Health x2, faster regen, no stamina penalty, 90% less fall damage & fog, more ammo, faster revives, shorter enemy detection, no glow sticks/lock melters/c-foam grenades. 530+ more stats also exposed, left at vanilla by default.
Added a Vanilla column to every remaining table that was missing one (consumable spawn odds,
all four Expedition Balance subsections, all four melee weapon action types), so every exposed
stat now shows what it's being compared against instead of just its tuned/default value.
Exposed TentacleTraps and ParasiteNests (on ExpeditionBalanceDataBlock) as 14 new config
options, all left at vanilla (1.0) by default: both are StaticEnemyData references with the
same 7-field shape already exposed for roaming/sleeper enemies (Health, Attack Damage, Max Per
Zone, Max Small/Medium/Large/Huge Area), confirmed via IL inspection of the game's own assembly.
Credited Claude Opus 5.5 in Attributions for its role throughout development.
Added a Fog Density Multiplier (new, default 0.1 / -90%) patched onto every
FogSettingsDataBlock - vanilla fog was judged more annoying than fun.
Health Regen Rate Multiplier default lowered from 5.0 to 0.5 (0.2/s -> 0.1/s) and Health Regen
Cap Multiplier default lowered from 2.0 to 0.5 (20% -> 10%).
Revive Duration Multiplier default lowered from 1.0 to 0.33 (4s -> 1.32s), moving it from
"exposed but vanilla" into the core tuned defaults.
Lock Melter and C-Foam Grenade spawn odds now default to disabled (0), joining Glow Stick.
Bug fix:Plugin.VERSION was still hardcoded 5.0.0 from the last release despite all of
the above - the in-game confirmation message would have shown the wrong major version. Fixed to
match the real package version before release.
Added a Bots Always Equip Sentry Gun option (off by default): forces a bot's Tool slot to the
basic Sentry Gun the moment it gets gear, whether filling an empty slot or replacing a player.
Resolved through the game's own GD.Gear.Basic_SentryGun name lookup rather than a hardcoded ID.
Exposed ArchetypeDataBlock (every ranged weapon's fire modes, plus sentries) as ~380 new config
options. Core combat stats (Damage, Stagger, Precision, Clip Size, Reload Time) get a two-tier
multiplier - a Weapon Type slider shared by every fire mode in that family, times an Individual
Weapon slider for one specific fire mode - covering ~50 archetypes across ~20 weapon types, all
left at vanilla (1.0) by default. Every other archetype stat (ammo cost, fire rate, spread, burst
timing, equip speed, etc.) plus sentry-specific targeting/combat stats get one flat multiplier
shared by every weapon instead. IDs and ownership confirmed by logging
GearCategoryDataBlock/ArchetypeDataBlock at boot.
Bug fix:package/README.md's embedded changelog copy had drifted out of sync with
package/CHANGELOG.md - still headed v6 and missing the two bullets above. Pre-release audit
caught it; the two files are back in sync.
Bug fix: the root README.md and package/README.md both still advertised "155 config
entries" after the weapon/sentry exposure above added ~380 more. Updated to 530+ throughout.
v5
Bug fix: Remove Combat Stamina Penalty previously equalized a pair of fields that are both
0 at vanilla regardless of combat state, so it did nothing. It now correctly equalizes the real
penalty (0.15/s vs 0.25/s regen while resting) and removes the 90% stamina cap while in combat.
Fall damage amount is now actually cut to 10% of normal, on top of the unchanged no-damage
height (previously only the height was touched, not the damage itself).
Exposed more stats as config options, all left at vanilla by default unless noted: enemy max
health, enemy melee/tentacle attack damage, consumable spawn rate per zone, big pickup spawn
rate per zone, revive duration, 8 more individual consumable spawn-odds stats, the full
per-difficulty-tier ExpeditionBalanceDataBlock (~40 stats covering resources, enemies, level
generation, and doors), and every melee weapon stat (76 entries: 4 weapons x 19 stats each,
organized by weapon then by action type).
Glow Stick spawn odds now default to disabled (0) instead of vanilla — a real tuned default,
not just exposed.
Corrected several "vanilla" values in the docs that were placeholders or incomplete: revive
duration (4s), flashlight angle/intensity (vary by light type, not a flat x1), and enemy
detection distance (there's a second, 20m sleeper profile alongside the 8m normal one).
Trimmed two config descriptions (Health Regen Cap Multiplier, Weapon Ammo Multiplier) that
exceeded the in-game config editor's 200-character limit and were getting cut off.
Pre-release cleanup: removed a leftover debug log line that fired on every revive, consolidated
a redundant double-iteration over the consumable loot table, and brought both READMEs and the
manifest description up to date with everything above.
v4
In-level warden-intel confirmation message now shows 90 seconds after spawn instead of 30, so
it lands once you're actually in the level rather than right at the drop-in.
v3
Flashlight angle/intensity tweak now defaults to vanilla (x1.0) instead of x1.25 — vanilla
flashlights were already fine as-is — but the config option is still there to retune if you want.
Exposed more stats as config options, all left at vanilla by default: walk/run/air/crouch/ladder
move speed, jump height, friendly fire damage, battery capacity and drain rate (small/medium/
large tools), and no-air (suffocation) damage rate and depletion time.
The in-game confirmation message now includes the mod's major version (e.g. "GTFO.EZ v3
Active...").
v2
Added an in-game confirmation message: a line on the rundown-select screen, and a warden-intel
message 30 seconds after you spawn into a level.
v1
Initial release: health, regen, stamina, fall damage, ammo, flashlight, and enemy detection
tweaks, all config-driven multipliers applied at game-data load time.
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