A stand alone Survival map. Survive waves of enemies using different tactics.
FOR 64 BITS OS ONLY!
Extract downloaded archive in to your Rage folder, it is somewhere under (...steam/steamapps/common/Rage), confirm replacement! Then through steam launch "Play Rage 64-bit with Mods (unsupported)"!
A little note:
-Yeah, entering town while heavely hurt is annoying due to inability to heal yourself there. But let's not forget that health regen can be tweaked, so when you are in town and screen is red just type in console g_playerhealthpersecond 1.
After installing survival mod some of you might notice that npc skins in Scorchers dlc got corrupted. It's due to the hack that is used to correctly skin custom dynamic entites in survival map. The conflict occurs cos tools wright virtual materials for those entites with the damn same file name as Scorchers's one - _vmtr_dlc.pages. So in order to fix skins in Scorchers simply remove _vmtr_dlc.pages and _vmtr_dlc.vmtr from dlc2/virtualtextures folder.
This mod adds a whole new level to play, it can be accessed via Wellspring. But the main goal of the mod is to rebalance Rage the way, i believe, it should have been in the first place, at least on higher difficulties. id offered us a lot of stuff in Rage, player choice, however the biggest problem was that they didn't actually motivate player to make that choice, coz there were no actuall need in using everything in order to survive, you could easely go to a mission and punch with your fists everything and everyone to death. That's not right! So no more rambo style, only tactics and smart resoursefull gameplay.This mod was made with ultra-nightmare difficulty in mind with health regen disabled! It was tested on ultra-nightmare and game can be completed with all side missions including sewers and Scorchers. But changes affect other difficulties as well.
-all weapon damage has been decreased exept for pulse cannon, rocketlauncher, mind control bolts, RC-cars, grenades, explosive bolts, railgun, sniper rifle.
-pistol with standart rounds now the weakest weapon, but still throughtout the game player collects a lot of pistol bullets, so it will help player anyway (headshots are wellcome).
-fatboys does less damage, but headshots still very effective.
-fatmammas still very powerfull, but not as powerfull as in vanilla game.
-standart buckshots is still very effective in close combat, but will require more shots (headshots are wellcome)..
-to keep fun, clip size for standart buckshots have been increased to 12, fatboys to 8. Buy count is also increased to 12 and 8.
-feltrite rounds still very effective against armored enemies, however standart rounds are not, so keeping feltrite ammunition is really important.
-rebar ammo damage decreased so it will take 2 shots to kill non armored human enemies, it was done to prevent rebar from being an unlimmited ammo, shoot 2, pick up 1 (headshots are wellcome).
-all player meely damage has been significantly decreased, so don't bet on it that much.
-sentrybot now serves more as a support, unlike vanilla where one sentrybot could complete sewer mission without player's help. So player now motivated for upgrading sentrybots, sentryturrets, wingsticks.
-vehicle and racing part hasn't been changed. However on ultra-nightmare both wasteland and optional racing are more challenging.
-mostly changing sell/buy prices on different ammo types, ingredients, schematics, upgrades. Some increased, some decreased.
-junk sell price decreased as well as feltrite price, so player need to scaveng every possible area to survive.
-player now highly motivated to play mini-games, complete side quests to constantly refill his funds. But also be smart on spending cash. Player can't have everything, but it's still possible if you are skilled enough and smart;)
-remember that ultra-nightmare difficulty have higher prices for some resources.
-apothis infusion now gives more health
-armor upgrade gives more protection
-defib charge time slightly decreased
-bandages restore 120 health
Since mod was designed for classic manual healing, that changes does make sense.
-Enhanced particles like body explode, head explode, flesh, metall, ground, glass, wood, cloth, clipboard impacts.
-New single player level 'Wellspring underground'. Integrated into main Rage campaign, but it's optional.
-A stand alone survival map. Can be downloaded separately!
Changes in version 1.1:
-Fixed nailgun texture issue:) Thanks to BarryK!
-Slightly improved flesh impact particles.
-Breath sound removed when low on stamina.
Changes in version 1.2:
-Additional gore wich previous versions was lacking.
-Buckshot damage is slightly increased, but so does the price. With additional gore elements it now feels more powerfull.
-Fatmammas schematics price increased, advanced wingsticks - decreased.
-Wingstick sell price changed to 5 instead of 15.
-Removed heart beat and breath sounds when low on health, those were really annoying.
-Closed up vehicle camera. I think it gives better racing feel.
Changes in version 1.3:
-Now includes the whole new level to play! It is called Wellspring Underground. Explore one of the Wellspring buildings and then descent into underground well/sewer like area infested with muties, complete level and get a reward! You don't have to actually kill all the enemies to get a reward, just play the level through and that's it:) But of course muties will do everithing to kill you so leave noone alive. Also look for 3 hidden feltrite cristals. Indoors was recreated in reference with actual wellspring building meshes, so I've tried to make it as believeable as possible.The new level is accessible anytime, but only once!
-IMPORTANT NOTE: Rage tool kit was released without ai compiler wich means that ai can't actually navigate its path correctly, so expect enemy stucking. However I've tried to build map with that issue in mind...so it is still very much playable:)
-Changed radio music in various parts of Wellspring.
-Wingsticks now chop off heads again, insted of dismembering it.
-Mod size significantly increased due to new map megatexture pages....I know it's big, but that's how Rage builds its texture data. Anyway I've put as much details as possible to keep a good look of the environments.
Changes in version 2.0:
-New menu screen background.
-New icon for bandages.
-Advanced sentry turret/bot fire rate increased.
-Bandages cool down period removed, use as quick as you want.
-Some ingredients ultra-nightmare price decreased.
-Now in wellspring a message pops up offering job for custom level (if you are using wellspring savegame from 1.3 then message won't pop up)
Wellspring Underground custom level changes:
-Added new areas to explore (enemies, items, lots of stamping included)
-New textures and stamps.
-New loading screen.
-Removed environmental area effects (aka color correction) so no need to use r_skipglare 1 anymore.
-Added additionall details to the map, increased texture detail of numerous objects, improved lighting in some parts.
-Updated foliage, now it has a proper color and brightness.
-Overall improvements wich add cool elements like shooting some pipes will emmit water leaks or steam bursts, mud surfase now have sludgy effect when walking on it, flowing water streams, fixed some textures layout, decreased volume of some ambient sound.
-Added huge ranged mutant.
-Added 2 more hidden feltrite crystals.
-Fixed some enemies spawn order.
-Added map's own mission objective and description.
Special thanks to Dheu for his Rage tool kit dev notes!!!
Menu screen background based on the original concept art by Stephan Martiniere.
Special thanks to id for supporting pc community and creating true art;)
Sorry for my english and have a nice game;)