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 Configwithin Thunderstore client -> Search forExtraWeaponCustomization.cfg->Edit Config-> Change keybinds 1 through 4 underKeybind Settingssection - Be advised that any keybind changes might reset with each update.
- Go to
-
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
BetterBotsmod
Balance Tweaks:
- Beam Rifle:
- Decreased Glow Intensity from
0.05to0.01 - Decreased Glow Range from
10.0mto8.0m
- Decreased Glow Intensity from
Dev Note: Eye strain nerf.
- Search and Rescue Tool: Improvement
- Increased Charge Timer from
1.0sto2.0s - 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
- Charge(<20%):
- Fixed visual bug with ammo counter when swapping
- I'm aware of another visual bug with ammo counter at 0%. Does not affect gameplay.
- Increased Charge Timer from
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
1.0to2.0 - Decreased Clip Regen from
5.0to4.0per second - Increased Clip Regen Delay from
5.0sto7.5s - Decreased Glow Intensity from
0.05to0.01 - Decreased Glow Range from
10.0mto8.0m
- Increased Bullet Cost per shot from
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
7.5mto7.0m - Decreased Outer Radius from
15.0mto14.0m - Increased Maximum Explosion Damage from
700.0to800.0 - Explosions completely ignores Armor for all targets, including friends!
- Decreased Inner Radius from
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
EnemyAnimationFixmod - Updated
SpreadStartingAmmomod - Added
NoBrokenBotGearmod 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.jsonfile withinBepInEx/GameData/Favorites/Botgear.jsonof your profile. - Or search the file in
Edit Configand delete the file. - Or try to change the gear before the bot disappears within the lobby(unreliable).
- Delete the
- 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:
Class Tweaks:
- Updated
GTFuckingXPmod - Switched all class
Ammo Cost Efficiencybonus/penalty withAmmo Capacitybonus/penalty - Switched all class
Tool Cost Efficiencybonus/penalty withTool Capacitybonus/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 Ammobonus with+10% Gun Ammo Received
- Replaced
-
Field Technician:
- Replaced
+50% Initial Tool Ammobonus with+25% Tool Ammo Received
- Replaced
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
ExtraWeaponCustomizationmod - Beam Rifle:
- Increased Damage Accumulation from
0.5%to2%per hit- Shots require
50%less to reach full damage potential for body and weakspot hits
- Shots require
- Increased Damage Accumulation Cap for Body Shots from
1.5xto2.0x - Increased Damage Accumulation Cap for Weakspot Shots from
2.0xto3.0x - Increased Max Ammo from
1000to2000 - Increased Base Ammo Received from
200.0to400.0
- Increased Damage Accumulation from
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 RifletoAK Platform Rifle - Decreased Direct Damage from
7.5to7.0
- Changed name from
Dev Note: A tad bit overperforming with the new changes from previous patch
- 3-B Carbine: Rework
- Increased Direct Damage from
3.4to4.0 - Decreased Max Ammo from
453to400 - Switch between
2modes(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])
- 3-Burst Fire:
- Increased Direct Damage from
- 4-B Nade Launcher AR:
- Decreased Direct Damage from
5.0to4.0 - Increased Grenade Ammo Cost from
15to20 - Decreased Maximum Explosion Damage from
45.0to40.0 - Decreased Minimum Explosion Damage from
25.0to20.0 - Decreased Max Ammo from
400to300 - Increased Reload Time from
2.2sto2.4s - Switched Nade Launcher from
Reserve AmmotoClip Ammo- It will pull from reserve to make up for the grenade ammo cost
- Decreased Direct Damage from
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
3.1to3.0 - Decreased Max Ammo from
508to500 - Switch between
2modes(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])
- 5-Burst Fire:
- Decreased Direct Damage from
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
40to30 - Decreased Wisp Death Shrapnel Count from
10to6 - Decreased Precision Multiplier from
1.1xto1.0x - Increased Clip Regen Delay from
16.5sto25.5s - Switched Regular Quill Targeting Mode from
WeakspottoBody - Switched Death Quill Targeting Mode from
WeakspottoNormal(aims for the head if it exists, then the body. Does not aim for tumors) - Switched Targeting Priority from
AngletoDistanceexcept for death quills(to prevent homing failures)
- Decreased Max Ammo from
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
7.0to9.5 - Increased Clip Size from
5to6 - Increased Effective Range from
20.0mto30.0m - Increased Precision Multiplier from
0.9xto1.05x
- Increased Direct Damage from
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
5when it is actually15
- There is currently a bug where the max ammo is shown as
- Added
-
Nano Gauss Rifle:
- Increased Projectile Hit Size Bonus from
+0.2mto+0.5m
- Increased Projectile Hit Size Bonus from
-
W-Pen Sniper Rifle:
- Added
ThickBulletProperty:- Increased Bullet Hitbox by
+0.15m
- Increased Bullet Hitbox by
- Added
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
Spectatemod - Updated
BetterBotsmod - Updated
AmorLibmod
Weapon Additions:
- Updated
ExtraWeaponCustomizationmod - Added
Ound9 gearpart IImod by Ound9 - Removed the text, only the reload circle will be kept
- Added
3new 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
1.0ammo per target killed - Max Delay requirement for ammo refund:
7.0s
- Ballistics Type:
- Napalm Bolts: (Default Keybind: KeypadEnter[KeyConfig1])
- Ballistics Type:
Slow Projectile No Gravity - Not Silenced, will alert enemies
- Projectile Lifetime:
5.0s - Shrapnel:
3per0.1swith0.75sstart 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
1Red Glowstick when the projectile times out or dies
- Ballistics Type:
- 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:
1bolt if you hit the door after the first foam bolt hits
- Ballistics Type:
- Direct Damage:
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
16.5sdelay 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:
2Quills per0.5s - Wisp Death Quill Count:
10 - Wisp Death Quill Damage:
5.0 - Wisp Quill Max Range:
25.0m
- Max Ammo:
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
100after Shot Delay - Max Ammo:
2000 - Clip Size:
100 - Pierce Limit:
1 - Fires
1continuous beam costs100rounds - Damage increases continuous hitting a single target for the whole beam.
- Up to
2.0xdamage cap for normal shots as it stacks 1 at a time - Up to
3.0xdamage cap for weakspot shots as it stacks 2 at a time - Duration lasts
2.5sthen rapidly decays. Continued hits from the user will refresh the duration
- Up to
- 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
- Direct Damage:
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
1new 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
- Standing:
- Direct Damage:
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
0.5sto10.0s(The maximum allowed delay in seconds between hitting the enemy and it dying.) - Decreased Baseline Projectile Count from
2to1to prep for the different modes additions - Removed Last Hit kill requirement to refund ammo back
- Increased Effective Range from
12.0mto20.0m - Changed
RecoilandAccuracyto be signifcantly more reliable - Increased Max Ammo from
100to110 - 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 + DisinfectionProperty- 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
1.0xto1.2x - Decreased Stagger Multiplier from
0.5xto0.0x
- Increased Precision Multiplier from
- Enemy Silence(CC stops non-boss tongue and projectile barrages)
- Toxin Damage(DoT)
- Mode 2:
Speed + StaminaProperty- 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 of10.0sper bullet - Restore Stamina by
+20%per bullet
- Movement Speed buff of
- Applies to enemy targets:
- High Stagger Damage(DoT)
- Decreased Total Damage from
25.0to1.0 - Decreased Precision Multiplier from
1.0xto0.0x - Increased Stagger Multiplier from
0.0xto30.0x
- Decreased Total Damage from
- Enemy Silence(CC)
- High Stagger Damage(DoT)
- Mode 3:
Armor + StaminaProperty- 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 of10.0sper bullet - Restore Stamina by
+20%per bullet
- Armor Resistance of
- Applies to enemy targets:
- Armor Shred debuff of
-20%over a duration of10.0sper bullet - Weaker Toxin Damage(DoT)
- Decreased Total Damage from
24.0to10.0 - Decreased Precision Multiplier from
1.0xto0.75x - Increased Stagger Multiplier from
0.5xto1.0x
- Decreased Total Damage from
- Enemy Silence(CC)
- Armor Shred debuff of
- Increased Max Delay Requirement for Ammo Refund from
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
ThickBulletproperty:- Added
0.2mto projectile hitbox
- Added
- Added
- LMG:
- Added
ThickBulletproperty:- Added
0.2mto projectile hitbox
- Added
- Added
- Reserve MP1:
- Added
ThickBulletproperty:- Added
0.15mto projectile hitbox
- Added
- Added
- MP2:
- Added
ThickBulletproperty:- Added
0.15mto projectile hitbox
- Added
- Added
- Drum Mag AR:
- Increased Reload Time from
2.5sto2.8s - Added
ThickBulletproperty:- Added
0.15mto projectile hitbox
- Added
- Increased Reload Time from
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 ARto4-B Nade Launcher AR - Changed
ScopePart (improved the FOV & zoom of this scope) - Changed
ReceiverPart - Changed
FrontPart - Changed
MagazinePart - Changed
StockPart - Decreased Hipfire Spread from
1.4xto1.0x - Decreased Aimed Spread from
0.6xto0.4x - Decreased Direct Damage from
6.5to5.0 - Decreased Clip Size from
30to20 - Increased Reload Time from
1.7sto2.2s - Increased Max Ammo from
305to400 - Added
Explosiveproperty- 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
OwnerandFriendly - Friendly Fire Multiplier:
0.75x - Shrapnel Count:
10 - Shrapnel Damage:
5.0
- Assault Rifle:
- Changed name from
- Semi-Auto AR Rework
- Changed name from
Semi-Auto RifletoSemi/Full-Auto AK Rifle - Changed
ScopePart - Changed
ReceiverPart - Changed
FrontPart - Changed
MagazinePart - Changed
StockPart - Changed
FlashlightPart - Decreased Direct Damage from
8.1to7.5 - Increased Reload Time from
1.9sto2.6s - Increased Clip Size from
20to45 - Increased Max Ammo from
203to295 - 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])
- Semi-Auto:
- Changed name from
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
0.1xto0.25x - Switched
ArmorShredtoShotModDebuffproperty:- Applies
+30%increased base damage(excluding precision & stagger) debuff on an enemy target for all sources
- Applies
- Increased Glue Bubble Expansion Speed from
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
FrontPart - Changed
ReceiverPart - Added Trail Color similar to Glow Color
- Decreased Projectile Speed from
45.0mto25.0mper second - Decreased Projectile Lifetime from
30.0sto10.0s - Increased Minimum Projectile Distance from
10.0mto25.0m - Added
Shrapnelproperty:- A simple failsafe mechanism to lower the impact of orbiting projectiles
- Changed
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
StockPart to prevent a log spamming issue.
- Changed
- Tracker Pistol:
- Changed
FrontPart(Scope Attachment)
- Changed
- Tracker PDW:
- Changed
FrontPart - Changed
ReceiverPart
- Changed
- Tracker Rifle:
- Changed
FrontPart - Changed
ReceiverPart - Changed
MagazinePart - Increased Direct Damage from
35.1to40.1
- Changed
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
26.0mto35.0m - Decreased Lock-on Angle Requirement from
3to2degrees - Decreased Lock-on Time from
1.0sto0.5s - Increased Lock-on Decay Time from
0.6sto0.8s
- Increased Effective Range from
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
58to70
- Increased Max Ammo from
- Triple Barrel Shotgun:
- Increased Max Ammo from
71to81
- Increased Max Ammo from
- Explosive Burst Rifle:
- Changed
ReceiverPart - changed
SightPart
- Changed
- Explosive Shotgun:
- Changed
ReceiverPart - changed
FrontPart
- Changed
- Explosive Cannon:
- Increased Maximum Explosion Damage from
45.0to50.0 - Increased Minimum Explosion Damage from
35.0to40.0
- Increased Maximum Explosion Damage from
- W-Pen Sniper:
- Changed
FrontPart - Changed
ReceiverPart - Changed
SightPart - Removed
MagazinePart - Increased Push for both Standing & Jumping by
+2.0m - Decreased Push for Crouching by
-1.0m
- Changed
- Nano Gauss Rifle:
- changed
ReceiverPart - Increased Push for both Standing & Jumping by
+2.0m - Decreased Push for Crouching by
-1.0m
- changed
Class Tweaks:
- Updated
GTFuckingXPmod - 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%
- Increased Fog Repeller/Turbine Power from
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%
- Decreased Ammo Cost Efficiency Penalty from
- Quartermaster:
- Decreased Damage Penalty from
-50%to-30% - Added Initial Tool Ammo Penalty of
-20%
- Decreased Damage Penalty from
Booster Tweaks:
- Added
PingableJunkieSyringesmod by JarheadHME- Custom syringes weren't pingable which can cause some miscommunications
- Revive Spd. & Health
MutedBooster:- Increased Revive Speed bonus from
+10%to+20%
- Increased Revive Speed bonus from
- Revive Spd. & Health
BoldBooster:- Increased Revive Speed bonus from
+15%to+25%
- Increased Revive Speed bonus from
- Revive Spd. & Health
AggressiveBooster:- Increased Revive Speed bonus from
+20%to+30%
- Increased Revive Speed bonus from
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
ExtraToolCustomizationmod - Updated
DescriptiveWeaponStatShowermod- Fixed custom turrets not having any stats shown in the tool select sceen
- Fog Repeller Consumable:
- Decreased Minimum Consumable Loot Count from
5to4 - Decreased Maximum Consumable & Carry Limit Loot Count from
10to8
- Decreased Minimum Consumable Loot Count from
- Search & Rescue Tool: Improvement
- Increased Max Ammo from
30to40 - 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
30.0mto25.0mper second
- Mode 2:
- Fog Repeller Launcher
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Decreased Projectile Speed from
20.0mto15.0mper second
- Mode 1:
- Increased Max Ammo from
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
2.0sto1.8s
- Decreased Burst Delay from
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
ScopePart - Decreased Direct Damage from
1.0to0.5 - Decreased Projectile Glow Intensity from
0.25to0.05(still bright, but not as before) - Increased Clip Regen Delay from
3.0sto5.0s
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
PushProperty when sprinting and charging heavy:- Sprint + Charge:
8.0m- Based on charge amount starting from
50%(4.0m) to100%(8.0m)
- Based on charge amount starting from
- Sprint + Charge:
- Added
ShotModProperty when sprinting and charging heavy:- Increases damage of melee by
+30%- Based on charge amount starting from
50%(+15%) to100%(+30%)
- Based on charge amount starting from
- Increases damage of melee by
- Increased Armor Pierce from
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
WeaponIconPlusmod by GTFOModding - Added
Minimapmod 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 useTABfor 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%
- Compass:
- Updated
EnemyAnimationFixmod - Updated
MirrorWeaponsmod - Updated
GTFuckingXPmod- 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
SpreadStartingAmmomod - Updated
Amorlibmod - Updated
BetterBotsmod - Updated
EEC Hmod - Added
Spectatemod by food- Spectate your teammates upon death(downed)
Class Tweaks:
-
Updated
GTFuckingXPmod- Removed
DoubleJumpmod dependecy (You're free to remove this mod)
- Removed
-
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%
- Increased Glue Strength & Efficiency from
-
Field Technician:
- Increased Initial Tool Ammo from
+40%to+50% - Decreased Sentry Damage from
+50%to+40%
- Increased Initial Tool Ammo from
Weapon Tweaks:
- Updated
ExtraWeaponCustomizationmod - Reworked Maximum Effective Range for all guns: (At this range, guns will do minimal damage)
- All gun's maximum effective range has been either
decreasedorincreasedto bedouble of the minimum effective range.For example: minimum of25.0mwill have50.0mmaximum 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.
- All gun's maximum effective range has been either
- Improved Visual Lerp Distance for projectile guns for better visual feedback when shooting.
- Projectiles now trigger tripmines.
- Triple Barrel Shotgun:
- Increased Effective Range from
5.0mto6.0m
- Increased Effective Range from
- Pump Action Shotgun:
- Increased Effective Range from
6.0mto7.0m
- Increased Effective Range from
- Explosive Shotgun:
- Increased Effective Range from
6.0mto7.0m
- Increased Effective Range from
- Reserve MP1:
- Increased Effective Range from
5.0mto6.0m
- Increased Effective Range from
- MP2:
- Increased Effective Range from
6.0mto7.0m
- Increased Effective Range from
- Hemorrhage Shotgun:
- Increased Effective Range from
8.0mto9.0m
- Increased Effective Range from
- Foam Shotgun:
- Increased Effective Range from
8.0mto9.0m
- Increased Effective Range from
- Tracker PDW:
- Increased Effective Range from
9.0mto10.0m
- Increased Effective Range from
- Tracker Pistol:
- Increased Effective Range from
11.0mto12.0m
- Increased Effective Range from
- Added
Hitmarker Cooldownof1.0sfor all DoT weapons to prevent excessive sound effects. - Medic Gun:
- Changed
SightPart - Changed
ReceiverPart
- Changed
- Exp. Smart Rifle:
- Changed
SightPart
- Changed
- MP2:
- Added
SightPart - Decreased Aim Spread from
0.5xto0.4x - Increased Clip Size from
50to60 - Increased Max Ammo from
737to747
- Added
- Explosive Shotgun:
- Added
Shrapnelproperty- Shrapnel Damage:
5.0 - Shrapnel Count per bullet:
2 - Shrapnel Pierce:
1.0
- Shrapnel Damage:
- Added
- Triple Barrel Shotgun:
- Added
Pushproperty when usingAimTrait- Standing/Crouching/Jumping:
-12.0m
- Standing/Crouching/Jumping:
- Added
- Bolt Pistol:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-2.0m - Crouching:
-1.0m - Jumping:
-4.0m
- Standing:
- Added
- Heavy Revolver:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-2.0m - Crouching:
1.0m - Jumping:
-4.0m
- Standing:
- Added
- Nano Gauss Rifle:
- Changed Explosion SFX to be a bit more squishy
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-5.0m - Crouching:
-3.0m - Jumping:
-10.0m
- Standing:
- W-Pen Sniper Rifle:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-4.0m - Crouching:
-2.0m - Jumping:
-8.0m
- Standing:
- Added
- Reserve HMG:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-0.05m - Crouching:
0.0m - Jumping:
-0.1m
- Standing:
- Added
- LMG:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-0.3m - Crouching:
0.0m - Jumping:
-0.5m
- Standing:
- Added
- Explosive Shotgun:
- Added
Pushproperty when shooting based on standing/crouching/jumping- Standing:
-3.0m - Crouching:
-1.0m - Jumping:
-6.0m
- Standing:
- Added
Tool Addition & Tweaks:
- Updated
ExtraToolCustomizationmod - Changed name of
Autotek Tagged Sniper TurrettoAutotek Bio-Tag Sniper Turret - Explosive Mine Deployer:
- Changed name of
Krieg Homeland DefensetoKrieg Homeland Defense Tool - Decreased Max Ammo from
16to12 - Increased Minimum Effective Distance from
5.0mto6.0m - Increased Maximum Effective Distance from
10.0mto12.0m - Decreased Beam Length from
20.0mto12.0mto match with its max effective range - Increased Placement Time from
1.0sto1.5s - Increased Placement Cooldown from
1.0sto1.5s - Increased Pickup Time from
1.0sto2.0s - Increased Placement Range from
2.5mto6.0m
- Changed name of
- Consumable Foam Tripmine:
- Increased Firing Delay from
0.0sto0.1s - Increased Minimum Effective Distance from
2.5mto3.0m - Decreased Maximum Effective Distance from
12.0mto10.0m - Decreased Beam Length from
20.0mto10.0m - Decreased Foam Bubble Count from
17to15 - Increased Placement Range from
2.5mto3.0m - Decreased Placement Cooldown from
2.0sto0.5s
- Increased Firing Delay from
- Consumable Explosive Mine:
- Increased Placement Range from
2.5mto3.0m
- Increased Placement Range from
- Advanced Bio Tracker:
- Changed name from
Advanced Thermal TrackertoTechman Advanced Thermal Tracker - Increased Equip Time from
1.0sto1.5s - Decreased Aim Transition Time from
0.5sto0.25s
- Changed name from
- C-Foam Launcher:
- Increased Max Ammo from
156to178
- Increased Max Ammo from
- 4-Burst Turret:
- Increased Direct Damage from
4.6to5.2 - Decreased Shot Delay from
0.1sto0.05s
- Increased Direct Damage from
- Shotgun Turret:
- Increased Direct Damage from
5.9to6.0 - Increased Pellet Count from
7to8 - Decreased Shot Delay from
1.0sto0.75s - Increased Max Ammo from
91to121
- Increased Direct Damage from
- HMG Turret:
- Increased Direct Damage from
1.6to1.7
- Increased Direct Damage from
- Sniper Turret:
- Increased Direct Damage from
85.5to90.5
- Increased Direct Damage from
- 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
- Max Ammo:
- Mastaba Search & Rescue:
- Primary Fire mode:
Glowstick Launcher- Costs:
1ammo per shot - Will trigger
booster conditionals - Effected by
boosters/class
- Costs:
- Secondary Fire mode:
Fog Repeller Launcher- Costs:
2ammo per shot - Will trigger
booster conditionals - Effected by
boosters/class
- Costs:
- Max Ammo:
30 - Silence:
- Wake Up Radius:
4.0m - Alert Radius:
8.0m - Alert Amount:
40%(Sleepers awake at 100%)
- Wake Up Radius:
- Primary Fire mode:
- 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
Taggedtargets - 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
- Direct Damage:
- 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:
8.0mper 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:
5.0per 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
- Direct Damage:
Melee Tweaks:
- Sledgehammer:
- Increased Armor Shred Duration from
4.0sto4.5s
- Increased Armor Shred Duration from
Booster Tweaks:
- Changed text from
99 Uses LefttoInfinite Uses - Initial Main/Special Ammo
MutedBooster:- Fixed boosters showing the wrong value of
14%
- Fixed boosters showing the wrong value of
- Initial Main/Special Ammo
AggressiveBooster:- Increased Main/Special ammo bonus from
25%to35%
- Increased Main/Special ammo bonus from
- Initial Tool Ammo
MutedBooster:- Increased Tool ammo bonus from
10%to15%
- Increased Tool ammo bonus from
- Initial Tool Ammo
AggressiveBooster:- Increased Tool ammo bonus from
20%to35%
- Increased Tool ammo bonus from
- Regen Cap/Speed
BoldBooster:- Changed Condition from
Human ProximitytoGlowstick Radius
- Changed Condition from
- Tripmine Damage
BoldBooster:- Changed Condition from
Holding TooltoHuman Proximity
- Changed Condition from
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
EnemyAnimationFixmod - Updated
AmorLibmod - Updated
ModifierAPImod - Updated
ExtraWeaponCustomizationmod - Updated
ExtraSyringeCustomizationmod- Removed
MovementSpeedAPImod
- Removed
- Added
StrongerPlayermod 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
3500to700 - Decreased Damage Until React from
2000to500 - Decreased Bodypart Health from
2500to600 - Increased Initial Held Damage from
0.0to5.0 - Decreased Tag Time from
30.0sto20.0s - Increased Dash Cooldown from
5.0sto13.0s - Increased Runaway Duration from
5.0sto13.0s - Increased Dash Speed Modifier from
1.0xto2.0x
- Decreased Health from
- Kraken(Boss):
- Decreased Health from
9000to7000 - Increased Bodypart Health from
1800to2000
- Decreased Health from
- Tank:
- Decreased Glue Tolerance from
25.0to20.0
- Decreased Glue Tolerance from
Weapon Tweaks:
- Nano Gauss Rifle:
- Decreased Shrapnel(Gobules) count from
20.0to10.0 - Increased Shrapnel(Gobules) damage from
2.0to4.0
- Decreased Shrapnel(Gobules) count from
Misc. Tweaks:
- ChatterReborn:
- Removed banter whenever someone carried the Fog Turbine.
v2.0.10
- Emergency Hotfix:
- Updated
MovementSpeedAPImod - Added
MovementSpeedAPImod back into the manifest
- Updated
v2.0.9
Mod Update & Fixes:
- Updated
ExtraWeaponCustomizationmod - Updated
ExtraToolCustomizationmod - Updated
GTFuckingXPmod - Added
EnemyAnimationFixmod by Dinorush- Fixes several enemy bugs for both clients and host regarding their animations and attack behavior.
- Added
DMRReloadFixmod by randomuserhi- Fixes an annoying bug when reloading guns that leaves 1 bullet missing in the magazine.
- Added
DoorEnemyFixUpdatedmod by Dinorush- Fixes Tripmines and C-Foam touching enemies through closed doors which will cause them to trigger prematurely and waste the resource.
- Added
ReDownFixmod 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
PierceBugFixmod 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 Speedmodifier to certain classes. - Marine:
- Increased Bleed Resistance from
+70%to+90% - Increased Projectile Armor boon from
+30%to+40% - Added
Melee Attack Speedproperty- Class decreases
Melee Attack Speedby-50%
- Class decreases
- Increased Bleed Resistance from
- Shock Trooper:
- Fixed typos within the text description
- Fixed class not showing the Health Regen bonus when in-game
- Removed
Melee Damageproperty of+20% - Added
Melee Attack Speedproperty- Class increases
Melee Attack Speedby+30%
- Class increases
- Abhuman:
- Increased Melee Damage from
+75%to+100% - Increased Terminal & Sentry CPU penalty from
-50%to-70% - Added
Melee Attack Speedproperty- Class decreases
Melee Attack Speedby-30%
- Class decreases
- Increased Melee Damage from
- Deprived:
- Increased Projectile Armor penalty from
-50%to-60% - Added
Melee Attack Speedproperty- Class increases
Melee Attack Speedby+50%
- Class increases
- Increased Projectile Armor penalty from
Booster Tweaks:
- Initial Main/Special Ammo Boosters:
- Increased Muted Ammo Bonus from
+10%to+15% - Increased Aggressive Ammo Bonus from
+20%to+25%
- Increased Muted Ammo Bonus from
- Bold Melee Boosters:
- Changed Booster Condition from
Low HealthtoGlowstick Radius - Changed Booster Condition from
High HealthtoFog Repeller Radius
- Changed Booster Condition from
Melee Tweaks:
- Sledge Hammer:
- Decreased Stamina Cost while in combat from
35%to30%per Heavy swing.
- Decreased Stamina Cost while in combat from
- Spear:
- Decreased Stamina Cost while in combat from
35%to25%per Heavy swing. - Decreased Stamina Cost while out of combat from
30%to25%per Heavy swing. - Decreased Stamina Cost while in combat from
25%to20%per Light swing.
- Decreased Stamina Cost while in combat from
Misc. Fixes:
- Fixed wording in
v2.0.7changelog that stated Striker Giant's new Body Part Health was1.0when it should have been175.0.
v2.0.8
- Emergency Hotfix:
- Fixed an error with one of the gun's properties.
v2.0.7
Weapon Tweak:
- Updated
ExtraWeaponCustomizationmod - Medic Gun:
- Increased Dart Duration from
9.0sto9.5s(To prevent potential loss of time from packet loss) - Added
Disinfectproperty - Each dart will disinfect players for
0.31%per second for a duration of9.5s
- Increased Dart Duration from
Enemy Body Part Health Tweaks:
- Striker:
- Decreased Body Part Health from
24.0to20.0
- Decreased Body Part Health from
- Nightmare Striker:
- Decreased Body Part Health from
51.5to31.5
- Decreased Body Part Health from
- Striker Charger:
- Increased Body Part Health from
12.0to22.0
- Increased Body Part Health from
- Striker Giant:
- Decreased Body Part Health from
450.0to175.0
- Decreased Body Part Health from
- Nightmare Striker Giant:
- Decreased Max Health from
900.0to600.0 - Decreased Hit Reaction Threshold from
960.0to200.0 - Decreased Body Part Health from
900.0to250.0
- Decreased Max Health from
- Nightmare Needler:
- Decreased Body Part Health from
27.5to20.5
- Decreased Body Part Health from
- Nightmare Scout:
- Decreased Body Part Health from
120.0to80.0
- Decreased Body Part Health from
- Stalker:
- Decreased Max Health from
4000.0to3500.0 - Decreased Body Part Health from
4000.0to2500.0 - Decreased Tag Time from
60.0sto30.0s
- Decreased Max Health from
Enemy Fixes & Tweaks:
- Removed Projectile Settings from EEC to prevent issues with enemy abilities.
- Nightmares Variants:
- Decreased Projectile Infection Rate from
1%to0.5%
- Decreased Projectile Infection Rate from
- Enemy Bleed Effect:
- Enemy Bleed NO longer stacks; continued application can refresh active bleed duration
- Fixed Bleed doing the wrong amount of damage
- Added Bleed properties to Scouts(except Nightmare Scouts)
- Increased Bleed Damage from
0.4%to2% - Increased Damage Interval from
1.0sto2.0s - Increased Bleed Duration from
5.0sto10.5s
- Flyer:
- Decreased Explosion Minimum Range from
2.5mto2.0m - Decreased Explosion Maximum Range from
5.0mto4.0m
- Decreased Explosion Minimum Range from
- Shadow:
- Decreased Infection Fog Rate from
0.5%to0.3%per second - Decreased Infection Fog Duration from
35.0sto30.0s
- Decreased Infection Fog Rate from
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
SpreadStartingAmmomod by Dinorush - Ammo is spread from a pool given to players on startup based on how many players are present. If a player/bot joins then the pool is reduced to accommodate the new player(s), dismissing the slot will not refund the lost ammo from the distribution.
- 1 Player: 4x ammo
- 2 Players: 2x ammo
- 3 Players: 1.33x ammo
- 4 Players: 1x ammo (Bots count as players)
Weapon Fixes & Tweaks:
- Bolt Pistol:
- Increased Precision Multiplier from
0.6xto0.7x - Increased Stagger Multiplier from
1.5xto2.0x
- Increased Precision Multiplier from
- Tracker Rifle:
- Increased Direct Damage from
28.1to35.1 - Increased Precision Multiplier from
1.2xto2.0x - Decreased Stagger Multiplier from
2.0xto1.5x
- Increased Direct Damage from
- Nano Gauss Rifle:
- Increased Direct Damage from
50.5to55.5 - Increased Projectile Speed from
60to65 - Increased Projectile Hit Size by
0.2m - Increased Precision Multiplier from
2.0xto4.0x - Increased Stagger Multiplier from
1.5xto2.0x
- Increased Direct Damage from
- Sniper Rifle:
- Increased Armor Pierce from
10%to20% - Increased Precision Multiplier from
4.0xto6.0x
- Increased Armor Pierce from
- Reserve HMG:
- Increased Stagger Multiplier from
1.8xto2.0x - Once again trying to fix this gun's first person model after fixing the third person model from a previous patch.
- Increased Stagger Multiplier from
Turret Fixes & Tweaks:
- Added "More effective against Tagged" for all turrets.
- Fixed wrong values for Stagger Multiplier against tagged targets.
- Sniper Turret:
- Increased Tagged Stagger Multiplier from
1.0xto1.1x
- Increased Tagged Stagger Multiplier from
- Burst Turret:
- Increased Burst Delay from
1.0sto2.0s - Decreased Shot Delay from
0.5sto0.1s - Increased Tagged Stagger Multiplier from
1.0xto1.15x
- Increased Burst Delay from
- HMG Turret:
- Increased Tagged Stagger Multiplier from
1.0xto1.25x
- Increased Tagged Stagger Multiplier from
- Shotgun Turret:
- Decreased Shot Delay from
1.3sto1.0s - Increased Tagged Stagger Multiplier from
1.0xto1.2x
- Decreased Shot Delay from
Tool Fixes & Tweaks:
- C-Foam Launcher:
- Increased Max Ammo Capacity from
100to156
- Increased Max Ammo Capacity from
- Mine Deployer:
- Increased Radius from
2.5mto3.0m - Increased Minimum Distance from
3.0mto5.0m - Decreased Maximum Distance from
15.0mto10.0m - Increased Minimum Explosive Damage from
30to75 - Increased Maximum Explosive Damage from
100to125 - Increased Stagger Force from
1200to1300 - Increased Arming Time from
0.3sto1.0s - Increased Placement Time from
0.4sto1.0s - Increased Pickup Time from
0.4sto1.0s
- Increased Radius from
- Consumable Mine:
- Increased Radius from
2.5mto3.0m - Increased Minimum Distance from
1.5mto3.0m - Decreased Maximum Distance from
15.0mto10.0m - Increased Minimum Explosive Damage from
15to40 - Increased Maximum Explosive Damage from
60to75 - Increased Stagger Force from
800to900 - Increased Arming Time from
0.3sto0.5s - Increased Placement Time from
0.4sto0.5s - Increased Pickup Time from
0.4sto0.5s - Decreased Placement Cooldown from
1.0sto0.5s
- Increased Radius from
Enemy Fixes & Tweaks:
- Added underline text for all tagged enemies to help separate the name and healthbar for visual clarity.
- Shadows:
- Fixed this variant not creating infected fog spheres on death when hibernating.
- Striker Giants:
- Increased Body Part Health from
300to450 - Increased Weakspot Damage Multiplier from
0.4xto0.6x
- Increased Body Part Health from
Class Fixes:
- Quartermaster:
- Fixed a typo wrong info text regarding movement speed while in-game.
v2.0.4
Updates:
- Updated
ExtraWeaponCustomizationmod. - Updated
GTFuckingXPmod. - Updated README file.
Weapon Fixes:
- Foam Pistol:
- Fixed the improper armor shred values during foam. It should properly apply the
-20%armor debuff(increasing damage from most sources).
- Fixed the improper armor shred values during foam. It should properly apply the
- Medic Gun:
- Added
Ammo Modproperty - Killing an enemy with the venom darts will restore
1.0ammo back into the reserve.- Does NOT refund more than 1 dart per kill.
- Added
- Fixed HEL Revolver and Heavy Revolver's ricochet bullet using the old version of the revolver's stat.
- HEL Revolver:
- Decreased Ricochet's Direct Damage from
13.6to5.0 - Increased Ricochet's Precision Multiplier from
1.1xto3.5x(Lower than baseline by 0.75x) - Decreased Ricochet's Stagger Multiplier from
1.0xto0.65x(Lower than baseline by 0.2x) - Decreased Ricochet's Effective Range from
50.0mto20.0m
- Decreased Ricochet's Direct Damage from
- Heavy Revolver:
- Decreased Ricochet's Direct Damage from
35.9to10.0 - Increased Ricochet's Precision Multiplier from
1.1xto5.5x(Lower than baseline by 0.75x) - Decreased Ricochet's Stagger Multiplier from
1.0xto0.7x(Lower than baseline by 0.2x) - Decreased Ricochet's Effective Range from
50.0mto20.0m
- Decreased Ricochet's Direct Damage from
Melee Fixes & Tweaks:
- Fixed melee weapons using the wrong noise levels:
- 0: Wakes up sleepers in 7m from hitting locks or the ground.
- 1: Wakes up sleepers in 4m from hitting locks or the ground. Also has reduced chance to trigger long range aggro
- Knife: 1
- Spear: 1
- Sledgehammer: 0
- Bat: 0
- Sledgehammer:
- Removed
Armor Pierceproperty - Added
Armor Shredproperty- Applies armor shred of
-30%for4.0son hit; non-stackable - Requires charge up bar of
40%to acquirehalfof the armor shred modifier. - Requires charge up bar of
100%to acquirefullarmor shred debuff. - Any charge in-between will give varying armor shred values.
- Applies armor shred of
- Removed
- Knife:
- Increased Light Backstab Multiplier from
2.0xto2.1x - Increased Heavy Backstab Multiplier from
2.5xto2.6x - Decreased Total DoT Damage from
6.0to5.0 - Decreased stack limit from
unlimitedto4 - Increased DoT timer from
3.0sto4.0s(takes a little longer to reach total damage)
- Increased Light Backstab Multiplier from
- Spear:
- Removed can hit multiple targets, unintentional.
- Increased Armor Pierce bonus from
+10%to+15%
- Bat:
- Decreased Explosion Damage from
10.0to5.0 - Increased Explosion Stagger Multiplier from
1.5xto3.5x
- Decreased Explosion Damage from
v2.0.3
- Dev Note: If you have any feedback on the modpack, please do not hesitate to comment in the github issue tab here!
Mod Updates:
- Updated
ExtraWeaponCustomizationmod. - Updated
GTFuckingXPmod. - Removed
SpreadStartingAmmomod <= IMPORTANT
Enemy Tweaks:
- Striker Giant:
- Increased Body Part Health from
200to300
- Increased Body Part Health from
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
0.9sto0.8s - Fixed Aimed Acceleration modifier not working. It should properly fire quickly again.
- Decreased ChargeUp Time from
v2.0.2
Tweaks:
- Reserve MP1:
- Increased Stagger Multiplier from
2.0xto3.5x
- Increased Stagger Multiplier from
Syringe Fixes:
- Added wiki page for Syringe Information.
- Fixed Advanced Slow Healing Syringe using the wrong healing value of
0.2instead of0.4- Changed healing value from
0.2to0.4(total health of24.0)
- Changed healing value from
- Fixed Masterful Slow Healing Syringe using the wrong name.
- Proper Name: Antibiotic-IX-REC Syringe
Fixes:
- Added more dialogue options from
ChatterRebornmod for specific situations:- Fog Turbine
- Callout Teammates (ping teammates)
- Keycard Pickup
- Random Comments
- Fixed Triple-Barrel Description. (it wasn't suppose to have numbers)
- Fixed Single Slugger Description. (Forgot to mention faster reload speed on kill bonus)
- 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%to80% - Removed Initial Tool Ammo bonus.
- Increased Infection/Explosion/Bullet/Bleed Res. penalty from
- Field Technician:
- Decreased Sentry CPUs from
+30%to+20%
- Decreased Sentry CPUs from
- Abhuman:
- Decreased Bioscan Speed & Recharge Speed penalty from
-50%to-40%
- Decreased Bioscan Speed & Recharge Speed penalty from
Enemy Tweaks:
- Striker Giant:
- Increased Max Health from
400to450
- Increased Max Health from
- Needler Giant:
- Increased Max Health from
275to300
- Increased Max Health from
- Scout:
- Changed Scout feeler animation (it should stay standing even when retracting)
- Decreased Movement Detection Distance from
8.0mto1.0m(allows players to get closer without immediately triggering reactionary feelers) - Decreased Minimum Weapon Detection from
10.0mto5.0m(easier to stealth kill around target without 100% alerting) - Increased Max Tentacle count from
50to60(more feelers) - Decreased Tentacles Speed from
10.0mto2.5mper second (slower than Vanilla's 7.5m) - Decreased Time to Retract Tentacles from
2.5sto1.0s(faster to finish retracting) - Decreased Max Distance of Tentacles from
60.0mto40.0m(shorter feelers)
Weapon Tweaks & Fixes:
- Removed Relax position for all guns to prevent some animation issues.
- Foam Pistol:
- Increased Foam & Armor Shred Duration from
6.0sto10.0s - Decreased Armor Shred debuff from
-30%to-20%
- Increased Foam & Armor Shred Duration from
- HEL Shotgun: Rework
- Renamed Buckland HEL Shotgun to
Buckland Foam Shotgun - Fixed accidental mistake of this gun using (HEL) booster effect, it should say it is using Shotgun modifier.
- Foam Shotgun will have two different stats based on hipfire and aim mode.
- Hipfire: Shotgun
- Fire Mode: Semi-Auto
- Direct Damage:
9.5 - Pellet Count:
6 - Effective Range:
8.0m - Magazine Size:
8 - Max Ammo Capacity:
66 - Reload Time:
2.0s - Ammo Cost per shot:
-1 - Pierce Limit:
1
- Aimed: Foam
- Fire Mode: Semi-Auto
- Foams on Enemy Hit only
- Foam Duration:
5.0s - Foam does NOT barricade doors
- Ammo Cost per shot:
-2 - Movement Speed of
+20% - Speed Duration:
5.0s
- Changed
Front Part - Changed
Receiver Part - Changed
Sight Part
- Renamed Buckland HEL Shotgun to
- Single Slugger:
- Changed
Front Part - Changed
Sight Part
- Changed
- LMG:
- Decreased Direct Damage from
8.2to8.0 - Increased Magazine Size from
70to100 - Increased Max Ammo Capacity from
413to500
- Decreased Direct Damage from
- Reserve HMG:
- Decreased Direct Damage from
4.6to4.0 - Increased Stagger Multiplier from
1.7xto1.8x - Increased Max Ammo Capacity from
885to1000 - Changed
Magazine Part - Changed
Stock Part
- Decreased Direct Damage from
- Heavy Rifle:
- Changed
Sight Part - Increased Direct Damage from
3.0to3.1 - Increased Magazine Size from
60to70 - Increased Max Ammo Capacity from
452to528
- Changed
- Burst Cannon:
- Fixed the gun having the wrong temporary stats while aiming.
- Triple Barrel Shotgun:
- Decreased Direct Damage from
5.0to4.0 - Increased Reload Time from
1.4sto1.5s - Decreased Equip Time from
0.33sto0.2s - Added
Melee Damagemodifier- Grants non-stacking melee buff of
+25% - Over a duration of
3.0s - Activates on
Enemy Hitonly
- Grants non-stacking melee buff of
- Decreased Direct Damage from
Melee Tweaks:
- Sledgehammer:
- Decreased Max Charge Time for Heavy Attack from
3.0sto2.7s
- Decreased Max Charge Time for Heavy Attack from
- Spear:
- Decreased Max Charge Time for Heavy Attack from
3.7sto3.2s
- Decreased Max Charge Time for Heavy Attack from
Player Tweaks:
- Increased the
AmmoStandardInitial&AmmoSpecialInitialfrom250to275(Starting Ammo for Main and Special weapon slots)
Misc.
- Updated
ExtraWeaponCustomizationmod - Updated
MovementSpeedAPImod - Updated
ExtraEnemyCustomizationmod - Updated
ExtraSyringeCustomizationmod
v2.0.0 Final Major Update
Weapon Rework(Precision & Stagger Multiplier):
- The vanilla GTFO baseline precision is 0.74x because it is added on top of enemy's weakspot multipliers. Each enemy has their own weakspot multiplier which I will not provide here, they haven't changed from vanilla values.
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.
- Moderately increased Aimed spread for all spray guns(Scatter).
- Added Weapon Class definition for each gun:
- All Spray guns are classified as
Scatter - All Precision guns are classified as
Stabilized - All Mixed guns are classified as
Hybrid - Any Support guns are classified as
Utility
- All Spray guns are classified as
| Weapon Name | Hipfire (Old) | Hipfire (New) | Aimed (Old) | Aimed (New) | Class |
|---|---|---|---|---|---|
| Tracker Pistol | 1.00x | 1.30x | 0.00x | 0.05x | Stabilized |
| Foam Pistol | 0.50x | 0.40x | 0.00x | 0.00x | Utility |
| HEL Revolver | 2.00x | 2.50x | 0.00x | 0.15x | Stabilized |
| MP2 | 1.90x | 1.40x | 0.00x | 0.50x | Scatter |
| Reserve MP1 | 2.10x | 1.70x | 0.00x | 0.80x | Scatter |
| 5-B Bullpup | 2.50x | 2.00x | 0.00x | 1.00x | Scatter |
| Hemostasis Medic Gun | 0.05x | 0.10x | 0.00x | 0.00x | Utility |
| Tracker PDW | 1.25x | 1.00x | 0.00x | 0.60x | Scatter |
| Heavy SMG | 2.00x | 2.30x | 0.00x | 0.30x | Stabilized |
| 3-B Carbine | 1.00x | 1.30x | 0.00x | 0.40x | Hybrid |
| DMR | 0.50x | 1.00x | 0.00x | 0.10x | Stabilized |
| Double-Tap | 2.50x | 2.00x | 0.00x | 0.50x | Hybrid |
| Heavy Rifle | 2.00x | 1.60x | 0.00x | 0.90x | Scatter |
| Explosive Burst Rifle | 2.50x | 2.00x | 0.00x | 0.60x | Hybrid |
| Assault Rifle | 1.00x | 1.50x | 0.00x | 0.30x | Stabilized |
| Triple-Barrel* | 0.00x* | 0.00x* | 0.00x* | 0.00x* | Scatter |
| HEL Shotgun* | 0.00x* | 0.00x* | 0.00x* | 0.00x* | Scatter |
| Single Slugger* | 0.00x* | 0.00x* | 0.00x* | 0.00x* | Stabilized |
| AR-30 | 2.00x | 1.40x | 0.00x | 0.60x | Scatter |
| Experimental Smart Rifle | 1.25x | 1.50x | 0.00x | 0.20x | Stabilized |
| Pump-Action* | 0.00x* | 0.00x* | 0.00x* | 0.00x* | Scatter |
| Hemorrhage Shotgun* | 0.00x* | 0.00x* | 0.00x* | 0.00x* | Scatter |
| Explosive Shotgun * | 0.00x* | 0.00x* | 0.00x* | 0.00x* | Scatter |
| Choke Shotgun* | 0.00x* | 0.00x* | 0.00x* | 0.00x* | Hybrid |
| Heavy Revolver | 1.00x | 1.50x | 0.00x | 0.30x | Stabilized |
| LMG | 2.00x | 1.60x | 0.00x | 1.00x | Scatter |
| Reserve HMG | 3.00x | 2.40x | 0.00x | 1.50x | Scatter |
| Explosive Cannon | 0.50x | 0.70x | 0.10x | 0.30x | Hybrid |
| Hemorrhage HEL | 1.70x | 2.20x | 0.00x | 0.10x | Stabilized |
| Bolt Pistol | 2.00x | 2.50x | 0.00x | 0.15x | Stabilized |
| Tracker Rifle | 2.50x | 5.00x | 0.00x | 0.00x | Stabilized |
| Sniper Rifle | 1.00x | 10.00x | 0.00x | 0.00x | Stabilized |
| Nano Gauss Rifle | 2.00x | 7.50x | 0.00x | 0.00x | Stabilized |
- *Shotguns do not use regular spread, they use
Shotgun Cone SizeandShotgun Bullet Spread
Weapon Changes(Gear Parts):
-
Added
O9 Custom GearPartmod by Ound9 -
Added
DS2 Custom Gear Partsmod by DarkEmperor -
Changed/Added/Removed Gear Parts for some of the guns.
-
Hemostasis Medic Gun:
- Changed
Front Partto resemble a "sniper rifle" inspired by a certain female egyptian sniper - Changed
Sight Part - Changed
Magazine Part - Changed
Receiver Part
- Changed
-
Heavy SMG:
- Changed
Front Part - Changed
Receiver Part - Changed
Magazine Part - Changed
Sight Part
- Changed
-
Pump-Action Shotgun:
- Changed
Receiver Part
- Changed
-
Hemorrhage Shotgun:
- Changed
Receiver Part - Changed
Magazine Part - Changed
Stock Part
- Changed
-
Experimental Smart Rifle:
- Changed
Front Part - Changed
Receiver Part - Changed
Magazine Part - Changed
Stock Part
- Changed
-
Explosive Shotgun:
- Changed
Front Part - Changed
Receiver Part - Changed
Sight Part - Changed
Stock Part
- Changed
-
Heavy Revolver:
- Changed
Front Partto have ascope - Changed
Stock Part
- Changed
-
LMG:
- Changed
Magazine Part
- Changed
-
Reserve HMG:
- Changed
Front Partinto aMinigun(Yes I know it's not ) - Changed
Stock Part - Changed
Receiver Part
- Changed
-
Explosive Cannon:
- Changed
Front Partto look like a grenade launcher - Removed
Magazine Part - Changed
Receiver Part - Removed
Sight Part
- Changed
-
Hemorrhage HEL:
- Changed
Front Part - Changed
Receiver Part - Changed
Magazine Part - Changed
Sight Part
- Changed
-
Bolt Pistol:
- Changed
Front Part
- Changed
-
Sniper Rifle:
- Changed the
Scope Partto also have athermal attachmentas well as ascope
- Changed the
-
Nano Gauss Rifle:
- Changed the
Front Partto resemble aRailgun - Changed
Scope Part - Changed
Receiver Part - Changed
Stock Part - Removed
Magazine Part
- Changed the
-
HMG Turret:
- Changed
Front Part - Changed
Receiver Part
- Changed
-
Shotgun Turret:
- Changed
Front Part
- Changed
Weapon Tweaks:
- Properly rearranged weapon's list based on alphabetical order.
- Updated
ExtraWeaponCustomizationmod to v3.7.11 - Bots and Turrets can now utilize most of EWC's custom properties. For example explosive, biotag, projectile(not recommended, they will miss a lot), and etc.
- Switched
WeaponStatShowermod by DacreDOLOLO toDescriptiveWeaponStatShowerby Amorously.- Feel free to remove the WeaponStatShower mod from the list. It will still be fine to have both, but the newer version will be loaded instead of the original mod.
- Added a brief description for all guns with traits.
- Added sound effects for some weapons with missing and awkward animations.
- Added
AmorLibmod by Amorously. A new dependency for EWC with v3.7.11 update. - Fixed some weapons with incorrect sub-names such as
Thermal SubguntoThermal Bio-Tag Subgun - Hemostasis Medic Gun:
- Increased Direct Damage from
0.1to1.0
- Increased Direct Damage from
- Nano Foam Pistol:
- Increased Direct Damage from
0.1to1.0 - Increased Armor Shred debuff from
20%to30% - Decreased Armor Shred cap from
40%to30% - Increased duration of both Armor Shred and Foam from
5.0sto6.0s - Added sound effect once the magazine reaches 6.0; even while holstered.
- Increased Direct Damage from
- HEL Revolver: Rework
- Decreased Direct Damage from
13.6to5.0 - Increased Precision Multiplier from
0.9xto4.2x - Decreased Max Ammo Capacity from
128to116 - Decreased Reload time from
2.2sto2.1s
- Decreased Direct Damage from
- Heavy Revolver: Rework
- Renamed from
Bataldo Heavy RevolvertoVan Auken Heavy Revolver - Decreased Direct Damage from
35.9to10.0 - Increased Precision Multiplier from
0.95xto6.2x - Decreased Max Ammo Capacity from
118to106 - Decreased Reload time from
2.15sto2.1s
- Renamed from
- 5-B Bullpup:
- Increased Max Ammo Capacity from
442to508
- Increased Max Ammo Capacity from
- Tracker PDW:
- Increased Direct Damage from
3.0to3.2 - Increased Magazine Size from
20to22 - Decreased Max Ammo Capacity from
412to388
- Increased Direct Damage from
- Heavy SMG:
- Increased Shot Delay from
0.12sto0.20s - Increased Direct Damage from
5.7to6.0 - Decreased Max Ammo Capacity from
391to379
- Increased Shot Delay from
- 3-B Carbine:
- Increased Direct Damage from
3.3to3.4
- Increased Direct Damage from
- Single Slug Shotgun:
- Decreased Direct Damage from
55.6to55.0 - Increased Max Ammo Capacity from
51to60 - Increased Reload Time from
1.3sto2.0s - Added
Reload Speedmodifier on Kill- Any enemy kill with the slugger will lower the reload time from
2.0sto1.0sfor a short duration - The buff duration is
2.5s
- Any enemy kill with the slugger will lower the reload time from
- Decreased Direct Damage from
- Heavy Rifle:
- Increased Max Ammo Capacity from
434to452
- Increased Max Ammo Capacity from
- Medic Gun:
- Increased Healing from
0.5%to0.62%per tick
- Increased Healing from
- Assault Rifle:
- Increased Direct Damage from
6.9to8.1 - Decreased Magazine Size from
25to20 - Decreased Max Ammo Capacity from
221to203 - Increased Shot Delay from
0.16sto0.3s
- Increased Direct Damage from
- AR-30:
- Decreased Direct Damage from
7.0to6.5 - Increased Max Ammo Capacity from
255to305 - Decreased Reload Time from
1.8sto1.7s
- Decreased Direct Damage from
- Exp. Smart Rifle:
- Added sound effect to the Lock-on System
- Explosive Rifle:
- Decreased Explosion Damage from
15.0to11.0 - Increased Direct Damage from
8.5to15.5 - Decreased Max Ammo Capacity from
80to72
- Decreased Explosion Damage from
- Explosive Cannon:
- Increased Direct Damage from
5.9to3.1 - Increased Magazine Size from
5to6 - Decreased Max Ammo Capacity from
50to42 - Increased Reload Time from
4.0sto4.5s - Increased Equip Time from
0.8sto1.0s - Added
Hold Aim to Rapid Fireproperty
- Increased Direct Damage from
- Choke Mod Shotgun:
- Increased Direct Damage from
6.4to8.8 - Increased Magazine Size from
4to5 - Increased Max Ammo Capacity from
54to60 - Decreased Pellet Count from
8to5
- Increased Direct Damage from
- Pump-Action Shotgun:
- Decreased Reload Time from
3.0sto2.5s
- Decreased Reload Time from
- Hemorrhage Shotgun:
- Decreased Shotgun Cone Size from
2to4 - Increased Shotgun Bullet Spread from
2to4 - Increased Shotgun Bullet Count from
8to10
- Decreased Shotgun Cone Size from
- Hemorrhage HEL:
- Increased Damage Over Time Bleed from
19.0to25.0 - Decrease Charge Up Time from
0.25sto0.2s - Added
Auto AimProperty only while Aiming.
- Increased Damage Over Time Bleed from
- LMG:
- Added Bullet Pierce Limit of
+1 - Increased Magazine Size from
60to70 - Increased Max Ammo Capacity from
360to413
- Added Bullet Pierce Limit of
- Reserve HMG:
- Added Bullet Pierce Limit of
+1 - Decreased Charge Up Time from
0.6sto0.5s - Increased Shot Delay from
0.08sto0.2s - Increased Max Ammo Capacity from
742to885 - Added
Accelerateproperty.- HMG will fire significantly faster the longer you hold the trigger.
- Added
Recoilproperty.- Decreased the overall recoil of the gun since it is insanely high and impossible to control.
- Added Bullet Pierce Limit of
- Nano-Gauss Rifle:
- Increased Direct Damage from
40.3to50.5 - Increased Magazine Size from
4to5 - Decreased Reload Time from
3.5sto3.0s - Changed from
HitscantoProjectile
- Increased Direct Damage from
Tool Tweaks:
- Sniper Sentry:
- Increased Shot Delay from
2.1sto2.5s - Decreased Effective Range from
70.0mto60.0m
- Increased Shot Delay from
- Burst Sentry:
- Increased Direct Damage from
4.5to4.6 - Increased Burst Shot Count from
3to4 - Increased Burst Shot Delay from
1.0sto2.0s - Increased Effective Range from
20.0mto30.0m
- Increased Direct Damage from
- Machine Gun Sentry:
- Increased Stagger Multiplier from
2.5xto3.0x - Decreased Spread Fire from
2.0xto1.5x - Decreased Direct Damage from
1.7to1.6 - Increased Shot Delay from
0.8sto1.0s - Increased Pierce Limit from
1to2 - Increased Max Ammo Capacity from
1096to1594 - Added
Ammo Usageproperty of-1 - Added
Multishotproperty of+1. Fires a second bullet for double damage, but wastes ammo twice as fast! - Increased Effective Range from
10.0mto15.0m
- Increased Stagger Multiplier from
- Shotgun Sentry:
- Increased Shot Delay from
1.25sto1.3s - Increased Pierce Limit from
0to1 - Increased Effective Range from
5.0mto7.5m
- Increased Shot Delay from
Melee Tweaks:
- Sledgehammer:
- Decreased Max Charge Time for Heavy Attack from
3.5sto3.0s
- Decreased Max Charge Time for Heavy Attack from
- Spear:
- Decreased Max Charge Time for Heavy Attack from
4.2sto3.7s
- Decreased Max Charge Time for Heavy Attack from
- Bat:
- Increased Max Charge Time for Heavy Attack from
1.5sto2.0s - Fixed explosive kills triggering by any death from original explosion. Now the Explosion will only occur by the player's kill.
- Increased Max Charge Time for Heavy Attack from
Player Tweaks:
- Decreased the
AmmoStandardInitial&AmmoSpecialInitialfrom300to250(Starting Ammo for Main and Special weapon slots) - Increased the
ResourcePackMaxCapfrom400to500- Old:
- 13% = 94 HMG
- 14% = 200 MP1
- New(w/3 booster):
- 16%(21%) = 117(154) HMG
- 17%(23%) = 250(330) MP1
- Quartermaster(w/3 booster): Keep note that classes with higher or lower Ammo/Tool cost efficiency will have different supply values.
- 21%(26%) = 198(247) HMG
- 23%(28%) = 426(531) MP1
- Old:
Class Tweaks:
-
All Classes(except Shock Trooper, Demolitionist, Deprived, Courier)
- Decreased Baseline Explosive Resistance by
-20%
- Decreased Baseline Explosive Resistance by
-
Marine:
- Increased Bleed Resistance bonus from
+50%to+70% - Increased Melee Armor & Damage penalty from
-40%to-50%
- Increased Bleed Resistance bonus from
-
Shock Trooper:
- Increased Max Health bonus from
+20%to+30% - Added Explosive Resistance of
+30% - Added Bio Scan Speed penalty of
-20%
- Increased Max Health bonus from
-
Quartermaster:
- Increased Regen Cap bonus from
+55%to65%
- Increased Regen Cap bonus from
-
Specialist:
- Decreased Bioscan Spd. & Scanner Recharge from
+50%to+30%
- Decreased Bioscan Spd. & Scanner Recharge from
-
Field Technician:
- Decreased Sentry CPUs from
+40%to+30%
- Decreased Sentry CPUs from
-
HEL Diver:
- Increased HEL Damage bonus from
+75%to+100% - Increased Bullet Resistance penalty from
-25%to-50%
- Increased HEL Damage bonus from
-
Abhuman:
- Increased Melee Hitbox & Range bonus from
+25%to+40%
- Increased Melee Hitbox & Range bonus from
Booster Tweaks:
- Increased Muted/Bold/Aggressive
Revive Healthbooster by flat5%(total potential value from30%to45%)
Syringe Tweaks:
-
Virus Bomb Syringe:
- Increased Damage from
300to350 - Increased Range from
5.0mto7.5m - Increased Infection from
15%to25%
- Increased Damage from
-
Virus Nuke Syringe:
- Increased Damage from
600to700 - Increased Range from
7.5mto15.0m - Increased Infection from
25%to50%
- Increased Damage from
QoL Additions:
- Added
ChatterRebornmod by easternunit100 - Added
DropItemFixedmod by Dinorush - Added
BetterBotsmod by easternunit100
- Note: To find patch notes before v2.0, please check the Github repo.