Amnesia: The Bunker

Amnesia: The Bunker

Survival - Gameplay Overhaul
564 Comments
Denny Sep 15 @ 12:32pm 
Okey wierd, it just felt like he caught up to me really fast, faster than usual.
Saint Conqueror Lenin  [author] Sep 14 @ 10:01pm 
The stalker speed is slightly increased in this mod but it doesn't change with any of the difficulty settings.
Denny Sep 14 @ 1:30pm 
Question Saint, does any parameter change the run speed of the stalker? I just cranked up the sttalker settings to maximum and Im pretty sure i noticed that hes faster than on shell shock settings. Is this something you changed or is it like that in base game too?
Denny Sep 13 @ 8:48pm 
Taffer boy, try out deathless shock shock runs, they are terrifying. Never gets old and never gets "easy"
taffer boy Sep 13 @ 8:03am 
Been really enjoying the mod lately, gives me even more reason to replay the game!
I wonder if it's possible to add an option to remove flickering lights when Augustin is in an area, would work great with his ability to quietly wait for the player in the central bunker :)
GEMBOI Sep 10 @ 8:20am 
slepo1 that actually happened to me 2 days ago. honestly it was pretty neat
slepo1 Sep 10 @ 1:02am 
Ah Denny, Augustin actually *does* tend to randomly start lurking/stalking right away even as Henri is waking up in the Sick Room - though that, iirc, happens only if the generator decided to power down during the blurry vision.
I've had that happen to me about 5 times so far whenever I started a fresh Survival run - it really makes things more... complicated :,)
Denny Sep 9 @ 5:43am 
Here is some inspirational tips for future updates. On shell shock difficulty, or when "monster unpredictability is enabled", make it so that:

1: even from the start, monster is lurking in the open at semi random spots, including inside generator room, safe room, or pantry area. This will spice up the intro.

2: Have the monster not afraid to randomly enter generator room like any other area, put in reliable vison blocking props if the barrel is not enough.

3: Add more spots the monster can "hide" for you, similar to the generator room surprise.

Just food for thought. :)
RuthlessDev71 Sep 8 @ 5:01am 
i understand , development takes time. take yours , all the best mate :)
Saint Conqueror Lenin  [author] Sep 7 @ 11:18pm 
Not for a while. I'm currently busy with some other stuff and my plans for the next update include a lot of changes and new things which will take time.
RuthlessDev71 Sep 7 @ 11:06am 
when it will release the next update?
Denny Sep 7 @ 4:16am 
Ok, well, very cool to see changes like that, feel free to make more like that :D
Saint Conqueror Lenin  [author] Sep 6 @ 10:26pm 
This was added in the last update some months ago. It has a low chance to happen and can only happen when the revolver isn't given from the start.
Denny Sep 6 @ 5:05pm 
Did you update the mod recently? I tend to do like 2 playthroughs per week and for the first time ever, the wooden door to get into safe room was locked but the metal side entrance was open. Love changes like that. Was this a recent change?-
Saint Conqueror Lenin  [author] Sep 4 @ 8:05am 
Yeah there is one more location that the dog tag can spawn in.
slepo1 Sep 4 @ 5:31am 
Yeah, I managed to find it after some sniffing around - it ended up under the crossed benches to the right-hand side of the altar (to the left when entering the Chapel), in quite a good spot!
Though now I'm concerned about something else; getting to the barracks in the Soldier's Quarters, I got to Henri's bed when I noticed that his tags aren't there...
Can they spawn somewhere else too?
Saint Conqueror Lenin  [author] Sep 4 @ 3:23am 
That note means that the key is in the chapel. While the key can spawn in the confession booth, there are also more possible locations it can spawn in the chapel.
slepo1 Sep 4 @ 2:17am 
So; in case of the pillbox key randomization being the message where Staford says the key is with either him or Father DeRais, and assuming for DeRais is to check the confession booth and the key isn't there - do I then check Staford's personal room (Foreman's Quarters) or somewhere else? (in case I hadn't found it yet as of writing)

Only stands as a testament to how fresh the game is kept with all the little variations this mod provides :D
Saint Conqueror Lenin  [author] Sep 3 @ 10:38pm 
If you move to another level the stalker should get unstuck.
McButtlington Sep 3 @ 5:58pm 
I've run into a bug on my very first attempt at the mod--the stalker managed to get permanently caught between one of the bunks in the very starting room and the wall. I assume the geometry of that room wasn't intended to have the stalker roaming around in it. Not sure if there's an easy fix to that, but I figured I'd communicate it regardless!
bearishplane17 Sep 1 @ 11:43am 
I see.
Saint Conqueror Lenin  [author] Sep 1 @ 11:18am 
It's only a small damage nerf to compensate for the increased amount of shotgun shells added by this mod. It will still make the stalker retreat with fewer shots than the revolver.
bearishplane17 Sep 1 @ 11:01am 
Making the shotgun less useful as a weapon against the stalker is a bit of unnecessary change in my opinion. It's a shotgun for christ sake.

I'd consider it heavily both on as a defense, & a tool.
Saint Conqueror Lenin  [author] Aug 30 @ 10:55pm 
Yeah that's very weird. I got no idea what could have caused it and it's probably not possible to remove it at this point.
Zippy Aug 30 @ 12:58pm 
I found one of the strangest bugs ever. A corpse I lit is permanently on fire. I'm sure it's the game itself and not your mod. The true fire is gone, leaving only the effect. So I can walk through it harmlessly. I have a screenshot here. [//] It's not the end of the world, but it does block vision. Reloading the save doesn't fix anything, and I'd love for this to go away. It's the possible corpse right before the hallway into the Arsenal.
Saint Conqueror Lenin  [author] Aug 26 @ 10:30pm 
I'm assuming you're playing with other mods enabled, since this is an issue with the base game that happens when playing with multiple mods. I'm not entirely sure but I think if you activate the mods in the same order as the first time you created the save file it will show the saves again.
Taraghlan Aug 26 @ 4:55pm 
How do i resume my game? I had to quit and now i can't seem to resume my save file
Saint Conqueror Lenin  [author] Aug 17 @ 8:30am 
There should be notes with the location of the cutters and the keys to the pillbox and communications room. I don't think a soft lock is possible, I have tested every combination of item spawns myself to avoid this.
Mrdk Aug 17 @ 8:16am 
this is bugged i think, i cant find the cutter or the key to the pillbox anywhere.

I played a long time i even brute forced the keycode for the arsenal because i could not get inside the radio room without the cutters.

are we sure that you cant get soft locked with this mod?
Denny Aug 10 @ 3:46pm 
Yo, i have another idea to spice up shell shock difficulty. Make the stalker be active from the very start and agressive from the get go. For example, have him come out of the hole outside of the pantry or spawn somewhere else nearby and "hide" for you. Would be super cool.
Saint Conqueror Lenin  [author] Aug 10 @ 12:25am 
It's understandable, I've had my fair share of trouble in the arena. The ledge mechanic could definitely use some improvement which I will add in the next update. Currently this mechanic is tied to the damage resistance difficulty option and if you set that to "default" it should only take 1 hit for him to fall from the ledge. A few things to note is that damage resistance also affects how quickly the stalker adapts to damage throughout the playthrough, so on shell shock since the stalker only gets damaged by explosives, it will make him slower to adapt to it. If you don't want that and you want to keep the 1-hit fall, you could set the stalker retreat difficulty option to "never retreat" so that damage resistance only affects the ledge hang behavior and not the rest of the playthrough.
Neonwarrior Aug 9 @ 2:01pm 
Ah, thanks for the explanation and timely response. I've been playing this mod for almost two years now, I never play the base game, and I've only ever played on Shellshock difficulty, but for whatever reason I never knew that the difficulty was responsible for the altered behavior in the final fight. I will try throwing the grenade before the doll-pick-up animation from now on, though I still think it goes against common sense to not wait for him to be stuck in an animation first.

Having beaten this game probably a dozen times with over 100 hours in it, I usually relied on the ledge-hang trick to end the fight quickly, but then I saw that this mod changed it in a (relatively) recent update. I guess you thought it was too cheesy to end the fight in one shot? I'd love if at the very least the shotgun could still do this.

This mod is still 100% mandatory, don't get me wrong. I just got frustrated at the last part.
Saint Conqueror Lenin  [author] Aug 9 @ 5:30am 
This is how it works in shell shock in the base game, the stalker reacts to grenades and also jumps when shooting the platforms. The rabbit + grenade trick is still possible but you have to time it by throwing the grenade before he picks up the rabbit, if he picks it up then any grenades thrown will make him run away. Another trick you can do is throw a grenade to a bridge he is about to cross, then while he is on the bridge shoot him so that he is stunned when the grenade explodes causing him to fall since he can't jump away. There are a lot more ways to kill him, which on this difficult all of them are about timing.
Neonwarrior Aug 9 @ 3:25am 
For whatever reason, I can't kill the beast in the final fight. Throwing the rabbit doll on the wooden bridge and then a grenade doesn't work because he reacts to the grenade and leaves before it explodes. It doesn't matter if he's in the doll-picking-up animation. Shooting the bridge with a shotgun doesn't work because he always jumps to the next platform. I've tried over and over and nothing seems to work.

I used to use the ledge trick in the past, but then this mod makes shooting him from a ledge impossible as well, or at least three shotgun shells to the face isn't enough anymore which is, as I said, BS. I have no choice but to spam gas grenades on the final wall and use a gas mask.

So yeah, L change.
Saint Conqueror Lenin  [author] Aug 8 @ 10:46pm 
In the base game the stalker is already immune to everything during the arena fight so I'm not sure about which mechanic you're talking about. The only stalker change I made during that fight is that while the stalker is hanging from a ledge, it takes one or two shots more for him to fall down.
Neonwarrior Aug 8 @ 1:30pm 
The final arena fight is some BS. Why did you have to make the beast immune to everything? The worst part of the game is made even worse by this mod.
Denny Aug 4 @ 5:59am 
Personally had no issie wit stalker ignoring gas.
Saint Conqueror Lenin  [author] Aug 2 @ 11:30pm 
Yeah changing the weight of the rats should work. I haven't run into the issue with the stalker ignoring the gas, but if you are near the edge of the gas he can still grab you. It could also be that the gas cloud visuals stay active for a couple of seconds after the gas stops damaging which could make it seem like he is ignoring the gas. If it's none of those things let me know and I'll look into it.
Zippy Aug 2 @ 3:47pm 
A couple of times the rats died in an area I needed to into, as their bodies block whatever they die in front of. I know this was brought up a few times, if you can't make their collision go away, are you able to change their mass/weight? I mean, they are just rats after all. No idea how FG never fixed this trash.

I also noticed that the stalker just straight up runs through the gas and kills you. It makes sense if you trap him and his AI has nowhere else to go, but at times he just runs through it like it's nothing.
Denny Aug 2 @ 2:38am 
Awesome. A welcome addition would be more spots the stalker can "hide" for you as you return back to main hub. Or you can spice it up by instead of him "teleporting and waiting for you at a spot" (for example generator) - instead have the stalker patrol the general area. Whatever you think would be more ideal to keep us always on edge.


Something that would make the game VERY SCARY, is if the stalker followed you on foot back to main hub when you leave a sub level, instead of retreating into the walls and thus being predictable.
Saint Conqueror Lenin  [author] Aug 2 @ 12:01am 
For sure, I'm planning a lot more stuff.
Denny Aug 1 @ 10:03am 
When you get the time, feel free to add more unpredictable things the stalker can do, (more spots he can hide for you). The generator surprise was a nice touch, my soul left my body first time i encountered it because i never expected that.
Saint Conqueror Lenin  [author] Jul 27 @ 11:15pm 
The lighter is harder to find in this mod but it's not required to complete the game. I haven't run into any bugs that make the lighter not spawn but even if it somehow didn't spawn, it shouldn't cause a softlock.
Realized Jul 27 @ 10:04pm 
Really good mod. Somewhat still predictable, but the tools he has now make it not as easy as sprinting everywhere. I particular like the sound redesign.
Unsure if RNG screwing you is this mod or base game— godmode searched for lighter for 4 hours, nothing, de-facto softlocked.
h00st0n Jul 7 @ 8:20pm 
That generator sabotage event is evil lol
GEMBOI Jul 5 @ 12:46pm 
Legit I ran to the generator room and I thought he gave up. I shut the door turn around and he was in the corner with the metal barrels, that was the most scared I was playing this game so cuddos
decon03 Jun 29 @ 4:20am 
Ploo
Saint Conqueror Lenin  [author] Jun 29 @ 1:11am 
Should be an easy fix.
Zippy Jun 26 @ 3:37pm 
I found another possible bug: You know how when you enter the Roman Tunnels, and sometimes the door is blocked, so you gotta climb those two boxes? Well, if you use a grenade to blast the door and go out that way, it seems that Toussaint won't begin his patrolling, he will just stand in one spot until something happens super close to him.
RuthlessDev71 Jun 23 @ 2:28pm 
@Denny Diabolical 💀