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LeCrazyy's Talent Rework
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Mar 18 @ 4:49am
Jun 3 @ 4:10am
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LeCrazyy's Talent Rework

In 1 collection by LeCrazyy
Jolly Underwater Crashing mods
5 items
Description
You can probably gather from the title, but this mod reworks, rebalanced and replaces various talents among each class as well as adding a few new unique talent items.

The goal for this mod was to make talent choices more balanced where options were pretty one sided before in some cases, more fun in general, giving the ability to choose certain playstyles in many cases and making every case of single talents that aren't at the start or end of a tree have two choices instead so you aren't railroaded into talents.

So if you have some gripes with vanilla talents or just want to try some new variety for a new campaign, consider giving this a go.

Full text based list of talent changes can be found here

Some items have received changes too for this mod and rebalancing to be effective:
- Machine Pistol and Grenade Launcher have been given fabrication recipes linked to talents.
- HMG has had its recipe removed to make it a late game luxury item.
- Exosuit's Speed has been reduced to balance out its insane protection.
- Cigars now cure opiate and chem withdrawal.
- Endocrine Booster now uses talents from this mod.














Individual Mods:
Assistant Talent Rework
Security Talent Rework
Engineer Talent Rework
Captain Talent Rework
Mechanic Talent Rework
Medic Talent Rework



Special thanks to:
Jimm800
for Russian localization.
Luviagelita
for Simplified Chinese localization.

Please do let me know if you encounter any issues, there is probably some edge cases I have yet to find.

Overrides
This mod overrides the following:
- All vanilla talent trees.
- Many talents directly: graduationceremony, waterprankster, psychoclown, chonkyhonks, chonkyhonks, protectandserve, boardingparty, scavenger, slayer, daringdolphin, crustyseaman, pacificationkit, extrapowder, implacable, gunrunner, grounded, remotemonitor, stationengineer, melodicrespite, submarineofthings, nuclearoption, gridmaintainer, betterthannew, robotics, unstoppablecuriosity, dangerzone, phdinnuclearphysics, bountyhunter, emergencymaneuvers, drunkensailor, prodigy, lonewolf, helmsman, downwiththeship, figurehead, ballastdenizen, safetyfirst, ironman, retrofit, scrapsavant, miner, letitdrain, tinkerer, heavylifting, powerarmor, exampleofhealth, selfcare, medicalcompanion, nopressure, drsubmarine, genetampering, geneticgenious, stayinalive, miracleworker, plaguedoctor.
- Some items: machinepistol(Adds fabrication recipe so it can be obtained very early), grenadelauncher (Adds fabrication recipe), hmg (Removes fabrication recipe, making it a late game store item.) hmgmagazine (Removes fabrication recipe, making it harder to bulk stock ammo, and making the weapon more of a rarer luxury.), cigar (Adds reducing opiate/chem withdrawal by smoking it), exosuit. (Reduces its movement speed to give it a trade off for its insane protection and large storage capacity.), endocrinebooster.
Popular Discussions View All (1)
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May 12 @ 4:59am
PINNED: Patches/Addons
LeCrazyy
143 Comments
LeCrazyy  [author] Jun 3 @ 4:34am 
Body armor is not nearly as good as an exosuit, it only protects the torso and provides 0 stun resistance. Makeshift armor would be a closer comparison but even that is still 20% less in the values it has and misses several other high protection values exosuit gives on top of also slowing you down but to a lesser degree.

The 5% damage resistance was just kinda a small little extra bonus because the main draw and impactful part of the talent is still unlocking the Exosuit itself. Even in its nerfed state its still a very popular option from my own server hosting for becoming practically invulnerable. I specifically didn't keep the speed boost for it on there because that defeats the point of the rebalance of it being slower by 30% swimming speed and 20% walking speed respectively.

Might Makes Right I have changed up to focus more on the now 50% melee damage and a smaller boost of 5% health so it stands apart from Swole and compliments the brawler tree even more.
Asleep365 Jun 2 @ 9:25am 
Also worth mentioning 5% extra damage resistance when wearing exosuits is practically nothing since it adds multiplicatively. As mentioned before exosuits were already not worn by non-mechanics due to mobility issues. Doesn't really matter if it swims the same speed as a green suit without a scooter, when everyone else has a combat/slip suit and a scooter (or is being dragged by someone with one).

Similarly +1 stackable materials feels unimpactful to the point of non-existence, it's like one or two extra single items in most cases which still isn't enough to reduce the slots the 8+5 incendium takes.
Asleep365 Jun 2 @ 9:05am 
Regarding the mech suit, being a slow hulking menace is cool in concept but really unfun in practice since you can never actually reach the enemies before your crewmates. The entire crew needs to wait an extra few minutes to wait for you to leave a ruin. Husk genes/pressure stabilizer with body armor is nearly as powerful but way more mobile.

I suppose my main gripe is that the current talents do not feel personally impactful like the vanilla talents. A situationally useful 25% bonus feels much better than a universal 5%. It would also feel like a more meaningful choice for whether the player would get into those occasional situations.
Asleep365 Jun 2 @ 9:01am 
It may be because of modded wrecks, but I find at most 1 scrap pile in expeditions within the search time allocated by the captain. Breaking them uses 3+ inventory slots (each less valuable than a cutter/welding tool), dragging them is worse than dragging a corpse wearing and holding a dive suit. Shuttle wrecks are entirely ignored by captain due to their relative lack of items.

The metal crate move speed is a QoL feature, and provides a choice between combat and non-combat roles. Personally I'd rather have that talent than any other in the current MECHanic tree due to how often I need to transfer resources, especially with how slow mech suit is now.
Asleep365 Jun 2 @ 9:01am 
With ballast denizen the main use case IMO is the gaseous cave vents, one mine multiple ore veins while sitting in green vents. Similarly one can remove their O2 tank 75% of the time and thus carry that much less oxygen tanks.

I still think Might Makes Right is too weak for the downside especially compared to the removed vanilla talent Multifunctional (+50% wrench/crowbar damage). The stat penalty significantly affects repair speed, weapon accuracy, and medical item use in the early game, growth rate in the midgame (can't craft fentanyl etc. quickly) and masterwork items late-game. It could apply crew-wide like Crew Layabout, or the damage is increased to +100% wrench/crowbar damage.
LeCrazyy  [author] Jun 1 @ 4:26pm 
Ones that are not overriden will be put into additional talents and you will find yourself with locked talent trees. I recommend using a mindwipe prior or after installing (You can become very powerful using it after as additional talents aren't removed, so up to you if you consider this cheating)
Alternatively if you are a bit file editing savvy, multiplayer saves have characterdata.xml files you can edit and by removing talents from the lists for characters, it refunds the points when you next boot up the save. (Make a backup of the files if you do this in case you break them)
落星也 Jun 1 @ 4:16pm 
can i add this mod to an existing file, what will happen to original levels/talents? thx
LeCrazyy  [author] Jun 1 @ 10:48am 
Heavy Lifting:
I don't think the new heavy lifting is really worst but really to be truthful its no longer the same talent just the same name, I just cut the old talent entirely.
The melee bonus is more appropriate for the tree, and considering there is no penalty to speed for moving with crates it was a bit weird to now be faster because you picked one up, I think gun runner is a better example of what the talent was trying to be as it actually makes you move at a normal speed when carrying heavy objects instead of suddenly becoming faster.

Mechanics like most classes needed a mix of buffs and nerfs where applicable, which is what I've tried to do across the board for all classes, assistant probably being the most buffed if you don't include patching exploits.
LeCrazyy  [author] Jun 1 @ 10:47am 
Miner: I've never personally considered this a must pick talent, bonus resources are nice, but you can get a lot of resources from many places. I even thought that tool maintenance is a better option hence the addition of +1 material per stack in inventory.


Patchwork/Heavy Welder: I'd say its def less of a power bonus than portable pumps when set up right. The heavy welder is mainly useful for a really destroyed ship, where you can have one on standby ready to quickly patch up everything. I reckon I will increase the range a bit more on the heavy welder, as that is meant to be one of its main benefits but it usually doesn't feel much bigger than a regular tool.
LeCrazyy  [author] Jun 1 @ 10:47am 
Scrap Savant/Scrap Piles: I added these to add a new more interesting sort of mini game for the mechanic, unless the wreck has 60 containers its not much different material wise, granted both are reliant on RNG, early game wise actually its probably more materials from shuttle sized wrecks.
Also fyi steel bar does same stats as scrap in scrap cannon, and uranium is even better.
That being said I do agree its a bit of a pain to carry or do it while there. So I'm thinking of changing it to be able to go into the inventory, but not stackable, this way it can be something to bring back and break apart in downtime.