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- All biomass should deliver infinite worm refills- For a one shot refill you don't need a beaker as you fill it directly into the gun, but it randomly takes 5 - 25 seconds to do so
worm piles only disappear when you consume them with the wormblood implant equipped.
(I was going to post this yesterday but I was too tired to create an account, coincidentally you just released another update)Hi, I just started my first playthrough in a while with this mod and think it's incredible, I don't think I will ever play vanilla again.I have some suggestions to make Exotic weapons a more viable character build (keep in mind that I'm not a modder):Switch the Viral Proliferator with the Crystal Shard, like you did with the Grenade Launcher and Stasis Generator.Remove the "hold-down" mechanic on the Viral Proliferator, just make it click to shoot like any other weapon.Make it so worm piles don't disappear when you use beakers on them. According to the wiki, there is only a total of 184 worm ammo available in the entire game, this tweak would make it so you are only limited by how many beakers you can find. (Alternatively, you could find a middle ground and make the worm piles temporarily switch to a "depleted" state when used, and the player has to wait for them to regenerate. This would require new models and textures).Move the Viral Proliferator to the Hydroponics level (this is where worm piles and beakers start appearing iirc), and move the Annelid Launcher to Recreation, where the VP previously was.I think this would make the Viral Proliferator about as useful as the Laser Pistol, but for organics instead robots.I also thought about making the Rumblers a full-annelid enemy, instead of hybrid, but I imagine that would have ramifications on other weapons and damage types as well.You guys talked in a previous page about how moving the exotic weapon locations would break the lore, but how exactly would it? If I'm not mistaken, the only weapon that's mentioned in audiologs is the Crystal Shard.Lastly, thanks a lot for making this mod, here's hoping for more updates
worm piles only disappear when you consume them with the wormblood implant equipped. so they are infinite as far as worm collecting goes - however, what is finite here is the beaker supply, as you cannot buy them anywhere
-Replaced Repair 3 software in Command B with a Small Beaker for --/90 nanites
The Viral Proliferator is first mentioned in Recreation by a few audio logs [1][2]. It's a bit off if we're hearing about it so much later after encountering it, and it also makes it less of a reward in Recreation.
The Worm Launcher is more or less bound to Diego's bedroom at the end of the Rickenbacker, as it's his parting gift for you right before he dies. I've had thoughts about adding another one to the Command deck in a high-security crate or something, since that's where it's first mentioned, but it would cheapen that moment.
So, I'm on the fence about this. I think it's better for gameplay which is my main priority, but I don't want to outright trample on the story, which also plays a role in communicating with the player about the available mechanics. Very conflicted on this suggestion.
The Viral Proliferator is actually kinda overpowered if you can spare the modules for it, it's just counter-intuitive to use and collect ammo for. As voodoo noted, the worm piles are actually infinite unless you eat them with WormBlood, the limiting factor is actually beakers.
-Choose 1 of 3 exclusive mods for each modification level-Still 2 modification levels; each level has its own skill requirements and minigame difficulty-Each weapon has unique mod choices, 9 possible combinations in total-Upgrades can be swapped at any time (pending Modify minigame completion)-French-Epstein devices are limited to level 1 modifications (unless you acquire the Tinker O/S Upgrade)-French-Epstein devices can not be used to swap modifications-All mods provide +10% damage alongside their main benefit, except the pure damage mod available for all weapons-All weapons except Exotic have a -20% degradation mod and a mod that unlocks secondary fire-Other mods: reload time, clip size, ammo consumption, projectile speed, rate of fire, and several other unique mods
-The currently attempted mod is now displayed in the Modify minigame window-Installed mods are now displayed near the ammo counter in the MFD-Decreased Pistol vertical recoil from 6.59° to 6.00° and increased horizontal recoil from 0.00° to 3.00°
-New armor modification system: -Same as weapon modification system but with only 1 modification level (3 exclusive mods) per armor -Access by right clicking the armor in the inventory to open up the new stat display window -Hazard Suit, Light Combat Armor, and Medium Combat Armor have level 1 mods -Powered Armor, WormSkin Armor, and Heavy Combat Armor have level 2 mods (require Tinker to use French-Epstein devices) -Mods: reduced STR requirement, impact DEF, energy DEF, rad/tox DEF, and several other unique mods
-Armors now come with a movement speed penalty -Can be reduced by upgrading STR beyond the requirement -Light Combat Armor: 15%-5% per STR above req -Medium Combat Armor: 15%-5% per STR above req -Heavy Combat Armor: 15%-5% per STR above req -Powered Armor (charged): 10%-2.5% per STR above req -Powered Armor (unpowered): 40%-10% per STR above req -WormSkin Armor: 10%-2.5% per STR above req
-Removed DML fingerprinting that allowed SS2-RSD changes to be applied to missions without SCP-Relaxed protections for auto-equip feature so it reliably works on any proximate weapon-Fixed alcohol not properly deducting (vanilla) 4 psi with Pack Rat O/S Upgrade-Fixed Disruption Grenade radius not being increased from 6.5 to 7.0 as intended-Strong Metabolism O/S Upgrade now removes negative effects from drugs and alcohol in addition to reducing rad/toxic damage by 25% -Removed halved rad/toxic tick frequency feature-Armor rebalancing: -Powered Armor STR req 3 -> 4 -Powered Armor mod A changed from STR req -2 to STR req -1 -Movement speed penalties for most armors unified to 10% - 5% per STR above req -Unpowered Armor at 30% - 10% per STR above req -Hazard Suit at 5% - 5% per STR above req-Moved the Rickenbacker O/S Upgrade Station from the Bridge to Pod 1
RosoDude, what third party add-ons (such as Repairman, Recycler, modern menu, the English subtitles, Droid immortality, etc) will or won't work with your mod, please?
I've manually patched some inconsistencies with Repairman and Stasis Trap.