GTFO
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Carb_Crusaders-GTFriendlyO-2.5.0
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Changelog

v2.5.0 - Latest

Personal Note:

  • It's generally fine to update any mods. Regular bug fixes and QoL improvements are always welcome, but be cautious when updating mods with large changes. Keep in mind that every mod update has the potential to break something within this pack. Even I cannot guarantee every update stability. So you should personally do your research before updating them.

  • Check "Description" on main page for keybind configs instructions under "Important" section. And wiki for keybinds on specific weapons.

Mod Updates:

  • Updated DescriptiveWeaponStatShower mod
  • Updated EEC_H mod
  • Updated EnemyAnimationFix mod
  • Updated AmorLib mod

Spitter Tweaks:

  • Added KillableSpitters mod by the_tavern
  • Spitters(wall pimples) are now killable, there are now three ways to properly deal with them in any rundown
    • Spitter Health: 45.0
    • Spitters will die after taking enough damage. Multiple damage instances will cause it to expel a lot of infection
    • Compatible with Explosions, Shrapnel, and Projectiles from EWC mod
      • Please note that foam bubble must be formed before the bullet hits to count as foam stun duration. Otherwise it will trigger as bullet damage instead
    • Foam Stun Duration: 240.0s -> 1200.0s (20 minutes)
    • Flashlight Stun Duration: 30.0s

Dev Note: One of my least favorite mechanics in the game. It provided little to no reward in engaging with them. All they did was annoy players while severely punishing them for non-participation. They had potential in their design but very poor in execution. Now, players can choose how to engage with them. Guns are the safest, but you use ammo and risk alerting sleepers/scouts. Melee is mostly silent and no ammo but lack reach or risk infection. Foam can stun them for a long period, but it still requires ammo and it doesn't kill directly. It's up to you as a player to weigh those options for the team. Foam/Flashlight + Melee, Covert Op + Melee, or Paramedic/Infections Res. is the best option for cleanup!

Class Tweaks + Fixes:

  • Updated GTFuckingXP mod

    • Renabled Current Level text above player names
      • This is to provide class name above player names for better team information
      • There is NO XP or leveling system. The Lv. O text is just flavour
  • All Classes:

    • Fixed classes with initial ammo buffs and debuffs being reapplied when reconnecting back into a lobby
    • Fixed classes not giving correct damage bonuses
      • Some classes might get a bump in damage
  • Quartermaster:

    • Increased Ammo Capacity from +30% to +40%
    • Increased Initial Gun Ammo from +20% to 25%
  • Deprived:

    • Decreased Max Health penalty from -80% to -75%
    • Decreased Initial Ammo penalty from -50% to -40%
  • Courier:

    • Fixed Initial Ammo text, as it should be Gun only not both Gun and Tool
    • Increased Initial Gun Ammo from +20% to +25%
    • Added Gun/Tool Ammo Received penalty
      • Received Ammo: -10%

Dev Note: This class is still very strong, but I don't want to nerf any harder than this. Plus I feel like being a survivor of the wasteland would "find" less ammo in the wild.

  • Abhuman:
    • Increased Max Health bonus from +150% to +200%
      • HP: 150.0 to 180.0
    • Increased Regen Cap bonus from +50% to +300%
      • Cap: 30.0 to 80.0
    • Increased Melee Range & Hitbox bonus from +40% to +50%
    • Decreased Initial Ammo penalty from -50% to -40%
    • Added Heal bonus on drop
      • To prevent class from spawning will less current HP since their increased max health is not giving the correct health

Dev Note: Giving Abhuman some love as the true tank of the team. They might not be the brightest minds, but the toughest in the thick of battle. After more balance testing, having too low of a regen cap that did not benefit from a higher max health. Their negatives were more profound than their positives.

  • Shock Trooper:
    • Added Heal bonus on drop
      • same reason as Abhuman mentioned above

Player Tweaks:

  • Parry: (To use parry successfully, you must shove at the right moment of impact)
    • Increased Parried Projectile Damage from 18.1 to 20.0
    • Increased Precision Multiplier from 2.0x to 3.0x
    • Increased Stagger Multiplier from 1.0x to 2.0x
    • Decreased Effective Range from 100.0m to 30.0m
    • Increased Tentacle Parry Damage(Explosion) from 1.0 to 5.0
    • Increased Tentacle Parry Radius from 2.0m to 4.0m

Dev Note: Parry should feel a bit more rewarding to execute. Friendly reminder that you can parry ally gun shots and redirect it towards your crosshair. Make what you will with this information.

  • Increased Base Ammo Refill from 0.91x to 0.95
  • Increased Base Tool Refill from 0.6x to 0.8x

Dev Note: Increased the baseline ammo/tool refill to not force, but encourage teams to have a quartermaster. Though this also buffs them as it increases the baseline which they benefit from too.

Melee Tweaks:

  • Sledgehammer:
    • Decreased Max Damage Charge Time from 2.5s to 2.2s
    • Increased Total Charge Duration from 5.3s to 7.0s
    • Increased Heavy Damage from 40.5 to 42.5
    • Increased Light Damage from 13.8 to 14.0
    • Decreased Stamina Refund from +50% to +30%
    • Decreased Light Sleeper Damage Multiplier from 0.5x to 0.35x
    • Decreased Heavy Sleeper Damage Multiplier from 0.6x to 0.45x

Dev Note: Previous patch might have made too overperforming in all situations. Time to reign it back a bit while improving other parts.

  • Bat:
    • Increased Total Charge Duration from 8.0s to 9.0s
    • Increased Heavy Damage from 14.5 to 16.5
    • Increased Light Damage from 11.8 to 12.0
    • Increased Explosion Stagger Multiplier from 8.0x to 10.0x
    • Increased Explosion Radius from 3.0m to 3.5m
    • Fixed Explosion Glow Range not reflecting on actual radius
    • Decreased Light Sleeper Damage Multiplier from 0.4x to 0.25x
    • Decreased Heavy Sleeper Damage Multiplier from 0.5x to 0.35x

Dev Note: Bat and Sledgehammer while strong in combat, felt like they did a good job in stealth which shouldn't be apart of their strengths.

  • Knife:

    • Increased Max Damage Charge Time from 0.4s to 0.5s
    • Increased DoT Stack Limit from 4 to 5
    • Increased DoT Duration from 4.0s to 5.0s
    • Increased Light Sleeper Damage Multiplier from 2.0x to 2.7x
    • Increased Heavy Sleeper Damage Multiplier from 2.5x to 3.2x
  • Spear:

    • Increased Total Charge Duration from 10.5s to 12.5s
    • Increased Light Precision Multiplier from 2.5x to 2.75x
    • Increased Heavy Precision Multiplier from 3.0x to 3.25x
    • Decreased Heavy Stagger Multiplier from 2.0x to 1.5x

Dev Note: Slight bumps to overall damage for all melee types to help reach certain health thresholds.

Weapon Tweaks + Fixes:

  • Updated ModifierAPI mod
  • Updated ExtraWeaponCustomization mod
  • Drum Mag AR:
    • Decreased Direct Damage from 3.1 to 3.0
    • Increased Stagger Multiplier from 1.3x to 2.5x
    • Increased Clip Size from 70 to 75
    • Increased Max Ammo from 528 to 750
    • Increased Reload Time from 2.8s to 3.1s
    • Added Push property when shooting based on standing/crouching/jumping
      • Standing: -0.1m
      • Crouching: 0.0m
      • Jumping: -0.15m

Dev Note: It was too similar to the Bullpup rifle in its stat and role, especially with the bullpup's ability to switch modes. As well as add a push effect to encourage players to use better positioning.

  • HEL Revolver:

    • Increased Bullet Precision Multiplier from 4.25x to 4.5x
  • Heavy Revolver:

    • Increased Precision Multiplier from 6.25x to 6.5x

Dev Note: This does not affect the ricochet shrapnel caused by hitting the terrain.

  • HEL Rifle:
    • Increased Total DoT Damage from 25.0 to 40.0
    • Increased DoT Precision Multiplier from 1.2x to 1.3x
    • Increased DoT Duration from 6.0s to 10.1s
    • Decreased Lock-on Time from 0.5s to 0.4s

Dev Note: This gun felt like it should be doing more. Yet I didn't want it to overshadow the high-tier weapons like the sniper or gauss rifle. So it had to be somewhere in the middle, the total damage is higher but the distribution takes much longer.

  • Arc Subjugator:
    • Increased DoT Stagger Multiplier from 500.0x to 1000.0x
    • Fixed the incorrect weapon subtext name
      • Changed from (Shotgun) to (???)

Dev Note: It was having trouble staggering certain enemies variants.

  • Medic Gun:

    • Fixed Trait Description mentioning the old Mode 3's Armor/Stamina
  • Wall-Pen Sniper:

    • Decreased Gear FOV Zoom from 10 to 13
    • Decreased Scope FOV Zoom from 17 to 22
    • Increased Direct Damage from 125.5 to 130.5
    • Increased Reload Time from 4.3s to 4.5s

Dev Note: 5 damage increase doesn't sound like much but this gun has a high very precision multiplier which is up to 30 extra damage. So the longer reload timer is to offset its bump in power. As well as improve the QoL with using this scope as it is comically large when zooming.

  • Nano Gauss Rifle:
    • Increased Projectile Hit Size Bonus from +0.5m to +0.6m
    • Increased Projectile Friendly Hit Size Bonus from +0.0m to +0.3m

Tool Tweaks + Fixes:

  • Healing Turret:
    • Increased Shot Delay from 17.5s to 20.5s (10.5s between fire)
    • Increased Glow Duration from 18.1s to 21.1s
    • Added BioTag property:
      • Tags all enemy targets hit by the explosion radius

Dev Note: The turret is slightly overperforming. I might have to reign it back a bit without making the whole turret too niche. Its new bio tag feature will bring more utility and synergy with other turret in the field.

  • Concussive Nade Turret:
    • Increased Shot Delay from 10.0s to 26.1s
    • Increased DoT Duration from 15.0s to 16.1s
    • Decreased DoT Tick Rate from 1.0x to 0.5x
    • Increased DoT Stagger Multiplier from 10.0x to 20.0x
    • Added Foam property
      • Foam Type: Override (Always applies regardless of foam resistance, unless immunity)
      • Foam Duration: 1.5s

Dev Note: To prevent this foam from overshadowing the other foam tools/weapons, duration of each foam application are very short bursts during DoT damage ticks to act as miniature stuns. With a significant buff to the turret's CC power, I will have to reign in it's firing rate to prevent continuously application.

  • C-Foam Mine Deployer:
    • Changed name to Stalwart Snare Trap Tool
      • To prevent confusing this tool with the c-foam launcher at a glance.

Enemy Tweaks:

  • Giant Variants:
    • Decreased Melee Damage by 16.5 to 11.5 (roughly 30% decrease)

Dev Note: While they are suppose to be strong with their pull combo. Since they sometimes punch twice, that does "double" damage onto pulled players. That is baseline half of the player's health. Now it's a little over 1/3 which should be more fair, especially with armor buffs.

Syringe Tweaks:

  • Heal Munitions Drain Syringe
    • Decreased Tool Ammo Drain from -20% to -15%
    • Decreased Gun Ammo Drain from -20% to -15%

Miscellaneous Fixes:

  • Changed README.md
    • Improved wording on all section

v2.4.1

New Tool:

  • Updated ExtraWeaponCustomization mod
  • Techman Healing Turret: New
    • The newest support turret that heals teammates during combat situations
    • Sentry will only fire its healing AoE when enemies are detected
    • Does little to no damage, but it will light the surrounding area
    • The only sentry unaffected by tag targets. It will not receive any tagged related benefits.
    • AoE provides both healing and armor buff within a set radius around the sentry
      • AoE Instant Heal: +10% Max Health
      • Total Heal-Over-Time: additional +10% Max Health
      • Player Armor Buff: +25%
      • Armor Cap: +50%
      • Heal/Armor Duration: 10.0s
      • AoE Radius: 14.5m
      • Shot Delay: 17.5s (7.5s between heals)
      • Max Ammo: 50
      • Placement Time: 0.25s
      • Pickup Time: 0.4s
      • Deploy Time: 10.0s
      • Scan Delay: 0.5s
      • Scan Color: White
      • Detection Range: 15.5m
      • Detection Angle: 360.0

Dev Note: Another support turret for anyone to utilize during larger fights. The long deploy time requires you to place them in key areas beforehand. Use your spaces wisely!

Class Tweaks:

  • Specialist:
    • Increased Gun Ammo Received penalty from -20% to -30%

Dev Note: This should effectively cancel out Quartermaster's baseline ammo supply efficiency. It's up to the team to decide how to synergize their strengths and weaknesses.

  • Field Technician:
    • Decreased Sentry Damage bonus from +40% to +30%

Dev Note: Reigning the class a bit since most of their sentries got baseline buffs.

Weapon Tweaks + Fixes:

  • Javelin Rifle:

    • Increased Total DoT Damage from 55.0 to 60.0
  • Medic Gun:

    • Fixed improper distribution methods of bonuses on all modes
    • Decreased Ammo Refund Max Delay from 10.0s to 5.0s
    • Increased Mode 3's Armor Shred from -40% to -50%
    • Increased Mode 3's Duration from 10.1s to 12.1s
    • Changed Mode 3's Player Armor bonus to Damage
      • Player Damage Bonus: +20%
      • Damage Bonus Cap: +40%
      • Duration: 12.1s
      • Timer utilizes Combine method:
        • You only need to fire one single dart before the duration ends to maintain the maximum damage bonus
        • But if the duration ends, you will lose both dart's bonus

Dev Note: After some consideration I believe player armor isn't always useful when you can just heal the person, especially with this gun in particular. Instead I opted for synergy by replacing the armor buff with damage one. With this method, you can tag a target to take more damage while boosting another player. This will hopefully encourage players for interesting teamplay.

  • Arc Subjugator:
    • Fixed the wrong armor calculations to give less armor than intended
    • Fixed the wrong armor calculations for armor cap
      • Increased armor cap to +50%
    • Fixed armor not stacking together with other weapon armor buffs(class & booster armor effects have their own separate systems)
    • Fixed armor buff overriding other armor bonuses

Melee Tweaks:

  • Sledgehammer:
    • Increased Heavy Damage from 39.5 to 40.5
    • Increased Heavy Stagger Multiplier from 2.5x to 3.5x
    • Decreased Light Stamina Cost from 30% to 25%
    • Increased Attack Sphere Radius from 0.65m to 0.75m
    • Added Stamina property
      • Recover +50% stamina after a successful kill
      • Recovery Delay of 0.5s
      • Requires Last Hit to receive stamina

Dev Note: This melee still needs a bit more help dealing with regular targets during hordes.

Tool Tweaks:

  • Foam Mine Deployer:
    • Decreased Bubble Angle from 45 to 30

Dev Note: In hindsight, I might have overdone the angle distribution. Still its main job is complete as I wanted a better identity for this tool than just being a Foam Launcher lite.

  • Sniper Turret:
    • Fixed typo within trait description
    • Added Armor Pierce of +20%
    • Added Thick Bullet of +0.1m

Dev Note: A consistency buff with the other sniper weapons.

  • HMG Turret:
    • Added ThickBullet Property
      • Increased Bullet Size by +0.1m
    • Increased Stagger Multiplier from 3.0x to 4.0x
    • Increased Detection Angle from 60.0 to 70.0
    • Changed Sentry Priority from None to Tagged
      • Sentry still shoots at all targets, but it will prioritize tagged targets first.

Dev Note: With how ammo hungry this turret is, it should be a bit more effective.

  • Shotgun Turret:
    • Decreased Direct Damage from 6.0 to 5.4
    • Increased Pellet Count from 8 to 10
    • Decreased Detection Angle from 60.0 to 50.0
    • Changed Sentry Priority from None to Tagged
      • Sentry still shoots at all targets, but it will prioritize tagged targets first.

Dev Note: Give the shotgun turret more control for the players, especially for the Field Technicians.

  • Missile Turret:

    • Increased Placement Time from 0.5s to 0.7s
    • Decreased Scan Delay from 1.5s to 1.0s
  • Concussive Nade Turret:

    • Changed Front Gear Part
    • Changed Aim from Body to Weakspot
    • Increased Bomblet Projectile Speed from 8 to 16
    • Increased Detection Angle from 60.0 to 100.0
    • Decreased Tagged Damage Multiplier from 1.1x to 1.0x
    • Increased Tagged Stagger Multiplier from 1.25x to 1.5x
    • Increased Tagged Rotaion Speed from 1.5x to 1.75x
    • Decreased Placement Time from 0.6s to 0.3s
    • Decreased Scan Delay from 1.0s to 0.5s

Dev Note: Hopefully, these changes will make the turret more reliable to utilize. The Weakspot aim will try to encourage the turret to lob their projectiles.


v2.4.0

Mod Updates:

  • Updated ModifierAPI mod
  • Updated Informative Door Icons mod
  • Updated EEC H mod
  • Updated Spectate mod
    • Added Clonesoft Json dependency mod by AuriRex
    • Added PlayerSync dependency mod by food
  • Updated GTFuckingXP mod
    • Shows player class underneath their name during rundown
    • Shows currently selected class on the class selector button
  • Updated Minimap mod
    • Minimap should properly disable during EMP events
  • Added YeetArtifactHeat mod by JarheadHME
    • Removes the text of GTFO Heat since Artifacts aren't a thing in this modpack
    • End screen still says something about it, can't fix it for now
  • Added Tweaker mod by Dex
  • Added Slides Bot Control mod by Slide
    • Gives players the ability to give commands to bots through a radial menu(Default Key: X) or Smart Select(Default Key: V).
    • Significant improvement to lobbies that don't have a full group to play.

Object Carry Rework:

  • Removed StrongerPrisoner mod
    • It is safe to remove this mod from your list. I highly recommend it.

Dev Note: This mod was removed because it has made some objectives significantly easier, especially with specific classes. But I also understand how annoying certain items felt like a slog to carry throughout a level.

  • Added Heavyweight or Lightweight to all weapon trait descriptions
    • Can/Cannot Sprint While Holding:
      Item/Gear Changed Sprint?
      Battery Cell Yes
      Fog Turbine Yes
      Objective Items No
      Javelin Rifle No
      Explosive Rifle No
      Arc Subjugator No
      LMG No
      Reserve HMG(Minigun) No
      Exp. Smart Rifle No
      Nano Gauss Rifle No
      Wisp Launcher No
      Sniper Rifle No
      Flamer Tool No
      RYN0 Annihilator No
      Sentry Turrets No

Dev Note: Main reason for these changes is to give these weapons/tools some weight. It's to provide more identity to both heavier and lighter weapons/tools in your arsenal. As carrying an entire loadout of heavy-duty powerful weapons should effectively slow the player down. While those that want a light loadout should be able to be nimble.

Player Tweaks:

  • Tweaker Mod:
    • Increased Baseline Sliding Distance from 1.0m to 4.0m (slide further; affected by friction/obstacles and other movement speed modifiers)

Weapon & Tool Tweaks:

  • Updated DescriptiveWeaponStatShower mod

    • All weapon descriptions and stats in the loadout selection can be switched by clicking on the box or number arrows
    • All trait descriptions has been reworded.
  • DMR: Rework

    • Combined DMR and Double Tap Rifle
      • Their respective base stats will stay the same when switching modes
    • Increased Max Ammo from 187 to 220
    • Increased Clip Size from 10 to 20
    • Increased Reload Time from 2.3s to 2.5s
    • Switch between 2 modes(Semi-Auto & 2-Burst Fire):
      • Semi-Auto:
        • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
        • Increased Precision Multiplier from 1.0x to 1.15x
      • 2-Burst Fire:
        • Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
        • Increased Stagger Multiplier from 1.4x to 1.6x

Dev Note: Both weapons basically filled the exact same role with similar results, but the method was done differently. So I believed it was a healthier choice to combine the two to allow for more gameplay options.

  • Double Tap Rifle: Removed

    • Combined DMR and Double Tap Rifle (read above)
  • Triple Barrel:

    • Slight improvement to trait description
  • Beam Rifle:

    • Slight improvement to trait description
    • Increased Shot Delay from 0.02 to 0.05
    • Decreased Projectile Hit Size Bonus from +0.5m to +0.3m
    • Added Movement Speed Property while firing:
      • Decreases User's movement speed by -70%
      • Duration: Start to End Firing

Dev Note: I am hoping this will increase the game's performance a bit during multiplayer lobbies. The movement speed penalty has two purposes: first to incentize better positioning, and second its to prevent weird interactions with the beam with fast movement speed.

  • Exp. Smart Rifle:

    • Changed Locked Target color to Green
  • Bat:

    • Increased Explosion Radius from 2.5m to 3.0m
    • Increased Explosion Stagger Multiplier from 3.5x to 8.0x
  • Medic Gun:

    • Increased Mode 1's DoT Total Damage from 25.0 to 30.0
    • Increased Mode 2's DoT Total Damage from 1.0 to 2.0
    • Changed Mode 2's DoT Damage Distribution from End to Uniform
    • Increased Mode 2's Stagger Multiplier from 40.0x to 80.0x
    • Increased Mode 3's Armor Buff from +20% to +25%
    • Increased Mode 3's Armor Shred from -30% to -40%

Dev Note: Incentize players to use its offensive capabilities as a viable option.

  • Heavy SMG:

    • Increased Max Ammo from 379 to 391
    • Increased Stagger Multiplier from 1.2x to 1.3x
    • Decreased Hipfire Spread from 2.3x to 2.0x
    • Decreased Aimfire Spread from 0.3x to 0.15x
  • Nano Gauss Rifle:

    • Added Armor Pierce bonus of +20%
  • W-Pen Sniper:

    • Increased Armor Pierce bonus from +20% to +40%
  • C-Foam Launcher:

    • Decreased Max Charge Timer from 2.5s to 2.0s
  • Explosive Mine Deployer:

    • Increased Placement Range from 6.0m to 8.0m
  • Foam Mine Deployer:

    • Increased Placement Range from 6.0m to 12.0m
    • Increased Foam Bubble Count from 25 to 30
    • Increased Bubble Angle from 14 to 45
    • Increased Bubble Minimum Speed from 7 to 10
    • Increased Bubble Maximum Speed from 13 to 15
  • Consumable Foam Mine:

    • Increased Foam Bubble Count from 14 to 18
    • Increased Bubble Angle from 14 to 16
  • Exterminatus Flamer:

    • Increased DoT Stack Size from 10 to 20
    • Increased Direct(not DoT) Stagger Multiplier from 10.0x to 15.0x

Dev Note: Should be a bit more effective against larger targets. While I still want this gun to be more effective against smaller targets. It shouldn't be completely useless against bigger targets. That also includes teammates...

  • RYN0:
    • Increased Minimum Explosion Damage from 400.0 to 500.0
    • Increased Maximum Explosion Damage from 800.0 to 1000.0
    • Decreased Friendly Fire Modifier from 0.1x to 0.07x

Dev Note: Because why not? It's extremely expensive and risky weapon to utilize. So might as well make sure most things die from a single shot.

  • Missile Turret:

    • Increased Explosion Damage from 40.0 to 50.0
    • Increased Shot Delay from 4.5s to 5.0s
  • Sniper Turret:

    • Changed Front Gear Part

New Weapon:

  • Hanaway Javelin Rifle:
    • Created in cooperation between Hanaway Precision Systems and Omneco Networks
    • Fires fast projectiles that stick onto targets
    • Thermal-Assist Scope only when aiming
    • Activate with keybind or reload to "electrocute" hit targets, explodes on electrocution kill.
      • Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
      • Direct Damage: 10.0
      • Clip Size: 5
      • Max Ammo: 40
      • Reload Timer: 4.5s
      • Activation Delay: 0.5s
      • Total DoT: 55.0
      • DoT Duration: 4.5s
      • Tick Rate: 6.0
      • Stack Limit: 5
      • Precision Multiplier: 1.0x
      • Stagger Multiplier: 100.0x
      • Friendly Fire Multiplier: 0.2x
      • Explosion Damage: 5.0
      • Explosion Radius: 6.0m
      • Explosion Stagger Multiplier: 2.0x
      • Push based on shooting during standing/crouching/jumping:
        • Standing: -4.0m
        • Crouching: -1.0m
        • Jumping: -6.0m

Dev Note: Replaces the removed Double Tap Rifle. This gun has great damage and crown control for larger enemies. But its low ammo and high base damage is overkill against smaller targets.

  • Omneco Arc Subjugator:
    • Requires a lock-on to fire.
    • Fires a "harpoon" at a target that will also chain to another nearby target. Prioritizes highest health enemies.
    • Immediately electrocutes both targets with very high stagger damage.
    • Applies Increased Damage Debuff, Silence CC, and BioTag onto targets for the duration.
    • Significantly decreases player's movement speed, but increases damage resistance during DoT duration.
    • Requires manual charging(reload) 4 times to fire the gun.
    • Infinite Ammo
    • Cannot switch gear or reload during the electrocution duration.
      • Direct Damage: 1.0
      • Shrapnel Count: 1 after first bullet hit
      • Ballistic Type: Slow Projectile
      • Max Ammo: Infinite
      • Reload Timer: 2.0s per manual reload(requires 4 to fire)
      • Electrocution Total Damage: 10.0
      • Stagger Multiplier: 500.0x
      • DoT Duration: 25.5s
      • Bio Ping Duration: 25.5s
      • Silence CC Duration: 25.5s
      • Movement Speed Multiplier: -85% (Player)
        • Can be resisted through movement speed boosts
      • Damage Resistance: +20% (Player)
        • Can stack with other damage resist up to +40%
      • Damage Taken Debuff: +50% (Enemy)

Dev Note: This weapon was an idea that I had for a long time since v2.0, but couldn't execute correctly. There wasn't enough properties and features available at the time. This is a pure support weapon that synergizes very well with any team or weapon composition, but has very clear drawbacks.

New Tool:

  • Concussive Nade Turret:
    • Fires Low Damage, High Stagger, & Cluster Grenades.
    • More CC-oriented than lethal damage. Enemies take increased damage taken from all sources during CC.
    • Applies Silence CC on hit, disables some abilities like non-boss tongues and Needler projectile barrages, but NOT scout screams or melee attacks.
    • Strong gravity projectiles, requires higher elevation to get the most value.
      • Direct Damage: 1.0
      • Cluster Bomblet Count: 8
      • Effective Range: 30.0m
      • Explosion Damage: 2.0
      • Explosion Radius: 7.5m
      • Explosion Stagger Multiplier: 250.0x
      • Shot Delay: 10.0s
      • Max Ammo 160
      • Ballistic Type: High Gravity Projectile
      • Effective Range: 30.0m
      • Explosion will not hurt friendlies, but owner can get hit.
      • Placement Time: 0.6s
      • Pickup Time: 1.0s
      • Deploy Time: 3.0s
      • Silence CC Duration: 15.0s
      • Damage Taken Debuff: +15.0%
      • Damage Taken Debuff Duration: 15.0s
      • Max Detection Range: 30.0m
      • Max Detection Angle: 60
      • Scan Delay: 1.0s
      • Scan Color: Magenta

Dev Note: The first sentry to be built as a CC tool than a lethal one. A turret that brings more utility for the team rather than pure damage.

Syringe Tweaks:

  • Heal Munitions Drain Syringe
    • Increased Heal Duration from 200s to 300s
      • Effectively increasing total heal from 120 to 180
    • Increased Disinfection from 30% to 40%

Dev Note: While this was a strong syringe, ammo was significantly more important than health in most cases. Hopefully this will incentivize players to weight their options.

Class Fixes:

  • All Class:

    • Switched description term of Ranged Ammo to Gun Ammo
  • Marine:

    • Increased Gun Ammo Received from +10% to +15%
    • Increased Bleed Res. from +90% to +100%
      • Effectively making them immune to all bleed damage.
    • Decreased Projectile Armor from +40% to +30%
  • Paramedic:

    • Increased Initial Ammo penalty from -20% to -25%
  • Specialist:

    • Removed Initial Gun Ammo penalty
    • Added Gun Ammo Received penalty of -20%
    • Increased Ammo Capacity penalty from -20% to -25%

Dev Note: Paramedic already a class with an initial ammo debuff. Specialist's weakness should be a bit more unique on its own. So they should no longer spawn in with little to no ammo. But instead receive less so their shots are more costly in the long run.

  • Field Technician:

    • Increased Tool Ammo Received from +25% to +30%
  • Abhuman:

    • Changed description to match with the other B-Company members.

Enemy Tweaks:

  • Scouts:
    • Increased Effective Range of EMP from 100.0m to 200.0m
    • Increased EMP Duration from 45.0s to 47.5s

Dev Note: With the new tools and weapons to combat EMP blackouts, I believe the Scout needed a slight buff.

  • Shadow Giants:
    • Increased Minimum Fog Radius from 3.0m to 5.0m
    • Increased Maximum Fog Radius from 6.0m to 10.0m
    • Increased Fog Density by +25%

Dev Note: A Shadow Giant's infection fog should be larger size than the smaller variants.

  • Children:
    • Decreased Explosion Damage from 6.0 to 5.0
    • Increased Maximum Explosion Radius from 2.5m to 3.0m
    • Decreased Explosion Noise Minimum Range from 10.0m to 7.5m
    • Decreased Explosion Noise Maximum Range from 20.0m to 15.0m
    • Changed Explosion Sound Effect

Dev Note: Less ear piercing loud and more consistent threat.

  • Birthers:
    • Spawns Children upon death based on variant:
      • Birther: 6
      • Birther Prime: 12
      • Progenitor Mother: 18

Dev Note: Birthers should be a bit more dangerous once killed to prevent players from rushing them without consequences.

  • Flyer:
    • Changed Explosion Sound Effect

Miscellaneous Fixes:

  • Fixed duplicate names in OfflineGear and FrontGearParts
  • Changed README.md
    • Improved wording on all section
    • Fixed outdated information

v2.3.4

Emergency Hotfix:

  • Fixed manifest.json:
    • Fixed an accidental typo that removed ExtraWeaponCustomization dependency

Balance Tweaks:

  • Foam Pistol:

    • Fixed the trait description showing the old trait of Armor Shred
    • Barricading requires only 2 shots instead of 3
      • Just hit the door with melee after the second shot
  • Wisp Launcher:

    • Fixed the gun's stat showing the incorrect precision multiplier
    • Decreased Max Ammo from 30 to 20
    • Increased Friendly Fire Multiplier from 0.5x to 0.8x

Dev Note: It seems like this gun is still performing a bit too well for how efficient the ammo economy is. Any more nerfs to this gun after this patch can potentially have the opposite effect.

Miscellaneous Fixes:

  • Fixed README.md:
    • Not mentioning the new infection death penalty from previous patch

v2.3.3

Class Tweaks:

  • Paramedic:
    • Class will "disinfect" 100% themselves when loading into any rundown for the first time.

Dev Note: Since this class is suppose to be immune to infection, it didn't make sense when certain rundowns forced infection at rundown startup.

  • Prisoner:
    • Added other class's baseline stats
      • Infection Resistance: +20%
      • Hacking Proficiency: -20%

Dev Note: This is in preparation of the InfectionDeathPenalty mod, as this class would earn 12.5% which is technically a stronger nerf than the others. To compensate for this buff, the hacking nerf that the other classes have is included too.

  • Specialist:
    • Decreased Initial Ammo Penalty from -40% to -30%

Dev Note: Previous nerf might have been too harsh. Basically had no ammo at the start to do anything at all.

Weapon Tweaks:

  • 4-B Nade Launcher AR:
    • Increased Direct Damage from 4.0 to 4.5
    • Increased Effective Range from 21.0m to 25.0m
    • Decreased Hipfire Spread from 1.0x to 0.6x
    • Decreased Aim Spread from 0.4x to 0.2x
    • Decreased Shot Delay from 0.095s to 0.07s

Dev Note: While the nerfs in the previous patch was warranted. It did make the gun's primary fire lose a lot of purpose. It basically became a glorified Burst Cannon lite, which is not my intention.

  • Medic Gun:
    • Increased Mode 2's DoT Stagger Multiplier from 30.0x to 40.0x
    • Increased Mode 3's Armor Shred from -20% to -30%

Booster Tweaks:

  • Infection Resistance Muted Booster:
    • Increased Resistance bonus from +10% to +15%
  • Infection Resistance Bold Booster:
    • Increased Resistance bonus from +15% to +20%
  • Infection Resistance Aggressive Booster:
    • Increased Resistance bonus from +20% to +25%

Dev Note: In response to the new death penalty; from 45% to 60% plus the 20% baseline bonus that all classes have. This should be a viable option where infection is a common mechanic.

Miscellaneous Fixes:

  • Fixed README.md on classes to reflect the class tweaks from v2.3.1

    • Added Booster and Syringe section
    • Switched the mega thread links from Issue to Discussion tab
  • Removed v2.0.0 from the CHANGELOG.md(done to make more space)

    • You can check on github repo for old notes

v2.3.2

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

Class Tweaks:

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

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

  • Marine:

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

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

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

Balance Tweaks:

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

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

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

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

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

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

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

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

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

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

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

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

  • Missile Sentry:

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

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

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

Miscellaneous Fixes:

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

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

  • Removed old changelog for character space limit.
    • Please check old changelog at Github

v2.3.0

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

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.

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