Changelog
v2.3.4 - Latest
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Personal Note: It's generally okay to update any mods whenever they are available. Regular bug fixes and QoL improvements are always welcome, but always be cautious when updating mods with large changes. It is better to keep in mind that every mod update has the potential to break something with pack. I cannot guarantee every update stability. So you should personally do your own research by checking their changelogs.
-
With the addition of keybind-based triggers that came along with v2.3.0. PLEASE check the EWC(ExtraWeaponCustomization) config and change the keybind to YOUR settings. I am aware that not everyone have keypads for their keyboards.
- Go to
Edit Config within Thunderstore client -> Search for ExtraWeaponCustomization.cfg -> Edit Config -> Change keybinds 1 through 4 under Keybind Settings section
- Be advised that any keybind changes might reset with each update.
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Please let me know on my Github issue page if there are problems or if you have feedback check this Github discussion page. Thanks and have fun!
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 can potentially have the opposite effect.
Mod Updates:
- Updated
ExtraWeaponCustomization mod
- Updated
Informative Door Icons mod
Miscellaneous Fixes:
- Fixed README.md:
- Not mentioning the new infection death penalty from previous patch
v2.3.3
Mod Updates + Additions:
- Added
Informative Door Icons mod by HazardousMonkey
- Updated
ExtraWeaponCustomization mod
- Updated
ExtraToolCustomization mod
- Updated
EnemyAnimationFix mod
- Updated
Spectate mod
- Added
InfectionDeathPenalty mod by Carb_Crusaders(me!)
- Inflicts a
10% infection penalty to players whenever they go down. This will add up(with other infections) until the 85% limit
- Can be treated with any disinfection method
- Will be affected by
Infection Resistance boosters, for example:
- Courier class will receive double infection penalty
- Paramedics class will be immune to the penalty
Dev Note: Yes, I did create a mod specifically for this update. It's to combat a specific strategy where players would "heal" each other by dying then reviving through Paramedic. Additionally, this will bring another layer of challenge that incentivize players to stay alive, stick together more often, think twice before using AoEs, parry more often, and revive in safer situations. Disinfection packs/station, Medic Gun, and syringes are effective methods. This change is to also answer the recent increase in the player's power scaling with the new weapons, tools, and etc. I did not want to buff the enemies as that will rock the scales in a bad direction.
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:
v2.3.2
Mod Updates + Additions:
Balance Tweaks:
- Beam Rifle:
- Decreased Glow Intensity from
0.05 to 0.01
- Decreased Glow Range from
10.0m to 8.0m
Dev Note: Eye strain nerf.
- Search and Rescue Tool: Improvement
- Increased Charge Timer from
1.0s to 2.0s
- Item Projectile Speed/Distance is based on
Charge Amount:
- Charge(<20%):
5.0m
- Charge(20%-50%):
10.0m
- Charge(50%-90%):
20.0m
- Charge(>90%):
40.0m
- Fixed visual bug with ammo counter when swapping
- I'm aware of another visual bug with ammo counter at 0%. Does not affect gameplay.
Dev Note: It's still a bit too awkward to use this tool as players have found it difficult to control the speed/distance these items fly. This QoL change should significantly improve usage.
- Exterminatus Flamer:
- Increased Bullet Cost per shot from
1.0 to 2.0
- Decreased Clip Regen from
5.0 to 4.0 per second
- Increased Clip Regen Delay from
5.0s to 7.5s
- Decreased Glow Intensity from
0.05 to 0.01
- Decreased Glow Range from
10.0m to 8.0m
Dev Note: This change is to reign in the flamer as it's very effective against hordes, which is good! But it might be a bit too good as it had low consequences when utilized. Other than eye strain...
- RYN0 Annihilator:
- Decreased Inner Radius from
7.5m to 7.0m
- Decreased Outer Radius from
15.0m to 14.0m
- Increased Maximum Explosion Damage from
700.0 to 800.0
- Explosions completely ignores Armor for all targets, including friends!
Dev Note: Because why not? At this point only the Demolitionist and/or Shock Trooper with 3 Explosion Res. boosters can survive. Maybe the Abhuman... big maybe.
Miscellaneous Fixes:
- Fixed typos and mistakes within v2.3.1's changelog
v2.3.1
Mod Updates + Additions:
- Updated
EnemyAnimationFix mod
- Updated
SpreadStartingAmmo mod
- Added
NoBrokenBotGear mod by JarheadHME
- It has come to my attention with bots being broken in the lobby that prevents dropping down a rundown. Caused by bots having weapons/tools that have been changed and it is loading something that doesn't exist. What you can do:
- Delete the
BotGear.json file within BepInEx/GameData/Favorites/Botgear.json of your profile.
- Or search the file in
Edit Config and delete the file.
- Or try to change the gear before the bot disappears within the lobby(unreliable).
Class Tweaks:
- Updated
GTFuckingXP mod
- Switched all class
Ammo Cost Efficiency bonus/penalty with Ammo Capacity bonus/penalty
- Switched all class
Tool Cost Efficiency bonus/penalty with Tool Capacity bonus/penalty
Dev Note: All classes will receive a more universal ammo/tool efficiency. Those that had the original positive values will be nerfed while vice versa for negative values. This should help balance out issues where classes who had high/low efficiency aren't punished/rewarded for resupplying.
-
Marine:
- Replaced
+20% Initial Ranged Ammo bonus with +10% Gun Ammo Received
-
Field Technician:
- Replaced
+50% Initial Tool Ammo bonus with +25% Tool Ammo Received
Dev Note: While the loss of initial ammo is something to adjust to, the increased ammo gain will give them better potential long-term. These bonuses will stack well with Quartermaster's/Booster's Resupply efficiency
Balance Tweaks:
- Updated
ExtraWeaponCustomization mod
- Beam Rifle:
- Increased Damage Accumulation from
0.5% to 2% per hit
- Shots require
50% less to reach full damage potential for body and weakspot hits
- Increased Damage Accumulation Cap for Body Shots from
1.5x to 2.0x
- Increased Damage Accumulation Cap for Weakspot Shots from
2.0x to 3.0x
- Increased Max Ammo from
1000 to 2000
- Increased Base Ammo Received from
200.0 to 400.0
Dev Note: After some more testing, I found the overall damage to be a little low for how expensive the gun's bullet economy is. Instead of simply buffing the base damage, I opted to reward players for choosing to stay on one target during a burst.
- Semi/Full-Auto AK Rifle
- Changed name from
Semi/Full-Auto Rifle to AK Platform Rifle
- Decreased Direct Damage from
7.5 to 7.0
Dev Note: A tad bit overperforming with the new changes from previous patch
- 3-B Carbine: Rework
- Increased Direct Damage from
3.4 to 4.0
- Decreased Max Ammo from
453 to 400
- Switch between
2 modes(Semi-Auto & 3-Burst Fire):
- 3-Burst Fire:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Semi-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- 4-B Nade Launcher AR:
- Decreased Direct Damage from
5.0 to 4.0
- Increased Grenade Ammo Cost from
15 to 20
- Decreased Maximum Explosion Damage from
45.0 to 40.0
- Decreased Minimum Explosion Damage from
25.0 to 20.0
- Decreased Max Ammo from
400 to 300
- Increased Reload Time from
2.2s to 2.4s
- Switched Nade Launcher from
Reserve Ammo to Clip Ammo
- It will pull from reserve to make up for the grenade ammo cost
Dev Note: This gun is too overtuned and does almost everything in one. While I am never a fan of straight up nerfs. Unfortunately, it is warranted.
- 5-B Bullpup: Rework
- Decreased Direct Damage from
3.1 to 3.0
- Decreased Max Ammo from
508 to 500
- Switch between
2 modes(Full-Auto & 5-Burst Fire):
- 5-Burst Fire:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Full-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
Dev Note: This is a bit of a balancing act for these three burst weapons. They should be more consistent with each other. Also the Marine class is getting a buff to ammo receive efficiency. Hopefully it should balance the numbers a bit.
- Wisp Launcher:
- Decreased Max Ammo from
40 to 30
- Decreased Wisp Death Shrapnel Count from
10 to 6
- Decreased Precision Multiplier from
1.1x to 1.0x
- Increased Clip Regen Delay from
16.5s to 25.5s
- Switched Regular Quill Targeting Mode from
Weakspot to Body
- Switched Death Quill Targeting Mode from
Weakspot to Normal (aims for the head if it exists, then the body. Does not aim for tumors)
- Switched Targeting Priority from
Angle to Distance except for death quills(to prevent homing failures)
Dev Note: It's a little too good at its job. So I will have to reel in its power, hopefully without completely removing its usefulness.
- Choke Mod Shotgun:
- Increased Direct Damage from
7.0 to 9.5
- Increased Clip Size from
5 to 6
- Increased Effective Range from
20.0m to 30.0m
- Increased Precision Multiplier from
0.9x to 1.05x
Dev Note: This gun was originally very powerful, so I had to adjust it. But the significant changes may have hurt this gun too much.
-
Missile Sentry:
- Added
Max Ammo(15) into the trait description.
- There is currently a bug where the max ammo is shown as
5 when it is actually 15
-
Nano Gauss Rifle:
- Increased Projectile Hit Size Bonus from
+0.2m to +0.5m
-
W-Pen Sniper Rifle:
- Added
ThickBullet Property:
- Increased Bullet Hitbox by
+0.15m
Miscellaneous Fixes:
- Fixed numerous typos and errors within v2.3.0's CHANGELOG.md
Dev Note: There was a number of wrong information written in the previous update. A mistake on my part for not double checking...
v2.3.0
Mod Updates + Additions:
- Updated
Spectate mod
- Updated
BetterBots mod
- Updated
AmorLib mod
Weapon Additions:
- Updated
ExtraWeaponCustomization mod
- Added
Ound9 gearpart II mod by Ound9
- Removed the text, only the reload circle will be kept
- Added
3 new custom weapon!
- Bots cannot use the different weapon mode feature, so they will always default to mode 1 of the crossbow and medic gun. It is highly recommended you do not give weapons to bots that require nuance to use properly.
- Hanaway Hunting Crossbow:
- One of the most complex weapon added so far. Switch between three payloads: Regular, Napalm, and Foam bolts. Each payload has specific properties for different situations
- Direct Damage:
10.0
- Clip Size:
1
- Max Ammo
20
- Reload Time:
3.5s
- Pierce Targets:
1.0
- Effective Range:
30.0m
- Hit Size:
+0.25m
- Stagger Multiplier:
1.5x
- Precision Multiplier:
3.25x
- Silenced, does not alert enemies
- Regular Bolts: (Default Keybind: KeypadPeriod[KeyConfig3])
- Ballistics Type:
Fast Projectile Low Gravity
- Armor Pierce:
+10%
- Backstab Multiplier:
2.25x
- Recovers only
1.0 ammo per target killed
- Max Delay requirement for ammo refund:
7.0s
- Napalm Bolts: (Default Keybind: KeypadEnter[KeyConfig1])
- Ballistics Type:
Slow Projectile No Gravity
- Not Silenced, will alert enemies
- Projectile Lifetime:
5.0s
- Shrapnel:
3 per 0.1s with 0.75s start delay
- DoT Damage per tick:
14.0
- DoT Duration:
10.0s
- DoT Tick Rate:
2.0s
- DoT Stack Limit:
3
- Friendly Fire Multiplier:
0.5x
- Drops
1 Red Glowstick when the projectile times out or dies
- Foam Bolts: (Default Keybind: KeypadPlus[KeyConfig2])
- Ballistics Type:
Fast Projectile Mid Gravity
- Foam Time:
16.0s
- Foam Chance:
Override Guaranteed
- Foam Doors:
Yes
- Foam Door Requirements:
1 bolt if you hit the door after the first foam bolt hits
Dev Note: The first "silent" weapon in the pack. To prevent this weapon's potential imbalance nature, the damage will be significantly more reliable in stealth scenarios. Its low max ammo capacity encourages players to shoot with purpose, as kills will refund only 1 ammo per target.
- Techman Wisp Thrower:
- An experimental entity that floats mid-air and attacks nearby targets until it bursts into several quills at the end of its life.
- Max Ammo:
40
- Clip Size:
2
- No Reload, Clip Regen after
16.5s delay after last firing
- Clip Regen active while holstered
- Launched Wisps will bounce off walls and objects before stopping to prevent dying on impact. Direct hits with entity will instantly kill the wisp.
- Wisp Lifetime:
15.0s
- Wisp Direct Damage:
1.0
- Wisp Quill Damage:
5.0
- Wisp Quill Ricochet:
3
- Wisp Precision Multiplier:
1.1x
- Wisp Stagger Multiplier:
0.5x
- Wisp Friendly Fire Multiplier:
0.5x
- Wisp Targeting Priority:
Weakspots
- Wisp Launch Delay Attack:
1.0s
- Wisp Attack Speed:
2 Quills per 0.5s
- Wisp Death Quill Count:
10
- Wisp Death Quill Damage:
5.0
- Wisp Quill Max Range:
25.0m
Dev Note: An interesting weapon that has multiple uses. It has a good area denial which should pair well with trip mines and turrets. Also, it provides light which is great during EMP events or dark rundowns.
- Van Auken Exp. Beam Rifle:
- A manufactured copy of a patented prototype beam rifle in collabration with Techman Biotechnics.
- Direct Damage:
1.5
- Reserve Ammo, no reload
- Clip Regen up to
100 after Shot Delay
- Max Ammo:
2000
- Clip Size:
100
- Pierce Limit:
1
- Fires
1 continuous beam costs 100 rounds
- Damage increases continuous hitting a single target for the whole beam.
- Up to
2.0x damage cap for normal shots as it stacks 1 at a time
- Up to
3.0x damage cap for weakspot shots as it stacks 2 at a time
- Duration lasts
2.5s then rapidly decays. Continued hits from the user will refresh the duration
- Shot Delay:
2.0s
- DoT Damage:
1.0
- DoT Duration:
10.0s
- DoT Tick Rate:
2
- DoT Stack Limit:
100
- Shrapnel Count:
1
- Shrapnel Direct Damage:
0.1
- Shrapnel can contribute to DoT stacks
Dev Note: Thanks to FE3, Dinorush, and EWC for the template to create this weapon. It's a concept that looks a little weird, but might have a niche usage. Does a significant amount of damage to single target, it is not recommended to spray fire as the base damage is very low.
Tool Additions:
- Added
1 new custom tool!
- Van Auken RYN0 Annihilator:
- An extremely dangerous weapon from Van Auken's armory, capable of killing almost anything within the area. Truly a tool of destruction!
- Direct Damage:
100
- Reserve Ammo, no reload
- Max Ammo:
6
- Clip Size:
1
- Clip Regen after Shot Delay:
30.0s
- Charge Up Time:
2.5s
- Explosion Minimum Damage:
400.0
- Explosion Maximum Damage:
700.0
- Explosion Outer Radius:
10.0m
- Explosion Inner Radius:
5.0m
- Shrapnel Count:
60
- Shrapnel Damage:
5.0
- Stagger Multiplier:
5.0x
- Friendly Fire Multiplier:
0.1x
- Push based on shooting during standing/crouching/jumping:
- Standing:
-14.0m
- Crouching:
-8.0m
- Jumping:
-18.0m
Dev Note: This is a meme weapon/tool and a little nod to one of the best sci-fi action-adventure game series ever made.
Weapon Tweaks + Fixes:
- Medic Gun Rework:
- Increased Max Delay Requirement for Ammo Refund from
0.5s to 10.0s (The maximum allowed delay in seconds between hitting the enemy and it dying.)
- Decreased Baseline Projectile Count from
2 to 1 to prep for the different modes additions
- Removed Last Hit kill requirement to refund ammo back
- Increased Effective Range from
12.0m to 20.0m
- Changed
Recoil and Accuracy to be signifcantly more reliable
- Increased Max Ammo from
100 to 110
- Players hit by healing darts should no longer constantly complain or grunt in pain during its duration
- Reworked the function of this gun by adding a keybind trigger to switch between three modes with different effects.
- Different modes can be stack individually with each other, but not with the same mode. For example: Stagger(Mode 2) + Armor Shred(Mode 3)
- Mode 1:
Heal + Disinfection Property
- Activated by using specific keybind trigger(Default Keybind: KeypadPeriod[KeyConfig3])
- Fires 2 bullets
- Removed DoT Stagger Multiplier of
0.5x
- Applies to player targets:
- Heal (stacks)
- Disinfection (stacks)
- Applies to enemy targets:
- Toxin Damage(DoT)
- Increased Precision Multiplier from
1.0x to 1.2x
- Decreased Stagger Multiplier from
0.5x to 0.0x
- Enemy Silence(CC stops non-boss tongue and projectile barrages)
- Mode 2:
Speed + Stamina Property
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Fires only 1 bullet
- Projectile Color:
Gold
- Buffs and Debuffs do not stack, it will only refresh duration
- Applies to player targets:
- Movement Speed buff of
+20% over a duration of 10.0s per bullet
- Restore Stamina by
+20% per bullet
- Applies to enemy targets:
- High Stagger Damage(DoT)
- Decreased Total Damage from
25.0 to 1.0
- Decreased Precision Multiplier from
1.0x to 0.0x
- Increased Stagger Multiplier from
0.0x to 30.0x
- Enemy Silence(CC)
- Mode 3:
Armor + Stamina Property
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Fires only 1 bullet
- Projectile Color:
Purple
- Buffs and Debuffs do not stack, it will only refresh duration
- Applies to player targets:
- Armor Resistance of
+20% over a duration of 10.0s per bullet
- Restore Stamina by
+20% per bullet
- Applies to enemy targets:
- Armor Shred debuff of
-20% over a duration of 10.0s per bullet
- Weaker Toxin Damage(DoT)
- Decreased Total Damage from
24.0 to 10.0
- Decreased Precision Multiplier from
1.0x to 0.75x
- Increased Stagger Multiplier from
0.5x to 1.0x
- Enemy Silence(CC)
Dev Note: Here I am modifying the medic gun again. With these new changes, it will add a lot more complexity to the gun itself. Effectively making it the defacto "support" weapon.
- HMG:
- Added
ThickBullet property:
- Added
0.2m to projectile hitbox
- LMG:
- Added
ThickBullet property:
- Added
0.2m to projectile hitbox
- Reserve MP1:
- Added
ThickBullet property:
- Added
0.15m to projectile hitbox
- MP2:
- Added
ThickBullet property:
- Added
0.15m to projectile hitbox
- Drum Mag AR:
- Increased Reload Time from
2.5s to 2.8s
- Added
ThickBullet property:
- Added
0.15m to projectile hitbox
Dev Note: It should feel a little less punishing to spray into a crowd in a general area
- Full-Auto Light AR: Rework
- Changed name from
Full-Auto Light AR to 4-B Nade Launcher AR
- Changed
Scope Part (improved the FOV & zoom of this scope)
- Changed
Receiver Part
- Changed
Front Part
- Changed
Magazine Part
- Changed
Stock Part
- Decreased Hipfire Spread from
1.4x to 1.0x
- Decreased Aimed Spread from
0.6x to 0.4x
- Decreased Direct Damage from
6.5 to 5.0
- Decreased Clip Size from
30 to 20
- Increased Reload Time from
1.7s to 2.2s
- Increased Max Ammo from
305 to 400
- Added
Explosive property
- Assault Rifle:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Changes Accuracy and Recoil data to
Bullpup
- Direct Damage:
4.0
- Burst Count:
4
- Nade Launcher:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Changes Accuracy and Recoil data to
Rifle
- Direct Damage:
1.0
- Pulls from reserve ammo; does not use clip unless reserve is empty
- Explosive Bullet Cost:
-15
- Explosion Minimum Damage(Inner):
25.0
- Explosion Maximum Damage(Outer):
45.0
- Explosion Outer Radius:
4.5m
- Explosion Inner Radius:
2.5m
- Stagger Multiplier:
2.0x
- Damages
Owner and Friendly
- Friendly Fire Multiplier:
0.75x
- Shrapnel Count:
10
- Shrapnel Damage:
5.0
- Semi-Auto AR Rework
- Changed name from
Semi-Auto Rifle to Semi/Full-Auto AK Rifle
- Changed
Scope Part
- Changed
Receiver Part
- Changed
Front Part
- Changed
Magazine Part
- Changed
Stock Part
- Changed
Flashlight Part
- Decreased Direct Damage from
8.1 to 7.5
- Increased Reload Time from
1.9s to 2.6s
- Increased Clip Size from
20 to 45
- Increased Max Ammo from
203 to 295
- Added two modes: Switch between Semi-Auto and Full-Auto
- Semi-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Full-Auto:
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
Dev Note: These two guns need a bit more love as they were basically two of the same. Also they sort of lacked identity compare to the other rifles.
- Foam Pistol:
- Increased Glue Bubble Expansion Speed from
0.1x to 0.25x
- Switched
ArmorShred to ShotModDebuff property:
- Applies
+30% increased base damage(excluding precision & stagger) debuff on an enemy target for all sources
Dev Note: With a lot of new options to foam targets, the Foam Pistol lost a lot of its place in the roster. So I am switching the armorshred to a "Increase Damage Taken" debuff on the target that is currently unique to this gun only.
- Exp. Smart Rifle:
- Changed
Front Part
- Changed
Receiver Part
- Added Trail Color similar to Glow Color
- Decreased Projectile Speed from
45.0m to 25.0m per second
- Decreased Projectile Lifetime from
30.0s to 10.0s
- Increased Minimum Projectile Distance from
10.0m to 25.0m
- Added
Shrapnel property:
- A simple failsafe mechanism to lower the impact of orbiting projectiles
Dev Note: Once a projectile times out around a target, a shrapnel similar to the original will spawn. This projectile will have a significantly stronger homing strength and angle which should properly hit its intended target more consistently. Orbiting projectiles might still get destroyed on a object or terrain.
- Heavy Revolver:
- Changed
Stock Part to prevent a log spamming issue.
- Tracker Pistol:
- Changed
Front Part(Scope Attachment)
- Tracker PDW:
- Changed
Front Part
- Changed
Receiver Part
- Tracker Rifle:
- Changed
Front Part
- Changed
Receiver Part
- Changed
Magazine Part
- Increased Direct Damage from
35.1 to 40.1
Dev Note: While the Tracker Rifle is doing its job, I feel like its damage is still struggling to kill even smaller targets compare to DMRs. Also, I personally did not enjoy the look of the rifle.
- Hemorrhage HEL Rifle:
- Increased Effective Range from
26.0m to 35.0m
- Decreased Lock-on Angle Requirement from
3 to 2 degrees
- Decreased Lock-on Time from
1.0s to 0.5s
- Increased Lock-on Decay Time from
0.6s to 0.8s
Dev Note: A very strong precision rifle, but its auto-aim feature felt very clunky. Hopefully this will make it more useable in chaotic moments.
- Pump-Action Shotgun:
- Increased Max Ammo from
58 to 70
- Triple Barrel Shotgun:
- Increased Max Ammo from
71 to 81
- Explosive Burst Rifle:
- Changed
Receiver Part
- changed
Sight Part
- Explosive Shotgun:
- Changed
Receiver Part
- changed
Front Part
- Explosive Cannon:
- Increased Maximum Explosion Damage from
45.0 to 50.0
- Increased Minimum Explosion Damage from
35.0 to 40.0
- W-Pen Sniper:
- Changed
Front Part
- Changed
Receiver Part
- Changed
Sight Part
- Removed
Magazine Part
- Increased Push for both Standing & Jumping by
+2.0m
- Decreased Push for Crouching by
-1.0m
- Nano Gauss Rifle:
- changed
Receiver Part
- Increased Push for both Standing & Jumping by
+2.0m
- Decreased Push for Crouching by
-1.0m
Class Tweaks:
- Updated
GTFuckingXP mod
- Specialist:
- Increased Fog Repeller/Turbine Power from
+80% to +100%
- Increased Initial Ammo Penalty from
-30% to -40%
- Decreased Ammo Cost Efficiency Penalty from
-30% to -20%
Dev Note: The Specialist should feel a lot more powerful against the Fog mechanics, but the constant buffs in recent patches should result in a nerf somewhere to counter balance.
- Paramedic:
- Decreased Ammo Cost Efficiency Penalty from
-20% to -15%
- Quartermaster:
- Decreased Damage Penalty from
-50% to -30%
- Added Initial Tool Ammo Penalty of
-20%
Booster Tweaks:
- Added
PingableJunkieSyringes mod by JarheadHME
- Custom syringes weren't pingable which can cause some miscommunications
- Revive Spd. & Health
Muted Booster:
- Increased Revive Speed bonus from
+10% to +20%
- Revive Spd. & Health
Bold Booster:
- Increased Revive Speed bonus from
+15% to +25%
- Revive Spd. & Health
Aggressive Booster:
- Increased Revive Speed bonus from
+20% to +30%
Dev Note: The nature of revive speed works off the game's baseline 4.0s to 5.0s. So 45% is not worth a lot to risk taking all three boosters, now its 75% in the right condition which feel much more impactful.
Tool Tweaks + Fixes:
- Updated
ExtraToolCustomization mod
- Updated
DescriptiveWeaponStatShower mod
- Fixed custom turrets not having any stats shown in the tool select sceen
- Fog Repeller Consumable:
- Decreased Minimum Consumable Loot Count from
5 to 4
- Decreased Maximum Consumable & Carry Limit Loot Count from
10 to 8
- Search & Rescue Tool: Improvement
- Increased Max Ammo from
30 to 40
- Removed Shell Casing ejection sound effects
- Removed 3D Shooting sound effects for other players within the lobby
- Changed aimed function to keybind-based modes
- Mode 1:
- Glowstick Launcher
- Activated by using specific keybind trigger(Default Keybind: KeypadEnter[KeyConfig1])
- Decreased Projectile Speed from
30.0m to 25.0m per second
- Mode 2:
- Fog Repeller Launcher
- Activated by using specific keybind trigger(Default Keybind: KeypadPlus[KeyConfig2])
- Decreased Projectile Speed from
20.0m to 15.0m per second
Dev Note: You should no longer hear your teammate's vanilla default gun shots when using these weapons, only the appropriate ones.
- 4-Burst Sentry:
- Decreased Burst Delay from
2.0s to 1.8s
Dev Note: I want to slightly lower the Burst turret's clunkiness to be a bit more reliable on maps that have tight corners.
- Missile Sentry:
- Added text description for traits
- Fixed explosion not having friendly fire multiplier. Oopsie...
- Increased Friendly Fire Multiplier from
-50% to -70%
- Exterminatus Flamer:
- Removed Shell Casing ejection sound effects
- Removed 3D Shooting sound effects for other players within the lobby
- Changed
Scope Part
- Decreased Direct Damage from
1.0 to 0.5
- Decreased Projectile Glow Intensity from
0.25 to 0.05 (still bright, but not as before)
- Increased Clip Regen Delay from
3.0s to 5.0s
Dev Note: I removed the scope as it was pointless; replaced with iron sight. Also the long exposure to the flamethrower was giving me eye strain...
Melee Tweaks + Fixes:
- Spear:
- Increased Armor Pierce from
+15% to +20%
- Added
Push Property when sprinting and charging heavy:
- Sprint + Charge:
8.0m
- Based on charge amount starting from
50%(4.0m) to 100%(8.0m)
- Added
ShotMod Property when sprinting and charging heavy:
- Increases damage of melee by
+30%
- Based on charge amount starting from
50%(+15%) to 100%(+30%)
Dev Note: While I want to keep the Spear as a stealth melee. The knife is simply just too good at its job, and I do not want to nerf it. Instead I give the Spear more skill expression. You can use this lunge for a speed boost or kill a target quickly. Time it correctly and you can kill without alerting the room.
- Sledgehammer:
- Fixed armor shred modifier not working correctly
- Increased Armor Shred from
-30% to -40%
Syringe Fixes:
- Fixed issue with SyringeID and ItemID duplications when descending on a rundown
- Fixed multiple instances of same syringe distribution in the same rundon.
Miscellaneous Fixes:
- Changed the wording on the pack's tagline description again
- Updated README.md file
- Updated CHANGELOG.md file
- Fixed typos in CHANGELOG.md for v2.2.0
- Removed old patch notes pre-v2.0 to save space for Thunderstore character limit. Check Github Repo for old changelog.
v2.2.0
Mod Updates + Additions:
- Added
WeaponIconPlus mod by GTFOModding
- Added
Minimap mod by HazardousMonkey
- Located at Bottom Left section.
- Change config settings to fit your needs.
- Toggle default key:
M (Recommend you either change your default Map key or this one. I use TAB for my map keybind)
- Zoom Control: ALT + WheelDown/WheelUp
- Recommended(optional) HUD size settings:
- Compass:
80%
- Inventory:
100% - 120%
- Chat:
90%
- Statusbar:
100%
- Subtitles:
100%
- Objective:
90%
- Intel:
90%
- Updated
EnemyAnimationFix mod
- Updated
MirrorWeapons mod
- Updated
GTFuckingXP mod
- The in-game HUD for class information will properly hide itself during menus such as the map screen and ESC menu. No longer a wall of text will block teammate information.
- Updated
SpreadStartingAmmo mod
- Updated
Amorlib mod
- Updated
BetterBots mod
- Updated
EEC H mod
- Added
Spectate mod by food
- Spectate your teammates upon death(downed)
Class Tweaks:
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:
- MP2:
- Added
Sight Part
- Decreased Aim Spread from
0.5x to 0.4x
- Increased Clip Size from
50 to 60
- Increased Max Ammo from
737 to 747
- Explosive Shotgun:
- Added
Shrapnel property
- Shrapnel Damage:
5.0
- Shrapnel Count per bullet:
2
- Shrapnel Pierce:
1.0
- Triple Barrel Shotgun:
- Added
Push property when using Aim Trait
- Standing/Crouching/Jumping:
-12.0m
- Bolt Pistol:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-2.0m
- Crouching:
-1.0m
- Jumping:
-4.0m
- Heavy Revolver:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-2.0m
- Crouching:
1.0m
- Jumping:
-4.0m
- Nano Gauss Rifle:
- Changed Explosion SFX to be a bit more squishy
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-5.0m
- Crouching:
-3.0m
- Jumping:
-10.0m
- W-Pen Sniper Rifle:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-4.0m
- Crouching:
-2.0m
- Jumping:
-8.0m
- Reserve HMG:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-0.05m
- Crouching:
0.0m
- Jumping:
-0.1m
- LMG:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-0.3m
- Crouching:
0.0m
- Jumping:
-0.5m
- Explosive Shotgun:
- Added
Push property when shooting based on standing/crouching/jumping
- Standing:
-3.0m
- Crouching:
-1.0m
- Jumping:
-6.0m
Tool Addition & Tweaks:
- Updated
ExtraToolCustomization mod
- Changed name of
Autotek Tagged Sniper Turret to Autotek Bio-Tag Sniper Turret
- Explosive Mine Deployer:
- Changed name of
Krieg Homeland Defense to Krieg Homeland Defense Tool
- Decreased Max Ammo from
16 to 12
- Increased Minimum Effective Distance from
5.0m to 6.0m
- Increased Maximum Effective Distance from
10.0m to 12.0m
- Decreased Beam Length from
20.0m to 12.0m to match with its max effective range
- Increased Placement Time from
1.0s to 1.5s
- Increased Placement Cooldown from
1.0s to 1.5s
- Increased Pickup Time from
1.0s to 2.0s
- Increased Placement Range from
2.5m to 6.0m
- Consumable Foam Tripmine:
- Increased Firing Delay from
0.0s to 0.1s
- Increased Minimum Effective Distance from
2.5m to 3.0m
- Decreased Maximum Effective Distance from
12.0m to 10.0m
- Decreased Beam Length from
20.0m to 10.0m
- Decreased Foam Bubble Count from
17 to 15
- Increased Placement Range from
2.5m to 3.0m
- Decreased Placement Cooldown from
2.0s to 0.5s
- Consumable Explosive Mine:
- Increased Placement Range from
2.5m to 3.0m
- Advanced Bio Tracker:
- Changed name from
Advanced Thermal Tracker to Techman Advanced Thermal Tracker
- Increased Equip Time from
1.0s to 1.5s
- Decreased Aim Transition Time from
0.5s to 0.25s
- C-Foam Launcher:
- Increased Max Ammo from
156 to 178
- 4-Burst Turret:
- Increased Direct Damage from
4.6 to 5.2
- Decreased Shot Delay from
0.1s to 0.05s
- Shotgun Turret:
- Increased Direct Damage from
5.9 to 6.0
- Increased Pellet Count from
7 to 8
- Decreased Shot Delay from
1.0s to 0.75s
- Increased Max Ammo from
91 to 121
- HMG Turret:
- Increased Direct Damage from
1.6 to 1.7
- Sniper Turret:
- Increased Direct Damage from
85.5 to 90.5
- Added four NEW tools! C-Foam Snare, Cave & Rescue, Exterminatus Flamer and Rocket Sentry
- C-Foam Snare:(C-Foam Mine Deployer):
- Max Ammo:
15
- Firing Delay:
0.5s
- Minimum Effective Distance:
7.5m
- Maximum Effective Distance:
15.0m
- Beam Length:
15.0m
- Foam Bubble Count:
25
- Placement Range:
6.0m
- Placement Time/Cooldown/Pickup:
2.0s
- Mastaba Search & Rescue:
- Primary Fire mode:
Glowstick Launcher
- Costs:
1 ammo per shot
- Will trigger
booster conditionals
- Effected by
boosters/class
- Secondary Fire mode:
Fog Repeller Launcher
- Costs:
2 ammo per shot
- Will trigger
booster conditionals
- Effected by
boosters/class
- Max Ammo:
30
- Silence:
- Wake Up Radius:
4.0m
- Alert Radius:
8.0m
- Alert Amount:
40% (Sleepers awake at 100%)
- Bio-Tag Rocket Turret:
- There is no stat description for this turret because of issues with vanilla GTFO not playing nice with another mod. Unfortunately, I cannot fix it on my end. Please refer to the wiki for stats.
- Direct Damage:
5.0
- Explosive Damage:
40.0
- Explosive Radius:
4.5m
- Shot Delay:
4.5s
- Max Ammo
20
- Shrapnel Count:
40
- Shrapnel Damage:
5.0
- Ballistic Type:
Homing Projectile
- Homing Priority:
Highest HP
- Homing Targeting:
Body
- Fires only at
Tagged targets
- Effective Range:
40.0m
- Friendly Fire:
50% (Otherwise everyone will die)
- Placement Time:
0.5s
- Pickup Time:
1.5s
- Deploy Time:
6.0s
- Scan Delay:
1.0s
- Scan Color:
Purple
- Exterminatus Flamer:
- Direct Damage:
1.0
- Multishot:
5.0x
- Bullet Hit Size:
+0.5m
- Pierce Targets:
2.0
- Stagger Multiplier:
10.0x
- Ballistics Type:
Slow Projectile Gravity
- Projectile Speed:
8.0m per second
- Projectile Lifetime:
5.0s
- Damage-Over-Time per Stack:
6.0
- DoT Stack Limit:
10
- DoT Duration:
10.0s
- Damage Interval:
2.0x
- DoT Stagger Multiplier:
1.0x
- DoT Friendly Multiplier:
0.5x
- Cannot Reload, Clip Regen from Reserves after Firing
- Clip Regen:
5.0 per second
- Clip Regen Delay:
3.0s
- Max Ammo:
1000
- Clip Size:
100
- Explosion on Death, applies 1 stack of DoT
- Explosion Damage:
1.0
- Explosion Radius:
3.5m
- Explosion Stagger Multiplier:
5.0x
- ChargeUp Time:
0.4s
- Slow Fire Rate, must Accelerate to increase Fire Rate
- Flames will ricochet off of walls at an extremely slow speed
- Flames will "stay" on the ground up to a few seconds which will apply damage
Melee Tweaks:
- Sledgehammer:
- Increased Armor Shred Duration from
4.0s to 4.5s
Booster Tweaks:
- Changed text from
99 Uses Left to Infinite Uses
- Initial Main/Special Ammo
Muted Booster:
- Fixed boosters showing the wrong value of
14%
- Initial Main/Special Ammo
Aggressive Booster:
- Increased Main/Special ammo bonus from
25% to 35%
- Initial Tool Ammo
Muted Booster:
- Increased Tool ammo bonus from
10% to 15%
- Initial Tool Ammo
Aggressive Booster:
- Increased Tool ammo bonus from
20% to 35%
- Regen Cap/Speed
Bold Booster:
- Changed Condition from
Human Proximity to Glowstick Radius
- Tripmine Damage
Bold Booster:
- Changed Condition from
Holding Tool to Human Proximity
Miscellaneous Tweaks + Fixes:
- Moved Minimap location
- Fixed various issues:
- Fixed errors of duplicate weapon gear parts
- Fixed Gear Category duplicate data blocks
- Fixed errors with Template.json in EWC being loaded
- Fixed errors regarding reserve shotgun and explosive shotgun's spread being not considered
- Updated README.md file
- Added more tools into the tool section
- Improved the tagline of the modpack to better describe the modpack's vision
- Removed old Dev Notes up v2.1.0 in CHANGELOD.md to make space. Old changelog with all dev notes will be kept up in Github repo.
v2.1.0
Mod Updates:
- Updated
EnemyAnimationFix mod
- Updated
AmorLib mod
- Updated
ModifierAPI mod
- Updated
ExtraWeaponCustomization mod
- Updated
ExtraSyringeCustomization mod
- Removed
MovementSpeedAPI mod
- Added
StrongerPlayer mod by Chaxi
- Ability to sprint while holding onto objective items such as Fog Turbines, Battery Cells, and other large objects that require both hands.
Enemy Tweaks:
- Stalker(Snatcher):
- Decreased Health from
3500 to 700
- Decreased Damage Until React from
2000 to 500
- Decreased Bodypart Health from
2500 to 600
- Increased Initial Held Damage from
0.0 to 5.0
- Decreased Tag Time from
30.0s to 20.0s
- Increased Dash Cooldown from
5.0s to 13.0s
- Increased Runaway Duration from
5.0s to 13.0s
- Increased Dash Speed Modifier from
1.0x to 2.0x
- Kraken(Boss):
- Decreased Health from
9000 to 7000
- Increased Bodypart Health from
1800 to 2000
- Tank:
- Decreased Glue Tolerance from
25.0 to 20.0
Weapon Tweaks:
- Nano Gauss Rifle:
- Decreased Shrapnel(Gobules) count from
20.0 to 10.0
- Increased Shrapnel(Gobules) damage from
2.0 to 4.0
Misc. Tweaks:
- ChatterReborn:
- Removed banter whenever someone carried the Fog Turbine.
v2.0.10
- Emergency Hotfix:
- Updated
MovementSpeedAPI mod
- Added
MovementSpeedAPI mod back into the manifest
v2.0.9
Mod Update & Fixes:
- Updated
ExtraWeaponCustomization mod
- Updated
ExtraToolCustomization mod
- Updated
GTFuckingXP mod
- Added
EnemyAnimationFix mod by Dinorush
- Fixes several enemy bugs for both clients and host regarding their animations and attack behavior.
- Added
DMRReloadFix mod by randomuserhi
- Fixes an annoying bug when reloading guns that leaves 1 bullet missing in the magazine.
- Added
DoorEnemyFixUpdated mod by Dinorush
- Fixes Tripmines and C-Foam touching enemies through closed doors which will cause them to trigger prematurely and waste the resource.
- Added
ReDownFix mod by Dinorush
- Fixes clients getting downed from taking any damage shortly after a revive. This is to prevent players from getting killed immediately after a successful revive caused by the long animation.
- Added
PierceBugFix mod by tru0067
- Fixes piercing so that piercing shots hit the advertised number of enemies. Originally piercing beyond five were ignored by the system and some enemies used up more than one piercing; effectively decreasing their utility.
Class Tweaks:
- Added
Melee Attack Speed modifier to certain classes.
- Marine:
- Increased Bleed Resistance from
+70% to +90%
- Increased Projectile Armor boon from
+30% to +40%
- Added
Melee Attack Speed property
- Class decreases
Melee Attack Speed by -50%
- Shock Trooper:
- Fixed typos within the text description
- Fixed class not showing the Health Regen bonus when in-game
- Removed
Melee Damage property of +20%
- Added
Melee Attack Speed property
- Class increases
Melee Attack Speed by +30%
- Abhuman:
- Increased Melee Damage from
+75% to +100%
- Increased Terminal & Sentry CPU penalty from
-50% to -70%
- Added
Melee Attack Speed property
- Class decreases
Melee Attack Speed by -30%
- Deprived:
- Increased Projectile Armor penalty from
-50% to -60%
- Added
Melee Attack Speed property
- Class increases
Melee Attack Speed by +50%
Booster Tweaks:
- Initial Main/Special Ammo Boosters:
- Increased Muted Ammo Bonus from
+10% to +15%
- Increased Aggressive Ammo Bonus from
+20% to +25%
- Bold Melee Boosters:
- Changed Booster Condition from
Low Health to Glowstick Radius
- Changed Booster Condition from
High Health to Fog Repeller Radius
Melee Tweaks:
- Sledge Hammer:
- Decreased Stamina Cost while in combat from
35% to 30% per Heavy swing.
- Spear:
- Decreased Stamina Cost while in combat from
35% to 25% per Heavy swing.
- Decreased Stamina Cost while out of combat from
30% to 25% per Heavy swing.
- Decreased Stamina Cost while in combat from
25% to 20% per Light swing.
Misc. Fixes:
- Fixed wording in
v2.0.7 changelog that stated Striker Giant's new Body Part Health was 1.0 when it should have been 175.0.
v2.0.8
- Emergency Hotfix:
- Fixed an error with one of the gun's properties.
v2.0.7
Weapon Tweak:
- Updated
ExtraWeaponCustomization mod
- Medic Gun:
- Increased Dart Duration from
9.0s to 9.5s (To prevent potential loss of time from packet loss)
- Added
Disinfect property
- Each dart will disinfect players for
0.31% per second for a duration of 9.5s
Enemy Body Part Health Tweaks:
- Striker:
- Decreased Body Part Health from
24.0 to 20.0
- Nightmare Striker:
- Decreased Body Part Health from
51.5 to 31.5
- Striker Charger:
- Increased Body Part Health from
12.0 to 22.0
- Striker Giant:
- Decreased Body Part Health from
450.0 to 175.0
- Nightmare Striker Giant:
- Decreased Max Health from
900.0 to 600.0
- Decreased Hit Reaction Threshold from
960.0 to 200.0
- Decreased Body Part Health from
900.0 to 250.0
- Nightmare Needler:
- Decreased Body Part Health from
27.5 to 20.5
- Nightmare Scout:
- Decreased Body Part Health from
120.0 to 80.0
- Stalker:
- Decreased Max Health from
4000.0 to 3500.0
- Decreased Body Part Health from
4000.0 to 2500.0
- Decreased Tag Time from
60.0s to 30.0s
Enemy Fixes & Tweaks:
- Removed Projectile Settings from EEC to prevent issues with enemy abilities.
- Nightmares Variants:
- Decreased Projectile Infection Rate from
1% to 0.5%
- Enemy Bleed Effect:
- Enemy Bleed NO longer stacks; continued application can refresh active bleed duration
- Fixed Bleed doing the wrong amount of damage
- Added Bleed properties to Scouts(except Nightmare Scouts)
- Increased Bleed Damage from
0.4% to 2%
- Increased Damage Interval from
1.0s to 2.0s
- Increased Bleed Duration from
5.0s to 10.5s
- Flyer:
- Decreased Explosion Minimum Range from
2.5m to 2.0m
- Decreased Explosion Maximum Range from
5.0m to 4.0m
- Shadow:
- Decreased Infection Fog Rate from
0.5% to 0.3% per second
- Decreased Infection Fog Duration from
35.0s to 30.0s
Melee Fixes:
- Sledgehammer:
- Fixed Sledgehammer Armor Shred not working because of invalid trigger setting.
Misc Fixes:
- Minor format improvements to README file.
v2.0.6
Emergency Hotfix:
- Fixed some changes not included in v2.0.5 by accident.
v2.0.5
Mod Additions:
- Added
SpreadStartingAmmo mod by Dinorush
- Ammo is spread from a pool given to players on startup based on how many players are present. If a player/bot joins then the pool is reduced to accommodate the new player(s), dismissing the slot will not refund the lost ammo from the distribution.
- 1 Player: 4x ammo
- 2 Players: 2x ammo
- 3 Players: 1.33x ammo
- 4 Players: 1x ammo (Bots count as players)
Weapon Fixes & Tweaks:
- Bolt Pistol:
- Increased Precision Multiplier from
0.6x to 0.7x
- Increased Stagger Multiplier from
1.5x to 2.0x
- Tracker Rifle:
- Increased Direct Damage from
28.1 to 35.1
- Increased Precision Multiplier from
1.2x to 2.0x
- Decreased Stagger Multiplier from
2.0x to 1.5x
- Nano Gauss Rifle:
- Increased Direct Damage from
50.5 to 55.5
- Increased Projectile Speed from
60 to 65
- Increased Projectile Hit Size by
0.2m
- Increased Precision Multiplier from
2.0x to 4.0x
- Increased Stagger Multiplier from
1.5x to 2.0x
- Sniper Rifle:
- Increased Armor Pierce from
10% to 20%
- Increased Precision Multiplier from
4.0x to 6.0x
- Reserve HMG:
- Increased Stagger Multiplier from
1.8x to 2.0x
- Once again trying to fix this gun's first person model after fixing the third person model from a previous patch.
Turret Fixes & Tweaks:
- Added "More effective against Tagged" for all turrets.
- Fixed wrong values for Stagger Multiplier against tagged targets.
- Sniper Turret:
- Increased Tagged Stagger Multiplier from
1.0x to 1.1x
- Burst Turret:
- Increased Burst Delay from
1.0s to 2.0s
- Decreased Shot Delay from
0.5s to 0.1s
- Increased Tagged Stagger Multiplier from
1.0x to 1.15x
- HMG Turret:
- Increased Tagged Stagger Multiplier from
1.0x to 1.25x
- Shotgun Turret:
- Decreased Shot Delay from
1.3s to 1.0s
- Increased Tagged Stagger Multiplier from
1.0x to 1.2x
Tool Fixes & Tweaks:
- C-Foam Launcher:
- Increased Max Ammo Capacity from
100 to 156
- Mine Deployer:
- Increased Radius from
2.5m to 3.0m
- Increased Minimum Distance from
3.0m to 5.0m
- Decreased Maximum Distance from
15.0m to 10.0m
- Increased Minimum Explosive Damage from
30 to 75
- Increased Maximum Explosive Damage from
100 to 125
- Increased Stagger Force from
1200 to 1300
- Increased Arming Time from
0.3s to 1.0s
- Increased Placement Time from
0.4s to 1.0s
- Increased Pickup Time from
0.4s to 1.0s
- Consumable Mine:
- Increased Radius from
2.5m to 3.0m
- Increased Minimum Distance from
1.5m to 3.0m
- Decreased Maximum Distance from
15.0m to 10.0m
- Increased Minimum Explosive Damage from
15 to 40
- Increased Maximum Explosive Damage from
60 to 75
- Increased Stagger Force from
800 to 900
- Increased Arming Time from
0.3s to 0.5s
- Increased Placement Time from
0.4s to 0.5s
- Increased Pickup Time from
0.4s to 0.5s
- Decreased Placement Cooldown from
1.0s to 0.5s
Enemy Fixes & Tweaks:
- Added underline text for all tagged enemies to help separate the name and healthbar for visual clarity.
- Shadows:
- Fixed this variant not creating infected fog spheres on death when hibernating.
- Striker Giants:
- Increased Body Part Health from
300 to 450
- Increased Weakspot Damage Multiplier from
0.4x to 0.6x
Class Fixes:
- Quartermaster:
- Fixed a typo wrong info text regarding movement speed while in-game.
v2.0.4
Updates:
- Updated
ExtraWeaponCustomization mod.
- Updated
GTFuckingXP mod.
- Updated README file.
Weapon Fixes:
- Foam Pistol:
- Fixed the improper armor shred values during foam. It should properly apply the
-20% armor debuff(increasing damage from most sources).
- Medic Gun:
- Added
Ammo Mod property
- Killing an enemy with the venom darts will restore
1.0 ammo back into the reserve.
- Does NOT refund more than 1 dart per kill.
- Fixed HEL Revolver and Heavy Revolver's ricochet bullet using the old version of the revolver's stat.
- HEL Revolver:
- Decreased Ricochet's Direct Damage from
13.6 to 5.0
- Increased Ricochet's Precision Multiplier from
1.1x to 3.5x (Lower than baseline by 0.75x)
- Decreased Ricochet's Stagger Multiplier from
1.0x to 0.65x (Lower than baseline by 0.2x)
- Decreased Ricochet's Effective Range from
50.0m to 20.0m
- Heavy Revolver:
- Decreased Ricochet's Direct Damage from
35.9 to 10.0
- Increased Ricochet's Precision Multiplier from
1.1x to 5.5x (Lower than baseline by 0.75x)
- Decreased Ricochet's Stagger Multiplier from
1.0x to 0.7x (Lower than baseline by 0.2x)
- Decreased Ricochet's Effective Range from
50.0m to 20.0m
Melee Fixes & Tweaks:
- Fixed melee weapons using the wrong noise levels:
- 0: Wakes up sleepers in 7m from hitting locks or the ground.
- 1: Wakes up sleepers in 4m from hitting locks or the ground. Also has reduced chance to trigger long range aggro
- Knife: 1
- Spear: 1
- Sledgehammer: 0
- Bat: 0
- Sledgehammer:
- Removed
Armor Pierce property
- Added
Armor Shred property
- Applies armor shred of
-30% for 4.0s on hit; non-stackable
- Requires charge up bar of
40% to acquire half of the armor shred modifier.
- Requires charge up bar of
100% to acquire full armor shred debuff.
- Any charge in-between will give varying armor shred values.
- Knife:
- Increased Light Backstab Multiplier from
2.0x to 2.1x
- Increased Heavy Backstab Multiplier from
2.5x to 2.6x
- Decreased Total DoT Damage from
6.0 to 5.0
- Decreased stack limit from
unlimited to 4
- Increased DoT timer from
3.0s to 4.0s (takes a little longer to reach total damage)
- Spear:
- Removed can hit multiple targets, unintentional.
- Increased Armor Pierce bonus from
+10% to +15%
- Bat:
- Decreased Explosion Damage from
10.0 to 5.0
- Increased Explosion Stagger Multiplier from
1.5x to 3.5x
v2.0.3
- Dev Note: If you have any feedback on the modpack, please do not hesitate to comment in the github issue tab here!
Mod Updates:
- Updated
ExtraWeaponCustomization mod.
- Updated
GTFuckingXP mod.
- Removed
SpreadStartingAmmo mod <= IMPORTANT
Enemy Tweaks:
- Striker Giant:
- Increased Body Part Health from
200 to 300
Weapon Fixes:
- Reserve HMG:
- Fixed third person model of the gun being upside down.
- HEL Revolver:
- Fixed HEL Revolver not having proper reload animations.
- Changed
Stock Part
- Explosive Cannon:
- Decreased ChargeUp Time from
0.9s to 0.8s
- Fixed Aimed Acceleration modifier not working. It should properly fire quickly again.
v2.0.2
Tweaks:
- Reserve MP1:
- Increased Stagger Multiplier from
2.0x to 3.5x
Syringe Fixes:
- Added wiki page for Syringe Information.
- Fixed Advanced Slow Healing Syringe using the wrong healing value of
0.2 instead of 0.4
- Changed healing value from
0.2 to 0.4 (total health of 24.0)
- Fixed Masterful Slow Healing Syringe using the wrong name.
- Proper Name: Antibiotic-IX-REC Syringe
Fixes:
- Added more dialogue options from
ChatterReborn mod for specific situations:
- Fog Turbine
- Callout Teammates (ping teammates)
- Keycard Pickup
- Random Comments
- Fixed Triple-Barrel Description. (it wasn't suppose to have numbers)
- Fixed Single Slugger Description. (Forgot to mention faster reload speed on kill bonus)
- Fixed typos in README file
- Fixed typos in CHANGELOG file
v2.0.1
Class Tweaks:
- Courier:
- Increased Infection/Explosion/Bullet/Bleed Res. penalty from
70% to 80%
- Removed Initial Tool Ammo bonus.
- Field Technician:
- Decreased Sentry CPUs from
+30% to +20%
- Abhuman:
- Decreased Bioscan Speed & Recharge Speed penalty from
-50% to -40%
Enemy Tweaks:
- Striker Giant:
- Increased Max Health from
400 to 450
- Needler Giant:
- Increased Max Health from
275 to 300
- Scout:
- Changed Scout feeler animation (it should stay standing even when retracting)
- Decreased Movement Detection Distance from
8.0m to 1.0m (allows players to get closer without immediately triggering reactionary feelers)
- Decreased Minimum Weapon Detection from
10.0m to 5.0m (easier to stealth kill around target without 100% alerting)
- Increased Max Tentacle count from
50 to 60 (more feelers)
- Decreased Tentacles Speed from
10.0m to 2.5m per second (slower than Vanilla's 7.5m)
- Decreased Time to Retract Tentacles from
2.5s to 1.0s (faster to finish retracting)
- Decreased Max Distance of Tentacles from
60.0m to 40.0m (shorter feelers)
Weapon Tweaks & Fixes:
- Removed Relax position for all guns to prevent some animation issues.
- Foam Pistol:
- Increased Foam & Armor Shred Duration from
6.0s to 10.0s
- Decreased Armor Shred debuff from
-30% to -20%
- HEL Shotgun: Rework
- Renamed Buckland HEL Shotgun to
Buckland Foam Shotgun
- Fixed accidental mistake of this gun using (HEL) booster effect, it should say it is using Shotgun modifier.
- Foam Shotgun will have two different stats based on hipfire and aim mode.
- Hipfire: Shotgun
- Fire Mode: Semi-Auto
- Direct Damage:
9.5
- Pellet Count:
6
- Effective Range:
8.0m
- Magazine Size:
8
- Max Ammo Capacity:
66
- Reload Time:
2.0s
- Ammo Cost per shot:
-1
- Pierce Limit:
1
- Aimed: Foam
- Fire Mode: Semi-Auto
- Foams on Enemy Hit only
- Foam Duration:
5.0s
- Foam does NOT barricade doors
- Ammo Cost per shot:
-2
- Movement Speed of
+20%
- Speed Duration:
5.0s
- Changed
Front Part
- Changed
Receiver Part
- Changed
Sight Part
- Single Slugger:
- Changed
Front Part
- Changed
Sight Part
- LMG:
- Decreased Direct Damage from
8.2 to 8.0
- Increased Magazine Size from
70 to 100
- Increased Max Ammo Capacity from
413 to 500
- Reserve HMG:
- Decreased Direct Damage from
4.6 to 4.0
- Increased Stagger Multiplier from
1.7x to 1.8x
- Increased Max Ammo Capacity from
885 to 1000
- Changed
Magazine Part
- Changed
Stock Part
- Heavy Rifle:
- Changed
Sight Part
- Increased Direct Damage from
3.0 to 3.1
- Increased Magazine Size from
60 to 70
- Increased Max Ammo Capacity from
452 to 528
- Burst Cannon:
- Fixed the gun having the wrong temporary stats while aiming.
- Triple Barrel Shotgun:
- Decreased Direct Damage from
5.0 to 4.0
- Increased Reload Time from
1.4s to 1.5s
- Decreased Equip Time from
0.33s to 0.2s
- Added
Melee Damage modifier
- Grants non-stacking melee buff of
+25%
- Over a duration of
3.0s
- Activates on
Enemy Hit only
Melee Tweaks:
- Sledgehammer:
- Decreased Max Charge Time for Heavy Attack from
3.0s to 2.7s
- Spear:
- Decreased Max Charge Time for Heavy Attack from
3.7s to 3.2s
Player Tweaks:
- Increased the
AmmoStandardInitial & AmmoSpecialInitial from 250 to 275 (Starting Ammo for Main and Special weapon slots)
Misc.
- Updated
ExtraWeaponCustomization mod
- Updated
MovementSpeedAPI mod
- Updated
ExtraEnemyCustomization mod
- Updated
ExtraSyringeCustomization mod