Barotrauma

Barotrauma

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[AA] Aquatic Arsenal (Discontinued)
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14.358 MB
16 Jun, 2022 @ 7:04am
15 Jun, 2024 @ 6:13pm
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[AA] Aquatic Arsenal (Discontinued)

In 1 collection by Spazz (Rafał)
Barotrauma Balance-Friendly Modpack
146 items
Description
**What's Aquatic Arsenal - Lead Diver Job?**
It's a mod that adds a Lead Diver job that fills the role of Security specialized in diving and exploration missions. The role is balanced for vanilla although I made some compromises where the job excels more than some classes because I prioritise fun over near perfect balance. Said job comes with 3 talent trees called "Whaler", "Frogman" and "Diving Instructor". First you have to choose your specialisation which will might tweak your stats to fill the missing roles in your crew better and then choose from many utility talents before finaling being able to choose a subclass and specialize.

Whaler is a subclass focused on survivability and fighting with harpoon weaponry. It's also focused in manufacturing a variety of new harpoons unlocked through progressing the talent tree. The class also rewards melee combat as well as allows for swift rescuing of teammates. Chosing this path will allow you to manufacture gut-swirling drugs and the experimental, infamous Crying Seals Ballista

The Frogman utilizes experimental dart weapons that can penetrate walls and doors or simply penetrate through a single limb hitting another. A frogman is a master of sabotage who can cut through metal and weld doors very effectively. He also can get access to buoyant sea mines and a variety of underwater gadgets. The weapons tied to this talent tree primarily deal laceration and organ damage rather than gunshot wounds dealt by most guns.

Diving Instructor is an expert in diving, swimming and exploration. Also a true team player that grants bonuses for other crew members swimming near him so that he can lead a proper exploration mission. It's a definition of a support class which provides much needed safety outside of the submarine as well as many handy tools to increase the chances of everybody getting back to the ship in once piece!

**Notable Changes for the mod (vast items are tied to the new job's talent tree!):**
-Added a new job with a talent tree and perks
-Added tons of new harpoons
-Added 3 sets of starting outfits
-Doubled the amount of diving equipment with new items.
-New weapon type that can pierce walls and limbs.
-Added a Crying Seals Ballista which is practically a huge handheld, well, ballista.
-Added a new endgame diving suit for the lead diver and also a bangstick melee weapon.
-Added buoyant sea mines that you can deploy in the sea and then deactivate with a press of a button.
-Added buoyant sonar buoys that buff players around them while giving much needed light outside of the submarine.
-Added a silent sonar and a throwable decoy box that you can fill with explosives.
-Added a harpoon pistol to go along the harpoon gun. You can dual-wield them or take one and a flashlight.
-Overriden old harpoons,harpoon guns, diving suits and diving knives. Updated their flavour text too.
-Added a surplus pistol and the "sketchy improvised makeshift pistol - simp" (it's a makarov and the other is a single shot shotgun with it's own reload speed independent on how fast you put the next shell in - try it, its fun).

**Trivia**
This mod actually came to life because I was designing a sub for me and my friends to play a campaign with. I wanted to make the doors manual and with buttons so that you could open them and hold an angle to defend yourself when you get boarded or aliens break in. They insisted that it is not necessary and that they don't want to open doors all the time. Later that night I made a pistol that could shoot through doors and walls. Then I added a rifle and did a bunch of tweaking until I finally started working on an entire class since I noticed a lot of players were begging for a new class that is security but for aquatic missions.

**Compatibility**
This mod has to be put ON TOP of mods that change these items:
- Diving knives, Harpoon guns, Diving Suits.
For example if let's say you use "Sounds of Europa" because it adds breathing sounds to all diving suits my mod has to be above it on the mod list or else code written by Alkateia will override my changes and all diving suits in my mod won't be compatibile with my new large oxygen tanks

**Thank You**
Big Thank You to many Barotrauma modders as well as everyone on Barotrauma discord in #baro-unstable and #baro-modding. Your help and support was a big factor in deciding to complete this mod. I'd like to credit some folks who have done some outstanding work and either helped me directly or I because learned new solutions from their code published on steam workshop.

EK Mods by Videogames - This guy wrote so much code I practically learned what to do by playing with his code. This mode probably wouldn't happen if not for him. I also modified his impact and proximity mines and breaching charges as well so if you're reading this Videogames and don't appreciate me borrowing them let me know and maybe we can something out ^^.

Warden Job - At the moment probably my favourite job mod besides mine of course hahah. Your mod helped me a lot in improving the structure of the talent tree I implemented. Fantastic work from Yak'All and credit where credit's due, the job you cooked up plays amazing although it's a tad overpowered ^^

BaroDrama - I was always a big fan of mods adding more diving suits to the game but unfortunately most of the mods were either stylised and didn't match the vanilla aesthetic or said mods were of quality that I wasn't happy with. Big thank you to DarkSignal and Jsoull for letting me borrow one of their diving suits for me to edit and for making a great suit mod as well.

Hungry Europans - Very big fan of mods created the creator of Hungry Europans that goes by _]|M|[_. Thank you for allowing me to use your code in my skinning mechanic rather than having to start from scratch. Good luck on your expanding the Chef class. Can't wait for the premiere :)

Retrievable Harpoons - Back before my break when I was only laying the ground work for my mod I came across Working Joe on the #baro-modding barotrauma discord channel. He let me save some time by giving me permission to toy around with code of his harpoons. He also answer many of my questions which sped up my work.

THG Armory - 'Vanilla' Throwing Weapon Pack - I borrowed the janky code for throwing weapons by "caninmyham" :D. I really hope Undertow Games actually implement throwing weapons into the game at some point. Thanks to your code I made spineling spikes into throwable daggers. If you don't appreciate me using your solutions text me and I will remove this feature ^^

The Amazing Auto-Detonator Headset - I found your mod amazing and I decided to make own version of it. Great mod and big thank you to ๖Un1ty for inspiring me into adding a variant of this fun gadget into my mod!

Ye Ole Cannon - I played around with a handheld cannon that Justice made to see how my Crying Seals Ballista holds up to it and found his weapon more enjoyable. Because of this I changed the projectile it fires into a hitscan to make it more consistent and also added a knockback effect upon firing. What a hilarious feature, thank you for inspiring me!

Least but not last I'd like to thank any and all barotrauma fans who helped me in putting this mod together and even simply rated it, tested and commented with praise or feedback. Your input was a big influence and driving force into actually completing the mod. Thank you!

Popular Discussions View All (1)
5
17 Oct, 2024 @ 6:33pm
Bug and Issue Report
Spazz (Rafał)
126 Comments
Average Toaster Enjoyer 11 Jan @ 10:38pm 
so true Blu, so true
Blu 31 Dec, 2024 @ 6:38am 
2025 around the corner and no mod similar to this that can even begin to top it. Still the best diving mod despite being rarely mentioned.
Jim the Pilot 4 Nov, 2024 @ 5:44pm 
oh no bro
Average Toaster Enjoyer 18 Oct, 2024 @ 5:20pm 
why are you discontinuing the mod?
Ravena 14 Oct, 2024 @ 11:44pm 
Heyo! I absolutely love this job mod. The work you put into it is phenomenal. Personally, I greatly appreciate that the job feels balanced and not at all 'OP'. Thank you for your hard work!
Spazz (Rafał)  [author] 5 Aug, 2024 @ 1:33am 
I think that small conflicts might arise but no eye gore or any gamebreaking stuff. My bet you should be more or less okay and if something doesn't work you can remove one of the two mods during the campaign with no problem.
JustKyo 5 Aug, 2024 @ 12:47am 
Is this compatible with immersive diving suits? if it's not does it have a patch?
El Senko 1 Aug, 2024 @ 10:57am 
Aw, that's really unfortunate. I really do hope the devs can make things like this easier to mod.
Spazz (Rafał)  [author] 28 Jul, 2024 @ 6:23pm 
@El Senko Hello. This class is only selectable by players and AI that are spawned randomly. It is impossible to recruit a Lead Diver on an outpost since classes that are available to be recruited at the outposts are directly tied to the outpost "file". I would have to override every type of outpost in the game to make this happen. I'm not playing to. Hopefully the developers can at some point in time make this stuff easier to implement into the game.
El Senko 26 Jul, 2024 @ 2:59am 
How do I use this for singleplayer? The Let Me Choose! mod isn't spawning in the Lead Diver class, is there any other way?