Barotrauma

Barotrauma

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Talent Additions
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2.347 MB
23 Jan, 2024 @ 1:43pm
4 Jun, 2024 @ 8:09am
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Talent Additions

Description
This mod adds a number of new talents as well as tweaks some existing talents.
As such it will have some compatibility issues with any other mods that change talents, talent trees, or the following items: iron, scrap, steel, smg magazines & depleted fuel smg magazines.


Now with Russian localization by Sir_Kelt! Спасибо!

This mod aims to enhance the vanilla experience by adding to the somewhat lackluster vanilla talent trees with many new talents, items and pets to play with I did my best to make any added items and talents viable, new and interesting while trying to be mindful of balance and not making things overpowered. Any feedback is appreciated.

Notable Additions

Assistant
  • All-In-One-Helmet, a helmet which combines multiple visors and items together as the ultimate assistant contribution. It's a tad goofy, but rather useful.
  • Clown Rocket Shoes do what you would expect: move you at great speeds and at great danger to yourself.
  • Clown-O-Vision which is part thermal goggles, part clown mask and makes you go a bit crazy when wearing it.
  • Flooder to bring a new meaning to "water prankster" and flood ships with a goofy "flamer."
  • Zappy Horn, a bikehorn that functions as a single-shot stun gun as well.

Captain
  • Trophies from each abyss creature which can be sold for thousands of mks, or hung on your wall with pride
  • Old Sailor's Wallet which can be looted from wrecks and sold, or deconstructed into carbon if you're desperate.
  • Jovian Grail, a rare and holy artifact which can turn water into ethanol. Put ethanol in the inventory slot, hold "aim" to drink it, and when it's empty, submerge the grail in water and the ethanol will refill. Can also get your enemies drunk if you bludgeon them with it.
  • Captain's Blend, a coffee blend of coffee beans and tobacco that will give you a buff reducing psychosis, opiate and chem addiction for the rest of the mission. Gives a stronger buff with the "Wake-Up Call" talent.

Engineer
  • Fissile Launcher, a modified rapid fissile accelerator that accelerates fuel rods instead of fissiles. Launches fuel rods (including depleted which do increased damage and don't explode) which can hit enemies and explode doing a great deal of damage, like a nuclear grenade launcher. Very dangerous.
  • Fulgurium Ammo, which does lower damage but higher stun than standard ammo, as well as some EMP damage.
  • Radioactive Material which can be crafted as a way to effectively convert steel into uranium. Puts off a very small amount of radiation which can actually be beneficial. Keep one in your pocket for passive healing with the talent "Playing With Geiger."
  • Radthrower, which is a lot like a flamer but if you turned the warcrime up to 11. Shoots radioactive aerosol and particles that create small radiation clouds on impact.

Mechanic
  • Dementonite Ammo, for your ship, with dementonite depth charges, flak ammo, coilgun ammo and railgun shells. Finally a use for dementonite: these rounds spawn small "dementonite parasites" which are slightly stronger swarm feeders that make effective distractions, and can do some damage in large numbers. Spawns are capped at 40 for performance, and they despawn after a few seconds.
  • Dementonite Welding Tool, which is twice as strong as a regular welding tool, with the added cost of needing dementonite to function and burning through its tank of dementonite a bit faster than a standard welding tool and tank. Faster repairs but faster consumption and higher cost.
  • Scrap Machine Pistols and Scrap Cannon buff in the form of increased damage with a mechanic talent, as well as increased baselines penetration on projectiles, with iron giving the lowest and steel giving the highest. In the hands of a mechanic, these weapons should be mostly viable now with their respective talents.

Medic
  • Leech, a new (mostly) non-lethal weapon that paralyzes targets and drains their blood. With the Bloody Business talent, draining blood will give you blood packs or alien blood as well. Once the leech barb is detached from a target, their bleeding should stop. The weapon will also not kill targets intentionally, detaching itself when a targets health gets too low. Perfect for subduing targets non-lethally.
  • Medpack, a backpack with 9 slots that only holds medical items (including syringe guns) but has no movement speed penalty.
  • MEDS or "Medical Emergency Dive Suit" which is a dive suit with no movespeed penalties that has a built in oxygenite compressor that can refill oxygen tanks if you have to rescue anyone who ran out of O2, or if you need to rescue someone in a hurry you can dispel your rechargeable oxygen for a quick burst of swimming speed. Has very little protection. (Does not get a passive speed boost from oxygenite tanks, but does boost faster with oxygenite tanks in the refill slot)
  • Mutant Husked Crawler Egg, an egg that needs to be raised from a small crawler egg until it grows bigger and hatches into a hybrid husk, crawler, humanoid hybrid creature that produces calyx eggs and unidentified genetic materials when fed. Eats monster food (strange eggs and bodies), petfood1 (blood packs), dead bodies and saline. Their attacks do husk infection damage, and they are not more loyal to husks than they are to you. They will attack enemy husks if they pose a threat. They are quite resistant to damage, especially where their dive suit covers them. LIMIT ONE ALIVE AT A TIME

Security
  • Incendiary Ammo which has slightly higher armor piercing and burn damage at the cost of gunshot and bleed damage.
  • Mk1 Security Gear which has slightly more defense than other clothes and helmets, but costs more to craft.
  • SGAR or Shotgun Assault Rifle, a burst rifle that also has an underbarrel mounted shotgun. Very versatile, with high armor piercing on the burst fire, and the option to do a quick burst of shotgun ammo when loaded with shells. Fires one extra shot per burst with the "Operator" talent.

IF YOU WANT THE PARALLEL UNLOCK VERSION OF THE MOD CLICK HERE

Please leave any feedback, questions or suggestions and let me know if you encounter any bugs or problems.
Thumbnail art by my girlfriend, and some art assets done by my friend Myta. Thanks to pootis_man for the coffee idea and thanks to Sir_Kelt for bug testing and localization help.
86 Comments
Sedfid 12 hours ago 
broke
Big Dicks ♥♥♥ Twice 23 Jun @ 10:37pm 
where do you get the recipe for the genetically modified crawler egg?
DICK STEEL 18 Jun @ 2:06am 
hello, your mod has been broken in the previous update, any chance on a fix?
PuzzyDiztroier 26 Feb @ 1:37am 
Kk
Thx!
Violet 🐕  [author] 26 Feb @ 1:25am 
It should still work, though Battle Medic might be broken. I don't really plan on supporting this mod since I moved on to a bigger mod I made called Baroverhaul
PuzzyDiztroier 25 Feb @ 10:11pm 
Is this mod works fine?
Havel L. Krik 15 Jul, 2024 @ 6:58am 
Are you able to add the Wrenchdriver to this mod? Maybe add it as a craft to Modular Repairs? Just asking, don't mean no fuss.
Violet 🐕  [author] 27 Jun, 2024 @ 2:44pm 
Possibly, unless I did something totally wrong, but I took the code directly from other magazines in Barotrauma. I can't figure out why it happens. I can look into it again but every time I do I find no explanation for why it happens.
Havel L. Krik 27 Jun, 2024 @ 10:22am 
So this is a "devs need to fix it" not "you need to fix it" situation?
Violet 🐕  [author] 26 Jun, 2024 @ 6:12pm 
I'm not sure either, it's a problem I've experienced with the base game with SMG mags leaving SMG bullets, and so I don't know how to fix it. The game removes things for some reason when transferring subs, so I just coded them that you can drop them and they delete themselves. Not sure why they take up space after being removed.