Barotrauma

Barotrauma

EK Armory Remastered(EK Armory重製版)
 This topic has been pinned, so it's probably important
Rib Oct 24, 2023 @ 6:53pm
Description Translated to English [Google Translate]
EK Armory Remastered Edition
As the name suggests, I have gone through the entire mod, addressed as many bugs as possible, and brought it up to date with the latest version.

Even if it is a self-made remake, this mod still belongs to the original author Videogames

Below is his original module
https://steamcommunity.com/sharedfiles/filedetails/?id=1769403760




Since the author has not updated it for a long time, it is no longer compatible with the latest versions of Barotrauma, but the EK module is really fun. I can only balance the crafting recipes and damage to the best of my ability, as well as fix some bugs.

In addition to bugs that are serious enough to render certain items unusable, issues with crafting recipes, price balance, probability a given item may spawn in a container, usage level requirements, ammo type damage, as well as reworks of items (to better achieve their intended use in new ways) have all been addressed.




・Installation Guide・

Just install it directly. (subscribe and enable via in-game menus) The order of the four EK remakes can be changed at will without issue. EK mods for 1.x.x.x and EK Mods Traditional Chinese are no longer needed. (the annotations of many contents have been significantly changed)

There are however, two points that need to be mentioned in particular:

If you have installed the BT module, you need to install the remastered version of EK Utilities on top of the BT module.
If there is a module installed that modifies ore, put the EK Dockyard remastered version on top of it. (Ex: Mods related to a increasing stack number. This type of mod can easily cause conflicts, so it is recommended to put it at the bottom)




Most of the changes are listed below: (There may be some that I have missed due to the sheer number of things modified)


・Complete Chinese translation, including some new item names and descriptions, as well as correction of incomplete translations and errors of previous EK patches and Traditional Chinese modules

・Added a complete Chinese translation and English translation of some newly added items

・Added subcategories to make finding items in the submarine editor easier

・Optimized various GUIs and adapted some to various languages (Ex: GUIs and switches for diving suit lights and gun lights)

・Corrected the large number of crafting recipes in the original mod that allowed the player to gain skill points at no cost, sorted out the overly cluttered crafting recipes, and adjusted some weapons

・For convenience, most ammo can be put in the inventory just like the shell mod (for now)

・Fixed the incorrect ammunition amount of the expanded electromagnetic gun ammunition box based on the original ammunition, also removed white line present at the top of the texture

・Fixed broken texture of the extended ammunition box on the ammo rack of sunken ships

・Balanced effectiveness of some ammunition types with extra attack cool-down, such as mixed ammunition boxes

・The implementation of the mixed shrapnel ammunition box has been changed to increase the ability to explode quickly after hitting the target, while optimizing the experience of using close-explosion shrapnel

・In light of the fact that some monsters are not afraid of poisonous injuries, the mixed poison ammunition box now has increased potency, and can now continuously cause organ damage and internal injuries that ignore armor of the target (this damage over time effect can stack), and can cause more damage to Moloch, Mudraptors, Tiger Threshers, and Bone Threshers

・Adjusted damage of rail gun armor-piercing/shaped armor-piercing shells (The author did not consider that the shell could hit the same monster multiple times, resulting in ludicrous damage)

・Adjusted damage of rail gun tracking shells, scripts for this shell have been rewritten and usage problems have been fixed (indirect shooting of these shells is now possible, it's practicality has greatly improved, and in general feels much better to use)

・Reworked rail gun flechette shells, damage is now more reasonable and much more consistent (the two stage nature of the shell has been removed, and it's armor piercing abilities have been enhanced)

・Fixed bug that caused rail gun half shells to allow additional half shells from an alternate dimension to be fired

・Due to crafting recipe requirements for mixed ammunition boxes being doubled, to compensate the amount of ammunition has been doubled from 80 to 160 rounds (mixed flares are now 10 rounds)

・Fixed the drug dart bug, removed some useless darts, and can now only be fabricated at the medical workbench

・Some weapons will speed up their fire rate when user meets skill requirements as well as their ammunition stack limit, and the quality of Gauss guns now increases it's durability

・Effects of [single-ended] bullets and hollow-point bullets were reversed, I adjusted them back

・Armor has been greatly changed. It no longer has exaggerated abilities (probably stronger than body armor). The MK series armor has been greatly changed. It is still very strong, but the manufacturing cost is very high, and there is no exaggerated probability of being immune to damage (approximately stronger than the modified EK body armor)

・Body armor, combat uniforms, and helmets can now be fabricated (the rebel and mercenary series are fabricated by dyeing)

・The materials of simple body armor have been increased, and the defense it provides has been increased as well

・Fixed incorrectly set price, disabled the ability to find in the armory, and added a minimum weapon skill bonus of 10 to the tactical backpack

・Mk-I military power armor has been redone. The new version of Mk-I requires the use of oxygen tanks like ordinary diving suits, which is a diving suit with stronger defenses (basically a partial rewrite of the code to the new version)

・Mk-II military power armor, also redone, has the same automatic injection function of PUCS, can use oxygen in the room, oxygen consumption is reduced overall, and maximum depth has been increased to 12000M (again, a partial rewrite of the code as well as a port)

・Mk-I Shearclaw armor has been reworked, it no longer allows the wearer to dive by adding buffs to himself

・Mk-I Shearclaw helmet has been reworked, no longer able to dive with helmet alone

・Firefighting suits are now craftable

・The fire helmet has been reworked and can be synthesized. With the addition of diving and [lightdiving TAG], it increases resistance to [painting] and paralysis by 10%, but also debuffs the players piloting level by 5. Can also function as a normal oxygen mask, while no oxygen tank is present, it will attempt to use oxygen in the space ([but there is no TAG that can be worn indoors)

・Modified the attribute correction of weapons entering combat, because some effects no longer exist

・The [flying] knife has been reworked, the script responsible has been changed, and the bug preventing it from being removed normally when equipped in hand has been resolved, (this bug occurred because it can technically be equipped to itself) the size has also been increased for easier recycling




・Special changes・

・Some ammunition has a low chance to be naturally generated in the loaders of wrecks. (electromagnetic gun, rail gun, fragmentation cannon) This does however mean that thalamus ships will use it. Don't worry though, ammunition nuclear in nature or rail gun ammunition capable of piercing armor are not included (mainly to prevent thalamus from Ctrl+Alt+Deleting your crew through the hull)

・New depleted fuel ammo boxes, crusher repeater ammo boxes, and expanded ammo boxes for the fragmentation cannon

・New Mk-II military power armor (stealth), which can provide strong defense without affecting your appearance, and is slightly faster (but it is much more expensive)




The work required to properly fix and rework this mod is quite involved, and as such the weapon balance may still need to be adjusted, though ship-based weaponry is almost there.
if you have any bugs or suggestions, please leave a message and let me know (if you have suggestions, I will have to check the feasibility)
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Showing 1-2 of 2 comments
Rib Oct 24, 2023 @ 6:58pm 
I severely underestimated how long this would take, I hope the author is alright with me doing this

我嚴重低估了這需要多長時間,我希望作者同意我這樣做
Lucifinel  [developer] Nov 8, 2023 @ 12:54am 
Thank you! I'll add this to the mod description!
(Sorry, my English is not good.)
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