Mavs Hard Mode is a add-on mod for SOMA that seeks to increase the difficulty of the main game by overhauling enemy behaviours and encounters.

Report RSS Changelog

Documentation of updates made to the mod since release and their changes. Note that certain versions of the mod are not available for download. This is because they only made minor changes and there was no need for a rollback option or they were broken.

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V1.5 - CRF Omicron Compat Patch

General/Map
-Removed the changes to omicron as they were minimal, barely impacted the gameplay and would cause incompatibility with the new cutting room floor mods.

Compatibility
-Added hard mode features to the new enemy introduced by CRF Omicron.

Patchwork Man (NOTE! He will still only appear if you have CRF Omicron loaded as well!)
-Improved Hearing
-Increased sight range and FOV
-Increased movement speed
-Increased damage to instantly kill the player
-Goes to hunt mode instantly after spotting the player

Bugfixes
-Robot girl will no longer become stuck after losing or attacking the player.
-Robot girl should no longer become stuck in search mode.
-Fixed node and map cache generation for labda/curie outside

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V1.4 - Hardcore Mode Update

General:
-Text changes to facilitate new game mode.
-Game mode selection is restored when starting a new game. Currently can choose between Hard Mode, Hardcore Mode and Insanity Mode.
-Added the option to skip the intro when starting a new game. Doing so will start the game in the pilot seat at Upsilon
-Eye tracking functionality restored for the two people in the world who actually use it.

Bugfixes:
-Fixed a bug that caused Jin Yoshida to get stuck
-The first robot girl encounter should no longer get stuck in search mode after being aggro'd

Hardcore Mode:
-Hardcore mode implemented into the game!
-Manual and automatic saving disabled, using WAU flowers now acts as a checkpoint system and are the only way to save.
-Does not edit map hps scripts for maximum compatibility!

Insanity Mode:
-Insanity Mode implemented into the game!
-Manual save and exit is permitted, but auto saving is completely disabled.
-Simon's death means the games definitive end and you will be returned to the main menu.
-When killed, your save will be wiped.

Compatibility:
-Due to new entries into the language files to facilitate new game modes, this version of the mod and likely any future versions will only be compatible with the english version of the game.

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V1.3.1 - Hotfix

General
-Updated main menu background to accurately reflect mod version
-Updated main menu background to support ultra-wide monitors

Bugfixes
-Corrected the mod title in the launcher.

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V1.3 - Robot Girl Overhaul
General
-Minor text changes
-LITE mode uploaded to ModDB

Bugfixes
-Fixed a bug that would break seamless loading and cause long loading times for slower computers
-Fixed a bug that would cause robot girl to instantly aggro even if the player wasn't moving
-The fleshers should no longer randomly move around at warp speeds.
-Fixed a bug causing fleshers to play incorrect barks
-Fixed scripting errors that may have been causing the proxy hunt soundtrack to get stuck in loop even if the player had been lost.

Robot Girl:
-Second encounter in the infirmary is in constant search mode, wandering around looking for the player.
-Slight increase to walking speed.
-Adjusted FOV and Line of Sight values.
-Tweaked the Player movement counter so it instantly resets. This should help to make her less janky and prevent her randomly getting aggro'd
-Reduced her turning speed as it was actually causing her to get stuck
-Doubled thiccness (jk)

Flesher
-Slight tweak to teleport values
-Increased teleport chance when chasing the player
-Run Speed has been slighty decreased.
-Adjustments to the lookat sensitivity multipliers that make it consistant and less janky.
-If a sound is heard, will move to investigate as opposed to going straight into search mode

Construct
-Is now more likely to investigate a room after opening the door to it.

Omicron:
-Moved a agent repel area to allow the infirmery robot girl to pursue the player everywhere on the second floor.
-Pathfinding changes to second floor.

Tau:
-Adjusted the death script for getting lost in the Abyss so that it flows a bit better and is not so sudden.

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V1.2 - CRF Compatibility Patch
General
-Removed certain files and scripts that did not affect the mod but where causing compatibility issues with my Cutting Room Floor mod.
-Made changes to certain map scripts to ensure CRF Compatibility

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V1.1.2 - Hotfix
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General:
-Changes to the main menu text

BUGFIXES:
-Fixed a scripting error that caused a fatal crash when travelling on the Upsilon Shuttle Train.


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V1.1 - Proxy Overhaul
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General:
-Removed game mode selection when starting a new game.
-Crosshair restored. There are other mods on the workshop to remove it if you wish.

BUGFIXES:
-Fixed scripting errors for the angler fish that would prevent it from spawning.
-Fixed a typo in the end game screen.
-Fixed sea constructs and angler fish not insta-killing the player.
-Fixed level cache issues that were causing some changes not to show up in game.
-Removed unessesary files from the mod for enhanced mod compatibility and smaller file sizes.
-Fixed some lighting issues with the newly opened vents at Omicron.
-Fixed some issues with the music handling for akers/proxies. This should prevent a bug where if two proxies were chasing you at the same time the hunt soundtrack would end once one of them gave up even if the other was still chasing you.
-Fixed an issue with Jin Yoshida's script that may have been causing him to get stuck.

Akers/Proxies:
-Akers run speed decreased slightly.
-Akers walk speed increased slightly.
-Akers and his proxies will now run to investigate sounds including player footsteps.
-Search music for Akers and Proxys has been removed as it would become annoying due to the increased use of the search mode by the AI.
-Reduced post-investigate timer.
-Hide and wait functionality removed. This means akers and his buddy will no longer spawn in and out of existence.

Scavenger/Sea Constructs:
-Instantly attacks after spotting the player.
-Entities flagged as 'low power' will now hunt the player for longer.

Angler Fish:
-Slightly increased speed
-Altered color tone of lamp to better mimmick the guide lights.

Theta Labs:
-Enemy spawn locations changed.
-Akers and his buddy no longer randomly despawn.
-Deleted some path nodes that were causing navigation issues.
-Added more clutter to the hallways.

Tau Outside:
-Getting lost in the Abyss is now fatal.

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V1.0.1 - Update Test
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No changes except to mod launcher description. Was conducted in order to test the update method was working.

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V1.0 - RELEASE
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