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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 :)
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 :,)
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. :)
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?
Only stands as a testament to how fresh the game is kept with all the little variations this mod provides :D
I'd consider it heavily both on as a defense, & a tool.
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?
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.
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.
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.
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.
Unsure if RNG screwing you is this mod or base game— godmode searched for lighter for 4 hours, nothing, de-facto softlocked.