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Hardcore Mod Full Release version

Положительные голоса93%15 голосов игроков
Подписчики202202 в Steam Workshop
Размер файла33,19 МБЗагрузка через Steam
Обновление автора7 дек. 2024 г.Дата обновления материала
Hardcore Mod Full Release version

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О материале

«Hardcore Mod Full Release version» — материал мастерской Barotrauma. Моды, подлодки, предметы и новые задания для экипажа. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

TLDR: Makes the campaign harder by increasing the number and variety of monsters encountered, while also reducing the resources the players have available, like money and fuel. Also adds a bunch of cool changes to the map, new talents, items, ships, beacon stations, wrecks, and monsters, as well as some quality of life improvements. Intended for players who are experienced with the game and want a change of pace. Will not work with mods that alter base features of the game. Mods that add new items should be fine as long as they only add completely new items/monsters, etc.

<---//--- Campaign ---//--->

  1. Mineral spawns have been adjusted across the board, including spawn chance per biome, location of spawns, the output of most minerals.
  2. The cost of uranium, and thorium, as well as their ores and fuel rods have been greatly increased to incentivize fuel as a resource.
  3. Uranium, thorium, and fulgarium are all radioactive until turned into an item, such as a fuel rod. Holding or being too close to these materials will cause radiation sickness.
  4. Added tungsten, copper alloy, and aluminum alloy as materials. Numerous recipes have been changed to make use of these new materials.
  5. Colonies now specialize in different types of items. For example, cities sell almost everything but at a high price, while military bases sell guns and ammo.
  6. Alien materials no longer spawn in wrecks.
  7. All missions pay out significantly less, reward less XP, and monster kill missions are harder.
  8. The campaign map is much bigger, with new locations such as pirate bases, and husk colonies to explore. The Jovian Radiation has been slowed down significantly to adjust for the new map size.
  9. Station managers will now offer more difficult missions earlier.
  10. Ship upgrades can only be purchased from colonies, and most require a material component to purchase. Some ship upgrades have been rebalanced, and new ones have been added.
  11. New beacon stations have been added, and will begin spawning in Biome 2. Abandoned outposts have a larger tile set to build from, <ported from "Stations From Beyond" with some tweaks>. New wrecks have also been added.
  12. Added two new ships, new turrets, new handheld weapons and items <items and turrets ported from, "EK" with some major functional tweaks for some>.
  13. Most classes have received new talents. Some existing talents have been reworked.

<---//--- Enemies ---//--->

  1. Random encounters have been retooled across the board to ramp up difficulty, with more monsters spawning earlier and in greater numbers.
  2. Added a "Miniboss" and "Boss" encounters that has a chance to spawn tougher mobs.
  3. Larger variants of monsters can spawn alongside their normal counter parts. These variants have more health and do more damage.
  4. The latcher can now spawn in the Cold Caverns Abyss.
  5. The watcher is now rarer, tankier, invisible to sonar, regens, his watcher gaze has increased range and applies reaper tax.
  6. Husk versions of Mudraptors and Hammerheads were added. <These were taken from, "Improved Husks," and then buffed> All husk monsters take more damage from burning, i.e. pulse laser, flamethrower, and acid grenades are all good options.
  7. Monster lairs are much more common and will spread across the map, destroying outposts as they go. They can be destroyed by military bases or the players. To do so, move your sub to the lair location, once you've moved through the cavern, a lair mission will be generated in an adjacent location. You have to accept the mission, and then you'll be able to complete it as you travel to the new location. Completing the mission will destroy the lair.
  8. Pirates have their own bases on the map, and more can spawn randomly over time. Pirate bases will spawn blockades nearby which will prevent friendly outposts from spawning. Blockades can be removed the same way lairs are and will disappear if the pirate base that spawned them is destroyed.
  9. Threshers are faster, do more damage, and don't flinch as easily. Bonethreshers are tankier, faster, and take reduced explosive damage.
  10. All hostile NPCs have had their loadouts and health buffed, and will spawn in greater numbers. Be prepared, if you plan to attack a pirate base!
  11. New faction specific hostile subs have been added, and all hostile subs are buffed with more weapons, armor, and larger crews. (These crews are still dumber than dirt, and imo way too easy to beat)

<---//--- Misc. ---//--->

  1. Headsets have limited range and require batteries.
  2. It is now easier to overdose on opiates.
  3. Characters slowly heal while lying in a bed.
  4. Changed various recipes across the game. Notable ones include, flashpowder replacing magnesium in ammunition manufacturing, and UEX having two different recipes.
  5. Some items, like ammunition and minerals can be stacked higher than 8.
  6. Players can now create higher quality turret ammunition. Higher quality ammunition boxes hold more ammo, and higher quality shells deal more damage.
  7. Husk infections now have different symptoms, and don't always prompt the player with a text readout, a-la, "You feel feverish." The infection icon will also take longer to appear on the health display.
  8. Some genes have been buffed. <These changes are an exact port of "Simple Gene Rebalance">
  9. Sub sonar now damages players who are submerged in water. This only affects player sub sonar as pirate subs don't actually turn their sonar on. Shuttle and beacon station sonar is still safe. <Inspired by "Real Sonar">
  10. Buying additional crew members is cheaper, to account for reduced mission payout.
  11. Security actually gets to start with a gun again.

<---//--- Suggested Playstyle ---//---> Not intended for single player, but nothing stopping you from trying. For multiplayer, use in-game voice chat only. The reduced headset range makes cave and ruin missions pretty tense when you can't call for backup. Also makes the husk infection's ability to prevent you from talking actually work as intended. My group doesn't play with Jovian Radiation on, but it is much slower now, so you'll have about 90 hrs to finish the campaign before it covers the whole map, which should be plenty.

<---//--- Known Problems ---//--->

  1. My group is still playing through the campaign and fixing things as we go, which means, not everything has been tested, notably, talents, which means some of the later game ones might not work as intended.
  2. Random errors for monster ai can occur, though this one is very rare, and doesn't break the game.
  3. Mine Physicorium and Fulgarium missions are not tested, and might not work. If you encounter any bugs or errors, or just stuff not working the way it should, please leave a comment so I can fix it.

<---//--- A Special Thanks to These Mods ---//--->

  • EK Gunnery, Armory, and Utility
  • Stations from Beyond
  • Dynamic Europa
  • Improved Husks
  • Real Sonar
  • Simple Gene Rebalance
  • ADV Beacon Stations
Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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