities down to allow for players a bit more avenue for counterplay.
Miscellaneous:
- Fixed a little bit more typos here and there.
Dev Note: Final note regarding the overall vibe of this balance patch. While it's an overall nerf to the many things, keep in mind that this will incentize teams to emphasizing on their strengths while compensating for each other's weaknesses. The pack's goal is to make the experience more accessible, but don't remove all of the difficulty and challenge of the base game.
v1.0.2
- Fixed packaging mistakes which caused files & folders to not unpack the correct way.
- Fixed more typos. Sorry...
- Fixed missing dependency
Junkie Syringe Pack
by ProjectZaero.
v1.0.1
- Fixed some typos.
- Fixed missing Github links.
v1.0.0
- Release.