Barotrauma

Barotrauma

LeCrazyy's Talent Rework
147 Comments
Kookoorooza 44 minutes ago 
Just finally read the changes...
Man, no shit its that popular! Talents are very good, most of time i dont even know what would i pick, especially for first onse.:needy_heart:
BlueSeaO 16 Jun @ 2:00am 
Thank you:demoticon:
LeCrazyy  [author] 16 Jun @ 1:54am 
Completely fine :steamthumbsup: I'll add it to the list of patches/addons
BlueSeaO 16 Jun @ 1:42am 
Hello, LeCrazyy, I used your mod and made a Merged Job version, and i'm here to ask your to ask for your permission. If you reject my permission, i will remove it from workshop immediately.
If u have any request i will hear it.
Here's the Mod site: https://sp.zhabite.com/sharedfiles/filedetails/?id=3500751231
LeCrazyy  [author] 3 Jun @ 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 2 Jun @ 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 2 Jun @ 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 2 Jun @ 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 2 Jun @ 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] 1 Jun @ 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 1 Jun @ 4:16pm 
can i add this mod to an existing file, what will happen to original levels/talents? thx
LeCrazyy  [author] 1 Jun @ 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] 1 Jun @ 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] 1 Jun @ 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.
LeCrazyy  [author] 1 Jun @ 10:47am 
Might Makes Right: I do agree it is a bit undertuned, not super though. The -10 to all skills is mainly a late game problem for trying to craft excellent/masterwork items if you are unable to secure other bonuses to your skills (clothes, inspiring tunes, other talents ect). I might raise the melee damage based on current level to a cap. But will see. Thematic design wise its the opposite side of the mirror to engineer's new "Brain over Brawn" talent.
Robotics talent is now an engineer talent as well btw, as that makes more sense to me that the engineer would be able to create a drone and this let me put tinkering where it is now, so that wont be coming back in its place for sure.
LeCrazyy  [author] 1 Jun @ 10:47am 
Ballast denizen: It is a bit much reading wise but I believe its actually alright balance wise, as the extra breathing isn't super helpful for 99% of scenarios, and for that other 1% the talent could be replaced by a diving mask if desired.
LeCrazyy  [author] 1 Jun @ 10:46am 
I decided rather than reducing the protection values which would probably be a harder pill to swallow, I would make it what it seems to want to be. A slow tank suit. The slowness is a more than fair enough trade for everything it gives you, and the extra storage even makes it so you only need to do half the trips when looting places.

The exosuit may not be suitable for an already safe looting run due to its speed, but if you want to be extremely well armored before going into the unknown, it is there waiting for you.
LeCrazyy  [author] 1 Jun @ 10:46am 
Thank you for taking the time to give feedback.
There are parts I agree and disagree with so I'll give you my thoughts back bit by bit.

Exosuit: This thing is busted in vanilla and still very strong in this mod, it has over double the protection of the second highest protection diving suit and has the highest protection in general for most common affliction types while making stuns almost completely non effective against you. It has an entire storage container worth of storage inside it and to top it off isn't even slower than most suits in vanilla even without mechanics talent.
Asleep365 31 May @ 5:31pm 
Overall besides the robotics talent being replaced with tinker the primary tree reworks all feel like nerfs. Scrap Savant adding more work for less materials, the superior Miner talent being swapped to further down the tree, Scrap Cannon being indirectly nerfed due to Scrap Savant being worse, reworking heavy lifting to remove the crate movement utility (very useful for looting wrecks and stations), and most importantly nerfing exosuits to unusability. Mechanics were already one of the least appreciated roles as almost all their talents function just as well when controlled by AI bots, and were in need of buffs rather than nerfs.

(had to split comments due to max comment length)
Asleep365 31 May @ 5:31pm 
- Miner being shifted to later doesn't change that it's a must-pick talent, which means not taking Tool maintenance making Retrofit another must-pick talent, which on top of Oiled Machinery being high priority means every other tier 2 talent will be ignored by the first mechanic. It also delays gameplay progression by making ores deconstruct with maximum output after one additional level. Would probably be best to swap them back.
- Similarly, heavy welder is kind of useless considering the regular welder can do the same thing and can be stored in hotbar. A "heavy cutter" that actually does damage would be a far more interesting alternative.
Asleep365 31 May @ 5:30pm 
As for other talents:
- Ballast denizen might be just a tad overtuned, it could probably still be very strong at 200% or 250% breath duration.
- Might Makes Right is significantly undertuned considering the stat penalty is on top of being strictly worse than Security's "Swole" talent. If it were to be a talent at all it would fit better in the Security trees as they are a less stat dependent class. Could instead be replaced with vanilla Robotics talent, as it's approximately the power level of a non-specialized talent.
- Scrap piles from reworked Scrap Savant are quite bad and not worth grabbing due to how much they bloat inventory when destroyed and take additional time to destroy (vs checking cabinets in vanilla which one should be doing anyway). The relative lack of scrap (item) makes the scrap cannon unviable, as a shotgun is better otherwise.
Asleep365 31 May @ 5:30pm 
While I liked a lot of the mechanic reworked talents (especially ballast denizen buff) the exosuit movement buff removal is a huge hit to its viability, so much so that a combat dive suit is often a better choice. Scooters already cannot be used in exosuits, paired with swimming slower means any cave mission will be done by the time you arrive, and then they need to wait for you to slowly make your way back to the submarine.

In vanilla exosuits are generally only used by mechanics due to the speed difference, without the speed buff it's just as bad as when used by any other class (5% damage resistance is nothing due to how it stacks multiplicatively). Outside of balance, moving slow is also generally unfun, which is why players avoid abyss suits unless absolutely necessary.
LeCrazyy  [author] 19 May @ 3:36pm 
So:
- "Research Notes: SMG" (20%) combined into a full "Research Notes: SMG" (100%)
- Then put back into blueprint station to craft a "Blueprint: SMG".
- Which you then read by right clicking and it despawned after reading fully?

While it is hidden in game it should add a talent with the identifier of "bpunlocksmg".
It seems to work on my end at least from a quick test of spawning in the blueprint.


You can use console (f3) and type "enablecheats" and use the command "givetalent bpunlocksmg" to give it manually (If it doesn't give it then you already have it), but if it's single player you will need to use save editor to disable cheats for achievements, in multiplayer it is easier as restarting the game disables cheats again.
Xeson 19 May @ 9:28am 
After i research, craft and read Blueprint SMGs from Blueprint station, i still cant craft SMGs ( not appear in fabricator ) . Is there something i miss or did i do something wrong ?
LeCrazyy  [author] 18 May @ 3:48pm 
Works fine on my end, I don't override cargo scooter or underwater scooter. But I do know a potential non mod related cause.
Are you attempting to use a scooter you find in a wreck/shop? If so try a fabricated underwater scooter instead. Only recently patched there was variant versions of scooters spawning in campaigns which were meant to be used in Outpost Deathmatch only.
So basically, fabricate a new one and use that instead, as you might have one of these bugged variants instead.
MinoBarbarian 18 May @ 2:14pm 
Seems something is impeding me to make the cargo scooter. It doesnt recognize the normal scooter as a crafting material, i think it's due to this mod since i didnt install anything that messes with the skills besides this
LeCrazyy  [author] 16 May @ 6:08am 
No prob
oh, my bad :barotrauma:
LeCrazyy  [author] 16 May @ 5:15am 
https://sp.zhabite.com/sharedfiles/filedetails/changelog/3447049360
Can be found at top right of a workshop page, though not every mod dev does actually note what they change.
is there any change log? Every time I see an update I'm very curious what has changed, but there is no information
LeCrazyy  [author] 11 May @ 9:51am 
Gonna look in a bit, someone else just reported this too. Not sure how it broke from me changing a value, maybe I accidentally deleted a line just before saving.
ejcurnutte 11 May @ 6:57am 
I keep getting this error

Error in talent peerlearning: unrecognized xml element "AbilityConditionAllyNearby".
LeCrazyy  [author] 9 May @ 2:59pm 
blazekasper03 9 May @ 12:48pm 
is there a list of the new talents for the Endocrine Booster
LeCrazyy  [author] 8 May @ 4:58am 
Whatever mod is at the top in a load order wins the override conflicts.
LeCrazyy  [author] 8 May @ 4:58am 
Above any other mods that override talents aside from patches, if you dont know what mods do that, safest bet is to put it at the top of the list.
Ruggedgolem 8 May @ 4:24am 
Where should I put this in a load order?
Explosiv 'n' Eskort 6 May @ 7:01am 
Yeah lol. Budget Miracle In Progress.
LeCrazyy  [author] 6 May @ 6:47am 
A bit of a big change from what it currently is. Though it is funny
Explosiv 'n' Eskort 6 May @ 6:17am 
How about you can't succumb to death when you're drunk unless you give in.
Explosiv 'n' Eskort 6 May @ 6:01am 
Alrighty then.
LeCrazyy  [author] 6 May @ 3:56am 
I'll probably just reduce the effects rather than fully remove.
LeCrazyy  [author] 6 May @ 3:55am 
But then you cant pass out drunk :captainsmooth: (Though all it takes is a bit of vitality talents and you cant anyway unless damaged. Barotrauma.)
Explosiv 'n' Eskort 6 May @ 3:50am 
Hmm. Well drunk itself causes HP loss and nausea. Nausea causes vomit, which causes organ damage.
So how about this. A variation of drunk that only causes Nausea. And the talent also give you organ damage immunity.
LeCrazyy  [author] 6 May @ 2:03am 
A bit annoying backend to do, I'd have to make a variant version of nausea and apply that instead of regular. Which would include all other sources of nausea. Though could be limited to when drunk.
Explosiv 'n' Eskort 5 May @ 5:55pm 
Oh hmm. Then how about full immunity but you still puke which take no damage ?
LeCrazyy  [author] 5 May @ 12:54pm 
I never actually considered full immunity op, but rather found it funnier to be able to puke, I could give moderate resistance to nausea so it builds up slower.
Explosiv 'n' Eskort 5 May @ 12:01pm 
Or some damage reduction from being drunk and vomiting.
Explosiv 'n' Eskort 5 May @ 11:59am 
Can you make "drunken sailor" talent makes you immune to negative effects of drunk at some degree.
I know full immunity like vanilla is OP. But the vomiting cause by nausea still bugs me, which cause by being drunk.
Maybe immune to nausea could work.
Draconis🐊 5 May @ 10:48am 
Take a look at how I did some of the heavier armors in VWO, slow speed, better coverage but vanilla armor torso protection is generally better. Decent armor due to limb coverage including increasingly more stun on heavier armor.