This War of Mine

This War of Mine

200 ratings
Against All Odds (actual hard mode)
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Content: Mod
File Size
Posted
Updated
10.100 MB
Jun 15, 2021 @ 8:25am
Mar 11, 2023 @ 2:43am
21 Change Notes ( view )

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Against All Odds (actual hard mode)

In 1 collection by toomanynights
In harm's way
10 items
Description
A new game is required for this mod to take full effect.

Introduction

We all know the experience This War of Mine is supposed to be bringing. We all read dozens of stories about dreadful survival on a constant brink of death, of losing the group members after getting attached to them, of difficult choices and unexpected twists.
We even might've found ourselves there. But... Not any longer, right?

The thing about This War of Mine is that once you get good at it, it seldom brings you any challenge anymore. You've already learned a perfect strategy to take out Military Outpost, you know how to handle raids with no losses whatsoever, you know the minimum feeding and resting your survivors require. The game is mostly a routine to you: board up the holes, set up a couple of traps, get the pipeline going. So if this sounds familiar, this mod is for you.
It is basically a hard mode, tuned in the way that 11 Bit Studios would do it if they were to make a hardmod at all (or so I believe).

Because this game should bring its message even to the veteran players. And the message stays the same... War is hell.

What it does?

It alters the game in a lot of small aspects, all of which I shouldn't list so you could be taken by surprise for a change. But some of the changes include:
  • Challenges - new mechanic that makes every classic scenario different (read more here).
  • Two entirely new game modes - "No Free Loot" and "Random Locations".
  • New mechanics - including new lock picking mechanic completely dependent on who is operating the lock.
  • Combat overhaul - "Spam hatchet" tactic will no longer do it.
  • Long-term consequences of murders.
  • Partially anonymized location descriptions.
  • Fixed exploits.
  • Rebalanced morale.
  • Severely reduced shelter loot.
  • Degraded starting condition of your survivors.
  • Reduced comfort from shelter items.
  • Increased probability of psychotic breaks.
  • Routine actions now take longer.
  • Bandits & military are people too.
  • Nerfing the most fruitful locations.
  • More diverse city maps.
  • Greedy Franko.
  • Worthy abilities.

  • And a lot more slight changes that you'll have to learn along the way. Just like when you tried this game for the first time, remember?

Due to Steam's character limitations in mod's description, more detailed description of the changes have been moved to discussions. Go ahead and read a little more what to expect from this mod, or just dive in head first and be surprised!

This mod does not introduce any new items/recipes (but alters a couple of old ones). It aims to make whatever's already there that little bit more harsh, so you would mostly play the game on your toes, with a notebook and a pen by your side.

What's to come?

I consider this mod finished. For now, everything I wanted to implement (that's also possible to) is done.
That being said, I do not rule out the possibility of future balancing patches, as well as (probably) new features.

Compatibility

This mod should run with custom scenarios, as well as DLC stories.
However, my first target is shifting the balance of Classic scenarios. Custom scenarios are more like "choose your own adventure" and they are less customizable in terms of balance, but I may look into them later if there's demand.
As for DLC stories, I find them already more challenging than the Classic scenarios, and they serve their purpose of telling the story as they are.
So, for now I recommend to play this mod with Classic scenarios only.

As a conclusion

I will appreciate any feedback you can give - ideas, thoughts, notes you've made while playing the game with this mod. But be prepared that it's OK if the game can't be played exactly the way it was before. Try to change your approach, try prioritizing different things, take it easy (but not too easy). And if after all that, you're still certain that there's an aspect that can't be overcome, please let me know.

Credits for the cover art go to PapugArt[instagram.com]
Popular Discussions View All (9)
30
Aug 11, 2023 @ 1:38am
PINNED: [EN] Feature list - more detailed description
toomanynights
6
Jan 17 @ 1:25am
PINNED: Against All Odds 2.0.0
toomanynights
7
Nov 23, 2021 @ 12:47am
Simple Chinese MOD Describe(简中描述)
OP制造厂
625 Comments
toomanynights  [author] 3 hours ago 
@ysh2016-- I'm really glad you like it!

Yes, "Extreme challenge" is just what it is - an especially hard scenario. Tiredness recovery was nerfed - now, if you have 1 bed, the day time is just about enough to recover one level of tiredness for two people, provided that they switch really fast.
ysh2016-- 8 hours ago 
I really like this mod since this is a kind of interesting challenge and makes the game more addictive. Thank you!
ysh2016-- 8 hours ago 
Thanks for your response. What does the 'Extreme challenge' icon mean? Does it mean the scenario is especially harder than other scenarios? Also, I wonder how much sleeping time is needed to get rid of tiredness.
toomanynights  [author] 13 hours ago 
@ysh2016--, I don't think I did - it was low enough to begin with. Probably just bad luck. However, I do recall that lack of sleep prevents curing to some extent.
ysh2016-- 18 hours ago 
Hello, did you changed the probability of recovery when sick survivors ate herb medicine? I gave herb medicine to Roman about four times and there was no recovery though he ate well and the temperature was high enough. He didn't sleep so is it because of this?
toomanynights  [author] May 16 @ 7:59pm 
@RUA On the scenario selection screen, bottom left corner.
RUA May 16 @ 11:39am 
how do you enable " random locations" game mode?? @toomanynights
toomanynights  [author] Apr 30 @ 9:52am 
@yuki.konda Glad you like it! That's a good way to beat "Pilgrimage", I agree.
yuki.konda Apr 30 @ 9:34am 
This mod is really fun and also quite hard but not impossible. The most interesting scenario is the Marko solo where you cannot defend the shelter if you go scavenge, which really makes mood management important. A strategy I found to be useful is to gather resources prioritizing locations with positive mood events like the Bakery during the crime spree and hunker down once the winter starts and defend, which helps to get the good ending.
toomanynights  [author] Apr 19 @ 3:55am 
@真真真有你的 Yes, it's one of this mod's features. The reason is explained in the location's description after it gets closed down, but mostly it boils down to "alerted inhabitants packed their things and fled, the location is now empty and of no interest to us".