Barotrauma

Barotrauma

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EK Armory Remastered(EK Armory重製版)
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25.941 MB
27 Jun, 2023 @ 7:27am
29 Apr @ 10:58pm
84 Change Notes ( view )

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EK Armory Remastered(EK Armory重製版)

In 1 collection by Lucifinel
Lucifinel's MOD
13 items
Description
This is the EK branch mod with the fewest bugs on the entire Workshop.

・Introduction・
EK Armory Remastered
True to its name, I've gone through the entire mod, addressing issues wherever possible, and ensuring it functions smoothly in the latest version of Barotrauma.

Even in the remastered edition, this MOD still belongs to the original creator, Videogames.

The following are his original modules.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1769403760



Due to the author's prolonged inactivity, their MOD has long been incompatible with the new versions. However, the EK MOD is truly excellent, so I've balanced the crafting recipes and damage in my own way, fixing over 99% of the bugs.
This includes not only critical bugs rendering items unusable but also various crafting table design issues, price balancing, natural item generation probabilities, usage level requirements, ammunition damage, and the redesign of some item mechanics achieved in new ways for the intended effects.





・Installation Order・

Installation is straightforward; the order of the four EK Remastered MODs can be swapped freely (mostly without issues). The original EK or EK Mods for 1.x.x.x is no longer required (many content annotations have undergone significant changes).
However, there are two points that need special mention.

  • If you have installed the BaroTraumatic MOD, make sure to place EK Utilities Remastered above BaroTraumatic.
  • If you have installed MODs that can overwrite ores, place EK Dockyard Remastered above them (e.g., mods related to larger stack sizes, which can easily cause conflicts; it's recommended to place them at the bottom).




    ・Changes Made・
      "Here is a list of the major changes made:"
    • Adding a subcategory for easier item location in the Submarine Editor.

    • Optimized certain GUI elements and made language adaptations for some GUIs (e.g., diving suit lights, gun lights GUI, and switches).

    • Corrected the issue in the original MOD where there were numerous crafting recipes allowing skill points to be obtained without cost. Organized overly cluttered crafting tables.


    • For convenience, most ammunition, similar to 搬砲彈 MOD, can now be placed in the inventory. If this feature is undesired, it can be overwritten by installing an accompanying MOD.

    • Addressed the abnormal ammunition quantity issue in the Extended Ammunition Box based on the original ammunition. Also fixed the problem of an additional white line appearing at the top of the texture.

    • Corrected the texture display issue of the Extended Ammunition Box on the Ammunition Shelf (Wrecked).

    • Added rapid detonation ability to Hybrid Flak Ammunition Box upon hitting a target. Optimized the user experience of Extended Hybrid Flak Proximity Ammunition Box.

    • Hybrid Toxin Ammunition Box updated to inflict toxin contamination, causing continuous armor-ignoring organ and internal damage (stackable) on hit targets. Offers extra damage to abyss creatures, Moloch, Mudraptor, Thresher, Bonethresher, and some small creatures.

    • Adjusted Railgun Piercing Shell/Railgun Armor Piercing Explosive Shell and made adjustments to armor-piercing capabilities. It seems the original author did not consider the possibility of multiple hits on the same monster due to multi-segment detection, causing severe balance issues. This problem has been addressed throughout this MOD.

    • Adjusted the damage, fixed design flaws, and addressed the issue of attacking the submarine when there are no monsters for Railgun Homing Shell and Nuclear Homing Shell. They can now be indirectly shot, and their tracking capability and practicality have significantly improved.
      (This is one of my most satisfying Railgun Shell enhancements in the remastered version, making it extremely enjoyable.)

    • Railgun Sonar Decoy has been redesigned with a decrease in initial velocity, an increase in sonar range, and duration. Direct hits will no longer trigger an immediate explosion; instead, the decoy must be surrounded by monsters for at least 3 seconds (or automatically detonates after 60 seconds), providing ample time for attracting enemies.

    • Fixed the Bug where Railgun Halfshells would spawn Railgun Halfshell out of thin air.

    • Increased the crafting materials for Hybrid Ammunition Box to nearly 2 times (to make the crafting materials whole numbers). As compensation, the ammunition capacity has been doubled (80 rounds/160 rounds, Hybrid Flare Ammunition Box has 10 rounds).

    • Fixed a bug with the drug Dart, removed some meaningless darts, and henceforth, they can only be crafted in the Medical Fabricator.

    • Some weapons will have an increased fire rate when meeting skill requirements, and the maximum ammo stack for some weapons has been raised. The Gauss Pistol and Gauss Rifle will now have increased durability with quality adjustments.

    • The Alien Rifle, Laser Pistol, and Laser Rifle will now inflict a small amount of EMP damage, providing potent control against certain mechanical creatures.

    • Military Mk-I Hardsuit: Redesigned. The new Mk-I now requires an oxygen tank for breathing, similar to regular diving suits but with stronger defense (essentially a code rewrite).

    • Military Mk-II Hardsuit: Redesigned with automatic injection system like PUCS, reduced oxygen consumption, improved water flow resistance, health scanner, and enhanced life support. Maximum diving depth extended to 12000 meters (code rewrite).

    • Adjusted the quality modifier for melee weapons as some effects no longer exist.

    • Throwing Knives have been completely overhauled, eliminating the bug that prevented them from being properly unequipped when worn (which stemmed from their ability to equip themselves).
      They are now larger in scale for easier retrieval.




    ・Special Changes・
    • Some ammunition types have a certain probability (very low) to naturally spawn in wreck's loading mechanisms (Coilgun, Railgun, Flak Cannon). In other words, Thalamus will use them. Rest assured, this does not include any Nuclear Shells or projectiles that can penetrate hulls (to prevent being suddenly killed by Railgun Shells).

    • Added Extended Depleted Fuel Coilgun Ammunition Box, Extended Shredder Chaingun Ammunition Box, and Extended Ammunition Box for Flak Cannon.

    • Added Military Mk-II Hardsuit (Invisible), offering formidable defense without obstructing the appearance (although it comes at a higher cost).

    • Flamethrower Incendium Tank now features a new visual effect with rose-red flames.

    • 'Beast' SSL and Alien Rifle will stun the user when used without meeting the skill requirements.

    • Dart (Explosive) mechanism redesigned to allow consecutive detonations on the same enemy, and reputation will not be reduced.

    • Smoke Grenade and 40mm Smoke Grenade's blindness effect significantly enhanced. They can now cause additional damage to specific creatures. Additionally, entering the smoke will provide a special buff (smoke conceals movements, quite reasonable, right?).




  • This module has undergone an extensive amount of work, and while there might be room for further adjustments in weapon balance, the shipborne weapons are mostly finalized.
    If you come across any bugs or have suggestions, please feel free to leave a comment. Naturally, I'll carefully consider the feasibility of any suggestions.
    Your feedback is highly appreciated.
Popular Discussions View All (3)
2
2
8 Nov, 2023 @ 12:54am
PINNED: Description Translated to English [Google Translate]
Rib
1
1
9 Apr @ 10:48pm
PINNED: The complete introduction of "EK Armory Remastered."
Lucifinel
0
8 May @ 3:50am
Small Bug
Mushroom-R
323 Comments
Handler Walter 6 Jul @ 2:22am 
个人觉得部分单兵武器可以放置在物品栏里有些不妥,将其改为背包位置可能更好
如 火箭发射器,野兽SSL和单兵鱼雷发射器,轻机枪也可考虑放置在背包位置,如果考虑不同人的使用需求我觉得可以把这个改动增加到平衡补丁中
|FANTOM| 2 Jul @ 2:52pm 
Can you please add the same dressing principle to the diving suits as the vanilla ones? I mean, when you pick up a diving suit from the locker, it is given to you, not put on your body.
North 2 Jul @ 7:17am 
Hi, can you rework the handheld weapons? Remove variants (i.e. Marine Battle Rifle w/Flashlight+Suppressor) and replace with a variant that accepts vanilla flashlight.
只会一点点 29 Jun @ 9:00am 
话说混合弹药箱延迟打出的这个效果好难受啊,我看ai完全打不中人,有些生物包还给了一堆人形怪,想靠泼水枪法快速清理这些怪的话用混合弹药反而效率很低
Lucifinel  [author] 25 Jun @ 12:31am 
@Citizen You can get the original, un-dyed MK-II hardsuit back by dismantling it.
Citizen 24 Jun @ 12:27pm 
Alright, so say i've created the MK-II hardsuit. And out of curiosity i've tried out the INVISIBLE option. Any way to change it back other than making a new one?
Big Strong Man 3 Jun @ 10:38am 
nvm - you put the gun (flashlight version) into the deconstructor and it gives you back 1x gun 1xtactical light
Big Strong Man 3 Jun @ 10:34am 
how so you remove tactical light from weapons?? it says "equip and remove using fabricator" but i can only see "weapon"(flashlight) as option to equip the tac light
北极白熊君 25 May @ 6:56am 
@Lucifinel 感谢亲爱的作者朋友,我会自己想办法!
Lucifinel  [author] 24 May @ 7:54pm 
@北极白熊君 這我不曉得,但正常召喚時不會遇到,然後無人機的AI壞了,不能用,我也修不好