Barotrauma

Barotrauma

156 ratings
Warden job
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
7.434 MB
Dec 19, 2021 @ 6:55pm
Jun 29, 2024 @ 5:53am
52 Change Notes ( view )

Subscribe to download
Warden job

Description
The Warden is here, and no monster is safe

After many weeks of research and development, The warden is now finally able to join the fight! Using three of my previously posted mods, this one makes sure you get the most out of each item.
The warden is a powerful fighter, capable of sustaining and dealing damage while buffing the crew who comes along on the trip. They make for poor maintenance routines though.

The warden is a new job, with three special trees:
Paragon:
Wardens swear an oath to protect their crewmates, whatever faction they find themselves working for. Boosts your and your crew's defenses.
Enforcer:
Fighting is as common as breathing in Europa, Wardens have found their own way to be more efficient at both. Specializes your style of combat.
Endurance:
Injuries are a part of life, knowing how to not quell to them is crucial. Learn ways to stay in the fight for longer.

For more detailed information on the talent trees, check the discussions.


The warden also has different stats:
Health
+10
Weapons
High //~45
Helm
Med. // ~30
Medical
Med. // ~30
Mechanical
Low. // ~7
Electrical
Low. // ~7

What changes?
This mod overrides the other 3 required mods to balance them around the job.
The most notable changes are that most items are no longer purchasable nor craftable (without a recipe). Meaning the warden is needed to obtain these.

The wardens can also start new custom dialogues with the crew. New dialogues provided by mcbone_kenney. Go check their stuff out!

There are also many new additions to the job, most of them being job-exclusive items and decorations, such as trophies.

How do I hire a warden?
At the start of a campaign, you begin with 1 warden. And that's it. Without this mod, wardens can't be hired. The reason why it is a different mod is that This is an override to Cities, Outposts, and Military locations. Meaning it may interfere with other mods, and are necessary if you want to make a custom job hireable. If you want to hire the warden, go for that mod, if not, take care of your starter.
If you play in multiplayer, then you can just select a warden as you would any other job
Something broke...
Jobs are a very new en devour to me, if you see your console with errors please take a screenshot and post it in bugs. I'll do my best to fix them as quickly as possible.

Thanks to the people on my discord for the help and being part of the closed beta, and special thanks to:
Shogun, D3f4ult612, DTownmex

Now with Polish translation! Thanks to Kaofan . Go check them out!
And a Russian translation made by iErr0r32 . Thank you very much, it is appreciated.

New in the last update
-Balance changes adjusting the genetic material found in ruins (no more, big chains. But they should still be worth the exploration). As well as allowing 'marksmanship' to increase lacerations by a small amount so melee weapons and turrets are included. Competing talent tweaked to compete.
For detailed info, check the change notes (below the mod icon at the top of this page).

IMPORTANT
If you had the talent "Weapons expertise" AND not "Submarine Warfare" before this latest update, you'll be presented with a bug where you cannot continue leveling up until you've spent a total of three talent points (or use console commands to grant you the talent givetalent warden_second5). I tried everything I could but I just can't find a way to grant a talent in any other way. If someone has information on this, it would be much appreciated.
Popular Discussions View All (4)
51
Dec 30, 2023 @ 2:24pm
Bugs and other issues
Yak'All
12
Mar 23, 2023 @ 2:37pm
Balance
Yak'All
0
Feb 10, 2023 @ 7:34pm
PINNED: Talent trees REWORK
Yak'All
191 Comments
Bad Dragon Marine Nov 17 @ 8:38pm 
@Yak'All Thank you so much for the response and for letting me know the mod is still working. I just really love using this mod in campaigns and I look forward to using it more.
Yak'All  [author] Nov 17 @ 5:19am 
My apologies for the silence to everyone; just been rather busy with college is all.

Yes, this mod (and all of my other for that matter) is still working last I checked (in the latest patch), and yes it still has some quirks in the console, but they are harmless and, as far as I know, everything is working as it should.
The only "big" issue I never got to fixing is the TITAN neurotoxing being incurable, quite the splinter on my that I never managed to fix.

As for further updates for it, I consider this mod as complete, with no new additions to be made.
There's only a few things that come to mind, but they are minor (but time intensive that I don't know if I have to spare rn) and not big features.

Of course, I'm keeping tabs on baro updates, and I'll be maintaining the mod to ensure it keeps working; so it should always remain working if all goes to plan.
Bad Dragon Marine Nov 16 @ 10:24am 
Does this still work? If not, are there plans to further develop this wonderful mod?
Potential error in StatusEffect (warden_core3). Target not defined, the effect might not work correctly. Use target="This" if you want the effect to target the entity it's defined in. Setting "This" as the target.

^ This type of error usually appears to be harmless, and maybe fixes itself, if comments on other mods are correct? Just wanted to let you know it's throwing this red error though.
FRAG TOSS May 6 @ 4:05pm 
Is there a patch for barotraumatic creature pack adding more abyssal creatures to the X marks the heart talent?
vojogda97 Jan 26 @ 12:29pm 
Please tell me how to turn on the shield
GodEmperor Oct 24, 2024 @ 1:55pm 
Can this be added mid playthrough?
Bolitrian Jul 21, 2024 @ 10:40pm 
how the Protegee mechanic works?
Blu Feb 4, 2024 @ 11:05pm 
Is the sealed supply crate supposed to "unseal" when you deconstruct it? In my case I didn't find out how to turn it into the "unsealed" version at least.
NOTGAGE Jan 20, 2024 @ 1:34pm 
Help my friend grammerly_dave has been making fun of me lately for being too "power hungry". This mod has made a power complex in our sub. Is there any way to make it so this job is more powerful so I can stop his yapping? And maybe add, I dunno, a nuclear hand grenade. Thank you.