Barotrauma

Barotrauma

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Medic Talent Rework
   
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16 Mar @ 3:55pm
4 Oct @ 11:55am
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Medic Talent Rework

Description
We have reached the last of my talent reworks now. The Medical Doctor's talent rework, as you can expect by now, this reworks a bunch of meh talents to both even out the balance and give more variety to your choices.

Reworked Talents:

Generic Basic Talents:(Many straight up buffs and rework/combining of existing ones into new ones as well as a few just new ones for early game healing options.)
[1]Budgeting: Whenever you finish at least one mission, receive 200 bonus money. Medical items can be bought 15% cheaper.
[1]Example Of Health: Gain an additional 15% Maximum Health.
[1]First Aid Course: All crew members perform 50% more powerful CPR and gain +10 to Medical.
[1]Fix Up: Applying opiates provides additional very slow passive healing over 5 minutes to the recipient. Apply 25% less Opiate Addiction.
[1]Self Care: Medical items are 20% more potent when applied to you. As long as you are at full health. Gain 10% more XP from missions.
[1]Shepherd: Small pets on the submarine regenerate health passively and gain a 50% increase to their health.
Whenever you deconstruct a pet drop item, you have a 10% chance to gain double the output.
[2]Ancient Curiosity: When opening an alien container for the first time, you have a 5% chance to find an additional Alien Curio inside.
While using an Alien Weapon deal 10% more damage.
[2]Blood Donor: Unchanged.
[2]Dr Submarine: Medical items you apply are 10% more potent. Gain a bonus of 10 to Medical.
[2]Medical Companion: Crew members below 50% health receive 7.5% more healing.
Unlock Recipe: Auto-Injector Headset.
[2]No Pressure: Applying a medical item to a crew member gives them 20 seconds of Pressure Immunity.
Unlock Recipe: Pressure Stabilizer.
[2]Supplier: Buffs you apply last 50% longer. Chemicals can be bought 30% cheaper and be sold for 30% more.

Xenologist Tree:(Not too many changes here, just spread out the gene splicing buffs a bit, as well as making Gene Tampering more interesting by adding everyones favourite thing, RNG.)
[1]Gene Harvester: Unchanged.
[2]Gene Splicer: Unchanged.
[2]Lab Safety: Combining different types of genetic materials is 90% less likely to taint the materials.
[3]Blackmarket Genes: Unchanged.
[3]Gene Tampering: Everyone in your crew gains a randomized buff that lasts until the end of the round or until they die. This buff is reset and rerolled each round.
Possible Buffs:
- Gain an additional 10% Maximum Health.
- Gain an additional 5% Physical Damage Resistance.
- Gain an additional 15% Movement Speed.
- Gain an additional 50% Melee Damage Dealt.
- Gain 20 Vigor when attacked.
- Passively heal slowly.
Only one buff can be active at a time.
[4]Genetic Genius.: Refining genetic materials adds an additional 5% to their potency.
Unlock Recipe: Advanced Gene Splicer, Endocrine Booster.

Doctor Tree:(A few changes here, both from adding some new interesting talents but also de-assistantifying Medical Assistance into Surgery Team and making Vitamin Supplements no longer a fire and forget talent as that is already handled by Gene Tampering.)
[1]Medical Expertise: Unchanged.
[2]Stayin' Alive: You can drag characters at full speed. Nearby unconscious crew members vitality bar decreases 20% slower and emits a Sonar Signal.
[2]Surgery Team: Crew members in the same room as you gain +15 Medical.
Medical items you apply are 10% more potent.
[3]Doctorate Doctor: Medical items you apply are 25% more potent.
After completing a mission in which no crew members have died, gain a Europan Medicine book.
[3]Pain Killers: Whenever you apply a medical item to a friendly character, they gain 10% Physical Damage Resistance for the next 5 minutes.
[4]Miracle In Progress: Nearby crew members are unable to succumb to their injuries unless they give in.
Unlock Recipe: Combat Stimulant.

Combat Medic Tree:(Now being a chemical warfare guy is optional, you can choose to fight the old fashion way with more generic damage type buffs or still go down the melting people's insides path.)
[1]Super Soldier: Gain an additional 10% Movement Speed. Gain an additional 10% Maximum health.
[2]Plague Doctor: Gain an additional 50% Acid Burn resistance.
Unlock Recipe: Advanced Syringe Gun, Europa Brew, Crimson Acid.
[2]Vitals: Attacking an enemy causes them to take 5% increased damage for 20 seconds.
[3]Leech: After attacking a conscious enemy, regenerate some health over 10 seconds.
Deal 25% more Bleeding.
[3]Melting Point: Acid Burns deal 40% more damage.
Unlock Recipe: Acid Grenade, 40mm Acid Grenade.
[4]Hippocratic Hoax: Poisons are applied with 100% more strength.
Your previous choices in this tree are improved:
- Vitals increased damage taken is now 10% instead.
- Plague Doctor gives 90% resistance to Acid Burn instead.
- Leech healing potency is doubled.
- Melting Point deals 60% more Acid Burn instead.

Combined Version
Assistant Talent Rework
Security Talent Rework
Engineer Talent Rework
Captain Talent Rework
Mechanic Talent Rework

Overrides:
- Medic Talent Trees List.
- Many Medic Talents directly: exampleofhealth, selfcare, medicalcompanion, nopressure, drsubmarine, genetampering, geneticgenious, stayinalive, miracleworker, plaguedoctor.
14 Comments
dorly 17 Sep @ 12:07pm 
This mod is slightly incompatible with NT Cybernetics Enhanced. There is a Lua script that adds recipes for cyberorgans to the "Super Soldiers" talent, but this mod does not have such a talent.
LeCrazyy  [author] 31 Mar @ 10:51am 
Should be as long as Neurotrauma doesn't remove opium morphine and fentanyl as it checks for those specifically (there is no opiate tag to check for)
Cardinal 31 Mar @ 10:06am 
Is the mod compatible with neurotrauma? For example, the talent for regeneration from opiates?
LeCrazyy  [author] 20 Mar @ 4:03am 
Should be fixed now, no more 90% discount lmao
LeCrazyy  [author] 20 Mar @ 3:58am 
Hm, thats supposed to be the 15 on budgeting lmao, I'll fix that
Prolbo 20 Mar @ 2:55am 
Liar!
<CharacterAbilityGivePermanentStat statidentifier="medical" stattype="StoreBuyMultiplier" value="0.9" setvalue="true" />
LeCrazyy  [author] 18 Mar @ 5:00am 
Said combined version is now released.
LeCrazyy  [author] 17 Mar @ 6:34pm 
True it would be great, and will be when I release it tomorrow :captainsmooth: (barring any issues arising)
AngeL 17 Mar @ 6:31pm 
would be great if there was a single pack with all of these rework's in one mod.
LeCrazyy  [author] 17 Mar @ 3:25pm 
You are most welcone for the goo.