Barotrauma

Barotrauma

"New seven" job pack
52 kommentarer
BAGIRA  [ophavsmand] 29. sep. kl. 6:32 
And opinion about "Balancing buffs": its a great move, when you have something to change in such enviroment of such OP perk as "Undead" or "Genetic break-down".

I can make it to require someting rare/situational to work. or make it w/o debuffs and work under some very rare situation, but then this perk will be just a blank for more than half of the time.

Giving player ability to use chosen perk from the start w/o strict rules is just better.

So, in order to make it balanced, we take something, to compensate such power (in terms of genetically modified: you trade a moderate amount of skills/dmg/health to increase your surviveability)
BAGIRA  [ophavsmand] 29. sep. kl. 5:53 
Also, about balance changes and everything else: please write in discussions, there is bigger words limit (as far as i know) + there is an ability to place screenshots n other stuff (that isnt possible in comment section)

https://gtm.steamproxy.vip/workshop/filedetails/discussion/3167994183/600785827026596825/
BAGIRA  [ophavsmand] 29. sep. kl. 5:50 
Your main role as gen. modif. is to survive in literall HELL and do missions/anything alone when crew isnt so organized or busy (or anything that need only one person to complete, or you prefer to play solo, or whatever, this class is fully made to made you a 10/10 survivor in any situation)

Btw, as i said: balance changes will be soon. Stay tuned :captainsinful:
BAGIRA  [ophavsmand] 29. sep. kl. 5:49 
I will balance out genetically modified (mostly "Genetic segmentation" n "Undead") to make this class playable in late game.

Yet, i dont really see a problem in big debuff to perks overall, kuz most of the time you play w/ team or really far away from the boat (as any normal player w/ undead plays in my exp.), so more than 90% of the time you wouldnt notice a thing about small amount of your skills. Maybe you will get striked by electical devices more, maybe your arms gonna be lacerated to hell, but to this time your team gonna be at least w/ 1 talent tree completed (to a half at least), so there is always someone to fix stuff/craft/do other stuff that skills related.
BAGIRA  [ophavsmand] 29. sep. kl. 5:49 
:bodybag: Crafting symb. suringe is pretty good idea, yet for those who circle around outposts and gather/buy everything that isnt screwed - is cursed at last. Just imagine a full team w/ such thing.

:dd2burn: About 100% gene harvest chance and perks balance changes:

Even with small calculations: nothing much changes. even with 20% less gene harvest chance you just gain a small overall debuff for additional 12% more hp. Trade is not fair to the HP side , you just giving a vanill`ish big buffed medic talent for genes w/ almost zero trade of to HP. (+ the idea for genetically modified is that it cant be killed and mostly made for survival in unsurvivable enviroment (and also some small thing to spice up gameplay) which means in late game those -% to HP overall will be almost unnoticable IF its not so big enough.)
Annie 28. sep. kl. 18:49 
or make symbiosis give the ability to craft a symbiosis syringe that is expensive and time consuming to acquire the items for.
Annie 28. sep. kl. 18:49 
dont listen to this neaderthal. removing skill points at all is a bad way to handle balancing in the game. youve made the class literally unplayable. just properly balance the buffs instead of trying to compensate by ruining the players ability to use any items on the class. maybe give symbiosis the husk gene but also one of the negative tainted gene effects for balance. all youve done is make the class physically unplayable. not just unpleasant but straight up unusable.
ZacryZean 28. sep. kl. 18:46 
i suggest making it - 20% movement speed permanently and a reduction of 16 to each skill as a balancing measure as a result of being harder to kill you swim and walk slower permanently
ZacryZean 28. sep. kl. 18:44 
I think instead of -65 you should make it - 40 or 35 because 65 is really really crippling you cant do anything without help its like all your bones are broken
ZacryZean 28. sep. kl. 15:07 
see now thats the problem 100% chance is too much you can just turn your character into an immortal killing machine that always gets genes every kill Regardless of the - 33% so change the change of finding genes to atleast 80% or lower please as like i said you can just become a immortal killing machine that always gets genes from every creature they kill allowing them to get EVEN STRONGER with said genes :/
Ghovarus86 28. sep. kl. 8:51 
Symbiosis with the church of the husk believers is op ngl.
Or for the Husk job for example.
you can literally gain double the HP, and to make it even more tank you can combine a watcher gene with a hammerhead matriarch, if you do, you literally have an additional double hp with hp regen...
BAGIRA  [ophavsmand] 28. sep. kl. 7:43 
Tho, combo w/ old Symbiosis n old Immortal been rly busted tho :missing:
BAGIRA  [ophavsmand] 28. sep. kl. 7:42 
@Ghovarus86 Only way to die when you are under "Miracle in progress" affl. is dying by pressure (e.g. Barotrauma) or by "kill" command.

Otherwise, talent "Immortal" speaks for itself and makes you literally (almost) immortal

(Also, to make this talent not so OP: now it reduces skills by a lot :stress:)
BAGIRA  [ophavsmand] 28. sep. kl. 7:17 
Problem solved, now separatist job pack + new seven job pack can be used together again
Ghovarus86 27. sep. kl. 9:44 
Also yeah, new update on new seven made it so it doesn't work with separatist job, shame that the separatist job guy wont change the name of the talent.
Ghovarus86 27. sep. kl. 8:49 
@ZacryZean if you take enough damage while the talent is active you will die, meaning that you aren't effectively inmortal, just like a second healthbar/chance is added to you.
i can see how its really op though, maybe they should make it time based where you have a certain time left to live.
BAGIRA  [ophavsmand] 27. sep. kl. 7:36 
-33% is ideal for 100% chance of harvesting a gene

Harsh, but fair

+ -33% health is perfect price for next talent (Genetic segmentation) , bcs even with zero kills and zero activity at all, you still can get a decent gene (if you complete a mission ofc)
ZacryZean 27. sep. kl. 6:51 
i suggest making bloody ripper an 80% chance of finding genes instead and making it -21% health bar instead
BAGIRA  [ophavsmand] 27. sep. kl. 1:53 
Fair enough, in next patch im gonna nerf this combo a little, to make other jobs some-what acceptable (or change it combletely , to make another way around about how this tree going to work)

Btw, thanks for feedback :dealerrizz:
ZacryZean 26. sep. kl. 21:34 
the endless miracle in progress for genetically modified is REALLY op because you basically cannot die unless husked Which is funny because one of the skills in said tree fixes the husk and theres not much reason for people to pick the core important roles over these new jobs
BAGIRA  [ophavsmand] 26. sep. kl. 19:37 
I did numerous balance changes over life span of this mod, balancing is not that easy m8

Also, you can say which perk / talent tree is OP and i will balance it out
ZacryZean 26. sep. kl. 15:29 
Can you make one where the talents arent just overpowered as hell?
BAGIRA  [ophavsmand] 4. aug. kl. 20:04 
Sup, patch done, should be working just fine w/ separatist job

Tbh, making a separate patch just to override talent is kinda useless and harsh, bcs there can be more than 1 job w/ the same talent ID (+ ruining other jobs talents is bad tho)

+Talent been reworked a little bit to make it some-what usefull than before :bodybag:
Ghovarus86 4. aug. kl. 14:24 
Hi @BAGIRA, i wanted to know if you could make a separate patch that overrides the talent "Saboteur" with another name, since it has conflicts with the "separatist job" and makes basically the entire bottom of the talent tree completely useless, the mod coder of "separatist job" said he cant make a patch because it would not only remove the talent for everyone that already has it, but may cause issues, so i wanted to know if you could make a separate mod that would be the same, just with a different talent name "saboteur" or remove that talent if its basically just not that useful.
I hope you read this, ill try to see if i can do a workaround fix for it, but for now i guess i'll stick with asking for coders, cause i got no clue.
BAGIRA  [ophavsmand] 23. juli kl. 6:47 
About neuro and other affl.: "Miracle in Progress" protects you from any harmfull effect , besides those that kill you instantly (exm.: Pressure)

So , yes. It does make you literally (amost) immortal

(que pro: try using abyssal diving suit and try to kill those big lads)
Voids / Tale 19. juli kl. 15:37 
Does the Genetically Modified "Mutant" Talent tree's "Miracle in Progress" protect from all afflictions possible in the game? As in, any-any negative effects (basically, you become immortal?)?

Also a question with Neurotrauma's compatobility: me and my friend's have had no problems, but I'm curious - do Neurotrauma's afflictions apply too? :D
BAGIRA  [ophavsmand] 12. apr. kl. 0:44 
This mod doesnt override anything and will work perfectly in almost all cases, but i didnt tested it w/ dynamic europa, so i cant say for 100% sure.

Btw , If there is anything that will conflicts w/ dynamic euro - let me know and its gonna be patched

(Still , there is one well known issue: jobs cant be hired via HR due to not having any presets to hire from (use jobs-o-trauma for fix))
TheFirebender 11. apr. kl. 15:10 
Iss it compatible with Dynamic Europa? If not, any chance of adding a patch?
BAGIRA  [ophavsmand] 1. apr. kl. 20:21 
Factory worker bug fixed , thanks for feed back :dealerrizz:

And about multi-tools meta - added a chance of gaining a repair pack , right now its still a some-what usefull talent that works everytime , yet overall amount of multi-tools will be way lower
TortuousAugur 29. mar. kl. 18:49 
Also, was professional repairman talent suppose to drop a repairpack item every single time anything was repaired without limitation? I was noticing I got fairly overwhelmed by multi-tool items fairly quickly.
TortuousAugur 29. mar. kl. 18:05 
@BAGIRA hey, just a heads up: the Blacksmith has a coding error for Agressor and Repairman blocking Factory Worker. In the code, you identify Factory Worker as "factory_worker" but in the other talent trees you attempt to block "factory worker". This causes Factory Worker to be available at all times after two tier two talents have been unlocked.

I have to say, it is kind of humorous that you can partially spend in Agressor or Repairman and then spend in Factory Worker, thus locking you out of spending into the other until you complete Factory Worker.

Cheers! Love the mod!
无魄 11. feb. kl. 22:51 
@HabbaTheYut Try different download methods? For example, downloading from a server or from a creative workshop, based on my personal online experience, should not be related to the mod itself.
BAGIRA  [ophavsmand] 10. feb. kl. 3:31 
Or just pm me , this is way faster and easier method
BAGIRA  [ophavsmand] 10. feb. kl. 3:30 
I need a msg that appears in console , when issue occurs

Maybe w/ info in console i can help to fix
HabbaTheYut 9. feb. kl. 14:57 
My buddies still have the same issue where it says 0mb out of 0mb on the mod, they installed it and retried but it didnt work, and then I had them reinstall and it doesnt work, its only this mod that refuses to work and im kinda lost on what to do lol
无魄 14. jan. kl. 7:39 
Oh, thank you very much, great mod:steamhappy:
BAGIRA  [ophavsmand] 14. jan. kl. 7:13 
Patch done , now you can play w/ agriculturist and job pack :approved:
无魄 14. jan. kl. 1:47 
Ah, so it was my mistake. Thank you for your answer. I will wait for your patch:steamthumbsup:
BAGIRA  [ophavsmand] 14. jan. kl. 1:23 
Due to 2 same tallent`s (Buther) in Agriculturist job and Hunter it fails to load.

I will do a patch to make it work with this job

Stay tuned m8
无魄 14. jan. kl. 0:35 
Do you mean these? I am using machine translation, which may result in inaccurate understanding
无魄 14. jan. kl. 0:34 
B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs:line 35
at Barotrauma.PrefabCollection`1.Add(T prefab, Boolean isOverride) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabCollection.cs:line 405
at Barotrauma.GenericPrefabFile`1.LoadFromXElement(ContentXElement parentElement, Boolean overriding) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentFile\GenericPrefabFile.cs:line 39
at Barotrauma.GenericPrefabFile`1.LoadFromXElement(ContentXElement parentElement, Boolean overriding) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentFile\GenericPrefabFile.cs:line 53
at Barotrauma.ContentPackage.<>c__DisplayClass58_0.<<LoadContentEnumerable>g__loadFiles|1>d.MoveNext() in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentPackage\ContentPackage.cs:line 283
无魄 14. jan. kl. 0:34 
‖color:#9370DB‖[New seven]‖color:end‖ Failed to load "C:/Users/Administrator/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/3167994183/Talents/Talents.xml": Failed to add the prefab "Butcher" (Barotrauma.TalentPrefab) from "New seven" (C:\Users\Administrator\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\3167994183): a prefab with the same identifier from "Agriculturist Job" (C:\Users\Administrator\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2946558743) already exists; try overriding
at Barotrauma.PrefabSelector`1.AddInternal(T prefab, Boolean isOverride) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs:line 116
at Barotrauma.PrefabSelector`1.Add(T prefab, Boolean isOverride) in
BAGIRA  [ophavsmand] 13. jan. kl. 23:45 
Can you send me a screenshot of a console in pm?

Bcs mod works just fine
无魄 13. jan. kl. 4:06 
Due to certain reasons, the module cannot be enabled:steamfacepalm:
dawerrr 7. dec. 2024 kl. 13:08 
tak jestem polakiem i "paczka prac" wydaje mi się być śmiesznym zdaniem.
BAGIRA  [ophavsmand] 4. dec. 2024 kl. 4:04 
Idk what causes such problems , try to re-install mod

Sometimes this work , sometimes not
HabbaTheYut 2. dec. 2024 kl. 16:58 
Are you able to fix the bug where it makes my friends "download" the mod when they have it, because it doesnt let them join
BAGIRA  [ophavsmand] 29. nov. 2024 kl. 20:38 
More over , price is unbalanced and can be pretty big or low

Yet. if you dont wanna to deep dive in code , here is price multiplier:

Blacksmith x0.80
Chief x1.0
Gen. modified x2.0
Hunter x0.80
Knight x0.60
Raider x2.0
Trader x1.0
BAGIRA  [ophavsmand] 29. nov. 2024 kl. 20:34 
Right now mod is only on "keeping-alive" support , i dont play baro for a moment (and also dont wanna touch baro code for a time too)

But maybe some time after i will add that they can be hired.

Yet , if you wanna hire them w/o waiting for update - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3028398595&searchtext=jobs+o+trauma
The Viral Divinity 29. nov. 2024 kl. 13:26 
Can't seem to hire anybody with any of these jobs, looks like only players can use them :/