Teleglitch: Die More Edition

Teleglitch: Die More Edition

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Chiko Sep 8, 2013 @ 9:32pm
[Mod] Teleglitch Extended
This mod adds a lot of new content into the game. Those include new items, some different sounds, renames/descriptions and edited item stats. The crafting list has been greatly increased with the ability to craft ammo, turn items into other tools or recycle them for materials and weapons mods. It does make the game easier but you can also end up with no resources for more important devices.

An important gameplay feature I should mention is that secret rooms can no longer be easily accessed by just firing at the weak walls. Weak walls are more resistant and the most easy way to break them is by using explosives, HV weapons and similar end game weaponry.

It also adds more content for those who pre-ordered the game or bought the DLC. The starting gear has been modified, added more starting options and edited item stats. Another feature for those with the DLC is the ability to enable the soundtrack for both the normal game and arena.

Complete list of items, crafting recipes and installation instructions in the Readme inside the File.


Here's the download link:
https://www.dropbox.com/s/p6gzkt3lr9a277k/TeleglichDMEChiko21.rar?dl=0


https://www.patreon.com/chikomods
If you like my mods, please consider making a donation. Any donation will be used to buy games, DLCs, and better hardware/software so I can make better mods for more games.
Last edited by Chiko; Nov 22, 2024 @ 4:28pm
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Showing 46-60 of 249 comments
Chiko Oct 18, 2013 @ 1:05pm 
LOL

Good thing I try the updates before uploading them... the decrease in wall damage heavily affects the last boss fight. I'm gonna leave end game weapons unaffected so you can actually fight. Those include Nade Launchers, Multigun, HV weapons, Cannon and Railgun.
Chiko Oct 18, 2013 @ 4:02pm 
Mkay, update 1.6 is up and ready. The changes are:

-Scavtools have a different item description and their own console story bit.
-Scavtools are now craftable: Mchip + Mchip
-Mchips are now craftable: Scavtool + Scavtool
-Activating Scattermods and Automods will give you a Hardware instead of 2 Parts.
-Weak walls are easily broken only with explosives and end game weapons.
-Secret rooms are now more rewarding and numerous.
-Revshot, Vcell Box and Armor have their own sprite now.
-Edited some more of the vanilla story bits and item descriptions.

The following is the Scavtool story bit.

Spoiler Alert!

Scavtools
The Scavtool is a field tool system usually created using scrap and junk or a couple of spare Mchips. It's widely used by scavengers to craft useful devices or resources on the spot. Most scavengers are skilled technicians and engineers who turn to 'treasure hunting' due to the amount of credits paid and the large number of war ravaged facilities and derelict spacecrafts available.
Last edited by Chiko; Oct 18, 2013 @ 4:04pm
Chiko Oct 20, 2013 @ 6:19am 
I just noticed there's an "empty" console on lvl 5. It's like that in the unmodded teleglitch as well but I can't find out why. Maybe there aren't enough story bits and recipes for the number of consoles available. Next story bits will be added to lvl 5 then, see if that fixes it.
Элька Oct 22, 2013 @ 3:36pm 
When I used your mod I noticed that the breakable walls are only broken with explosives but not bullets. Please fix that horrible thing and I will thank you a lot. Another good idea is to team up with xangi and other mod developers. This would make things easier and probably a bit fun. Still very excellent mod and I love it. Looking forward for further updates. :)
Chiko Oct 22, 2013 @ 4:09pm 
That's actually a feature added in the last update. Since ammo is now easily craftable and the secret rooms are more numerous and give better rewards, I made access to them more "expensive" as well.

You can break those walls with explosives and end game weapons but normal weapons will have a hard time penetrating them, as you noticed.
Xangi Oct 22, 2013 @ 7:48pm 
So uhh,
https://www.dropbox.com/s/grezjb29knomu2e/Teleglitch%20Extended%20Modloader.zip
Here, have this. I ported your mod over to use my modloader. I didn't include the modifications to the tutorial, and I pretty well just copypasted the weapons in relvad instead of picking out the exact changes like I did for DDE, but everything works properly.

Total time spent on the port: 90 minutes.

EDIT: Fixed up a little issue and added in the new requirement overwrite format.
Last edited by Xangi; Oct 22, 2013 @ 10:02pm
Chiko Oct 23, 2013 @ 6:57am 
Thanks! I'll take a look at it and see how it works so I can make the next updates work with the modloader.

I'm currently fixing mods I made for other games so this mod won't see much updates for the next days, though.
Zodiac Oct 23, 2013 @ 4:07pm 
Can't wait for the next update now, and out of curiosity are you the modder on cortex command by the same name?
Chiko Oct 23, 2013 @ 4:25pm 
Yeah. It was there where I learned a bit of lua modding, actually. :P
Zodiac Oct 23, 2013 @ 6:56pm 
i tried getting into CC modding but my spriting skills are lacking... mainly shading.
Last edited by Zodiac; Oct 23, 2013 @ 7:22pm
Chiko Oct 25, 2013 @ 5:31am 
Uh oh... New game patch = Will have to work in an early update rite now! D;
Chiko Oct 25, 2013 @ 9:37am 
Early compatibility update 1.7 is up and ready:

-Mod now works with the 8.8 patch.
-Medshot Vials have their own sprite now.
-Fixed a wrong reloading sprite for all nailguns.

A modloader version of it will be available shortly.
Last edited by Chiko; Oct 25, 2013 @ 9:38am
SilentBugler Oct 26, 2013 @ 11:43pm 
Thank you very much for sharing your mod Çhiko, and for working on keeping it up to date too.
Chiko Oct 28, 2013 @ 5:03am 
Glad you like it!
Seedybest Oct 28, 2013 @ 10:24pm 
Hi there, just tested this out. Love the mod! Unfortunately I've hit a couple of bugs. The modloader version just makes my character sprite a giant white square, whereas the standalone version doesn't seem to allow me to use teleporters to complete levels (mind I've only tested this starting on Lvl 7).
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