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GTFriendlyO

A major overhaul to vanilla GTFO's gameplay, designed to bring more depth WITHOUT sacrificing the fun and rewarding experiences with friends.

CHANGELOG

Changelog

v2.3.2 - Latest

  • Personal Note: It's generally okay to update any mods whenever they are available. Regular bug fixes and QoL improvements are always welcome, but always be cautious when updating mods with large changes. It is better to keep in mind that every mod update has the potential to break something with pack. I cannot guarantee every update stability. So you should personally do your own research by checking their changelogs.

  • With the addition of keybind-based triggers that came along with v2.3.0. PLEASE check the EWC(ExtraWeaponCustomization) config and change the keybind to YOUR settings. I am aware that not everyone have keypads for their keyboards.

    • Go to Edit Config within Thunderstore client -> Search for ExtraWeaponCustomization.cfg -> Edit Config -> Change keybinds 1 through 4 under Keybind Settings section
    • Be advised that any keybind changes might reset with each update.
  • Please let me know on my Github issue page if there are problems or if you have feedback. Thanks and have fun!

Mod Updates + Additions:

  • Updated BetterBots mod

Balance Tweaks:

  • Beam Rifle:
    • Decreased Glow Intensity from 0.05 to 0.01
    • Decreased Glow Range from 10.0m to 8.0m

Dev Note: Eye strain nerf.

  • Search and Rescue Tool: Improvement
    • Increased Charge Timer from 1.0s to 2.0s
    • Item Projectile Speed/Distance is based on Charge Amount:
      • Charge(<20%): 5.0m
      • Charge(20%-50%): 10.0m
      • Charge(50%-90%): 20.0m
      • Charge(>90%): 40.0m
    • Fixed visual bug with ammo counter when swapping
    • I'm aware of another visual bug with ammo counter at 0%. Does not affect gameplay.

Dev Note: It's still a bit too awkward to use this tool as players have found it difficult to control the speed/distance these items fly. This QoL change should significantly improve usage.

  • Exterminatus Flamer:
    • Increased Bullet Cost per shot from 1.0 to 2.0
    • Decreased Clip Regen from 5.0 to 4.0 per second
    • Increased Clip Regen Delay from 5.0s to 7.5s
    • Decreased Glow Intensity from 0.05 to 0.01
    • Decreased Glow Range from 10.0m to 8.0m

Dev Note: This change is to reign in the flamer as it's very effective against hordes, which is good! But it might be a bit too good as it had low consequences when utilized. Other than eye strain...

  • RYN0 Annihilator:
    • Decreased Inner Radius from 7.5m to 7.0m
    • Decreased Outer Radius from 15.0m to 14.0m
    • Increased Maximum Explosion Damage from 700.0 to 800.0
    • Explosions completely ignores Armor for all targets, including friends!

Dev Note: Because why not? At this point only the Demolitionist and/or Shock Trooper with 3 Explosion Res. boosters can survive. Maybe the Abhuman... big maybe.

Miscellaneous Fixes:

  • Fixed typos and mistakes within v2.3.1's changelog

v2.3.1

Mod Updates + Additions:

  • Updated EnemyAnimationFix mod
  • Updated SpreadStartingAmmo mod
  • Added NoBrokenBotGear mod by JarheadHME
    • It has come to my attention with bots being broken in the lobby that prevents dropping down a rundown. Caused by bots having weapons/tools that have been changed and it is loading something that doesn't exist. What you can do:
      • Delete the BotGear.json file within BepInEx/GameData/Favorites/Botgear.json of your profile.
      • Or search the file in Edit Config and delete the file.
      • Or try to change the gear before the bot disappears within the lobby(unreliable).

Class Tweaks:

  • Updated GTFuckingXP mod
  • Switched all class Ammo Cost Efficiency bonus/penalty with Ammo Capacity bonus/penalty
  • Switched all class Tool Cost Efficiency bonus/penalty with Tool Capacity bonus/penalty

Dev Note: All classes will receive a more universal ammo/tool efficiency. Those that had the original positive values will be nerfed while vice versa for negative values. This should help balance out issues where classes who had high/low efficiency aren't punished/rewarded for resupplying.

  • Marine:

    • Replaced +20% Initial Ranged Ammo bonus with +10% Gun Ammo Received
  • Field Technician:

    • Replaced +50% Initial Tool Ammo bonus with +25% Tool Ammo Received

Dev Note: While the loss of initial ammo is something to adjust to, the increased ammo gain will give them better potential long-term. These bonuses will stack well with Quartermaster's/Booster's Resupply efficiency

Balance Tweaks:

  • Updated ExtraWeaponCustomization mod
  • Beam Rifle:
    • Increased Damage Accumulation from 0.5% to 2% per hit
      • Shots require 50% less to reach full damage potential for body and weakspot hits
    • Increased Damage Accumulation Cap for Body Shots from 1.5x to 2.0x
    • Increased Damage Accumulation Cap for Weakspot Shots from 2.0x to 3.0x
    • Increased Max Ammo from 1000 to 2000
    • Increased Base Ammo Received from 200.0 to 400.0

Dev Note: After some more testing, I found the overall damage to be a little low for how expensive the gun's bullet economy is. Instead of simply buffing the base damage, I opted to reward players for choosing to stay on one target during a burst.

  • Semi/Full-Auto AK Rifle
    • Changed name from Semi/Full-Auto Rifle to AK Platform Rifle
    • Decreased Direct Damage from 7.5 to 7.0

Dev Note: A tad bit overperforming with the new changes from previous patch

  • 3-B Carbine: Rework
    • Increased Direct Damage from 3.4 to 4.0
    • Decreased Max Ammo from 453 to 400
    • Switch between 2 modes(Semi-Auto & 3-Burst Fire):
      • 3-Burst Fire:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Semi-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
  • 4-B Nade Launcher AR:
    • Decreased Direct Damage from 5.0 to 4.0
    • Increased Grenade Ammo Cost from 15 to 20
    • Decreased Maximum Explosion Damage from 45.0 to 40.0
    • Decreased Minimum Explosion Damage from 25.0 to 20.0
    • Decreased Max Ammo from 400 to 300
    • Increased Reload Time from 2.2s to 2.4s
    • Switched Nade Launcher from Reserve Ammo to Clip Ammo
      • It will pull from reserve to make up for the grenade ammo cost

Dev Note: This gun is too overtuned and does almost everything in one. While I am never a fan of straight up nerfs. Unfortunately, it is warranted.

  • 5-B Bullpup: Rework
    • Decreased Direct Damage from 3.1 to 3.0
    • Decreased Max Ammo from 508 to 500
    • Switch between 2 modes(Full-Auto & 5-Burst Fire):
      • 5-Burst Fire:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
      • Full-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])

Dev Note: This is a bit of a balancing act for these three burst weapons. They should be more consistent with each other. Also the Marine class is getting a buff to ammo receive efficiency. Hopefully it should balance the numbers a bit.

  • Wisp Launcher:
    • Decreased Max Ammo from 40 to 30
    • Decreased Wisp Death Shrapnel Count from 10 to 6
    • Decreased Precision Multiplier from 1.1x to 1.0x
    • Increased Clip Regen Delay from 16.5s to 25.5s
    • Switched Regular Quill Targeting Mode from Weakspot to Body
    • Switched Death Quill Targeting Mode from Weakspot to Normal (aims for the head if it exists, then the body. Does not aim for tumors)
    • Switched Targeting Priority from Angle to Distance except for death quills(to prevent homing failures)

Dev Note: It's a little too good at its job. So I will have to reel in its power, hopefully without completely removing its usefulness.

  • Choke Mod Shotgun:
    • Increased Direct Damage from 7.0 to 9.5
    • Increased Clip Size from 5 to 6
    • Increased Effective Range from 20.0m to 30.0m
    • Increased Precision Multiplier from 0.9x to 1.05x

Dev Note: This gun was originally very powerful, so I had to adjust it. But the significant changes may have hurt this gun too much.

  • Missile Sentry:

    • Added Max Ammo(15) into the trait description.
      • There is currently a bug where the max ammo is shown as 5 when it is actually 15
  • Nano Gauss Rifle:

    • Increased Projectile Hit Size Bonus from +0.2m to +0.5m
  • W-Pen Sniper Rifle:

    • Added ThickBullet Property:
      • Increased Bullet Hitbox by +0.15m

Miscellaneous Fixes:

  • Fixed numerous typos and errors within v2.3.0's CHANGELOG.md

Dev Note: There was a number of wrong information written in the previous update. A mistake on my part for not double checking...


v2.3.0

Mod Updates + Additions:

  • Updated Spectate mod
  • Updated BetterBots mod
  • Updated AmorLib mod

Weapon Additions:

  • Updated ExtraWeaponCustomization mod
  • Added Ound9 gearpart II mod by Ound9
  • Removed the text, only the reload circle will be kept
  • Added 3 new custom weapon!
  • Bots cannot use the different weapon mode feature, so they will always default to mode 1 of the crossbow and medic gun. It is highly recommended you do not give weapons to bots that require nuance to use properly.
  • Hanaway Hunting Crossbow:
  • One of the most complex weapon added so far. Switch between three payloads: Regular, Napalm, and Foam bolts. Each payload has specific properties for different situations
    • Direct Damage: 10.0
    • Clip Size: 1
    • Max Ammo 20
    • Reload Time: 3.5s
    • Pierce Targets: 1.0
    • Effective Range: 30.0m
    • Hit Size: +0.25m
    • Stagger Multiplier: 1.5x
    • Precision Multiplier: 3.25x
    • Silenced, does not alert enemies
    • Regular Bolts: (Default Keybind: KeypadPeriod[KeyConfig3])
      • Ballistics Type: Fast Projectile Low Gravity
      • Armor Pierce: +10%
      • Backstab Multiplier: 2.25x
      • Recovers only 1.0 ammo per target killed
      • Max Delay requirement for ammo refund: 7.0s
    • Napalm Bolts: (Default Keybind: KeypadEnter[KeyConfig1])
      • Ballistics Type: Slow Projectile No Gravity
      • Not Silenced, will alert enemies
      • Projectile Lifetime: 5.0s
      • Shrapnel: 3 per 0.1s with 0.75s start delay
      • DoT Damage per tick: 14.0
      • DoT Duration: 10.0s
      • DoT Tick Rate: 2.0s
      • DoT Stack Limit: 3
      • Friendly Fire Multiplier: 0.5x
      • Drops 1 Red Glowstick when the projectile times out or dies
    • Foam Bolts: (Default Keybind: KeypadPlus[KeyConfig2])
      • Ballistics Type: Fast Projectile Mid Gravity
      • Foam Time: 16.0s
      • Foam Chance: Override Guaranteed
      • Foam Doors: Yes
      • Foam Door Requirements: 1 bolt if you hit the door after the first foam bolt hits

Dev Note: The first "silent" weapon in the pack. To prevent this weapon's potential imbalance nature, the damage will be significantly more reliable in stealth scenarios. Its low max ammo capacity encourages players to shoot with purpose, as kills will refund only 1 ammo per target.

  • Techman Wisp Thrower:
  • An experimental entity that floats mid-air and attacks nearby targets until it bursts into several quills at the end of its life.
    • Max Ammo: 40
    • Clip Size: 2
    • No Reload, Clip Regen after 16.5s delay after last firing
    • Clip Regen active while holstered
    • Launched Wisps will bounce off walls and objects before stopping to prevent dying on impact. Direct hits with entity will instantly kill the wisp.
    • Wisp Lifetime: 15.0s
    • Wisp Direct Damage: 1.0
    • Wisp Quill Damage: 5.0
    • Wisp Quill Ricochet: 3
    • Wisp Precision Multiplier: 1.1x
    • Wisp Stagger Multiplier: 0.5x
    • Wisp Friendly Fire Multiplier: 0.5x
    • Wisp Targeting Priority: Weakspots
    • Wisp Launch Delay Attack: 1.0s
    • Wisp Attack Speed: 2 Quills per 0.5s
    • Wisp Death Quill Count: 10
    • Wisp Death Quill Damage: 5.0
    • Wisp Quill Max Range: 25.0m

Dev Note: An interesting weapon that has multiple uses. It has a good area denial which should pair well with trip mines and turrets. Also, it provides light which is great during EMP events or dark rundowns.

  • Van Auken Exp. Beam Rifle:
  • A manufactured copy of a patented prototype beam rifle in collabration with Techman Biotechnics.
    • Direct Damage: 1.5
    • Reserve Ammo, no reload
    • Clip Regen up to 100 after Shot Delay
    • Max Ammo: 2000
    • Clip Size: 100
    • Pierce Limit: 1
    • Fires 1 continuous beam costs 100 rounds
    • Damage increases continuous hitting a single target for the whole beam.
      • Up to 2.0x damage cap for normal shots as it stacks 1 at a time
      • Up to 3.0x damage cap for weakspot shots as it stacks 2 at a time
      • Duration lasts 2.5s then rapidly decays. Continued hits from the user will refresh the duration
    • Shot Delay: 2.0s
    • DoT Damage: 1.0
    • DoT Duration: 10.0s
    • DoT Tick Rate: 2
    • DoT Stack Limit: 100
    • Shrapnel Count: 1
    • Shrapnel Direct Damage: 0.1
    • Shrapnel can contribute to DoT stacks

Dev Note: Thanks to FE3, Dinorush, and EWC for the template to create this weapon. It's a concept that looks a little weird, but might have a niche usage. Does a significant amount of damage to single target, it is not recommended to spray fire as the base damage is very low.

Tool Additions:

  • Added 1 new custom tool!
  • Van Auken RYN0 Annihilator:
  • An extremely dangerous weapon from Van Auken's armory, capable of killing almost anything within the area. Truly a tool of destruction!
    • Direct Damage: 100
    • Reserve Ammo, no reload
    • Max Ammo: 6
    • Clip Size: 1
    • Clip Regen after Shot Delay: 30.0s
    • Charge Up Time: 2.5s
    • Explosion Minimum Damage: 400.0
    • Explosion Maximum Damage: 700.0
    • Explosion Outer Radius: 10.0m
    • Explosion Inner Radius: 5.0m
    • Shrapnel Count: 60
    • Shrapnel Damage: 5.0
    • Stagger Multiplier: 5.0x
    • Friendly Fire Multiplier: 0.1x
    • Push based on shooting during standing/crouching/jumping:
      • Standing: -14.0m
      • Crouching: -8.0m
      • Jumping: -18.0m

Dev Note: This is a meme weapon/tool and a little nod to one of the best sci-fi action-adventure game series ever made.

Weapon Tweaks + Fixes:

  • Medic Gun Rework:
    • Increased Max Delay Requirement for Ammo Refund from 0.5s to 10.0s (The maximum allowed delay in seconds between hitting the enemy and it dying.)
    • Decreased Baseline Projectile Count from 2 to 1 to prep for the different modes additions
    • Removed Last Hit kill requirement to refund ammo back
    • Increased Effective Range from 12.0m to 20.0m
    • Changed Recoil and Accuracy to be signifcantly more reliable
    • Increased Max Ammo from 100 to 110
    • Players hit by healing darts should no longer constantly complain or grunt in pain during its duration
    • Reworked the function of this gun by adding a keybind trigger to switch between three modes with different effects.
    • Different modes can be stack individually with each other, but not with the same mode. For example: Stagger(Mode 2) + Armor Shred(Mode 3)
    • Mode 1: Heal + Disinfection Property
      • Activated by using specific keybind trigger(Default Keybind: KeypadPeriod[KeyConfig3])
      • Fires 2 bullets
      • Removed DoT Stagger Multiplier of 0.5x
      • Applies to player targets:
        • Heal (stacks)
        • Disinfection (stacks)
      • Applies to enemy targets:
        • Toxin Damage(DoT)
          • Increased Precision Multiplier from 1.0x to 1.2x
          • Decreased Stagger Multiplier from 0.5x to 0.0x
        • Enemy Silence(CC stops non-boss tongue and projectile barrages)
    • Mode 2: Speed + Stamina Property
      • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Fires only 1 bullet
      • Projectile Color: Gold
      • Buffs and Debuffs do not stack, it will only refresh duration
      • Applies to player targets:
        • Movement Speed buff of +20% over a duration of 10.0s per bullet
        • Restore Stamina by +20% per bullet
      • Applies to enemy targets:
        • High Stagger Damage(DoT)
          • Decreased Total Damage from 25.0 to 1.0
          • Decreased Precision Multiplier from 1.0x to 0.0x
          • Increased Stagger Multiplier from 0.0x to 30.0x
        • Enemy Silence(CC)
    • Mode 3: Armor + Stamina Property
      • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
      • Fires only 1 bullet
      • Projectile Color: Purple
      • Buffs and Debuffs do not stack, it will only refresh duration
      • Applies to player targets:
        • Armor Resistance of +20% over a duration of 10.0s per bullet
        • Restore Stamina by +20% per bullet
      • Applies to enemy targets:
        • Armor Shred debuff of -20% over a duration of 10.0s per bullet
        • Weaker Toxin Damage(DoT)
          • Decreased Total Damage from 24.0 to 10.0
          • Decreased Precision Multiplier from 1.0x to 0.75x
          • Increased Stagger Multiplier from 0.5x to 1.0x
        • Enemy Silence(CC)

Dev Note: Here I am modifying the medic gun again. With these new changes, it will add a lot more complexity to the gun itself. Effectively making it the defacto "support" weapon.

  • HMG:
    • Added ThickBullet property:
      • Added 0.2m to projectile hitbox
  • LMG:
    • Added ThickBullet property:
      • Added 0.2m to projectile hitbox
  • Reserve MP1:
    • Added ThickBullet property:
      • Added 0.15m to projectile hitbox
  • MP2:
    • Added ThickBullet property:
      • Added 0.15m to projectile hitbox
  • Drum Mag AR:
    • Increased Reload Time from 2.5s to 2.8s
    • Added ThickBullet property:
      • Added 0.15m to projectile hitbox

Dev Note: It should feel a little less punishing to spray into a crowd in a general area

  • Full-Auto Light AR: Rework
    • Changed name from Full-Auto Light AR to 4-B Nade Launcher AR
    • Changed Scope Part (improved the FOV & zoom of this scope)
    • Changed Receiver Part
    • Changed Front Part
    • Changed Magazine Part
    • Changed Stock Part
    • Decreased Hipfire Spread from 1.4x to 1.0x
    • Decreased Aimed Spread from 0.6x to 0.4x
    • Decreased Direct Damage from 6.5 to 5.0
    • Decreased Clip Size from 30 to 20
    • Increased Reload Time from 1.7s to 2.2s
    • Increased Max Ammo from 305 to 400
    • Added Explosive property
      • Assault Rifle:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
        • Changes Accuracy and Recoil data to Bullpup
        • Direct Damage: 4.0
        • Burst Count: 4
      • Nade Launcher:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
        • Changes Accuracy and Recoil data to Rifle
        • Direct Damage: 1.0
        • Pulls from reserve ammo; does not use clip unless reserve is empty
        • Explosive Bullet Cost: -15
        • Explosion Minimum Damage(Inner): 25.0
        • Explosion Maximum Damage(Outer): 45.0
        • Explosion Outer Radius: 4.5m
        • Explosion Inner Radius: 2.5m
        • Stagger Multiplier: 2.0x
        • Damages Owner and Friendly
        • Friendly Fire Multiplier: 0.75x
        • Shrapnel Count: 10
        • Shrapnel Damage: 5.0
  • Semi-Auto AR Rework
    • Changed name from Semi-Auto Rifle to Semi/Full-Auto AK Rifle
    • Changed Scope Part
    • Changed Receiver Part
    • Changed Front Part
    • Changed Magazine Part
    • Changed Stock Part
    • Changed Flashlight Part
    • Decreased Direct Damage from 8.1 to 7.5
    • Increased Reload Time from 1.9s to 2.6s
    • Increased Clip Size from 20 to 45
    • Increased Max Ammo from 203 to 295
    • Added two modes: Switch between Semi-Auto and Full-Auto
      • Semi-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Full-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])

Dev Note: These two guns need a bit more love as they were basically two of the same. Also they sort of lacked identity compare to the other rifles.

  • Foam Pistol:
    • Increased Glue Bubble Expansion Speed from 0.1x to 0.25x
    • Switched ArmorShred to ShotModDebuff property:
      • Applies +30% increased base damage(excluding precision & stagger) debuff on an enemy target for all sources

Dev Note: With a lot of new options to foam targets, the Foam Pistol lost a lot of its place in the roster. So I am switching the armorshred to a "Increase Damage Taken" debuff on the target that is currently unique to this gun only.

  • Exp. Smart Rifle:
    • Changed Front Part
    • Changed Receiver Part
    • Added Trail Color similar to Glow Color
    • Decreased Projectile Speed from 45.0m to 25.0m per second
    • Decreased Projectile Lifetime from 30.0s to 10.0s
    • Increased Minimum Projectile Distance from 10.0m to 25.0m
    • Added Shrapnel property:
      • A simple failsafe mechanism to lower the impact of orbiting projectiles

Dev Note: Once a projectile times out around a target, a shrapnel similar to the original will spawn. This projectile will have a significantly stronger homing strength and angle which should properly hit its intended target more consistently. Orbiting projectiles might still get destroyed on a object or terrain.

  • Heavy Revolver:
    • Changed Stock Part to prevent a log spamming issue.
  • Tracker Pistol:
    • Changed Front Part(Scope Attachment)
  • Tracker PDW:
    • Changed Front Part
    • Changed Receiver Part
  • Tracker Rifle:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Increased Direct Damage from 35.1 to 40.1

Dev Note: While the Tracker Rifle is doing its job, I feel like its damage is still struggling to kill even smaller targets compare to DMRs. Also, I personally did not enjoy the look of the rifle.

  • Hemorrhage HEL Rifle:
    • Increased Effective Range from 26.0m to 35.0m
    • Decreased Lock-on Angle Requirement from 3 to 2 degrees
    • Decreased Lock-on Time from 1.0s to 0.5s
    • Increased Lock-on Decay Time from 0.6s to 0.8s

Dev Note: A very strong precision rifle, but its auto-aim feature felt very clunky. Hopefully this will make it more useable in chaotic moments.

  • Pump-Action Shotgun:
    • Increased Max Ammo from 58 to 70
  • Triple Barrel Shotgun:
    • Increased Max Ammo from 71 to 81
  • Explosive Burst Rifle:
    • Changed Receiver Part
    • changed Sight Part
  • Explosive Shotgun:
    • Changed Receiver Part
    • changed Front Part
  • Explosive Cannon:
    • Increased Maximum Explosion Damage from 45.0 to 50.0
    • Increased Minimum Explosion Damage from 35.0 to 40.0
  • W-Pen Sniper:
    • Changed Front Part
    • Changed Receiver Part
    • Changed Sight Part
    • Removed Magazine Part
    • Increased Push for both Standing & Jumping by +2.0m
    • Decreased Push for Crouching by -1.0m
  • Nano Gauss Rifle:
    • changed Receiver Part
    • Increased Push for both Standing & Jumping by +2.0m
    • Decreased Push for Crouching by -1.0m

Class Tweaks:

  • Updated GTFuckingXP mod
  • Specialist:
    • Increased Fog Repeller/Turbine Power from +80% to +100%
    • Increased Initial Ammo Penalty from -30% to -40%
    • Decreased Ammo Cost Efficiency Penalty from -30% to -20%

Dev Note: The Specialist should feel a lot more powerful against the Fog mechanics, but the constant buffs in recent patches should result in a nerf somewhere to counter balance.

  • Paramedic:
    • Decreased Ammo Cost Efficiency Penalty from -20% to -15%
  • Quartermaster:
    • Decreased Damage Penalty from -50% to -30%
    • Added Initial Tool Ammo Penalty of -20%

Booster Tweaks:

  • Added PingableJunkieSyringes mod by JarheadHME
    • Custom syringes weren't pingable which can cause some miscommunications
  • Revive Spd. & Health Muted Booster:
    • Increased Revive Speed bonus from +10% to +20%
  • Revive Spd. & Health Bold Booster:
    • Increased Revive Speed bonus from +15% to +25%
  • Revive Spd. & Health Aggressive Booster:
    • Increased Revive Speed bonus from +20% to +30%

Dev Note: The nature of revive speed works off the game's baseline 4.0s to 5.0s. So 45% is not worth a lot to risk taking all three boosters, now its 75% in the right condition which feel much more impactful.

Tool Tweaks + Fixes:

  • Updated ExtraToolCustomization mod
  • Updated DescriptiveWeaponStatShower mod
    • Fixed custom turrets not having any stats shown in the tool select sceen
  • Fog Repeller Consumable:
    • Decreased Minimum Consumable Loot Count from 5 to 4
    • Decreased Maximum Consumable & Carry Limit Loot Count from 10 to 8
  • Search & Rescue Tool: Improvement
    • Increased Max Ammo from 30 to 40
    • Removed Shell Casing ejection sound effects
    • Removed 3D Shooting sound effects for other players within the lobby
    • Changed aimed function to keybind-based modes
      • Mode 1:
        • Glowstick Launcher
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
        • Decreased Projectile Speed from 30.0m to 25.0m per second
      • Mode 2:
        • Fog Repeller Launcher
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
        • Decreased Projectile Speed from 20.0m to 15.0m per second

Dev Note: You should no longer hear your teammate's vanilla default gun shots when using these weapons, only the appropriate ones.

  • 4-Burst Sentry:
    • Decreased Burst Delay from 2.0s to 1.8s

Dev Note: I want to slightly lower the Burst turret's clunkiness to be a bit more reliable on maps that have tight corners.

  • Missile Sentry:
    • Added text description for traits
    • Fixed explosion not having friendly fire multiplier. Oopsie...
    • Increased Friendly Fire Multiplier from -50% to -70%
  • Exterminatus Flamer:
    • Removed Shell Casing ejection sound effects
    • Removed 3D Shooting sound effects for other players within the lobby
    • Changed Scope Part
    • Decreased Direct Damage from 1.0 to 0.5
    • Decreased Projectile Glow Intensity from 0.25 to 0.05 (still bright, but not as before)
    • Increased Clip Regen Delay from 3.0s to 5.0s

Dev Note: I removed the scope as it was pointless; replaced with iron sight. Also the long exposure to the flamethrower was giving me eye strain...

Melee Tweaks + Fixes:

  • Spear:
    • Increased Armor Pierce from +15% to +20%
    • Added Push Property when sprinting and charging heavy:
      • Sprint + Charge: 8.0m
        • Based on charge amount starting from 50%(4.0m) to 100%(8.0m)
    • Added ShotMod Property when sprinting and charging heavy:
      • Increases damage of melee by +30%
        • Based on charge amount starting from 50%(+15%) to 100%(+30%)

Dev Note: While I want to keep the Spear as a stealth melee. The knife is simply just too good at its job, and I do not want to nerf it. Instead I give the Spear more skill expression. You can use this lunge for a speed boost or kill a target quickly. Time it correctly and you can kill without alerting the room.

  • Sledgehammer:
    • Fixed armor shred modifier not working correctly
    • Increased Armor Shred from -30% to -40%

Syringe Fixes:

  • Fixed issue with SyringeID and ItemID duplications when descending on a rundown
  • Fixed multiple instances of same syringe distribution in the same rundon.

Miscellaneous Fixes:

  • Changed the wording on the pack's tagline description again
  • Updated README.md file
  • Updated CHANGELOG.md file
    • Fixed typos in CHANGELOG.md for v2.2.0
    • Removed old patch notes pre-v2.0 to save space for Thunderstore character limit. Check Github Repo for old changelog.

v2.2.0

Mod Updates + Additions:

  • Added WeaponIconPlus mod by GTFOModding
  • Added Minimap mod by HazardousMonkey
    • Located at Bottom Left section.
    • Change config settings to fit your needs.
    • Toggle default key: M (Recommend you either change your default Map key or this one. I use TAB for my map keybind)
    • Zoom Control: ALT + WheelDown/WheelUp
    • Recommended(optional) HUD size settings:
      • Compass: 80%
      • Inventory: 100% - 120%
      • Chat: 90%
      • Statusbar: 100%
      • Subtitles: 100%
      • Objective: 90%
      • Intel: 90%
  • Updated EnemyAnimationFix mod
  • Updated MirrorWeapons mod
  • Updated GTFuckingXP mod
    • The in-game HUD for class information will properly hide itself during menus such as the map screen and ESC menu. No longer a wall of text will block teammate information.
  • Updated SpreadStartingAmmo mod
  • Updated Amorlib mod
  • Updated BetterBots mod
  • Updated EEC H mod
  • Added Spectate mod by food
    • Spectate your teammates upon death(downed)

Class Tweaks:

  • Updated GTFuckingXP mod

    • Removed DoubleJump mod dependecy (You're free to remove this mod)
  • Improved text organization on class selection screen to improve readability.

  • HEL Diver:

    • Changed class description to match tone similar to the other B-Company Division members
  • Specialist:

    • Increased Glue Strength & Efficiency from +25% to +30%
    • Increased Fog Repeller/Turbine Power from +75% to +80%
    • Increased Glowstick Power from +150% to +175%
  • Field Technician:

    • Increased Initial Tool Ammo from +40% to +50%
    • Decreased Sentry Damage from +50% to +40%

Weapon Tweaks:

  • Updated ExtraWeaponCustomization mod
  • Reworked Maximum Effective Range for all guns: (At this range, guns will do minimal damage)
    • All gun's maximum effective range has been either decreased or increased to be double of the minimum effective range. For example: minimum of 25.0m will have 50.0m maximum range.
    • You won't feel much difference on smaller rooms or maps. You might feel some difference on medium rooms. And you will feel especially on larger rooms.
    • Of course the exception are short-range guns(Shotguns and SMGs) will require players to fight in closer engagments. So to compensate, their low effective ranges were slightly increased.
  • Improved Visual Lerp Distance for projectile guns for better visual feedback when shooting.
  • Projectiles now trigger tripmines.
  • Triple Barrel Shotgun:
    • Increased Effective Range from 5.0m to 6.0m
  • Pump Action Shotgun:
    • Increased Effective Range from 6.0m to 7.0m
  • Explosive Shotgun:
    • Increased Effective Range from 6.0m to 7.0m
  • Reserve MP1:
    • Increased Effective Range from 5.0m to 6.0m
  • MP2:
    • Increased Effective Range from 6.0m to 7.0m
  • Hemorrhage Shotgun:
    • Increased Effective Range from 8.0m to 9.0m
  • Foam Shotgun:
    • Increased Effective Range from 8.0m to 9.0m
  • Tracker PDW:
    • Increased Effective Range from 9.0m to 10.0m
  • Tracker Pistol:
    • Increased Effective Range from 11.0m to 12.0m
  • Added Hitmarker Cooldown of 1.0s for all DoT weapons to prevent excessive sound effects.
  • Medic Gun:
    • Changed Sight Part
    • Changed Receiver Part
  • Exp. Smart Rifle:
    • Changed Sight Part
  • MP2:
    • Added Sight Part
    • Decreased Aim Spread from 0.5x to 0.4x
    • Increased Clip Size from 50 to 60
    • Increased Max Ammo from 737 to 747
  • Explosive Shotgun:
    • Added Shrapnel property
      • Shrapnel Damage: 5.0
      • Shrapnel Count per bullet: 2
      • Shrapnel Pierce: 1.0
  • Triple Barrel Shotgun:
    • Added Push property when using Aim Trait
      • Standing/Crouching/Jumping: -12.0m
  • Bolt Pistol:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -2.0m
      • Crouching: -1.0m
      • Jumping: -4.0m
  • Heavy Revolver:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -2.0m
      • Crouching: 1.0m
      • Jumping: -4.0m
  • Nano Gauss Rifle:
    • Changed Explosion SFX to be a bit more squishy
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -5.0m
      • Crouching: -3.0m
      • Jumping: -10.0m
  • W-Pen Sniper Rifle:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -4.0m
      • Crouching: -2.0m
      • Jumping: -8.0m
  • Reserve HMG:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -0.05m
      • Crouching: 0.0m
      • Jumping: -0.1m
  • LMG:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -0.3m
      • Crouching: 0.0m
      • Jumping: -0.5m
  • Explosive Shotgun:
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -3.0m
      • Crouching: -1.0m
      • Jumping: -6.0m

Tool Addition & Tweaks:

  • Updated ExtraToolCustomization mod
  • Changed name of Autotek Tagged Sniper Turret to Autotek Bio-Tag Sniper Turret
  • Explosive Mine Deployer:
    • Changed name of Krieg Homeland Defense to Krieg Homeland Defense Tool
    • Decreased Max Ammo from 16 to 12
    • Increased Minimum Effective Distance from 5.0m to 6.0m
    • Increased Maximum Effective Distance from 10.0m to 12.0m
    • Decreased Beam Length from 20.0m to 12.0m to match with its max effective range
    • Increased Placement Time from 1.0s to 1.5s
    • Increased Placement Cooldown from 1.0s to 1.5s
    • Increased Pickup Time from 1.0s to 2.0s
    • Increased Placement Range from 2.5m to 6.0m
  • Consumable Foam Tripmine:
    • Increased Firing Delay from 0.0s to 0.1s
    • Increased Minimum Effective Distance from 2.5m to 3.0m
    • Decreased Maximum Effective Distance from 12.0m to 10.0m
    • Decreased Beam Length from 20.0m to 10.0m
    • Decreased Foam Bubble Count from 17 to 15
    • Increased Placement Range from 2.5m to 3.0m
    • Decreased Placement Cooldown from 2.0s to 0.5s
  • Consumable Explosive Mine:
    • Increased Placement Range from 2.5m to 3.0m
  • Advanced Bio Tracker:
    • Changed name from Advanced Thermal Tracker to Techman Advanced Thermal Tracker
    • Increased Equip Time from 1.0s to 1.5s
    • Decreased Aim Transition Time from 0.5s to 0.25s
  • C-Foam Launcher:
    • Increased Max Ammo from 156 to 178
  • 4-Burst Turret:
    • Increased Direct Damage from 4.6 to 5.2
    • Decreased Shot Delay from 0.1s to 0.05s
  • Shotgun Turret:
    • Increased Direct Damage from 5.9 to 6.0
    • Increased Pellet Count from 7 to 8
    • Decreased Shot Delay from 1.0s to 0.75s
    • Increased Max Ammo from 91 to 121
  • HMG Turret:
    • Increased Direct Damage from 1.6 to 1.7
  • Sniper Turret:
    • Increased Direct Damage from 85.5 to 90.5
  • Added four NEW tools! C-Foam Snare, Cave & Rescue, Exterminatus Flamer and Rocket Sentry
  • C-Foam Snare:(C-Foam Mine Deployer):
    • Max Ammo: 15
    • Firing Delay: 0.5s
    • Minimum Effective Distance: 7.5m
    • Maximum Effective Distance: 15.0m
    • Beam Length: 15.0m
    • Foam Bubble Count: 25
    • Placement Range: 6.0m
    • Placement Time/Cooldown/Pickup: 2.0s
  • Mastaba Search & Rescue:
    • Primary Fire mode: Glowstick Launcher
      • Costs: 1 ammo per shot
      • Will trigger booster conditionals
      • Effected by boosters/class
    • Secondary Fire mode: Fog Repeller Launcher
      • Costs: 2 ammo per shot
      • Will trigger booster conditionals
      • Effected by boosters/class
    • Max Ammo: 30
    • Silence:
      • Wake Up Radius: 4.0m
      • Alert Radius: 8.0m
      • Alert Amount: 40% (Sleepers awake at 100%)
  • Bio-Tag Rocket Turret:
  • There is no stat description for this turret because of issues with vanilla GTFO not playing nice with another mod. Unfortunately, I cannot fix it on my end. Please refer to the wiki for stats.
    • Direct Damage: 5.0
    • Explosive Damage: 40.0
    • Explosive Radius: 4.5m
    • Shot Delay: 4.5s
    • Max Ammo 20
    • Shrapnel Count: 40
    • Shrapnel Damage: 5.0
    • Ballistic Type: Homing Projectile
    • Homing Priority: Highest HP
    • Homing Targeting: Body
    • Fires only at Tagged targets
    • Effective Range: 40.0m
    • Friendly Fire: 50% (Otherwise everyone will die)
    • Placement Time: 0.5s
    • Pickup Time: 1.5s
    • Deploy Time: 6.0s
    • Scan Delay: 1.0s
    • Scan Color: Purple
  • Exterminatus Flamer:
    • Direct Damage: 1.0
    • Multishot: 5.0x
    • Bullet Hit Size: +0.5m
    • Pierce Targets: 2.0
    • Stagger Multiplier: 10.0x
    • Ballistics Type: Slow Projectile Gravity
    • Projectile Speed: 8.0m per second
    • Projectile Lifetime: 5.0s
    • Damage-Over-Time per Stack: 6.0
    • DoT Stack Limit: 10
    • DoT Duration: 10.0s
    • Damage Interval: 2.0x
    • DoT Stagger Multiplier: 1.0x
    • DoT Friendly Multiplier: 0.5x
    • Cannot Reload, Clip Regen from Reserves after Firing
    • Clip Regen: 5.0 per second
    • Clip Regen Delay: 3.0s
    • Max Ammo: 1000
    • Clip Size: 100
    • Explosion on Death, applies 1 stack of DoT
    • Explosion Damage: 1.0
    • Explosion Radius: 3.5m
    • Explosion Stagger Multiplier: 5.0x
    • ChargeUp Time: 0.4s
    • Slow Fire Rate, must Accelerate to increase Fire Rate
    • Flames will ricochet off of walls at an extremely slow speed
    • Flames will "stay" on the ground up to a few seconds which will apply damage

Melee Tweaks:

  • Sledgehammer:
    • Increased Armor Shred Duration from 4.0s to 4.5s

Booster Tweaks:

  • Changed text from 99 Uses Left to Infinite Uses
  • Initial Main/Special Ammo Muted Booster:
    • Fixed boosters showing the wrong value of 14%
  • Initial Main/Special Ammo Aggressive Booster:
    • Increased Main/Special ammo bonus from 25% to 35%
  • Initial Tool Ammo Muted Booster:
    • Increased Tool ammo bonus from 10% to 15%
  • Initial Tool Ammo Aggressive Booster:
    • Increased Tool ammo bonus from 20% to 35%
  • Regen Cap/Speed Bold Booster:
    • Changed Condition from Human Proximity to Glowstick Radius
  • Tripmine Damage Bold Booster:
    • Changed Condition from Holding Tool to Human Proximity

Miscellaneous Tweaks + Fixes:

  • Moved Minimap location
  • Fixed various issues:
    • Fixed errors of duplicate weapon gear parts
    • Fixed Gear Category duplicate data blocks
    • Fixed errors with Template.json in EWC being loaded
    • Fixed errors regarding reserve shotgun and explosive shotgun's spread being not considered
  • Updated README.md file
    • Added more tools into the tool section
    • Improved the tagline of the modpack to better describe the modpack's vision
  • Removed old Dev Notes up v2.1.0 in CHANGELOD.md to make space. Old changelog with all dev notes will be kept up in Github repo.

v2.1.0

Mod Updates:

  • Updated EnemyAnimationFix mod
  • Updated AmorLib mod
  • Updated ModifierAPI mod
  • Updated ExtraWeaponCustomization mod
  • Updated ExtraSyringeCustomization mod
    • Removed MovementSpeedAPI mod
  • Added StrongerPlayer mod by Chaxi
    • Ability to sprint while holding onto objective items such as Fog Turbines, Battery Cells, and other large objects that require both hands.

Enemy Tweaks:

  • Stalker(Snatcher):
    • Decreased Health from 3500 to 700
    • Decreased Damage Until React from 2000 to 500
    • Decreased Bodypart Health from 2500 to 600
    • Increased Initial Held Damage from 0.0 to 5.0
    • Decreased Tag Time from 30.0s to 20.0s
    • Increased Dash Cooldown from 5.0s to 13.0s
    • Increased Runaway Duration from 5.0s to 13.0s
    • Increased Dash Speed Modifier from 1.0x to 2.0x
  • Kraken(Boss):
    • Decreased Health from 9000 to 7000
    • Increased Bodypart Health from 1800 to 2000
  • Tank:
    • Decreased Glue Tolerance from 25.0 to 20.0

Weapon Tweaks:

  • Nano Gauss Rifle:
    • Decreased Shrapnel(Gobules) count from 20.0 to 10.0
    • Increased Shrapnel(Gobules) damage from 2.0 to 4.0

Misc. Tweaks:

  • ChatterReborn:
    • Removed banter whenever someone carried the Fog Turbine.

v2.0.10

  • Emergency Hotfix:
    • Updated MovementSpeedAPI mod
    • Added MovementSpeedAPI mod back into the manifest

v2.0.9

Mod Update & Fixes:

  • Updated ExtraWeaponCustomization mod
  • Updated ExtraToolCustomization mod
  • Updated GTFuckingXP mod
  • Added EnemyAnimationFix mod by Dinorush
    • Fixes several enemy bugs for both clients and host regarding their animations and attack behavior.
  • Added DMRReloadFix mod by randomuserhi
    • Fixes an annoying bug when reloading guns that leaves 1 bullet missing in the magazine.
  • Added DoorEnemyFixUpdated mod by Dinorush
    • Fixes Tripmines and C-Foam touching enemies through closed doors which will cause them to trigger prematurely and waste the resource.
  • Added ReDownFix mod by Dinorush
    • Fixes clients getting downed from taking any damage shortly after a revive. This is to prevent players from getting killed immediately after a successful revive caused by the long animation.
  • Added PierceBugFix mod by tru0067
    • Fixes piercing so that piercing shots hit the advertised number of enemies. Originally piercing beyond five were ignored by the system and some enemies used up more than one piercing; effectively decreasing their utility.

Class Tweaks:

  • Added Melee Attack Speed modifier to certain classes.
  • Marine:
    • Increased Bleed Resistance from +70% to +90%
    • Increased Projectile Armor boon from +30% to +40%
    • Added Melee Attack Speed property
      • Class decreases Melee Attack Speed by -50%
  • Shock Trooper:
    • Fixed typos within the text description
    • Fixed class not showing the Health Regen bonus when in-game
    • Removed Melee Damage property of +20%
    • Added Melee Attack Speed property
      • Class increases Melee Attack Speed by +30%
  • Abhuman:
    • Increased Melee Damage from +75% to +100%
    • Increased Terminal & Sentry CPU penalty from -50% to -70%
    • Added Melee Attack Speed property
      • Class decreases Melee Attack Speed by -30%
  • Deprived:
    • Increased Projectile Armor penalty from -50% to -60%
    • Added Melee Attack Speed property
      • Class increases Melee Attack Speed by +50%

Booster Tweaks:

  • Initial Main/Special Ammo Boosters:
    • Increased Muted Ammo Bonus from +10% to +15%
    • Increased Aggressive Ammo Bonus from +20% to +25%
  • Bold Melee Boosters:
    • Changed Booster Condition from Low Health to Glowstick Radius
    • Changed Booster Condition from High Health to Fog Repeller Radius

Melee Tweaks:

  • Sledge Hammer:
    • Decreased Stamina Cost while in combat from 35% to 30% per Heavy swing.
  • Spear:
    • Decreased Stamina Cost while in combat from 35% to 25% per Heavy swing.
    • Decreased Stamina Cost while out of combat from 30% to 25% per Heavy swing.
    • Decreased Stamina Cost while in combat from 25% to 20% per Light swing.

Misc. Fixes:

  • Fixed wording in v2.0.7 changelog that stated Striker Giant's new Body Part Health was 1.0 when it should have been 175.0.

v2.0.8

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

v2.0.7

Weapon Tweak:

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

Enemy Body Part Health Tweaks:

  • Striker:
    • Decreased Body Part Health from 24.0 to 20.0
  • Nightmare Striker:
    • Decreased Body Part Health from 51.5 to 31.5
  • Striker Charger:
    • Increased Body Part Health from 12.0 to 22.0
  • Striker Giant:
    • Decreased Body Part Health from 450.0 to 175.0
  • Nightmare Striker Giant:
    • Decreased Max Health from 900.0 to 600.0
    • Decreased Hit Reaction Threshold from 960.0 to 200.0
    • Decreased Body Part Health from 900.0 to 250.0
  • Nightmare Needler:
    • Decreased Body Part Health from 27.5 to 20.5
  • Nightmare Scout:
    • Decreased Body Part Health from 120.0 to 80.0
  • Stalker:
    • Decreased Max Health from 4000.0 to 3500.0
    • Decreased Body Part Health from 4000.0 to 2500.0
    • Decreased Tag Time from 60.0s to 30.0s

Enemy Fixes & Tweaks:

  • Removed Projectile Settings from EEC to prevent issues with enemy abilities.
  • Nightmares Variants:
    • Decreased Projectile Infection Rate from 1% to 0.5%
  • Enemy Bleed Effect:
    • Enemy Bleed NO longer stacks; continued application can refresh active bleed duration
    • Fixed Bleed doing the wrong amount of damage
    • Added Bleed properties to Scouts(except Nightmare Scouts)
    • Increased Bleed Damage from 0.4% to 2%
    • Increased Damage Interval from 1.0s to 2.0s
    • Increased Bleed Duration from 5.0s to 10.5s
  • Flyer:
    • Decreased Explosion Minimum Range from 2.5m to 2.0m
    • Decreased Explosion Maximum Range from 5.0m to 4.0m
  • Shadow:
    • Decreased Infection Fog Rate from 0.5% to 0.3% per second
    • Decreased Infection Fog Duration from 35.0s to 30.0s

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.

v2.0.5

Mod Additions:

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

Weapon Fixes & Tweaks:

  • Bolt Pistol:
    • Increased Precision Multiplier from 0.6x to 0.7x
    • Increased Stagger Multiplier from 1.5x to 2.0x
  • Tracker Rifle:
    • Increased Direct Damage from 28.1 to 35.1
    • Increased Precision Multiplier from 1.2x to 2.0x
    • Decreased Stagger Multiplier from 2.0x to 1.5x
  • Nano Gauss Rifle:
    • Increased Direct Damage from 50.5 to 55.5
    • Increased Projectile Speed from 60 to 65
    • Increased Projectile Hit Size by 0.2m
    • Increased Precision Multiplier from 2.0x to 4.0x
    • Increased Stagger Multiplier from 1.5x to 2.0x
  • Sniper Rifle:
    • Increased Armor Pierce from 10% to 20%
    • Increased Precision Multiplier from 4.0x to 6.0x
  • Reserve HMG:
    • Increased Stagger Multiplier from 1.8x to 2.0x
    • Once again trying to fix this gun's first person model after fixing the third person model from a previous patch.

Turret Fixes & Tweaks:

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

Tool Fixes & Tweaks:

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

Enemy Fixes & Tweaks:

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

Class Fixes:

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

v2.0.4

Updates:

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

Weapon Fixes:

  • Foam Pistol:
    • Fixed the improper armor shred values during foam. It should properly apply the -20% armor debuff(increasing damage from most sources).
  • Medic Gun:
    • Added Ammo Mod property
    • Killing an enemy with the venom darts will restore 1.0 ammo back into the reserve.
      • Does NOT refund more than 1 dart per kill.
  • Fixed HEL Revolver and Heavy Revolver's ricochet bullet using the old version of the revolver's stat.
  • HEL Revolver:
    • Decreased Ricochet's Direct Damage from 13.6 to 5.0
    • Increased Ricochet's Precision Multiplier from 1.1x to 3.5x (Lower than baseline by 0.75x)
    • Decreased Ricochet's Stagger Multiplier from 1.0x to 0.65x (Lower than baseline by 0.2x)
    • Decreased Ricochet's Effective Range from 50.0m to 20.0m
  • Heavy Revolver:
    • Decreased Ricochet's Direct Damage from 35.9 to 10.0
    • Increased Ricochet's Precision Multiplier from 1.1x to 5.5x (Lower than baseline by 0.75x)
    • Decreased Ricochet's Stagger Multiplier from 1.0x to 0.7x (Lower than baseline by 0.2x)
    • Decreased Ricochet's Effective Range from 50.0m to 20.0m

Melee Fixes & Tweaks:

  • Fixed melee weapons using the wrong noise levels:
    • 0: Wakes up sleepers in 7m from hitting locks or the ground.
    • 1: Wakes up sleepers in 4m from hitting locks or the ground. Also has reduced chance to trigger long range aggro
      • Knife: 1
      • Spear: 1
      • Sledgehammer: 0
      • Bat: 0
  • Sledgehammer:
    • Removed Armor Pierce property
    • Added Armor Shred property
      • Applies armor shred of -30% for 4.0s on hit; non-stackable
      • Requires charge up bar of 40% to acquire half of the armor shred modifier.
      • Requires charge up bar of 100% to acquire full armor shred debuff.
      • Any charge in-between will give varying armor shred values.
  • Knife:
    • Increased Light Backstab Multiplier from 2.0x to 2.1x
    • Increased Heavy Backstab Multiplier from 2.5x to 2.6x
    • Decreased Total DoT Damage from 6.0 to 5.0
    • Decreased stack limit from unlimited to 4
    • Increased DoT timer from 3.0s to 4.0s (takes a little longer to reach total damage)
  • Spear:
    • Removed can hit multiple targets, unintentional.
    • Increased Armor Pierce bonus from +10% to +15%
  • Bat:
    • Decreased Explosion Damage from 10.0 to 5.0
    • Increased Explosion Stagger Multiplier from 1.5x to 3.5x

v2.0.3

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

Mod Updates:

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

Enemy Tweaks:

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

Weapon Fixes:

  • Reserve HMG:
    • Fixed third person model of the gun being upside down.
  • HEL Revolver:
    • Fixed HEL Revolver not having proper reload animations.
    • Changed Stock Part
  • Explosive Cannon:
    • Decreased ChargeUp Time from 0.9s to 0.8s
    • Fixed Aimed Acceleration modifier not working. It should properly fire quickly again.

v2.0.2

Tweaks:

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

Syringe Fixes:

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

Fixes:

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

v2.0.1

Class Tweaks:

  • Courier:
    • Increased Infection/Explosion/Bullet/Bleed Res. penalty from 70% to 80%
    • Removed Initial Tool Ammo bonus.
  • Field Technician:
    • Decreased Sentry CPUs from +30% to +20%
  • Abhuman:
    • Decreased Bioscan Speed & Recharge Speed penalty from -50% to -40%

Enemy Tweaks:

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

Weapon Tweaks & Fixes:

  • Removed Relax position for all guns to prevent some animation issues.
  • Foam Pistol:
    • Increased Foam & Armor Shred Duration from 6.0s to 10.0s
    • Decreased Armor Shred debuff from -30% to -20%
  • HEL Shotgun: Rework
    • Renamed Buckland HEL Shotgun to Buckland Foam Shotgun
    • Fixed accidental mistake of this gun using (HEL) booster effect, it should say it is using Shotgun modifier.
    • Foam Shotgun will have two different stats based on hipfire and aim mode.
    • Hipfire: Shotgun
      • Fire Mode: Semi-Auto
      • Direct Damage: 9.5
      • Pellet Count: 6
      • Effective Range: 8.0m
      • Magazine Size: 8
      • Max Ammo Capacity: 66
      • Reload Time: 2.0s
      • Ammo Cost per shot: -1
      • Pierce Limit: 1
    • Aimed: Foam
      • Fire Mode: Semi-Auto
      • Foams on Enemy Hit only
      • Foam Duration: 5.0s
      • Foam does NOT barricade doors
      • Ammo Cost per shot: -2
      • Movement Speed of +20%
      • Speed Duration: 5.0s
    • Changed Front Part
    • Changed Receiver Part
    • Changed Sight Part
  • Single Slugger:
    • Changed Front Part
    • Changed Sight Part
  • LMG:
    • Decreased Direct Damage from 8.2 to 8.0
    • Increased Magazine Size from 70 to 100
    • Increased Max Ammo Capacity from 413 to 500
  • Reserve HMG:
    • Decreased Direct Damage from 4.6 to 4.0
    • Increased Stagger Multiplier from 1.7x to 1.8x
    • Increased Max Ammo Capacity from 885 to 1000
    • Changed Magazine Part
    • Changed Stock Part
  • Heavy Rifle:
    • Changed Sight Part
    • Increased Direct Damage from 3.0 to 3.1
    • Increased Magazine Size from 60 to 70
    • Increased Max Ammo Capacity from 452 to 528
  • Burst Cannon:
    • Fixed the gun having the wrong temporary stats while aiming.
  • Triple Barrel Shotgun:
    • Decreased Direct Damage from 5.0 to 4.0
    • Increased Reload Time from 1.4s to 1.5s
    • Decreased Equip Time from 0.33s to 0.2s
    • Added Melee Damage modifier
      • Grants non-stacking melee buff of +25%
      • Over a duration of 3.0s
      • Activates on Enemy Hit only

Melee Tweaks:

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

Player Tweaks:

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

Misc.

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

v2.0.0 Final Major Update

Weapon Rework(Precision & Stagger Multiplier):

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

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

Weapon Rework(Hipfire/Aimed Spread):

  • Changes made to both hipfire spread and aimed spread for all guns to further differentiate between precision and spray weapons. Some weapons might be an exception to this rule.
    • Moderately increased Aimed spread for all spray guns(Scatter).
      • Slightly decreased Hipfire spread.
    • Moderately increased Hipfire spread for all precision guns(Stabilized).
      • Slightly increased Aimed Spread for some guns.
  • Added Weapon Class definition for each gun:
    • All Spray guns are classified as Scatter
    • All Precision guns are classified as Stabilized
    • All Mixed guns are classified as Hybrid
    • Any Support guns are classified as Utility
Weapon Name Hipfire (Old) Hipfire (New) Aimed (Old) Aimed (New) Class
Tracker Pistol 1.00x 1.30x 0.00x 0.05x Stabilized
Foam Pistol 0.50x 0.40x 0.00x 0.00x Utility
HEL Revolver 2.00x 2.50x 0.00x 0.15x Stabilized
MP2 1.90x 1.40x 0.00x 0.50x Scatter
Reserve MP1 2.10x 1.70x 0.00x 0.80x Scatter
5-B Bullpup 2.50x 2.00x 0.00x 1.00x Scatter
Hemostasis Medic Gun 0.05x 0.10x 0.00x 0.00x Utility
Tracker PDW 1.25x 1.00x 0.00x 0.60x Scatter
Heavy SMG 2.00x 2.30x 0.00x 0.30x Stabilized
3-B Carbine 1.00x 1.30x 0.00x 0.40x Hybrid
DMR 0.50x 1.00x 0.00x 0.10x Stabilized
Double-Tap 2.50x 2.00x 0.00x 0.50x Hybrid
Heavy Rifle 2.00x 1.60x 0.00x 0.90x Scatter
Explosive Burst Rifle 2.50x 2.00x 0.00x 0.60x Hybrid
Assault Rifle 1.00x 1.50x 0.00x 0.30x Stabilized
Triple-Barrel* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
HEL Shotgun* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Single Slugger* 0.00x* 0.00x* 0.00x* 0.00x* Stabilized
AR-30 2.00x 1.40x 0.00x 0.60x Scatter
Experimental Smart Rifle 1.25x 1.50x 0.00x 0.20x Stabilized
Pump-Action* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Hemorrhage Shotgun* 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Explosive Shotgun * 0.00x* 0.00x* 0.00x* 0.00x* Scatter
Choke Shotgun* 0.00x* 0.00x* 0.00x* 0.00x* Hybrid
Heavy Revolver 1.00x 1.50x 0.00x 0.30x Stabilized
LMG 2.00x 1.60x 0.00x 1.00x Scatter
Reserve HMG 3.00x 2.40x 0.00x 1.50x Scatter
Explosive Cannon 0.50x 0.70x 0.10x 0.30x Hybrid
Hemorrhage HEL 1.70x 2.20x 0.00x 0.10x Stabilized
Bolt Pistol 2.00x 2.50x 0.00x 0.15x Stabilized
Tracker Rifle 2.50x 5.00x 0.00x 0.00x Stabilized
Sniper Rifle 1.00x 10.00x 0.00x 0.00x Stabilized
Nano Gauss Rifle 2.00x 7.50x 0.00x 0.00x Stabilized
  • *Shotguns do not use regular spread, they use Shotgun Cone Size and Shotgun Bullet Spread

Weapon Changes(Gear Parts):

  • Added O9 Custom GearPart mod by Ound9

  • Added DS2 Custom Gear Parts mod by DarkEmperor

  • Changed/Added/Removed Gear Parts for some of the guns.

  • Hemostasis Medic Gun:

    • Changed Front Part to resemble a "sniper rifle" inspired by a certain female egyptian sniper
    • Changed Sight Part
    • Changed Magazine Part
    • Changed Receiver Part
  • Heavy SMG:

    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Sight Part
  • Pump-Action Shotgun:

    • Changed Receiver Part
  • Hemorrhage Shotgun:

    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Stock Part
  • Experimental Smart Rifle:

    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Stock Part
  • Explosive Shotgun:

    • Changed Front Part
    • Changed Receiver Part
    • Changed Sight Part
    • Changed Stock Part
  • Heavy Revolver:

    • Changed Front Part to have a scope
    • Changed Stock Part
  • LMG:

    • Changed Magazine Part
  • Reserve HMG:

    • Changed Front Part into a Minigun (Yes I know it's not )
    • Changed Stock Part
    • Changed Receiver Part
  • Explosive Cannon:

    • Changed Front Part to look like a grenade launcher
    • Removed Magazine Part
    • Changed Receiver Part
    • Removed Sight Part
  • Hemorrhage HEL:

    • Changed Front Part
    • Changed Receiver Part
    • Changed Magazine Part
    • Changed Sight Part
  • Bolt Pistol:

    • Changed Front Part
  • Sniper Rifle:

    • Changed the Scope Part to also have a thermal attachment as well as a scope
  • Nano Gauss Rifle:

    • Changed the Front Part to resemble a Railgun
    • Changed Scope Part
    • Changed Receiver Part
    • Changed Stock Part
    • Removed Magazine Part
  • HMG Turret:

    • Changed Front Part
    • Changed Receiver Part
  • Shotgun Turret:

    • Changed Front Part

Weapon Tweaks:

  • Properly rearranged weapon's list based on alphabetical order.
  • Updated ExtraWeaponCustomization mod to v3.7.11
  • Bots and Turrets can now utilize most of EWC's custom properties. For example explosive, biotag, projectile(not recommended, they will miss a lot), and etc.
  • Switched WeaponStatShower mod by DacreDOLOLO to DescriptiveWeaponStatShower by Amorously.
    • Feel free to remove the WeaponStatShower mod from the list. It will still be fine to have both, but the newer version will be loaded instead of the original mod.
  • Added a brief description for all guns with traits.
  • Added sound effects for some weapons with missing and awkward animations.
  • Added AmorLib mod by Amorously. A new dependency for EWC with v3.7.11 update.
  • Fixed some weapons with incorrect sub-names such as Thermal Subgun to Thermal Bio-Tag Subgun
  • Hemostasis Medic Gun:
    • Increased Direct Damage from 0.1 to 1.0
  • Nano Foam Pistol:
    • Increased Direct Damage from 0.1 to 1.0
    • Increased Armor Shred debuff from 20% to 30%
    • Decreased Armor Shred cap from 40% to 30%
    • Increased duration of both Armor Shred and Foam from 5.0s to 6.0s
    • Added sound effect once the magazine reaches 6.0; even while holstered.
  • HEL Revolver: Rework
    • Decreased Direct Damage from 13.6 to 5.0
    • Increased Precision Multiplier from 0.9x to 4.2x
    • Decreased Max Ammo Capacity from 128 to 116
    • Decreased Reload time from 2.2s to 2.1s
  • Heavy Revolver: Rework
    • Renamed from Bataldo Heavy Revolver to Van Auken Heavy Revolver
    • Decreased Direct Damage from 35.9 to 10.0
    • Increased Precision Multiplier from 0.95x to 6.2x
    • Decreased Max Ammo Capacity from 118 to 106
    • Decreased Reload time from 2.15s to 2.1s
  • 5-B Bullpup:
    • Increased Max Ammo Capacity from 442 to 508
  • Tracker PDW:
    • Increased Direct Damage from 3.0 to 3.2
    • Increased Magazine Size from 20 to 22
    • Decreased Max Ammo Capacity from 412 to 388
  • Heavy SMG:
    • Increased Shot Delay from 0.12s to 0.20s
    • Increased Direct Damage from 5.7 to 6.0
    • Decreased Max Ammo Capacity from 391 to 379
  • 3-B Carbine:
    • Increased Direct Damage from 3.3 to 3.4
  • Single Slug Shotgun:
    • Decreased Direct Damage from 55.6 to 55.0
    • Increased Max Ammo Capacity from 51 to 60
    • Increased Reload Time from 1.3s to 2.0s
    • Added Reload Speed modifier on Kill
      • Any enemy kill with the slugger will lower the reload time from 2.0s to 1.0s for a short duration
      • The buff duration is 2.5s
  • Heavy Rifle:
    • Increased Max Ammo Capacity from 434 to 452
  • Medic Gun:
    • Increased Healing from 0.5% to 0.62% per tick
  • Assault Rifle:
    • Increased Direct Damage from 6.9 to 8.1
    • Decreased Magazine Size from 25 to 20
    • Decreased Max Ammo Capacity from 221 to 203
    • Increased Shot Delay from 0.16s to 0.3s
  • AR-30:
    • Decreased Direct Damage from 7.0 to 6.5
    • Increased Max Ammo Capacity from 255 to 305
    • Decreased Reload Time from 1.8s to 1.7s
  • Exp. Smart Rifle:
    • Added sound effect to the Lock-on System
  • Explosive Rifle:
    • Decreased Explosion Damage from 15.0 to 11.0
    • Increased Direct Damage from 8.5 to 15.5
    • Decreased Max Ammo Capacity from 80 to 72
  • Explosive Cannon:
    • Increased Direct Damage from 5.9 to 3.1
    • Increased Magazine Size from 5 to 6
    • Decreased Max Ammo Capacity from 50 to 42
    • Increased Reload Time from 4.0s to 4.5s
    • Increased Equip Time from 0.8s to 1.0s
    • Added Hold Aim to Rapid Fire property
  • Choke Mod Shotgun:
    • Increased Direct Damage from 6.4 to 8.8
    • Increased Magazine Size from 4 to 5
    • Increased Max Ammo Capacity from 54 to 60
    • Decreased Pellet Count from 8 to 5
  • Pump-Action Shotgun:
    • Decreased Reload Time from 3.0s to 2.5s
  • Hemorrhage Shotgun:
    • Decreased Shotgun Cone Size from 2 to 4
    • Increased Shotgun Bullet Spread from 2 to 4
    • Increased Shotgun Bullet Count from 8 to 10
  • Hemorrhage HEL:
    • Increased Damage Over Time Bleed from 19.0 to 25.0
    • Decrease Charge Up Time from 0.25s to 0.2s
    • Added Auto Aim Property only while Aiming.
  • LMG:
    • Added Bullet Pierce Limit of +1
    • Increased Magazine Size from 60 to 70
    • Increased Max Ammo Capacity from 360 to 413
  • Reserve HMG:
    • Added Bullet Pierce Limit of +1
    • Decreased Charge Up Time from 0.6s to 0.5s
    • Increased Shot Delay from 0.08s to 0.2s
    • Increased Max Ammo Capacity from 742 to 885
    • Added Accelerate property.
      • HMG will fire significantly faster the longer you hold the trigger.
    • Added Recoil property.
      • Decreased the overall recoil of the gun since it is insanely high and impossible to control.
  • Nano-Gauss Rifle:
    • Increased Direct Damage from 40.3 to 50.5
    • Increased Magazine Size from 4 to 5
    • Decreased Reload Time from 3.5s to 3.0s
    • Changed from Hitscan to Projectile

Tool Tweaks:

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

Melee Tweaks:

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

Player Tweaks:

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

Class Tweaks:

  • All Classes(except Shock Trooper, Demolitionist, Deprived, Courier)

    • Decreased Baseline Explosive Resistance by -20%
  • Marine:

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

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

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

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

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

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

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

Booster Tweaks:

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

Syringe Tweaks:

  • Virus Bomb Syringe:

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

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

QoL Additions:

  • Added ChatterReborn mod by easternunit100
  • Added DropItemFixed mod by Dinorush
  • Added BetterBots mod by easternunit100

  • Note: To find patch notes before v2.0, please check the Github repo.