Barotrauma

Barotrauma

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Simple Gene Rebalance
   
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Mar 15, 2023 @ 4:22pm
Jan 21, 2024 @ 7:59am
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Simple Gene Rebalance

Description
A simple rebalance mod for genes that aims to buff the most underwhelming genes to better be able to compete the with the best genes, without breaking the game's balance. Also introduces a few quality of life features. It also revamps mudraptor and spineling genes to give them passive bonuses that are easier to get use out of than their originals, and are (hopefully) more interesting.




The vanilla balance of the genes is very mixed; you have some genes like Hammerhead Matriarch and Crawler that are amazing, some like Moloch and Hammerhead that are solidly decent, and some like Skitter and Mollusc that are absolutely terrible, and with almost no incentive to refine either. It is because of the weak state of Skitter and Mollusc genes that this mod even exists.

As of the Treacherous Tides Update, skitter and mollusc genes were buffed officially. This mod should still work, it just buffs them far less than it used to compared to the current version of the vanilla game. (Nov.24.2023)

If you'd like a mod that keeps mudraptor and spineling transformations intact or that only changes Skitter and Mollusc genes, you can install them here:



A text breakdown of the changes is below:
All afflictions tooltips now include numbers showing the range of values
Mudraptor genes now slow bleeding and no longer give the beak transformation
Tiger Thresher genes now achieve max results at 90% quality to make achieving 100% oxygen reduction more feasible without having to use two different tiger thresher genes in an advanced gene splicer
Skitter genes now range from 15-75% haste instead of 2-10% 10-60%
Mollusc genes now range from 16-80% vigor instead of 2-10% 10-60%
Mantis genes now increase walking speed by a max of 30% instead of 25%
Spineling genes now give resistance to stun, paralysis, and neurotoxins 10-25%, and no longer give spine spikes
All other genes have been untouched
Matriarch genes' bleeding heal has been lowered to compensate, other healing increased slightly

Compatibility
Modifies Genetic.xml and AfflictionsGeneticMaterial.xml, and will probably not be compatible with mods that also modify those files unless they do not modify the same parts of those files that this mod does.

Briefly tested to be compatible with Genes+ Revived and Expanded
52 Comments
Havel L. Krik Mar 9 @ 4:51pm 
As of the Treacherous Tides Update, skitter and mollusc genes were buffed officially. This mod should still work, it just buffs them far less than it used to compared to the current version of the vanilla game. (Nov.24.2023)

Then why not have them both at 100% max? Or just have the vanilla version?
Azure Jan 4 @ 1:30am 
gene buffs are visible in health scanner interface which makes it difficult to find actual wounds
vanilla has changed this
Savage Servant Nov 15, 2024 @ 2:51am 
What are the new values for Hammerhead Matriarch? Or what's the scale of "slightly increased healing"?
oblivi0ngate Oct 20, 2024 @ 7:12am 
I got a better idea, perhaps add anti infection properties to the Moloch gene alongside the damage resistance. o7
oblivi0ngate Oct 20, 2024 @ 4:01am 
Brother, can you improved the Moloch genes to 30-40 percent damage reduction? so people will have to contemplate further of combining it against other genes benefit, also, reduce the necessity of combining 2 Moloch to create a tanker character setup.
Havel L. Krik Jun 28, 2024 @ 11:38am 
Ohhhh, I have some testing to do then.
Kenny  [author] Jun 27, 2024 @ 10:57am 
Yes, actually, you don't get the vigor/hyperactivity unless you take at least 5 or more damage at once. This isn't just my mod though, that's normal non-modded behavior. In my testing I used a revolver against unarmored crew members, if in your case you're taking less than 5 damage from gunshots because of armor or other damage reductions, that would explain why you aren't getting the buff.
Havel L. Krik Jun 27, 2024 @ 10:21am 
"Are you using any other mods that might interact with genes, damage, or afflictions in general?"
No, but could damage reduction play a part?
Kenny  [author] Jun 26, 2024 @ 6:27pm 
I can't reproduce the problem, and looking at the current version of the mod and vanilla, the only difference between the two is how much vigor/hyperactivity they give.
Are you using any other mods that might interact with genes, damage, or afflictions in general?
[Eagle] Everautumn Jun 20, 2024 @ 10:13pm 
Same problem, genes do not work. Fix it please, your mod is too good to delete