Version 1.5.3 | Last Updated
3 months ago
## Gilza is a weapon and skill rebalancing mod heavily inspired by [IREnFIST](https://modworkshop.net/mod/28585).
##### Gilza (G is pronounced same way like in 'great') is balanced around Death Wish difficulty, and as you might have guessed by the banner quote, makes every weapon more powerfull to level them all out and let players use other weapons then LMG's and crit saigas, to have high kill potential.
[color=#5ec4d4][size=large]**Some unique features:**[/color][/size]
* Breaching rounds for pump-action shotguns that unlock everything that saw OVE9000 can
* New skills such as sprinting with any bag or damage resistance while bipoded
* One new melee focused perk deck
* Rebalance of some broken vanilla pd2 weapons (like gas) and tweaks to underpowered weapons
* Slightly different weapon behaviour depending on your movement state or your weapon's fire mode
* Complete melee overhaul that makes all melee weapons viable, even with no skills
Gilza reworks enemy health and weapon damage values, so i strongly recommend getting [More Weapon Stats](https://pd2mods.z77.fr/more_weapon_stats.html) to see exactly what kinds of new breakpoints this mod uses.
[color=#ff3333]I strongly reccomend[/color] using [The Fixes](https://modworkshop.net/mod/23732) mod to prevent crashes after installing or (most likely) removing this mod.
Also, because of the way DMR kits were reworked [color=#ff3333]if you had a weapon with DMR kits before installing this mod, they might freeze your game if you try to modify them.[/color] Selling them fixes this issue. List of affected weapons is in the general weapon changes.
[color=#5ec4d4][size=large]**TLDR**[/color][/size] for the whole rebalance of this mod:
Most weapons have higher damage and faster TTK, but ammo pick up is much lower, so you have to be more precise while shooting. New penalties are added for weapon accuracy depending on your stance, but some new skills can help with that. Your playstyle with this mod will be a bit more 'tactical' and slow because new ammo pick up values and accuracy penalties dont allow for spray and pray playstyle (unless you make a build for it). This should encourage more weapon and build variety, so you could get some new fun (like melee related) skills, or be a bit more of a team player and get additional deployables, like ammuntion for your team, since you dont have to focus so much on DPS.
Gilza has a long list of changes, so i apologize if you are overwhelmed by amount of text below.
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:::### General changes:::
||* All enemies (above and including overkill difficulty) had their health increased by ~30%
* All enemies now have a headshot multiplier of 3, except for cloakers (9) and dozers (12)
* Normal grenades should not explode mid air if hit by bullets
* OVE9000 saw now shows you it's actuall ammo, allows for reloads at any time and should be more effective against enemies
* Vehicle FOV was changed from base 75 to 90 (you can change it in the lua/vehicles.lua file if you want to)||
-----
:::### Perk deck changes:::
||
[color=#e4df86]**Sociopath/Infiltrator 1st card**:[/color] were changed due to melee rework. Also the hidden infiltrator duration buff was removed, so both decks now have a 4 second window for additional hits

[color=#ca8f2f][size=x-large] Common perk deck cards:[/color][/size]
[color=#e4df86]**Common 2nd card**:[/color] getting a random headshot multiplier from perk decks is weird, and makes it painful to balance this mod, so skill from card#8 was moved here

[color=#e4df86]**Common 6th card**:[/color] now you can pick up normal grendes from ammo boxes without investing into fully loaded skill. This should make players running non-injector perks have more variety in their weapon choices. To compensate, grenade amounts were reduced. See weapon changes for more info.

[color=#e4df86]**Common 8th card**:[/color] random 5% dmg increase. Why? Now you recieve more movement speed from basic parkour and bag throwing bonus from basic transporter. Transporter and parkour skills were reworked accordingly

||
:::### New Brawler Perk deck:::
||
A new melee focused perk with great damage resistances but extremely limited firearm usage.
You can right click on the image to view it in full size by opening it in a new tab.
[color=#e4df86]**Brawler 1st card**:[/color]

[color=#e4df86]**Brawler 3rd card**:[/color]

[color=#e4df86]**Brawler 5th card**:[/color]

[color=#e4df86]**Brawler 7th card**:[/color]

[color=#e4df86]**Brawler 9th card**:[/color]

||
:::### Skill changes:::
__If a certian tree is not mentioned here, that means that it recieved no changes.__
#### Mastermind
||
[color=#ca8f2f][size=x-large] Sharpshooter sub-tree:[/color][/size]
[color=#e4df86]**Stable shot**:[/color] This skill now only gives accuracy bonuses
I actually wanted to make it 3 for base and 9 for aced, but game would crash because values are not divisible by 4 :(

[color=#e4df86]**Rifleman**:[/color] This skill is now focused on using your weapons while moving. The 15% accuracy bonus appears because of new movement penalties: you get accuracy penalty while moving with Gilza, but if you ADS you get 15% accuracy bonus. Since this skill removes the movement penalty you are now left with 15% accuracy bonus

[color=#e4df86]**Marksman**:[/color] buffs lmg's if you use them with bipods. Lmg's in general didnt recieve any buffs compared to other weapons in this mod, so this should be a bit helpful

||
#### Enforcer
||
[color=#ca8f2f][size=x-large] Shotgunner sub-tree:[/color][/size]
Shotguns have been reworked significantly, and are now much more effective with no skills. These new skills should provide a better bonuses with reworked stats.
[color=#e4df86]**Shotgun CQB**:[/color] ADS bonus was moved to another skill

[color=#e4df86]**Shotgun impact**:[/color] extra damage is no longer needed, get some extra stability instead

[color=#e4df86]**Far away**:[/color] mag increase skill from Close By aced was reworked into this one, to let any shotgun get benefits from it, but the bonus itself is overall lower.

[color=#e4df86]**Close by**:[/color] just a slight ROF nerf, because shotguns are more powerfull in general

[color=#e4df86]**Overkill**:[/color] is not requred anymore to use shotguns well, but it will still give you good bonuses if you run it with semi-auto or full auto shotguns with new breakpoints. Also works even better if aced now, since most other weapons have more consistent damage output

[color=#ca8f2f][size=x-large] Tank sub-tree:[/color][/size]
[color=#e4df86]**Transporter**:[/color] because you get throwing power bonus in the perk deck cards, it would make sense for this skill to be buffed. Aced version is really fun, but requires a hefty investment.

[color=#ca8f2f][size=x-large] Ammo Speicalist sub-tree:[/color][/size]
[color=#e4df86]**Fully loaded**:[/color] just a buff since now one ever uses this skill. You can now have much more nades throughout the game, but max amount of nades was reduced so you can't spam them all at once as effectively

||
#### Technician
||
[color=#ca8f2f][size=x-large] Oppressor sub-tree:[/color][/size]
[color=#e4df86]**Steady grip**:[/color] this is now a pure stability skill

[color=#e4df86]**Fire control**:[/color] slight nerf, considering new movement penalties

||
#### Ghost
||
[color=#ca8f2f][size=x-large] Artful dodger sub-tree:[/color][/size]
[color=#e4df86]**Parkour**:[/color] movement bonus is now part of perk decks so other upgrades from this skill were moved around a bit

||
#### Fugitive
||
[color=#ca8f2f][size=x-large] Gunslinger sub-tree:[/color][/size]
[color=#e4df86]**Gun nut:**[/color] all pistols got a 25% increase to their normal ROF and this skill was adjusted accordingly. Note that if you had a pistol with 900 ROF after applying gun nut in vanilla PD2, it will still be 900 with this skill in Gilza.

[color=#ca8f2f][size=x-large] Revenant sub-tree:[/color][/size]
[color=#e4df86]**Up you go**:[/color] this skill never made sense to me. Getting 4% of you total max health for 4 aced points on Mayhem and above is pointless. Now gives you health amounts instead of a %.

[color=#ca8f2f][size=x-large] Brawler sub-tree:[/color][/size]
[color=#e4df86]**Bloodthirst**:[/color] Re-balanced according to new melee damage mechanics. Max stacks should garnatee insta-kill on any non-bulldozer enemy with lowest damaging melees (~15 dmg)

[color=#e4df86]**Pumping iron**:[/color] now provides more melee weapon flexibility and quicker charge times to make melee weapons feel better

[color=#e4df86]**Berserker**:[/color] Max melee damage was cut due to melee overhaul. As to why is it exactly 125: whenever you get up (if you dont have mods) you will get 10% of your total hp on mayhem+. Considering this, you will now have a 100% dmg increase after you get revived, and if you dont get healed. This should make calculating melee damage on the fly easier for you

||
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:::### Weapon changes:::
#### General:
||
* Melee weapons got a complete overhaul and are now dealing % damage instead of numerical. More info in the melee tab
* You now suffer from 30% accuracy penalty when shooting while moving
* You now suffer from 30% accuracy penalty if your weapon is toggled to full-auto fire mode (switching to single-fire during the heist removes this penalty for as long as you use single-fire)
* You recieve 30% bonus to stability if your weapon is toggled to single-fire mode
* All pump-action shotguns can equip breaching rounds to open deposit boxes and similar things, but stats get nerfed drastically. They are still usable, but only super close
* All DMR kits were reworked into 'Armor Piercing Kits' that can penetrate body armor, shields and walls. Due to techincall limitations, they are now categorized as ammunition. [color=#ff3333]If you had a weapon with DMR kits before installing this mod, they might freeze your game if you try to modify them.[/color] Simply sell them, and buy new ones. Affected weapons: car-4, amr16, ak, ak762, ks12, gewehr 3, broomstick.
* Most mag increasing mods now reduce your reload speed
||
[color=#5ec4d4][size=large]**All showcases of damage profiles are based on DW difficulty health values.**[/color][/size]
#### Assault rifles:
||
New breakpoints introduced, and overall ttk was reduced.
| Damage profile | Shots to kill normal swat in the head | Shots to kill heavy swat in the head |
| -------- | -------- | -------- |
| 117 dmg | 2 | 4 |
| 146 dmg | 2 | 3 |
| 210 dmg | 1 | 2 |
| 420 dmg | 1 | 1 |
All assault rifle DMR kits were reworked into Armour piercing kits that pen shields, body armor and walls, but ammo pick up while using them is lowered. M308 and galant rifles recieved AP rounds, they are similar to ap kits, but have better ammo economy.
||
#### Shotguns:
||
This one is most interesting in my opinion.
Damage profile depends on shotgun type:
| Shotgun type | Damage profile | Shots to kill normal swat in the head | Shots to kill heavy swat in the head | Specialization |
| -------- | -------- | -------- |
| Pump-action | 420 dmg | 1 | 1 | Most accurate but slowest. Recommended ammo: slug, to pen shields |
| Semi-auto no mag | 305 dmg | 1 | 2 | The in-betweeners. Become 1-1(normal-heavy swat) shots to kill with overkill. Recommended ammo: flechette, to pen body armor, since other ammo types dont change breakpoints or tombstone slugs, to not waste as much ammo finishing off low hp targets|
| Semi or full-auto with mag | 110 dmg | 2 | 4 |Spammm. Recommended ammo: buckshot for better breakpoints with overkill or just HE |
| Double barrel | 1250 dmg | 1 | 1 |Can one-shot-bodyshot normal and heavy swats. One-shot everyone else in the head. Recommended ammo: flechette or slugs. |
[color=#ca8f2f][size=x-large] All shotgun ammo types were reworked:[/color][/size]
[color=#e4df86]**Buckshot**:[/color] increased damage buff, so now it can allow for full auto shotguns to have much better damage profile: if you have overkill, and more then 149 damage, your weapon will get a "1 - 2" shots to kill damage profile
[color=#e4df86]**HE**:[/color] limits ammo capacity even more (but no ammo pick up changes), lowers stability by 44, but increases damage by 45
[color=#e4df86]**Flechette**:[/color] no longer gives any bonuses or debuffs, other then body armor piercing and slightly better drop off damage
[color=#e4df86]**AP slugs**:[/color] removed accuracy and damage stats, added total ammo debuff of ~40% (no ammo pick up changes)
[color=#e4df86]**Dragon's breath**:[/color] now has a -20 accuracy stat, and reduces total ammo by almost 50% (no ammo pick up changes). Damage over time is higher, but chances to trigger are lower (90% instead of 100%) and distance at which fire can be triggered was reduced from 1400 to 1000
[color=#e4df86]**Tombstone slug**:[/color] now has accuracy penalty of 16, and total ammo reduction of ~35% (no ammo pick up changes). Now deals roughly 400 damage over 2 seconds. This will allow for all shotguns to benefit from this slug differently:
* 110 dmg type can finish off (with poison dmg) normal swat if you hit them in the head
* 305 dmg type can finish off (with poison dmg) normal swat after a bodyshot, or heavy swat after a headshot
* 420 dmg type can finish off (with poison dmg) medics/tazers/normal marshals after a headshot
||
#### Light machine guns:
||
Recieved no major changes, damage breakpoints are the same. Ammo pick up was reduced slightly, accuracy without a bipod is extremely poor, but you get extra 20% accuracy when bipoded compared to vanilla. Should provide a more defending playstyle if used with new "Slow and Steady" skill.
||
#### Sniper rifles:
||
All snipers were reworked to one-shot headshot any enemy (except for dozers).
Balanced around BODYSHOTS now, and how many bullets it takes to kill enemies in the body.
Damage profile depends on sniper type:
| Sniper type | Damage profile | Shots to kill normal swat in the body | Shots to kill heavy swat in the body | Specialization |
| -------- | -------- | -------- |
| Semi-auto | 550 dmg | 2 | 3 | The basic one, only headshots 1 shot |
| Lever-action | 630 dmg | 1 | 2 | The anti-trash (enemy type i mean) one. Secondary bolt sniper also uses this dmg profile|
| Heavy bolt action | 1260 dmg | 1 | 1 |Kill normal and heavy swats with one shot to the body. Pretty good, ay? |
| The 50cal | 8050 dmg | 1 | 1 |Can one-shot-bodyshot anyone. Dozers on DW difficulty take 2 bodyshots to kill, minigun dozers take 4. Double bullet amount for DS difficulty |
||
#### All akimbos:
||
Pretty much just copies of their non-akimbo counterparts, with less stability but slightly better ammo pickup.
||
#### Specials:
||
Woohoo, the cool ones.
[size=large][color=#e4df86]**Bows:**[/color][/size]
For the most part are balanced around bodyshots like snipers. Explosive shots now deal 2x the damage (since they cant get headshots that deal 3x damage). For more details get [More Weapon Stats](https://pd2mods.z77.fr/more_weapon_stats.html) and explore them in game.
[size=large][color=#e4df86]**Flamethrowers:**[/color][/size]
Basically better now. Ammo capacity was nerfed, reload was slighlty buffed, and damage was buffed by a lot. Magazines now completely change how flamethrower performs:
| Mag | Stats | Playstyle |
| -------- | -------- | -------- |
| Rare | leaves you with only 1 damage, but makes afterburn happen more often. Strongest afterburn damage over longest period of time | Poke enemies to get them to burn, delaying them and letting them burn out while you are in cover |
| Well done | Doubles your damage but decreases chances for afterburn. Afterburn also deals really low damage | Be more direct with your flames and dont rely on afterburn at all |
| Default | Only 25% chance for afterburn (75% base game) but afterburn will deal roughly 60% of hp to a normal swat | All around an ok choice |
Secondary flamethower has less dmg and less ammo capacity.
[size=large][color=#e4df86]**Miniguns:**[/color][/size]
No changes at all, damage profiles are identical. (damage was increased to be in line with new enemy health)
[size=large][color=#e4df86]**Rocket launchers:**[/color][/size]
Damage breakpoints on dozers are the same. Radius was reduced by 25%. Both changes are host-sided.
[size=large][color=#e4df86]**Grenade launchers:**[/color][/size]
Almost all changes here are host-sided. That means that if you are a client and use greanade launchers you won't benefit from damage, blast radius or velocity changes at all.
All grenade launchers had their blast radius nerfed by roughly 50% but damage increased by 300% to make launchers be less effective against big groups, but more effective against any enemy type.
[color=#c99ad5]Normal grenades:[/color]
Max damage was increased by almost 3 times, but the radius was nerfed to half of vanilla PD2. New "high velocity" grenades were added to gl40, piglet, compact 40mm and china lake. Comparison of normal grenade types:
| | Vanilla PD2 | Gilza | Gilza High Velocity |
| -------- | -------- | -------- |
| Damage | 1000 | 4000 (enemies have more health so it's 3x the dmg) | 4000 |
| Radius | 350 | 175 | 90 |
| Velocity | 1.25 | 1.25 | 3.5 (arbiter in vanilla PD2 is 7) |
[color=#42ad14]Poison grenades[/color] were nerfed: they now can't really kill anything, at best they will get normal swat to 50% hp, BUT the damage over time effect is now 30 seconds, so keeping your grinder/anarchist regen is even easier. Don't expect to get any kills though. Recommended usage: snipe groups that are far away, so by the time they get to you they have less health.
[color=#ff3333]Incendiary grenades:[/color] most powerfull area denial. Best time to kill. As a con, ammo pick up is almost non-existent.
[color=#14a1ad]Electric nades:[/color] no change.
Also, allmost all launchers got reload speed buffs. Especially the piglet.
Launchers that have lower damage then others: Arbiter, Basilisk 3v.
||
#### Pistols:
||
New breakpoints introduced, and base ROF was buffed by 25%.
| Damage profile | Shots to kill normal swat in the head | Shots to kill heavy swat in the head | Notes |
| -------- | -------- | -------- |
| 77 dmg | 3 | 6 | Some full auto pistols |
| 95 dmg | 3 | 5 | Most full auto pistols |
| 117 dmg | 2 | 4 | The low dmg ones |
| 140 dmg | 2 | 3 | The average ones |
| 210 dmg | 1 | 2 | Deagle and alike |
| 420 dmg | 1 | 1 | Mostly revolvers |
| 630 dmg | 1 | 1 | Can one-shot body shot normal swat. Used by Peacemaker and Kahn .357 (with a 6 round mag mod) revolvers |
All pistols with AP bullets like 5/7 and broomstick with AP kit, have reduced ammo pick ups.
||
#### Sub machine guns:
||
New breakpoints introduced, and overall ttk was reduced.
| Damage profile | Shots to kill normal swat in the head | Shots to kill heavy swat in the head | Notes |
| -------- | -------- | -------- |
| 95 dmg | 3 | 5 | Most concealed with high ROF |
| 117 dmg | 2 | 4 | Average but sligthly worse |
| 146 dmg | 2 | 3 | Average but sligthly better |
| 210 dmg | 1 | 2 | CR805 and similar heavy ones |
||
#### Throwables:
||
Most changes here are host-sided. That means that if you are a client you won't benefit from damage or blast radius changes at all.
For the most part throwable grenades are twice as effective as their launcher counterparts. All other non-grenade throwables are now balanced around bodyshots. Most throwable weapon amounts were reduced(this change is not host-sided). Additional info and stats are included in throwable weapon's descriptions in game.
Also, all throwables like knives, cards or javelins can now pierce body armor of heavy swats.
||
#### Melee weapon overhaul:
||
##### Melee weapon damage that you see in your inventory now represent how much % of enemy's HP that weapon will deal with a swing. That includes charged damage as well. So if you have a melee weapon with 25(50) damage, it will kill any enemy (other then bulldozers) in 4 hits or with just 2 hits if you fully charge it.
Bulldozers recieve[color=#14a1ad] 3 times less[/color] melee damage, so melee with 35 damage will kill dozers in 9 hits. Brawler skill tree was reworked respectively to these changes.
Almost all melee weapons were tweaked into categories in the table bellow.
Table legend:
Attack dealy - delay before you damage the enemy after you let go of the melee button
Cooldown - delay in between melee attacks if you spam melee button
| Type | Damage | Knockdown | Charge time | Attack delay | Cooldown |
| -------- | -------- | -------- |
| Weapon butt | 25 | 100 | 0 | 0 | 0.6 |
| Weak | 20(35) | 20(35) | 1 | 0.1 | 0.3 |
| Average | 25(50) | 50(100) | 1.5 | 0.1 | 0.6 |
| Average - knock | 25(50) | 250(450) | 2 | 0.1 | 0.7 |
| Heavy | 35(75) | 70(150) | 3 | 0.2 | 0.9 |
| Heavy - knock | 35(75) | 300(450) | 3.5 | 0.2 | 1 |
| Super heavy | 50(100) | 100(150) | 4 | 0.5 | 1.2 |
| Super heavy - knock | 50(100) | 450(700) | 4.5 | 0.5 | 1.4 |
Some melee's got extra changes:
* Golden spoon has less conealment and increased charge time compared to it's normal version
* Psycho knife uses same stats as "weak" type, but has max damage of 150 with a charge time of 11 seconds. All of that to give reason for players to listen to that beautiful charging sound :D
* Gold miner (the mining pick) uses "heavy" type, but has lower attack delay, lower knockback and longer charge time
||
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:::### Custom Weapons Support:::
This feature is in Beta stage and only supports custom Assault rifles for now. This is not an automatic process, you will have to add your custom weapons yourself.
Go to Gilza/lua/wpntweaks_custom.lua, there you will find instructions on how to add your custom weapons to this mod, so their stats are updated to match Gilza's enemy HP. Breakpoints will be identical to how this weapon would perform in vanilla PD2.
You will pretty much only have to find your custom weapon's id (instructions on that in the file) and write them down in wpntweaks_custom.lua. After you boot up the game, your weapon id's will be saved in a save file elsewhere. This way you won't loose your custom weapon id's every time Gilza is updated.
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Future of this mod:
Damage profiles will most likely never change, but weapon accuracy, stability, ammo pick up, etc might be changed with future updates.
Also, melee weapons need more stat tweaks to avoid their animtaions beeing too slow/fast.
Enjoy figuring out new meta's and please provide feedback if something feels way too good. GLHF :D
:::**1.5.3**:::
:::**General**:::
232 update support added, including all the new weapons
* Snowball damage is kept at the same level as vanilla
* Sticky grenades have more damage but less radius then vanilla, but their amount is kept the same
* New secondary sniper changes compared to vanilla:
* Damage class is better
* Mag capacity is reduced to 5
* Max ammo capacity is increased to 25
* Empty reload animation is synced better with reload timers
* Reload speed overall is increased
* Accuracy is increased by 12 points
* Moving accuracy penalty is the worst out of all the weapons in the game
* Ammo pick up is worse (like all weapons in Gilza compared to vanilla)
* Basic fully loaded that you get from common perk deck card #6 grenade pick up values were increased: basic 2%->4%, every next pick up: 0.75%->0.85%
* Increased health for units that were missing from the overall Gilza's health increase: halloween dozers, mountain master boss, marshal shield, snowman boss
:::**Weapon rebalances**:::
* Flamethrower buffs: mag capacity increased by 50% for primary and 66% for secondary, ammo pick up buffed by 60% for min pick up and 20% for max pick up
* Broomstick pistol base reload speed buffed, but increased magazine reload speed was nerfed
:::**Grenade rebalances/changes**:::
* All normal grenades (the community one, the dlc one and the matryoshka) blast radius increased 300->350
* Dynamite blast radius increased 600->700
* Gas grenade blast damage decreased 200->100
* Updated descriptions for some throwables
:::**Brawler perk deck nerfs**:::
* Total ammo capacity reduction changed from 80%->85%
* Changes to the last card of the deck: bonus damage resistance from enemies that are far away can only now be triggered when player is bellow 50% hp. You now receive only 18% damage resistance if enemy is further then 9m away, but closer then 16m away. After 16m you get 34% resistance as before.
:::**Older patches**:::
||
1.5.2
General
* Fixed broomstick using lower then intended ammo-pick up values
* Fixed custom weapon id's not applying properly after initial save file creation
Rebalances
Assault rifles:
* 117 damage class - max ammo pick up reduced by 5%
* 146 damage class - min ammo pick up reduced by 5% and max by 10%
* 210 damage class - min ammo pick up reduced by 7% and max by 12%
* 420 damage class - max ammo pick up reduced by 13%
420 damage class AR's total ammo capacity reduced by 1 magazine for all rifles except for galant and M308
Reduced weapon stability (anywhere between 4-16 points) for these rifles:
* amcar
* union 556
* car-4
* tempest 21
* ks12
* falcon
* gewehr3
Increased weapon stability (anywhere between 4-12 points) for these rifles:
* lion's roar
* ak5
* galil
Ak5 accuracy 60 -> 76
Sub machine guns:
Ammo pick up was changed to match ammo pick up of AR's of same damage class at a reduced (70%) rate.
So if AR had a pick up of 5-10, smg with same damage class would have 3.5-7 ammo pick up.
In total, if you compare stats to last patch, all SMG's got a 3-7% pick up buff, and 95 damage class got a 14% buff.
Pitols:
Same as SMG's, they now match AR's pick up at a reduced (60%) rate.
Compared to last patch 77, 95 and 117 damage classes received various minor buffs, while 420 revolvers got an almost 50% pick up nerf. AP pistols were adjusted as well.
All akimbo SMG's and Pistols recieved identical changes to ammo pick up as their normal counterparts.
1.5.1
Fixed Brawler and common perk deck cards having no cost, which resulted in player's perk points being lower then they should be. Perks were reset.
I sincerely apologize for this inconvenience, but users who installed version 1.5 will have to re-grind some of their perk points. This bug will not affect players who skipped over 1.5 and installed later versions.
1.5
General:
* Fixed a crash on Mountain Master heist when shooting at triad's boss
* Fixed high velocity ammunition for launchers being not available, now purchasable with continental coins
* Added short changelog when opening main menu for the first time after an update
* This mod requires The Fixes mod from now on, to avoid crashed/bugs related to new perks and weapon parts that can occur when installing or (most likely) removing this mod
* Weapon accuracy bonuses that you would get after switching your weapons to single fire mode no longer apply to single fire itself. From now on, when weapon is switched to auto fire mode, it will recieve a 30% accuracy penalty. With this change, all single fire weapons like shotguns and snipers will use proper stats that you see in your inventory UI. But all weapons that are switched to full-auto, will recieve a 30% penalty. So, if you have an assault rifle with 100 accuracy, it will only have 70 accuracy if you are firing in full-auto. Changing it to single-fire to "snipe a sniper" is now more effective. Note single fire in this context means your weapon's fire mode and not how many bullets at a time you are firing.
Added Brawler Perk Deck:
Due to this addition your perk points might get reset
Perk deck with a heavy focus on melee combat, with high damage resistance but limited firearm usage.
Rebalances
Amcar AR:
* Clip size 20 -> 25
* Total ammo capacity 220 ->200
Commando 553 AR:
* Total ammo capacity 240 ->180
AK762 and AK762 Gold AR's:
* Total ammo capacity 90 ->120
Valkyria AR:
* Clip size 20 -> 25
* Total ammo capacity 220 -> 200
Bootleg AR:
* Accuracy changed to 40
All pump action shotguns:
* Reduced ammo capacity by 1 or 2 magazines
Izhma:
* Reduced total ammo capacity by 3 magazines
Steakout:
* Reduced total ammo capacity by 2 magazines
All light machine guns:
* Accuracy changed to 28
Kahn .357 revolver:
* Accuracy 56 -> 44
1.4
* Fixed BeardLib custom music fading away after going down, by refactoring Up You Go buff from 1.3 to use hooks instead of a function overwrite
* Added missing poison grenade to ammo pick ups, so it is not 0 anymore
* Fixed m308 and galant reload timers to sync better with reload animations
* Moved BeardLib auto-updates to use github instead of modworkshop's API
Rebalances:
* M308 reload nerf by ~20%
* Galant reload buff by ~20%
* Flamethrowers reload buff by ~8%
* 210 damage SMG's ammo pick up buff by ~12%
* 146 damage SMG's ammo pick up buff by ~15%
* 117 damage SMG's ammo pick up buff by ~18%
* 95 damage SMG's ammo pick up buff by ~21%
* Akimbo versions of all SMG's also recieved identical ammo pick up buffs
* Reworked stats for all shotgun ammo types. More info in shotgun description tab
1.3
* Secondary Compact 40mm grenade launcher accuracy buff: 84 -> 92
* Reworked "Up you go" skill to give you more health with aced version when revived
* All grenade launchers now have bigger blast radiuses, buffed by about 75% compared to previous version of Gilza. In total it's gonna be exactly 50% of vanilla PD2 radius, except for arbiter: it will have smaller radius compared to vanila, but it's still bigger then older Gilza
* Added high velocity grenades as an optional grenade type, that increase grenade velocity but decrease radius. (only used by: compact 40mm, gl40, piglet and china lake) For more info go to lanuchers tab in the main description for this mod.
* Melee weapons got a new overhaul to their stats, more info in the melee tab in the main descprption
* Removed melee charge sounds due to their sync beeing off with new charge values
* All bulldozers now take 3x times less damage from melee instead of 2x
* Added first iteration of custom weapon support, for now only for custom assault rifles, more info in the main description
1.21
* Buffed basic grenade pick up from perk decks: 2% -> 2.5% base chance and 0.5% -> 0.75% from every next pick up
* Fixed both basic and upgraded versions of fully loaded giving you more grenades that your max should be from pick ups
* AMR-16 pick up was nerfed by ~8%. This rifle has better dps then others in it's damage class, so now it has a small downside to it
* All bows, crossbows and throawbles that are not grenades can now peirce body armor of heavy swats (for weapons it only affects normal and poison arrows)
* Fixed broomstick pistol scopes freezing the game when tried to use them with the AP kit.
**Comment for broomstick limitations:**
For this weapon all but the sniper scope are supposed to be attached to a slider mod, which this weapon doesnt have when you use the ap kit, since it's classified as ammunition to add armor piercing. Sadly, i cant figure out a better way to fix it right now, so you will be limited to no scope or the sniper scope with this weapon while using the AP kit.
1.2
**THIS PATCH REQUIRES A FULL GAME RESTART**
Additons/fixes:
* Added AP rounds to m308 and galant. Ammo pick up for them is better then with AP kits on other weapons
* Gewehr 3 kit changes: assault kit got a pick up buff of roughly 130% (before it had no adjustment but lower breakpoints). Fire rates with AP and assault kits were fixed, and new descriptions were added to inform users of why they are represented incorrectly in the inventory.
* Fixes for akimbo pistols using incorrect stats: chimano custom, bronco 44, bernetti auto, kahn357
* Extended magazines for Izhma and grim(akimbo as well) recieved reload penalties that were missing before
* All pistols and smg's (akimbo versions included) received reload penalties for their extended magazines
Rebalances:
* Kahn .357 revolver recived a small rebalance, it now has lower accuracy and recoil compared to other revolvers with a payoff of having an 8 round mag
* Kahn .357 revolver smaller magazine recieved a new rebalnce: it can now one-shot-bodyshot normal swats while lowering other stats
* The no-bipod LMG (SG Versteckt 51D) got a pick up nerf of ~17%
* Both flamethrowers recieved a +5 damage increase (with modifications beeing adjusted as well)
* Tempest-21 AR now has 1 more reserve mag
* VD-12 shotgun accuracy buff: 16 -> 28
* Raven shotgun accuracy nerf: 92 -> 76
* Fixed R93 and Mosin sniper silencers, that recieved damage penalties, which would not allow for them to one-shot-bodyshot heavy swats
* Total ammo capacity for 5/7 was nerfed: 120 -> 75
* Ammo pick up for Assault rifles with 117 dmg profile was increased by ~45%
* Ammo pick up for Assault rifles with 146 and 210 dmg profiles was increased by ~35%
* Ammo pick up for Assault rifles with 420 dmg profile was increased by ~15%
* All 140 damage LMG's got ammo pick up nerf of ~25%
* All 210 damage LMG's got ammo pick up nerf of ~20%
1.1
* Introduced melee overhaul ver.1, though changes are most likely to stay the way that they are. For more info check melee/skills tabs in the main description for the mod
* Both primary and secondary flamethrowers got a roughly 30% increase to their mag capacity, total ammo, and ammo pick up.
* Fixed an issue where unneeded console logs would appear if you have developer console turned on
1.01
Fixed issue where PD2 anti-cheat would use this mod's max grenade amount when checking other player's throwables, which resulted in innocent players beeing falsly kicked/marked as cheaters.
Nerfed ammo pick up for these weapon types:
* All assault rifles *(roughly half for almost all of them)*
* Pump-action shotguns *(~30% for max pick up, but no change to min pick up)*
* Semi-automatic snipers *(~40% for max pick up, and ~20% to min pick up)*
* Flamethrowers *(roughly halfed, since it was not adjusted after damage increase)*
* All submachine guns *(are now almost identical to assault rifles, but slighlty lower on average then AR's)*
* Pistols *(same as smg's)*
* All akimbo versions of weapons affected by changes above
||
Leave a shoutout if you want to use parts of this mod elsewhere
Dependencies
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SuperBLT (https://superblt.znix.xyz/)
Off-site Mod
Instructions
**Make sure to first have SuperBLT, and BeardLib installed. Click the links in the dependency list.**
Optional video tutorial for installing SuperBLT, BeardLib, and mod_overrides mods: https://youtu.be/rin_sjSJIkg
1. After downloading the mod, use a program such as [7zip](https://www.7-zip.org/download.html) or [WinRAR](https://www.rarlab.com/download.htm) to extract the main folder of the mod.
2. Drop that folder into the `mods` folder which is supposed to be in the game's installation folder (don't know where that is? click [here](https://wiki.modworkshop.net/books/payday-2/page/finding-payday-2s-install-folder))
Use [The Fixes](https://modworkshop.net/mod/23732) mod to properly unistall this mod, to avoid crashes.
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