Barotrauma

Barotrauma

EK Armory Remastered(EK Armory重製版)
 This topic has been pinned, so it's probably important
Lucifinel  [developer] 20 Nov, 2023 @ 10:05am
The complete introduction of "EK Armory Remastered."
Due to space limitations, I can only provide a relatively comprehensive overview here.


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:"
    • Complete English, Traditional Chinese, Simplified Chinese, including some past item descriptions completion, and new item introductions.

    • 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).

    • Optimized the performance issues of ammunition with longer attack cooldown time, such as the Hybrid Ammunition Box.

    • Added a new ability to the Hybrid Flak Ammunition Box, allowing for rapid detonation upon hitting a target. Simultaneously optimized the user experience of the Extended Hybrid Flak Proximity Ammunition Box.

    • Considering that some monsters are no longer susceptible to poison, the Hybrid Toxin Ammunition Box now has the ability to inflict toxin contamination. It can continuously cause armor-ignoring organ damage and internal damage to the hit target (persistent damage can stack). Additionally, it deals 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.

    • Railgun Flechette Shell has been revamped with more reasonable and stable damage, removing the two-stage penetration of Flechette and enhancing armor-piercing attributes.

    • 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.

    • Armor and diving suits have undergone significant changes, removing exaggerated abilities (roughly stronger than Body Armor). The MK series diving suit has been extensively modified, remaining powerful but with a much higher manufacturing cost, and without the exaggerated probability immunity to damage (roughly stronger than the modified EK Marine Combat Armor after the changes).

    • Most armor can now be crafted (some equipment is crafted through dyeing).

    • Improvised Ballistic Armor materials increased, and defense slightly enhanced.

    • Tactical Backpack: Fixed pricing error, significantly increased materials, greatly reduced spawn probability, and wearing it now grants a weapon skill bonus of 10 levels.

    • 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. The new Mk-II now features an automatic injection system similar to PUCS, utilizing oxygen in the room, reduced oxygen consumption, increased water flow resistance, added health scanner, and an enhanced life support system (mainly to prevent death from blood loss). The maximum diving depth has been extended to 12000 meters (essentially a code rewrite).

    • Shearclaw Armor Mk-I and Shearclaw Helmet Mk-I have been redesigned. Wearing only the helmet will no longer allow underwater exploration.

    • Fire Jumpsuit is now craftable.

    • Fire Helmet has been revamped and is now craftable. It includes the diving and lightdiving TAGs. It provides a 10% immunity to burning and paralysis damage but applies a Helm Down 5 debuff. When using the Oxygenite Tank, it grants the same acceleration effect as a regular Diving Mask.
      Additionally, under normal circumstances, it can utilize the oxygen in the surrounding space (but does not have the divinggear_wearableindoors TAG).


    • 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.
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Showing 1-1 of 1 comments
0b 9 Apr @ 10:48pm 
Thank you for a comprehensive changelog of your balance changes, please keep THIS thread up to date if possible.
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