Barotrauma

Barotrauma

36 ratings
Mystery's Arsenal (Cost + UI Update!)
   
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7.775 MB
26 Apr, 2023 @ 4:19am
6 Feb @ 1:38am
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Mystery's Arsenal (Cost + UI Update!)

Description
(For now) I will not stop updates for this mod, but they will be slow.

Latest updates:
UI updated, lil more balance stuff, and fixed some bugs.
Big balance changes. I've tested every weapon and set them to deal damage equal to vanilla and modded weapons (Even a little less too). HMG took around 14 secs to kill X, so my railgun that uses Physcorium takes around 10 seconds.
Multi-Tool is slower at some things, better at others, and can damage Ballast Flora.
Pistols are much weaker (Because you can dual wield and they are cheap).
New crafting part used for most items.
And more!


An evergrowing and changing collection of weaponry, armour, gear, and anything in between.

I've made this mod work with a lot of different mods, some you might not use, so I'd recommend using this mod to stop console errors:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807566753




Currently containing:
2 "diving suits" (with 2 new helmets)
4 weapons
2 tools
1 backpack
+ misc

Working on:
Balance


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Suits:

Mystery's Augmentation:
60% resistance to almost all types of damage or afflictions
100% resistance to psychosis, nausea, hallucinating, concussion, radiationsickness.

Provides oxygen when powered
Provides water immunity to robots like Exo-Frames (Robo-Trauma)

25% Max health
10% walk/run speed
50% swim speed
Full flow resistance
Very slow auto heal

(With overclock ability) (Not available in Frame/V1)
15% additional resistance to almost all types of damage or afflictions (75% total, 90% total if low health)
100% additional resistance to stun, incrementalstun, progressivestun, paralysis, huskinfection, wasteinfection, waste (Waste is from another mod)

Auto heals at a faster rate

20% Walk/Run speed
120% Swim speed
25% Firerate on guns
120% Melee damage

Will auto activate overclock if stunned, or low health with a much stronger shield.


Mystery's Helmet:
Light toggle
Thermal vision (Not available Frame/V1)
Medical HUD
***Amazing reference for suit: ArtStation - YeongJin Jeon***
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Weapons:

Mystery's Laser:
Deals massive burn damage
Runs on 2 batteries
Can break hulls, doors, and ore
Overheats when out of water (If over-used)



Mystery's Matter Pistol:
Has multiple functions based on what chip is installed
Runs on 1 battery
Each chip changes what the pistol does. Such as: A burn chip, a bullet chip, an explode chip, a mining chip, a repair chip.
+ NEW UPDATE: Antimatter chips. They deal MASSIVE damage but use MASSIVE amounts of power and (W.I.P.) hurt the user.



Mystery's Sword:
Very large
Deals massive burn and bleed damage
Runs on 1 battery
Does not damage hulls or doors



Mystery's Railgun:
Deals massive bullet and bleed damage
Uses micro-rail ammunition (More types W.I.P.) and a battery.
Ammo is expensive but mags last a long time.
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Gear:

Mystery's Multi-tool:
An extremely advanced multi-tool capable of fulfilling most tasks, such as welding, repairs, ore mining, defence, light, and MORE. Also heals Robo-Trauma robots.

Mystery's Powercore:
An expensive but highly advanced battery, capable of containing 8x times the power as a fulgurium battery.

Mystery's Backpack:
Holds 12 small-medium items
3 slots for ammo, diving suits, railgun shells, and anything large (Can safely hold alien artifacts)
1 slot for battery.
When powered, in water, and toggled, it will increase swim speed.
Can be hidden under most diving suits, namely, the augmentation, to not disrupt the look.

Mystery's Utility:
Works as a light, sonar, ruin scanner (W.I.P.), beacon, emergency shield (W.I.P.) and:
Displays ALL info on the sub (Hull, components, items)

-----------------------------------------------------





Mod is a W.I.P.!!!!!
Sorry if there are any bugs, I'm playing and testing all the time, but I could still miss some things. I hope you enjoy the mod, feel free to add any suggestions you want, I'll probably add it!
33 Comments
MysteryTaco  [author] 31 Jan @ 7:13am 
I have done a TON of balancing now, everything is still massively strong, but a little less silly now. For vanilla, this is OP, but for modded runs, I'm sure you will find it fits in. The Augmentation is still too powerful IMO, I am working on a shield or dodge system for that.
Dj Afton 24 Oct, 2024 @ 12:37am 
@valveworshipper yea if he does that how am i gonan take over a outpost whenever i want
valveworshipper 2 Aug, 2024 @ 9:51am 
a little too strong, make another and balance it a titch
Corporal Dude 12 Jul, 2024 @ 7:07am 
webbing only...?
MysteryTaco  [author] 3 Jun, 2024 @ 1:00am 
@Cursed Spark - Thank youuuu!!! I don't plan to replace the king of EK, but just wanted to add some lil things I liked.

@Vadym - It does a lot special with Robo-Trauma. The main armor actually has specific text for humans and robots! The Multi-tool will also heal robots.
cursed spark 17 May, 2024 @ 10:45am 
the multi-tool is actually good as hell, hoping this mod becomes a replacement for EK mods at some point
Boris Kachur 9 May, 2024 @ 9:41am 
Hey I was wondering if you know whether or not it does anything special with Robo-trauma?
~KuroDiGami~ 21 Jun, 2023 @ 4:15am 
I was wondering, could you make the augmentation immune/resistant to the chemical agents in the chemical agent mod pack (By feniter)?

By the way, why doesn't the augmentation tell/show us the affliction list like other suits/clothing do?

Also I suggest buffing the Augmentations base resistances of afflictions by atleast 10%, 30% if you wanna push it (due to how expensive it is) and make the overclock shield not literal god mode to somewhat balance it (shoved a thermonuclear shell in my face with the overclock on and survived with 0 damage), otherwise I love it nonetheless.
Lucias 23 May, 2023 @ 8:25am 
I have enjoyed it very much :)
MysteryTaco  [author] 23 May, 2023 @ 7:05am 
Waaaa!!! That's cool! No you can keep it up. Glad you like it enough to translate it!