Mod «先进装甲AdvancedArmor» for Barotrauma
AdvancedArmor introduces a complex ballistic protection model to the game's armor system. Instead of direct health loss, bullet impacts are calculated based on weapon strength, distance, penetration, armor tier, inserted plates, and durability. Hits are resolved as overmatch, penetration, block, or ricochet.
Key Features:
- Ballistic vests and outerwear gain plate slots for various materials.
- Exosuits use dedicated large plates that offer superior protection but require more maintenance.
- Standard diving suits receive baseline protection based on their armor tier.
- Impact sounds vary depending on whether the hit results in non-penetration, ricochet, penetration, or ceramic breakage.
- Hold Shift while inspecting armor to view plate stats, non-penetration rates, mechanical-wave transfer, and Neurotrauma modifiers.
- Armor durability degrades with use; repair patches are required to maintain protection efficiency.
Mechanics:
- Overmatch: Damage exceeds the threshold, bypassing plate checks.
- Penetration: Armor check fails; damage affects the character, though the plate may absorb some impact.
- Block: Hit does not penetrate but causes mechanical-wave blunt trauma.
- Ricochet: A non-penetration outcome where the projectile deflects; higher penetration values reduce this chance.
- Mechanical Wave: Non-penetrating hits convert impact into blunt trauma based on plate material.
Affected Equipment:
- Exosuits: Outerwear with the deepdivinglarge tag and firearm protection above 40%.
- Standard Diving Suits: Outerwear with the deepdiving tag and firearm protection above 25%. Baseline protection is half that of exosuits.
- Ballistic Vests: Outerwear with clothing and smallitem tags and firearm protection above 40%.
Plate Types:
- Composite Ballistic Plate: High cost, strong initial protection, low blunt trauma transfer. Protection degrades with durability.
- Ceramic Plate: Effective against rifles, loses durability on every hit, and fails when broken. High maintenance required.
- Armor Plate: Durable and cheap. Resists low-to-medium threats well but transmits more shock to the body.
- Exosuit Plates: Specialized versions of the above types, fitting only exosuit slots for high-threat scenarios.
Damage Calculation:
Weapons are classified into tiers (sub, small, medium, large, xlarge, extra, overmatch). Distance affects penetration, with close range increasing damage and long range reducing it. Built-in penetration values increase hit chance and reduce ricochet probability. Compatibility configs allow independent calibration for weapons from other mods.
Durability and Repair:
Armor and plates have visible condition bars. Repeated hits reduce protection stability, especially for light armor and diving suits. Specific repair patches are needed for each armor type.
Neurotrauma Compatibility:
- Plates reduce the chance of secondary injuries like fractures, pneumothorax, and traumatic amputation.
- MW-AIS shock damage enters the Neurotrauma chain as blunt trauma.
- Different plates provide varying reductions to secondary injury chances.
Compatibility:
Built-in compatibility patches exist for Combat Overhaul Legacy, Enhanced Armaments, T.S.M, and Black Sea Armory. Mods altering damage resolution, armor prefabs, or item containers may conflict.
Settings:
Parameters such as calibre thresholds, penetration chances, ricochet rates, durability loss, and Neurotrauma multipliers can be adjusted via the LuaCs settings panel.
Balance Goals:
- Shotguns and low-damage pistols rarely penetrate qualified armor.
- Pistols and SMGs threaten light armor but struggle against good plates.
- Large-calibre pistols and assault rifles consistently threaten ballistic plates.
- Anti-materiel rifles are designed to be dangerous; armor only provides a brief survival window.
Note: This mod is currently in testing. Singleplayer, multiplayer, and mid-session join/remove functionalities are untested. Numbers and mechanics are subject to change.
Required mods: LuaCsForBarotrauma
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