Amnesia: The Bunker

Amnesia: The Bunker

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Survival - Gameplay Overhaul
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622.179 MB
14 dec 2023 om 9:54
21 apr om 2:08
8 wijzigingsnotities (weergeven)

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Survival - Gameplay Overhaul

Omschrijving
This is a gameplay overhaul mod that makes numerous changes to the game and adds new features, including new randomized elements, new custom difficulty settings, reworked fuel mechanics, and much more.

FEATURES

Randomization
  • Added more than 30 randomized elements to the game.
  • The wrench, cutters, dynamite, and both keys are randomized to locations that make sense with the story.
  • Added notes and map objectives with the locations of items that are required to progress.
  • The gas mask, lighter, and the shotgun can spawn outside of lockers. (This also applies to the revolver if it's not given to the player from the start)
  • Randomized changes in almost every map.
  • Randomized obstacles like gas leaks that don't go away, making the gas mask much more useful.
Note: If you're having trouble finding one of the keys, there is a text file inside the mod folder with some possible key spawns.

Difficulty Settings
  • Added new difficulty settings indicated by (+) next to their name.
  • Power Switch Fuel Consumption: The amount of fuel consumed by active power switches.
  • Bombing Chance To Stop Generator: The chance of the generator stopping when bombings happen outside the bunker.
  • Hide Trap Warning Signs: Hides the red warning signs near traps.
  • Stalker Damage Resistance: How resistant the stalker is to different damage types.
  • Stalker Light Resistance: How resistant the stalker is to lights being on.
  • Shotgunner Health: The amount of health the shotgunner has.
  • Soldier Quarters Puzzle: A new puzzle in the soldier quarters.
  • Replaced fuel storage code lock difficulty setting with a modified version that adds a randomized obstacle to the fuel storage. (Active on every difficulty except easy)
More difficulty setting changes listed in the change notes.

Fuel Rework
  • Fuel canisters now contain either 100% or 50% fuel, indicated by a progress bar.
  • Fuel bottles contain 50% fuel, essentially nerfing them when used to refill the generator.
  • Pouring fuel with a canister costs 50% fuel instead of using the entire canister.
  • Crafting a fuel bottle will use 50% fuel from the canister used to craft it.
  • Added difficulty setting to choose the amount of fuel it costs to save from 50% to 200%. (100% is equal to shell shock mode)
    Note: If the item used to save doesn't have enough fuel, fuel items from the inventory will be used for the remaining fuel.

General Changes
  • Flashlight third charge lasts longer but is much louder.
  • All power switches are off by default. (this makes soldier quarters harder to navigate due to the daisy chained switches)
  • Power switches affect the stalker's presence and ability to emerge while the generator is on.
  • Several changes to the stalker to make him more unpredictable and harder to deal with.
  • Several changes to the shotgun to make it more useful as a tool to break doors and obstacles and less useful as a weapon to easily deal with the stalker.
More general changes listed in the change notes.

HOW TO PLAY
  1. Download the mod by pressing the subscribe button
  2. From the main menu, click on "Custom Stories"
  3. Click on the "Stories" tab
  4. Click on "Survival - Gameplay Overhaul"
  5. Click on "Launch"

IMPORTANT
This mod is incompatible with most addons, avoid using any addons unless they are specifically made for this mod.

If you run into any issues let me know and I'll fix them as soon as possible.
271 opmerkingen
Saint Conqueror Lenin  [auteur] 21 mei om 23:52 
Thanks for letting me know! It's a known issue that I intend to fix in the next update.
Zippy 21 mei om 19:05 
There's another weird thing that happens with the randomization. You know that room that's next door to the pillbox ladder room? The one that has those weird pipes blocking sometimes? The gun spawned in that room, and it was locked with a metal door and padlock. You're supposed to obviously shoot the padlock with the gun by aiming through the pipes, but you can't do that because the gun is in that room.

I had the shotgun, but the spread can easily miss. Trying to throw a grenade through is also borderline impossible, given how janky and awkward the game's physics are. I had to throw a grenade right at the door (the non-padlocked side), which worked, but not everyone would think to do that. I don't know, I felt like that was worth mentioning.
Saint Conqueror Lenin  [auteur] 21 mei om 4:53 
The formula isn't changed with this mod, there should always be 7 pocket bags in each playthrough, unless you're playing with many inventory slots then less pocket bags spawn so the inventory doesn't overflow.

I appreciate all the ideas, even if they don't fit the theme they might help me generate new ideas. Deciding on implementing something is usually based on what you said, if it fits the theme of the game and the mod, how much it improves the game, and how difficult it is to actually implement it.
Zippy 21 mei om 4:07 
@DCL There should always be enough pocket bags around to create 13 inventory slots. Unless Lenin changed the formula in the mod.

@Lenin What's your view on ideas for the mod? As long as it fits the theme of the game and benefits everyone in some aspect, the idea is fine?
DCL 21 mei om 2:54 
I want to know something, Are those bags that they could fulfill your inventory slot
or they have limited?

Because I usually can't collect all of them to fulfill my inventory.
Saint Conqueror Lenin  [auteur] 15 mei om 6:37 
It's distance based, doesn't matter if he is outside or inside the walls.
Neonwarrior 15 mei om 3:23 
Does it matter if you charge it near holes, or is that something the stalker always hears when he is in a wall?
Saint Conqueror Lenin  [auteur] 15 mei om 0:39 
Don't worry too much about it, it's not as loud as it sounds, just be careful not to charge it a lot when you can hear him patrolling. 20 units is roughly how far you can hear the stalker.
Neonwarrior 14 mei om 17:59 
Looking at the code, it looks like you made it so the first flashlight charge makes sound in a radius of 8.5, the second is 15, and the third is 20. You also added about ten seconds to the third charge. Apparently in the default game it always makes a sound in a 15 unit radius no matter how charged it is, which is interesting...

What I want to know is how far is 8.5-15-20 units? The game's so dark, I just want to be able to use the flashlight more often
Saint Conqueror Lenin  [auteur] 10 mei om 4:04 
The scripted rat event shouldn't trigger on ng+ but it's bugged at the moment, I'll have it fixed in the next update.