Yet another one update where i finally reimagined explosive weapons (though except evictor, this gun is already amazing!). I understand that some of ya'll won't like these alterations, but if you don't like them, just turn them off of course. Also Epoch got it's unpowered shot useful for chaff, and powered shot has damage more to hit rather than explosion.
CB-9 Exploding Crossbow
R-36 Eruptor
- Attack
- Damage: 270 → 350
- Durable damage: 50 → 200
- Explosion damage: 350 → 250
- Explosion durable damage: 350 → 100
- Explosion inner radius: 3 → 2.5
- Explosion outer radius: 6 → 3.5
- Explosion shockwave radius: 7 → 4.25
- Rate of fire (modes): 50 → 150
- Other
- Magazine capacity: 5 → 6
- Reload duration: 3 → 2.75
- Projectile drag: 1 → 0.3
Epoch
- Attack
- Damage: 230 → 400
- Durable damage: 115 → 200
- Armor penetration (extreme angle): 0 → 4
- Explosion durable damage: 225 → 150
- Explosion inner radius: 4 → 6
- Explosion outer radius: 7 → 8
- Shrapnel count: 30 → 64
- Other
- Reload duration: 4.6 → 4.85
- Projectile velocity: 180 → 300
- Projectile mass: 100 → 300
- Projectile lifetime: 1 → 3
- Sway: 0.8 → 0.5
- Horizontal spread: 5 → 2
- Vertical spread: 5 → 2
- Vertical recoil (climb): 120 → 700
- Vertical recoil (drift): 30 → 300
- Ammo
- Capacity: 3 → 4
- Horizontal spread: 30 → 3
- Vertical spread: 30 → 3
- Stratagem cooldown: 480 → 400
- Projectile
- Velocity: 250 → 50
- Gravity: 2 → 3.5
- Lifetime: 0.6 → 3
- Uncharged shot hit (AP4)
- Damage: 400 → 200
- Uncharged shot explosion(AP3)
- Damage: 500 → 400
- Durable damage: 500 → 400
- Armor penetration direct: 4 → 3
- Inner radius: 2.3 → 3.5
- Outer radius: 3 → 4.5
- Shockwave radius: 4 → 6
- Full charge hit
- Damage: 400 → 700
- Durable damage: 200 → 700
- Velocity: 250 → 350
- Gravity: 2 → 3
- Lifetime: 0.6 → 3
- Drag: 0.1 → 0
- Full charge explosion
- Damage: 800 → 400
- Durable damage: 800 → 200
- Inner radius: 3 → 1.3
- +Fire status effect
- Fire status strength: 3
- Overcharge explosion
- Inner radius: 3 → 2
- Outer radius: 4 → 5
- Shockwave radius: 5 → 6
- BF-GL (shouldn't have made more ammo with bigger damage)
- Ammo count: 150 → 120
- Quasar cannon
- Cool down rate: 6.6 per sec (15sec) → 10 per sec (10sec)
- Shot charge time: 3 → 2
- Dagger
- Heat per sec: 10 → 12.7
- Stim pistol
- Projectil velocity: 600 → 2000
- Punisher plasma (i think more damage won't hurt anyone)
- Damage/Durable dmg: 230 → 250
- One-Two (didn't notice it was like this the whole time)
- Spare/Supply mags: 6 → 7
Added heavy version of liberator explosive that i intended to do. I think it's fun and pretty balanced (untill you pick recoil reducive passive). Enjoy!
- Lib explosive Light version
- Explosion stagger: 30 → 10
- Drift horizontal recoil: 25 → 50
- Drift vertical recoil: 25 → 75
- Climb horizontal recoil: 9 → 75
- Climb vertical recoil: 30 → 170
- Added Liberator explosive Heavy version
- Damage: 100
- Durable damage: 90
- Inner radius: 2
- Outer radius: 3.5
- Shockwave radius: 4
- Explosion Damage: 70
- Explosion Durable damage: 60
- Explosion Stagger: 15
- Ergonomics: 33
- Drift horizontal recoil: 150
- Drift vertical recoil: 300
- Climb horizontal recoil: 300
- Climb vertical recoil: 600
- RPM: 320
- Also hover pack was too fast that it was replacing jump pack
- Speed: 7.5 → 5.5
While you sleep, i'm posting this patch here which makes Liberator Concussive a totally different person now! Look what i got
- Liberator Concussive → Liberator Explosive
- Big changes
- Added mech explosion to projectile hit
- Armor penetration: 2 → 3
- Attack
- Damage: 85 → 70
- Durable damage: 35 → 80
- Explosion damage: 80
- Explosion durable damage: 60
- RPM: 520 → 350
- Explosion inner radius: 1
- Explosion outer radius: 3.5
- Shockwave radius: 4
- Handling
Drift horizontal recoil: 25 → 100Drift vertical recoil: 25 → 250Climb horizontal recoil: 9 → 100Climb vertical recoil: 30 → 500Ergonomics: 65 → 40- Misc
- Projectile velocity: 800 → 600
- Push force: 60 → 30
- Demolition: 10 → 20
- Note
- It's such a fun weapon now! Totally recomend you to play with it, and also to install some skin mod on it because in vanilla it looks goofy for such a tough weapon i made now!
- Intent here is to make this weapon to be powerful, and in the same time to be hardly controllable (It's supposed to be used without recoil reduction passives, but with them it might be even stronger)
- I was going to make less bullets in mag but it affects other liberators so i didn't.
- Hover pack (yeah he's here too)
- Maximum hover speed: 3.5 → 7.5
I've changed a bit here and there so you can enjoy weapons how they are supposed to feel by me.
- Fast Deadeye
- Reload speed: 1.4 → 1.2
- Climb vertical recoil: 200 → 150
- 16 shot Commando
- Cooldown: 120 → 160
- Jump pack
- Jump reload: 12 → 10
- Arc thrower
- Minimum charge time: 1 → 0.7 (isn't changed, just for reference)
- Full charge damage: 250 → 700
- Full charge durable damage: 100 → 350
- Full charge time: 1.1 → 2.7
- Full charge distance: 55 → 80
- Damage multiplier at minimum charge: 1 → 0.36 (252dmg)
- Arc blitzer
- First-shot maximum angle spread (improves arcs' landing on enemies): 10 → 20
- Arc maximum angle spread (same): 10 → 100
- Arc range 25 → 30
- Defoliation tool
- cutting hit-box (improvement)
- volume X: 0.1 → 0.3
- volume Y: 1.3 → 1.5
- volume Z: 1.3 → 1
- Trident (with such a big cooldown comes more heat)
- Heat per shot: 10 → 12.5
- Lumberer flamethrower capacity: 900 → 1100
Fixed by new script melee weapons and other things that didn't change. Also added oxygenator passive that i didn't add in 1.5.0
If anybody wonders what was the reason, here's what Claude said:
"I found why the melee weapon changes weren’t applying and fixed it in Total-Arsenal-Overhaul-1_5_0-fixed.zip. I haven’t tested it in the game.
Cause: all nine melee weapon patches (Flag, Defoliation Tool, Hammer, Hatchet, Stun Lance, Stun Baton, Saber, Machete, Shovel) shared the same internal guard name, mods/total_arsenal/ars_lib. ARs/Lib uses that name too. The game runs only the first patch that claims a guard name and skips every later one. So at most one melee weapon could work, and if ARs/Lib loaded first, none did.
Your fix_mod_V2.py renamed the headers but never touched this name inside the code, so it didn’t catch it. I changed each melee patch’s guard name to its own header name. The patch headers and sizes are valid, and my repacking reproduces all 224 of your original patch files byte for byte."
Big number 5 is out! It required not a small effort, but i got it. Today we have a super melee update that makes close combat weapons much better to use! Also with new HD2Runtime update reload speed changes are available for all weapons, so now they're much softer. And as always, enjoy your game!
---------------Melee changes---------------
+Melee health gain for fighting with enemies
+Stagger protection when wielding melee
Big thanks to Helldiver700 for combining our mods!! All credit for this goes to him!!!
- Secondary Melees in general
- Short melees' Hit-box size
- Volume X: 0.1 → 0.85
- Volume Y: 0.45 → 2.0
- Volume Z: 0.85
- "Suppressed"
- CQC-1 One True Flag (More truesome flag (you should install some buff givings for a real one true flag))
- Damage: 200 → 500
- Durable damage: 100 → 250
- Armor penetration: 3 → 4
- Demolition force: 10 → 20
- Ergonomics: 65 → 75
- Hit-box size
- Volume Z: 1.0 → 2.5
- CQC-9 Defoliation Tool (Doomguy's chainsaw)
- Damage: 450 → 600
- Durable damage: 225 → 300
- Armor penetration: 3 → 4
- AP extreme angle: 0 → 4
- Demolition force: 10 → 20
- Hit-box size
- Hit Volume Y (First hit): 0.4 → 1.0
- Hit Volume Z (First hit): 0.6 → 1.0
- Hit Volume Y (Cutting): 0.4 → 1.3
- Hit Volume Z (Cutting): 0.9 → 1.3
- CQC-20 Breaching Hammer (Adamantium hammer)
- Spare/Supply/Starting mags: 7 → 9
- Damage: 300 → 600
- Durable damage: 150 → 600
- AP: 3 → 4
- Explosion demolition: 30 → 40
- Explosion damage/durable dmg: 2200 → 2000
- Explosion inner radius: 0.5 → 1.5
- Explosion outer radius: 3 → 4
- Explosion shockwave radius: 12 → 10
- Hit-box size
- Volume X: 0.2 → 0.6
- Volume Y: 0.45 → 0.6
- Volume Z: 0.8 → 1.6
- CQC-2 Saber (Slicer)
- Damage: 188 → 250
- Durable Damage: 98 → 100
- Armor Penetration: 3 → 4
- CQC-5 Combat Hatchet (uhh i dunno just a cool hatchet)
- Damage: 240 → 400
- Durable Damage: 120 → 170
- Armor Penetration: 3 → 4
- CQC-19 Stun Lance (Stunning Killer)
- Damage: 165 → 250
- Durable Damage: 83 → 100
- Armor Penetration: 3 → 4
- Hit-box size
- Volume Z: 0.75 → 2.25
- CQC-30 Stun Baton (Stunning Monster)
- Damage: 120 → 170
- Durable Damage: 60 → 70
- Stun Status Strength: 5 → 15
- CQC-42 Machete (Wild Machete)
- Damage: 300 → 500
- Durable Damage: 150 → 500
- Armor Penetration: 3 → 4 (can't change showing in armory)
- Demolition: 10 → 20
- Stagger: 30 → 35
- CQC-72 Entrenchment Tool
- Damage: 165 → 200
- Durable Damage: 83 → 100
- Armor Penetration: 3 → 4
- +Acid storm effect on hit
- Demolition: 10 → 20
----------------Other weaponry----------------
- R-2124 Constitution (Fast version)
- Fire rate (RPM): 150 → 170
- R-2124 Constitution (Strong version)
- Damage: 300 → 500
- Durable damage: 100 → 165
- AP direct: 3 → 4
- Spare/Supply ammo: 60 → 70
- AP Extreme angle: 0 → 2
- Push force: 35 → 20
- Projectile velocity: 850 → 1200
- Projectile drag: 0.3 → 0.2
- Fire rate (RPM): 100 → 70
- Sway: 1 → 0.8
- Starting rounds: 32 → 40
- R-6 Deadeye (Fast version)
- Damage: 180 → 250
- Durable damage: 50 → 70
- Projectile drag: 0.3 → 0.2
- Fire rate (RPM): 60 → 170
- Ergonomics: 65 → 72
- Sway: 1 → 0.8
- Rounds per feed: 5 → 10
- Starting rounds: 60 → 80
- Spare rounds: 100 → 150
- Rounds from supply: 100 → 150
- Arbitrator
- Reload speed: 3.75 -> 2
- Mag size: 80 -> 65
- Double Freedom
- Reload speed: 2 -> 1.3
- Spear (better seeking at close distance)
- Missile turn blend angle: 45 -> 180
- Missile turn rate at the blend angle: 10 -> 150
- Missile turn rate on target: 13 -> 20
- Torcher (i dunno just made it better?)
- Reload speed: ~2.5? -> 2
- Grenade pistol
- Reload speed: 2 -> 1.4
- Sai (overshooting should worth it)
- Reload speed: 2 -> 1.2
- Talon (shooting all shots should worth it)
- Reload speed: ~3 -> 1.2
- M7S smg (had too long reload)
- Reload speed: 3 -> 2
- MA5C (had painfully long reload)
- Reload speed: ~4 -> 2.5
- Senator (heyy you can faster reload now)
- Reload speed: 2.7 -> 2.2
- Stim pistol (why long reload for stims?)
- Reload speed: 3.7 -> 1.5
- Re-educator (could use some faster reload)
- Reload speed: 3 -> 2.5
- Veto (had too long reload)
- Reload speed: ~3 -> 2.5
- Bushwhacker (too long reload too)
- Reload speed: 2.5 -> 2
- Sweeper (let it be fast shooter and fast reloader)
- Reload speed: ~1.8 -> 1.5
- Reprimand (definitelly needed this change)
- Reload speed: ~3.5 -> 2.5
- STA-52 (finally)
- Reload speed: ~4 -> 2.5
- Variable (You know)
- Reload speed: ~3.4 -> 2.5
- Urchin (made it fun little boomer)
- Demolition strength: 0 → 30
- Damage/Dur dmg: 0 → 350
- Applies heavy burn and acid rain when bursting
- HE (mainly for clearing bug holes)
- Fuse time: 4 → 6
- Maximum count: 5 → 7
- Starting count: 3 → 4
- Stun grenade
- Maximum count: 5 → 8
- Starting/Supply count: 3 → 6
- Shield grenade (exploding module)
- Demolition force: 20 → 30
- +Regeneration by 100 per sec
- Oxygenator passive armor
- Running speed: 1.1x → 1.2x
- Walking speed: 1.1 → 1.15x
Not a big patch, just changed a bit here and there, check it up.
- Jar-5 (improved recoil because with such damage it was not worth it)
- Drift vertical recoil: 620 -> 450
- Climb vertical recoil: 1200 -> 600
- Maxigun - medium pen version
- Damage: 80 -> 90
- Commando (a bit faster rockets' acceleration and aiming at laser should be better)
- Missile preferred speed: 500 -> 300
- Missile acceleration: 50 -> 80
- Missile turn rate at the blend angle: 155 -> 200
- Missile turn rate on target: 115 -> 40
It's time for another update! Not super big but something. I hope you guys are ready for the new warbond btw. I think imma fix everything we need when this warbond comes out.
- Arc thrower (i think i changed it before but it didn't work for some reason)
- Minimal charge: 1 -> 0.7 (seconds?)
- Overcharge time: 1.2 -> 3
- Damage multiplier at full overcharge: 1 -> 4
- Armor-penetration multiplier at full overcharge: 1 -> 2
- Arc distance multiplier at full overcharge: 1 -> 2
- Durable damage: 100 -> 150
- Commando
- +Added 8 missile 90 second cooldown version
- Increased cooldown for 16 missile version to 120 secs
- AMR
- Drag: 0.3 -> 0.1
- BF-GL
- Backpack ammo: 120 -> 150
- Supply ammo: 60 -> 80
- Arc blitzer
- Horizontal spread: 1350 -> 2000
- Vertical spread: 350 -> 500
- RPM: 45 -> 55
- Durable dmg: 35 -> 50
- Stun buildup: 1.3 -> 0.9 (since heavy pen)
- M6C
- RPM: 230 -> 250
- All mechs
- Legs
- Health: 550 -> 800
- Hips
- Health: 400 -> 800
- Cockpit rear
- Health: 400 -> 800
- Zone 0 (i don't know what it is but it's something)
- Health: 400 -> 800
- Zone 1
- Health: 400 -> 800
- Guns
- Health: 800 -> 1400
- Lumberer AT cannon mount armor: 2 -> 3 (though mount hit zone armor is 3)
- Patriot mech
- Rocket missile damage: 1400 -> 1600
- Spin-up and spin-down time: 1 -> 0.5
Help keep AyakaMods servers running. You can now purchase Premium securely using credit cards via Patreon.
🔥 Lifetime Premium is available for a limited time! Offer Expires November 9th, 2026.