Barotrauma

Barotrauma

399 ratings
Baroverhaul - Classic
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File Size
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16.114 MB
Jun 2, 2024 @ 10:13pm
Sep 22 @ 6:32pm
60 Change Notes ( view )

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Baroverhaul - Classic

Description
For questions, comments, suggestions and help, check out our new Discord server[discord.gg]

IF YOU WANT THE NEW VERSION WITH NEW UPDATES AND CONTENT, CLICK HERE.
YOU DO NOT NEED THE CLASSIC VERSION WITH THE NEW VERSION. BOTH VERSIONS ARE STANDALONE. THIS VERSION WILL REMAIN AS A TALENT OVERHAUL ONLY.

Overview

This mod is intended to increase the longevity of Barotrauma, adding more depth, items, creatures and mechanics. It will be continue to see support with fixes and maybe small changes but the new version of the mod will be receiving all the new major content.

The Talent Overhaul

FULL LIST OF TALENTS HERE[docs.google.com]

The base game has two rows of general talents and three trees with four rows. In total there are 27-29 talents for each job. This overhaul aims to fix a few problems: increase the amount of choices by ensuring every class has at least 48 talents to choose from, as well as more meaningful choices, buffing a lot of underperforming and underpicked talents and nerfing a few stronger talents. It is also oriented towards larger crews or longer campaigns, with longer more specialized skill trees and fewer unbalanced experience talents.

Every job has:
  • New recipes and items
  • No more talents that only offer recipes with no other effects
  • Stronger talent tree identity, with each one fulfilling a more defined niche
  • No more general talents trees (they have been mixed into trees, combined, and moved around)
  • Quest talents (like starter quest for assistant in the base game but now for every talent tree)
  • An entirely new talent tree for each job, totaling four trees (five for assistant)

There are simply too many changes and new talents to list here so I may make a discussion page with more information.

Additional Features

With the idea of increasing longevity of gameplay in mind, I added some endgame resource/money sinks because I feel that late in campaigns (especially long campaigns), money and resources stop being much of an issue, so I added "Boosters," shots similar to Endocrine boosters but more expensive and with specific stat boosts. There are boosters for health, movement speed, skills and melee damage. They spawn late campaign from medicine vendors, along with recipes that can be purchased for a very high price to craft your own. Their effects stack up to five times, and after using five of a booster, you gain an additional powerful talent.

Compatibility Issues

I may not make compatibility patches for every mod, especially mods that add jobs. I'm sorry.

Put this mod above NT Symbiote to fix the lantern issue. Should be fine.
if you have the issue where the lantern is stuck, this mod will let you yeet the stupid lantern.

Robotrauma patch HERE

Should be compatible with Dynamic Europa, Barotraumatic and Neurotrauma

If you want the parallel unlock version of the mod, click here
If you want the all + parallel unlock version of the mod, click here

Have Something to Say?
Please leave any feedback, questions or suggestions and let me know if you encounter any bugs or problems. Help make the mod better, and your suggestions and ideas may even make it into the mod.

Localization

Brazilian Portuguese by eduardooee74
Latinamerican Spanish by RaviolAsesino
Polish localization by John Brick
Simplified Chinese localization by Lurmou
Turkish localization by redsilver
French localization by Rylond

Are you multilingual and want to help localize the mod? Feel free to comment, add me on Steam, or get in touch on Discord (add me: violetpuppygf). I would love for more people to be able to enjoy the mod.

Credits
Special thanks to my girlfriend Willow for thumbnail art and custom sounds.
Many weapon art assets done with help from friend Myta.
Credit to Iron_Phildo69 and their clown mod for some inspiration.
Original Inspiration to work on this mod from ShaMedic.
Hurdy-Gurdy music written and performed by @paul_art237 on Fiverr (highly recommend)
Thanks to Astra for making the table of talents.
Special thanks to my girlfriends Mercury and Pluto
Thanks to AdeptOfMachine and AlexanderLB for contributing improved sprites.
Popular Discussions View All (7)
20
Nov 29, 2024 @ 6:22pm
Balancing Suggestions
Violet 🐕
7
Aug 19 @ 9:10am
Русский перевод
Simboza
2
Jun 23, 2024 @ 7:45pm
Feedback on quest talents
YakaryBovine
415 Comments
Violet 🐕  [author] Oct 8 @ 6:23pm 
@Gaben agent №16412 That talent is different between classic and regular so that's probably what caused the issue, I'm not sure if it's an issue with patches or not or how to fix it exactly honestly, I thought it just swapped the talents out when you changed versions
Gaben agent №16412 Oct 8 @ 9:38am 
no, only classic, maybe because of the patches? I used patches from regular Baroverhaul or because I changed regular to classic?
Violet 🐕  [author] Oct 6 @ 3:46pm 
@Gaben agent №16412 It's there for me, this is likely a mod compatibility issue. Do you have both versions of Baroverhaul active at the same time or something? They both have different last talents for that space.
Gaben agent №16412 Oct 6 @ 8:17am 
the mechanic doesn't have the last skill in the first talent tree; it's just empty.
Draconis🐊 Sep 12 @ 1:19am 
Yeah I got a question about it due to a patch and I had to check both versions, talent works as intended. Just decription issue
Violet 🐕  [author] Sep 12 @ 1:14am 
@Draconis🐊 Dang, it appears I missed the description for a while, not sure how, I haven't looked at the mod for a while though
Draconis🐊 Sep 12 @ 1:02am 
Lab Animal description is missing, shows up as talentdescription.labanimal when moused over.
Draconis🐊 Jul 13 @ 4:28am 
So I am having an issue possibly with BTC, Several monster changes in BOH are causing red text errors to spawn in games I have joined. Specifically error in status effect config for Charybdistentacles, charybdisscale, latcher fur and latchereyeball.

I have not yet checked what exactly the problem is here, there seems to be an issue internally with a statuseffect calling for these items as BTC does not override the items though they don't spawn on BTC creatures even though some of them are similar to BTC items like our version of Latcherfur. I want to see if I can work with you if there are fabricator recipes we can use a Tag on both of the items so that it works with items from either mod.
Blu Jun 6 @ 6:51am 
I can't get the Flare Gun from assistant tree to work sadly.
ImpulsiveLass May 21 @ 3:45pm 
Oopsies, missing talent desc
https://imgur.com/a/dOqDtXx