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
ExtraWeaponCustomizationmod - Medic Gun:
- Increased Dart Duration from
9.0sto9.5s(To prevent potential loss of time from packet loss) - Added
Disinfectproperty - Each dart will disinfect players for
0.31%per second for a duration of9.5s
- Increased Dart Duration from
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
24.0to20.0
- Decreased Body Part Health from
- Nightmare Striker:
- Decreased Body Part Health from
51.5to31.5
- Decreased Body Part Health from
- Striker Charger:
- Increased Body Part Health from
12.0to22.0
- Increased Body Part Health from
- Striker Giant:
- Decreased Body Part Health from
450.0to1.0
- Decreased Body Part Health from
- Nightmare Striker Giant:
- Decreased Max Health from
900.0to600.0 - Decreased Hit Reaction Threshold from
960.0to200.0 - Decreased Body Part Health from
900.0to250.0
- Decreased Max Health from
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
27.5to20.5
- Decreased Body Part Health from
- Nightmare Scout:
- Decreased Body Part Health from
120.0to80.0
- Decreased Body Part Health from
- Stalker:
- Decreased Max Health from
4000.0to3500.0 - Decreased Body Part Health from
4000.0to2500.0 - Decreased Tag Time from
60.0sto30.0s
- Decreased Max Health from
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%to0.5%
- Decreased Projectile Infection Rate from
- 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%to2% - Increased Damage Interval from
1.0sto2.0s - Increased Bleed Duration from
5.0sto10.5s
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
2.5mto2.0m - Decreased Explosion Maximum Range from
5.0mto4.0m
- Decreased Explosion Minimum Range from
- Shadow:
- Decreased Infection Fog Rate from
0.5%to0.3%per second - Decreased Infection Fog Duration from
35.0sto30.0s
- Decreased Infection Fog Rate from
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
SpreadStartingAmmomod 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
BetterBotsmod
Weapon Fixes & Tweaks:
- Bolt Pistol:
- Increased Precision Multiplier from
0.6xto0.7x - Increased Stagger Multiplier from
1.5xto2.0x
- Increased Precision Multiplier from
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
28.1to35.1 - Increased Precision Multiplier from
1.2xto2.0x - Decreased Stagger Multiplier from
2.0xto1.5x
- Increased Direct Damage from
- Nano Gauss Rifle:
- Increased Direct Damage from
50.5to55.5 - Increased Projectile Speed from
60to65 - Increased Projectile Hit Size by
0.2m - Increased Precision Multiplier from
2.0xto4.0x - Increased Stagger Multiplier from
1.5xto2.0x
- Increased Direct Damage from
- Sniper Rifle:
- Increased Armor Pierce from
10%to20% - Increased Precision Multiplier from
4.0xto6.0x
- Increased Armor Pierce from
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
1.8xto2.0x - Once again trying to fix this gun's first person model after fixing the third person model from a previous patch.
- Increased Stagger Multiplier from
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
1.0xto1.1x
- Increased Tagged Stagger Multiplier from
- Burst Turret:
- Increased Burst Delay from
1.0sto2.0s - Decreased Shot Delay from
0.5sto0.1s - Increased Tagged Stagger Multiplier from
1.0xto1.15x
- Increased Burst Delay from
- HMG Turret:
- Increased Tagged Stagger Multiplier from
1.0xto1.25x
- Increased Tagged Stagger Multiplier from
- Shotgun Turret:
- Decreased Shot Delay from
1.3sto1.0s - Increased Tagged Stagger Multiplier from
1.0xto1.2x
- Decreased Shot Delay from
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
100to156
- Increased Max Ammo Capacity from
- Mine Deployer:
- Increased Radius from
2.5mto3.0m - Increased Minimum Distance from
3.0mto5.0m - Decreased Maximum Distance from
15.0mto10.0m - Increased Minimum Explosive Damage from
30to75 - Increased Maximum Explosive Damage from
100to125 - Increased Stagger Force from
1200to1300 - Increased Arming Time from
0.3sto1.0s - Increased Placement Time from
0.4sto1.0s - Increased Pickup Time from
0.4sto1.0s
- Increased Radius from
- Consumable Mine:
- Increased Radius from
2.5mto3.0m - Increased Minimum Distance from
1.5mto3.0m - Decreased Maximum Distance from
15.0mto10.0m - Increased Minimum Explosive Damage from
15to40 - Increased Maximum Explosive Damage from
60to75 - Increased Stagger Force from
800to900 - Increased Arming Time from
0.3sto0.5s - Increased Placement Time from
0.4sto0.5s - Increased Pickup Time from
0.4sto0.5s - Decreased Placement Cooldown from
1.0sto0.5s
- Increased Radius from
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
300to450 - Increased Weakspot Damage Multiplier from
0.4xto0.6x
- Increased Body Part Health from
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
ExtraWeaponCustomizationmod. - Updated
GTFuckingXPmod. - 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).
- Fixed the improper armor shred values during foam. It should properly apply the
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 Modproperty - Killing an enemy with the venom darts will restore
1.0ammo back into the reserve.- Does NOT refund more than 1 dart per kill.
- Added
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
13.6to5.0 - Increased Ricochet's Precision Multiplier from
1.1xto3.5x(Lower than baseline by 0.75x) - Decreased Ricochet's Stagger Multiplier from
1.0xto0.65x(Lower than baseline by 0.2x) - Decreased Ricochet's Effective Range from
50.0mto20.0m
- Decreased Ricochet's Direct Damage from
- Heavy Revolver:
- Decreased Ricochet's Direct Damage from
35.9to10.0 - Increased Ricochet's Precision Multiplier from
1.1xto5.5x(Lower than baseline by 0.75x) - Decreased Ricochet's Stagger Multiplier from
1.0xto0.7x(Lower than baseline by 0.2x) - Decreased Ricochet's Effective Range from
50.0mto20.0m
- Decreased Ricochet's Direct Damage from
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 Pierceproperty - Added
Armor Shredproperty- Applies armor shred of
-30%for4.0son hit; non-stackable - Requires charge up bar of
40%to acquirehalfof the armor shred modifier. - Requires charge up bar of
100%to acquirefullarmor shred debuff. - Any charge in-between will give varying armor shred values.
- Applies armor shred of
- Removed
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
2.0xto2.1x - Increased Heavy Backstab Multiplier from
2.5xto2.6x - Decreased Total DoT Damage from
6.0to5.0 - Decreased stack limit from
unlimitedto4 - Increased DoT timer from
3.0sto4.0s(takes a little longer to reach total damage)
- Increased Light Backstab Multiplier from
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
10.0to5.0 - Increased Explosion Stagger Multiplier from
1.5xto3.5x
- Decreased Explosion Damage from
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
ExtraWeaponCustomizationmod. - Updated
GTFuckingXPmod. - Removed
SpreadStartingAmmomod <= 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
200to300
- Increased Body Part Health from
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
0.9sto0.8s - Fixed Aimed Acceleration modifier not working. It should properly fire quickly again.
- Decreased ChargeUp Time from
v2.0.2
Tweaks:
- Reserve MP1:
- Increased Stagger Multiplier from
2.0xto3.5x
- Increased Stagger Multiplier from
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
0.2instead of0.4- Changed healing value from
0.2to0.4(total health of24.0)
- Changed healing value from
- Fixed Masterful Slow Healing Syringe using the wrong name.
- Proper Name: Antibiotic-IX-REC Syringe
Fixes:
- Added more dialogue options from
ChatterRebornmod 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%to80% - Removed Initial Tool Ammo bonus.
- Increased Infection/Explosion/Bullet/Bleed Res. penalty from
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%
- Decreased Sentry CPUs from
- Abhuman:
- Decreased Bioscan Speed & Recharge Speed penalty from
-50%to-40%
- Decreased Bioscan Speed & Recharge Speed penalty from
Enemy Tweaks:
- Striker Giant:
- Increased Max Health from
400to450
- Increased Max Health from
- Needler Giant:
- Increased Max Health from
275to300
- Increased Max Health from
- Scout:
- Changed Scout feeler animation (it should stay standing even when retracting)
- Decreased Movement Detection Distance from
8.0mto1.0m(allows players to get closer without immediately triggering reactionary feelers) - Decreased Minimum Weapon Detection from
10.0mto5.0m(easier to stealth kill around target without 100% alerting) - Increased Max Tentacle count from
50to60(more feelers) - Decreased Tentacles Speed from
10.0mto2.5mper second (slower than Vanilla's 7.5m) - Decreased Time to Retract Tentacles from
2.5sto1.0s(faster to finish retracting) - Decreased Max Distance of Tentacles from
60.0mto40.0m(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
6.0sto10.0s - Decreased Armor Shred debuff from
-30%to-20%
- Increased Foam & Armor Shred Duration from
- 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
- Renamed Buckland HEL Shotgun to
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
- Changed
- LMG:
- Decreased Direct Damage from
8.2to8.0 - Increased Magazine Size from
70to100 - Increased Max Ammo Capacity from
413to500
- Decreased Direct Damage from
- Reserve HMG:
- Decreased Direct Damage from
4.6to4.0 - Increased Stagger Multiplier from
1.7xto1.8x - Increased Max Ammo Capacity from
885to1000 - Changed
Magazine Part - Changed
Stock Part
- Decreased Direct Damage from
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
3.0to3.1 - Increased Magazine Size from
60to70 - Increased Max Ammo Capacity from
452to528
- Changed
- Burst Cannon:
- Fixed the gun having the wrong temporary stats while aiming.
- Triple Barrel Shotgun:
- Decreased Direct Damage from
5.0to4.0 - Increased Reload Time from
1.4sto1.5s - Decreased Equip Time from
0.33sto0.2s - Added
Melee Damagemodifier- Grants non-stacking melee buff of
+25% - Over a duration of
3.0s - Activates on
Enemy Hitonly
- Grants non-stacking melee buff of
- Decreased Direct Damage from
Melee Tweaks:
- Sledgehammer:
- Decreased Max Charge Time for Heavy Attack from
3.0sto2.7s
- Decreased Max Charge Time for Heavy Attack from
- Spear:
- Decreased Max Charge Time for Heavy Attack from
3.7sto3.2s
- Decreased Max Charge Time for Heavy Attack from
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&AmmoSpecialInitialfrom250to275(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
ExtraWeaponCustomizationmod - Updated
MovementSpeedAPImod - Updated
ExtraEnemyCustomizationmod - Updated
ExtraSyringeCustomizationmod
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.
- Moderately increased Aimed spread for all spray guns(Scatter).
- 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
- All Spray guns are classified as
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 SizeandShotgun Bullet Spread
Weapon Changes(Gear Parts):
- Added
O9 Custom GearPartmod by Ound9 - Added
DS2 Custom Gear Partsmod 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 Partto resemble a "sniper rifle" inspired by a certain female egyptian sniper - Changed
Sight Part - Changed
Magazine Part - Changed
Receiver Part
- Changed
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
- Changed
- Pump-Action Shotgun:
- Changed
Receiver Part
- Changed
- Hemorrhage Shotgun:
- Changed
Receiver Part - Changed
Magazine Part - Changed
Stock Part
- Changed
- Experimental Smart Rifle:
- Changed
Front Part - Changed
Receiver Part - Changed
Magazine Part - Changed
Stock Part
- Changed
- Explosive Shotgun:
- Changed
Front Part - Changed
Receiver Part - Changed
Sight Part - Changed
Stock Part
- Changed
- Heavy Revolver:
- Changed
Front Partto have ascope - Changed
Stock Part
- Changed
- LMG:
- Changed
Magazine Part
- Changed
- Reserve HMG:
- Changed
Front Partinto aMinigun(Yes I know it's not ) - Changed
Stock Part - Changed
Receiver Part
- Changed
- Explosive Cannon:
- Changed
Front Partto look like a grenade launcher - Removed
Magazine Part - Changed
Receiver Part - Removed
Sight Part
- Changed
- Hemorrhage HEL:
- Changed
Front Part - Changed
Receiver Part - Changed
Magazine Part - Changed
Sight Part
- Changed
- Bolt Pistol:
- Changed
Front Part
- Changed
- Sniper Rifle:
- Changed the
Scope Partto also have athermal attachmentas well as ascope
- Changed the
- Nano Gauss Rifle:
- Changed the
Front Partto resemble aRailgun - Changed
Scope Part - Changed
Receiver Part - Changed
Stock Part - Removed
Magazine Part
- Changed the
- HMG Turret:
- Changed
Front Part - Changed
Receiver Part
- Changed
- Shotgun Turret:
- Changed
Front Part
- Changed
Weapon Tweaks:
- Properly rearranged weapon's list based on alphabetical order.
- Updated
ExtraWeaponCustomizationmod 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
WeaponStatShowermod by DacreDOLOLO toDescriptiveWeaponStatShowerby 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
AmorLibmod by Amorously. A new dependency for EWC with v3.7.11 update. - Fixed some weapons with incorrect sub-names such as
Thermal SubguntoThermal Bio-Tag Subgun - Hemostasis Medic Gun:
- Increased Direct Damage from
0.1to1.0
- Increased Direct Damage from
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
0.1to1.0 - Increased Armor Shred debuff from
20%to30% - Decreased Armor Shred cap from
40%to30% - Increased duration of both Armor Shred and Foam from
5.0sto6.0s - Added sound effect once the magazine reaches 6.0; even while holstered.
- Increased Direct Damage from
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
13.6to5.0 - Increased Precision Multiplier from
0.9xto4.2x - Decreased Max Ammo Capacity from
128to116 - Decreased Reload time from
2.2sto2.1s
- Decreased Direct Damage from
- Heavy Revolver: Rework
- Renamed from
Bataldo Heavy RevolvertoVan Auken Heavy Revolver - Decreased Direct Damage from
35.9to10.0 - Increased Precision Multiplier from
0.95xto6.2x - Decreased Max Ammo Capacity from
118to106 - Decreased Reload time from
2.15sto2.1s
- Renamed from
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
442to508
- Increased Max Ammo Capacity from
- Tracker PDW:
- Increased Direct Damage from
3.0to3.2 - Increased Magazine Size from
20to22 - Decreased Max Ammo Capacity from
412to388
- Increased Direct Damage from
- Heavy SMG:
- Increased Shot Delay from
0.12sto0.20s - Increased Direct Damage from
5.7to6.0 - Decreased Max Ammo Capacity from
391to379
- Increased Shot Delay from
- 3-B Carbine:
- Increased Direct Damage from
3.3to3.4
- Increased Direct Damage from
- Single Slug Shotgun:
- Decreased Direct Damage from
55.6to55.0 - Increased Max Ammo Capacity from
51to60 - Increased Reload Time from
1.3sto2.0s - Added
Reload Speedmodifier on Kill- Any enemy kill with the slugger will lower the reload time from
2.0sto1.0sfor a short duration - The buff duration is
2.5s
- Any enemy kill with the slugger will lower the reload time from
- Decreased Direct Damage from
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
434to452
- Increased Max Ammo Capacity from
- Medic Gun:
- Increased Healing from
0.5%to0.62%per tick
- Increased Healing from
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
6.9to8.1 - Decreased Magazine Size from
25to20 - Decreased Max Ammo Capacity from
221to203 - Increased Shot Delay from
0.16sto0.3s
- Increased Direct Damage from
- AR-30:
- Decreased Direct Damage from
7.0to6.5 - Increased Max Ammo Capacity from
255to305 - Decreased Reload Time from
1.8sto1.7s
- Decreased Direct Damage from
- Exp. Smart Rifle:
- Added sound effect to the Lock-on System
- Explosive Rifle:
- Decreased Explosion Damage from
15.0to11.0 - Increased Direct Damage from
8.5to15.5 - Decreased Max Ammo Capacity from
80to72
- Decreased Explosion Damage from
- Explosive Cannon:
- Increased Direct Damage from
5.9to3.1 - Increased Magazine Size from
5to6 - Decreased Max Ammo Capacity from
50to42 - Increased Reload Time from
4.0sto4.5s - Increased Equip Time from
0.8sto1.0s - Added
Hold Aim to Rapid Fireproperty
- Increased Direct Damage from
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
6.4to8.8 - Increased Magazine Size from
4to5 - Increased Max Ammo Capacity from
54to60 - Decreased Pellet Count from
8to5
- Increased Direct Damage from
- Pump-Action Shotgun:
- Decreased Reload Time from
3.0sto2.5s
- Decreased Reload Time from
- Hemorrhage Shotgun:
- Decreased Shotgun Cone Size from
2to4 - Increased Shotgun Bullet Spread from
2to4 - Increased Shotgun Bullet Count from
8to10
- Decreased Shotgun Cone Size from
- Hemorrhage HEL:
- Increased Damage Over Time Bleed from
19.0to25.0 - Decrease Charge Up Time from
0.25sto0.2s - Added
Auto AimProperty only while Aiming.
- Increased Damage Over Time Bleed from
- LMG:
- Added Bullet Pierce Limit of
+1 - Increased Magazine Size from
60to70 - Increased Max Ammo Capacity from
360to413
- Added Bullet Pierce Limit of
- Reserve HMG:
- Added Bullet Pierce Limit of
+1 - Decreased Charge Up Time from
0.6sto0.5s - Increased Shot Delay from
0.08sto0.2s - Increased Max Ammo Capacity from
742to885 - Added
Accelerateproperty.- HMG will fire significantly faster the longer you hold the trigger.
- Added
Recoilproperty.- Decreased the overall recoil of the gun since it is insanely high and impossible to control.
- Added Bullet Pierce Limit of
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
40.3to50.5 - Increased Magazine Size from
4to5 - Decreased Reload Time from
3.5sto3.0s - Changed from
HitscantoProjectile
- Increased Direct Damage from
Tool Tweaks:
- Sniper Sentry:
- Increased Shot Delay from
2.1sto2.5s - Decreased Effective Range from
70.0mto60.0m
- Increased Shot Delay from
- Burst Sentry:
- Increased Direct Damage from
4.5to4.6 - Increased Burst Shot Count from
3to4 - Increased Burst Shot Delay from
1.0sto2.0s - Increased Effective Range from
20.0mto30.0m
- Increased Direct Damage from
- Machine Gun Sentry:
- Increased Stagger Multiplier from
2.5xto3.0x - Decreased Spread Fire from
2.0xto1.5x - Decreased Direct Damage from
1.7to1.6 - Increased Shot Delay from
0.8sto1.0s - Increased Pierce Limit from
1to2 - Increased Max Ammo Capacity from
1096to1594 - Added
Ammo Usageproperty of-1 - Added
Multishotproperty of+1. Fires a second bullet for double damage, but wastes ammo twice as fast! - Increased Effective Range from
10.0mto15.0m
- Increased Stagger Multiplier from
- Shotgun Sentry:
- Increased Shot Delay from
1.25sto1.3s - Increased Pierce Limit from
0to1 - Increased Effective Range from
5.0mto7.5m
- Increased Shot Delay from
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
3.5sto3.0s
- Decreased Max Charge Time for Heavy Attack from
- Spear:
- Decreased Max Charge Time for Heavy Attack from
4.2sto3.7s
- Decreased Max Charge Time for Heavy Attack from
- Bat:
- Increased Max Charge Time for Heavy Attack from
1.5sto2.0s - Fixed explosive kills triggering by any death from original explosion. Now the Explosion will only occur by the player's kill.
- Increased Max Charge Time for Heavy Attack from
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&AmmoSpecialInitialfrom300to250(Starting Ammo for Main and Special weapon slots) - Increased the
ResourcePackMaxCapfrom400to500- 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
- Old:
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%
- Decreased Baseline Explosive Resistance by
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%
- Increased Bleed Resistance bonus from
-
Shock Trooper:
- Increased Max Health bonus from
+20%to+30% - Added Explosive Resistance of
+30% - Added Bio Scan Speed penalty of
-20%
- Increased Max Health bonus from
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%to65%
- Increased Regen Cap bonus from
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%
- Decreased Bioscan Spd. & Scanner Recharge from
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%
- Decreased Sentry CPUs from
-
HEL Diver:
- Increased HEL Damage bonus from
+75%to+100% - Increased Bullet Resistance penalty from
-25%to-50%
- Increased HEL Damage bonus from
-
Abhuman:
- Increased Melee Hitbox & Range bonus from
+25%to+40%
- Increased Melee Hitbox & Range bonus from
Booster Tweaks:
- Increased Muted/Bold/Aggressive
Revive Healthbooster by flat5%(total potential value from30%to45%)
Syringe Tweaks:
-
Virus Bomb Syringe:
- Increased Damage from
300to350 - Increased Range from
5.0mto7.5m - Increased Infection from
15%to25%
- Increased Damage from
-
Virus Nuke Syringe:
- Increased Damage from
600to700 - Increased Range from
7.5mto15.0m - Increased Infection from
25%to50%
- Increased Damage from
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
ChatterRebornmod 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
DropItemFixedmod 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
BetterBotsmod 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
explosiveweapons.
v1.4.2
Player Tweaks:
- Added a decimal point for health and infection bar to give a more accurate reading.
Mod Additions:
- Updated
ExtraToolCustomizationmod to the latest version by this patch's release. - Added
Skip Intromod by Shadsterwolf - Added
Ping Everythingmod by Localia - Added
SentryAmmoPercentageScreenmod by GTFOModding - Added
Melee Timermod 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:
- Increased Regen Cap bonus from
+40%to+55%
- Increased 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 Trackerability. 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 Capbooster by flat5%(total potential value from30%to45%) - Changed Bold Regen Cap booster conditional from
Low HealthtoHuman 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
Damagebooster by flat5%(total potential value from30%to45%) - Increased Muted/Bold/Aggressive
Sentry Damagebooster by flat5%(total potential value from30%to45%) - Increased Muted/Bold/Aggressive
Explosion Resistancebooster by flat5%(total potential value from30%to45%) - Increased Muted/Bold/Aggressive
Infection Resistancebooster 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
MirrorWeaponsmod 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
alphabeticalorder 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
350to300 - Decreased AmmoStandardResourcePackMaxCap from
450to400 - Increased AmmoSpecialInitial from
250to300 - Increased AmmoSpecialMaxCap from
450to550 - Increased AmmoSpecialResourcePackMaxCap from
350to400
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 - 5.0based on respective weapons.
Dev Note: This was done to counteract the new increased unified maximum ammo capacity.
v1.4.0
Weapon Tweaks:
- Updated
ExtraWeaponCustomizationmod to v3.7.10 - Changed name of
Bio-IR-Dot TrackertoAdvanced Thermal Tracker - Changed name of
Bataldo Single SlugtoBataldo Single Slugger - Changed name of
Buckland Reserve Hemorrhage ShottytoBuckland Hemorrhage Shotgun - Changed name of
Mastaba Explosive Shrapnel CannontoMastaba Explosive Cannon - Changed name of
Mastaba Explosive Shrapnel RifletoMastaba Explosive Rifle - Changed name of
Buckland Hemorrhage ShotguntoBuckland HEL Shotgun - Changed name of
Techman Hemostasis Medic SMGtoTechman Hemostasis Medic Gun - Changed name of
Van Auken W-Pen Sniper RifletoVan Auken Sniper Rifle - Changed name of
Techman Nano-Payload Gauss RifletoTechman 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
BetterBioTrackermod 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
GTFuckingXPmod 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
DMRSpecialization- 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 Riflespecialization(within code) - Added
DMRSpecialization- 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-rangeandShort-rangedamage 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
30.0mto60.0m - Increased Scout's tentacle speed from
7.5mto10.0m - Changed Scout's tentacle colors from
blacktocyan - Added Sound IDs to the EMP Ability.
- Shorten the activation transition between
ShoutandEMPabilities.
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
3.0mto 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
26.9to28.1 - Increased Tracker Precision Rifle Hipfire Spread from
3.0xto2.5x
Syringe Tweaks:
- Increased Damage for Virus Bomb Syringe from
250to300 - Increased Damage for Virus Nuke Syringe from
500to600 - Decreased Range of Virus Nuke Syringe from
10.0mto7.5m
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
ExtraWeaponCustomizationmod 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
Bleedprojectiles toExplosiveprojectiles.- Explosive Damage of
5% - Radius of
2.5mto5.0m - Can alert nearby enemies within explosion radius of
5.0mto10.0m
- Explosive Damage of
- Added Large Needler to the
Bleedability list. - Increased Child's minimum explosion damage from
1.5mto2.0m - Improvements to Shadow variants.
- Fixed a mistake with Shadow enemies having the wrong amount of Tag time. It should be
10.0snow, instead of30.0s - Increased Shadow's health from
34.0to40.0 - 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
WorseHackingMiniGameby 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
2solution bar instead of the default3bars. Field Technician's baseline is5bars, HEL Divers's baseline is6bars.
- 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 Efficiencyproperties- 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 Efficiencyproperties- 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
8sto10s - Increased Health Regen per tick from
0.4to0.5
- 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
250over an area of5.0m - Delay Explosion damage by
10s
- Explosion damage of
- Added Damage-Over-Time properties
- Applies DoT damage of
15.0after 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
20to30 - 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
500over an area of10.0m - Delay Explosion damage by
10s
- Explosion damage of
- Added Damage-Over-Time properties
- Applies DoT damage of
25.0within1safter delay - Delay DoT damage by
10s
- Applies DoT damage of
Dev Note: Yes, you will die.
-
Recovery Syringe II
- Increased Health Regen total of
35to50 - 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
2.0per 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_Boostersmod 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
416to442
- Increased Max Ammo Capacity from
- 3-B Carbine
- Increased Damage from
3.2to3.3
- Increased Damage from
- Gauss Rifle
- Increased Bullet Damage from
30.3to40.3 - Increased Precision Multiplier from
1.1xto1.5x - Decreased Explosion Damage from
20.0to10.0
- Increased Bullet Damage from
- AR-30
- Decreased Damage from
7.1to7.0 - Increased Clip Size from
25to30 - Decreased Max Ammo Capacity from
282to255 - Decreased Reload Time from
2.0sto1.8s - Decreased Hipfire Spread from
2.375xto2.0x
- Decreased Damage from
- Heavy SMG
- Decreased Max Ammo Capacity from
417to391
- Decreased Max Ammo Capacity from
- DMR
- Decreased Max Ammo Capacity from
192to187 - Decreased Magazine Size from
15to10 - Decreased Hipfire Spread from
2.5xto0.5x - Increased Pierce Limit from
0to1 - Increased Precision Multiplier from
0.87xto0.97x - Increased Shot Delay from
0.25sto0.3s
- Decreased Max Ammo Capacity from
- Double-Tap
- Increased Precision Multiplier from
0.9xto0.95x - Decreased Reload Time from
2.15sto2.0s - Decreased Hipfire Spread from
3.5xto2.5x
- Increased Precision Multiplier from
- MP2
- Increased Max Ammo Capacity from
661to737 - Decreased Hip Spread by
0.1x
- Increased Max Ammo Capacity from
- MP1
- Decreased Pierce Limit from
2to1 - Decreased Stagger Multiplier from
5.0xto2.0x - Increased Hip Spread by
0.1x
- Decreased Pierce Limit from
- Reserve HMG
- Increased Max Ammo Capacity from
662to742
- Increased Max Ammo Capacity from
- Explosive Burst Rifle
- Decreased Pierce Limit from
3to0 - Increased Stagger Multiplier from
1.0xto1.2x
- Decreased Pierce Limit from
- Hemorrhage Shotgun
- Decreased Ammo Capacity from
147to110
- Decreased Ammo Capacity from
- Hemorrhage Reserve Shogun
- Added Charge-up of
0.2s
- Added Charge-up of
- Choke Shotgun
- Increased Damage from
6.2to6.4
- Increased Damage from
- Revolver
- Increased Precision Damage Multiplier from
0.74xto0.87x - Increased Stagger Multiplier from
1.0xto1.1x
- Increased Precision Damage Multiplier from
- Pump-Action Shotgun
- Increased Damage from
5.0to5.4
- Increased Damage from
- Choke Mod Shotgun
- Increased Damage from
5.9to6.2
- 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 Resistancebonus 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 AmmotoRanged Ammo. - Changed wording of
Computer CPU SpeedtoTerminal 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 RevolverandHeavy 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 SledgetoSantonian Slugger - Changed the name of
Bataldo KnifetoBataldo Hunter's Edge - Changed the name of
Omneco DrillheadtoOmneco GPR Drillhead - Changed the name of
Rickman GrabthartoMak'Tar Grabthar - Changed Gauss Rifle's full name from
Techman Shrapnel Gauss RifletoTechman Nano-Payload Gauss Rifle - Upgraded the
Gauss Rifle'sprojectile 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!
LightsAdjustmentby UntiltedTrajectory_Lines_When_Placingby LocaliaSentryGunEverywhereby LocaliaPacksHelperby LocaliaParryby CellSkippersFasterHackingMinigameby UntiltedPreciseUIby AndocasResourceStackby HikariaGTFO_ShootInTheAirby Fody55WeaponStatShowerby 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 Packby ProjectZaero.
v1.0.1
- Fixed some typos.
- Fixed missing Github links.
v1.0.0
- Release.