STF's Less Odious mod 1.6
Full Version 1 commentINSTALL Remember to backups first! Extract the contents of the [MAIN] folder in your main game folder, overwriting existing files. Afterwards, you can...
What started as a small mod for myself, has since kept growing into what it is now.
The point of the mod is to fix as many bugs as possible, to increase immersion, and to make every item/stat/etc. count.
Every change was made in tone with the spirit of the vanilla game in mind. It may look harder than vanilla on paper, given some of the harsh changes, but in practice, you'll just have a smaller stockpile of health and ammo by the end of the game.
Any feedback is very much appreciated!
Removed company intros (Topware and Metropolis).
Renamed "Singing Mutant" to "Siren", "Judge Child" to "Juror", and "Grandma Child" to "Child" (they felt like placeholders compared to the names of other hybrids)
Renamed Medusa's attacks to sound less like placeholders.
Renamed the final boss, to clear up a story overlook.
Corrected all instances of "Nato" with "NATO".
(1.3, 1.5.2) Other minor dialogue corrections (punctuation, typos and name consistency).
(1.3) Cleaned up some healing item descriptions and removed the inaccurate reference to enrage from Painkillers.
(1.5.2) Clarified the description of Time Bomb, to reflect how many turns it takes to detonate.
(1.5) Made the safe puzzle solution text clearer
(1.5) Cole Sullivan: 120 HP; 4 walk; 85% acc; 0/15 calm; 10% luck; 30% counter.
(1.5) Jarek Ovitz: 130 HP; 4 walk; 75% acc; 0/10 calm; 20% luck; 20% counter.
(1.5) Thiery Trantigne: 110 HP; 4 walk; 95% acc; 0/20 calm; 30% luck; 10% counter.
(1.5) Wasilij Dobrovsky: 100 HP; 3 walk; 75% acc; 5/10 calm; 10% luck; 5% counter.
(1.5) Joan McFadden: 90 HP; 4 walk; 85% acc; 7/15 calm; 30% luck; 5% counter.
(1.5) Ian Kurats: 150 HP; 3 walk; 65% acc; 9/20 calm; 10% luck; 5% counter.
(1.5) Slavsky: 130 HP; 4 walk; 65% acc; 3/5 calm; 20% luck; 5% counter.
(1.5) Anna Hutchens: 100 HP; 4 walk; 75% acc; 9/20 calm; 60% luck; 5% counter.
(1.5) Normalized movement rotation of Group Two members, Wasilij Dobrovsky and NATO Captain (used to turn on a dime, unlike all others; only affects visuals).
(1.5) Normalized movement speed for Medusa (Walked too fast for its walk animation; only affects visuals)
(1.5) Stinger encounter has horizontally mirrored starting positions (Stinger is now facing the camera).
(1.5) Specnaz, Kozov, NATO, NATO Captain, Lamare and Pain God walk range is 4, not 3 (because they are humans or, respectively, flying hybrids).
(1.5) Cripple encounter has a farther starting position for Cripple (harder to paralyze it first turn).
(1.5) Cripple has 5 walk range, not 4 (to keep being the fastest enemy unit in the game).
(1.6) Incubus has +33% HP and his attacks deal 60 damage, up from 30 (to compensate for detonation delay).
(1.3) Judge has +25% maximum HP (starting HP is unchanged).
(1.5) Harvester has 120 HP, not 100. (it should be tougher than any normal enemy from the City)
(1.5, 1.6) Final boss has +80% HP (give a purpose for the ammo you've most likely stockpiled during the game) and has 5 walk range, not 3 (make it more of a threat to Lamare if left unchecked)
Ovitz doesn't start with Matches, but instead starts with 1 Vodka.
Rifle Ammo and Pistol Ammo are found mostly in stacks of 4, not 6.
(1.6) Uzi Ammo is mostly found in stacks of 4, not 6.
Darts are found mostly in stacks of 3, not 5.
(1.3) 2 stacks of Darts replace the 2nd Shocker and the 2nd Liquid Nitrogen Thrower.
(1.3) 1 Bottle of Gasoline replaces the 2nd Flamethrower.
(1.5) 2 Bandages replace Axe and Baseball Bat.
(1.5) Baseball Bat replaces the 1st Crowbar.
(1.5) Crowbar replaces the 2nd Uzi.
(1.5) Axe replaces the 2nd Crowbar.
(1.5.1) Fist damage is 1, not 5 (it can deal 0 damage, in which case there is 0 flanking damage too).
Bayonet damage is 5, not 10.
Baseball Bat and Crowbar damage is 10, not 15.
Axe damage is 15, not 20.
(1.5) Ion Rifle damage is 50, not 100.
(1.5) Energy Blaster damage is 35 not 70.
Flamethrower damage is 20, not 30.
(1.5) Rocket Launcher damage is 60, not 70 (now in the same league as Napalm Thrower).
(1.6) Food heals 5, not 20.
(1.6) Adhesive Tape heals 10, not 30.
(1.6) Bandages heal 15 not 35.
(1.6) Painkillers heal 20, not 10.
(1.6) Healing Ointment heals 25, not 50.
(1.6) Ultrahealer heals 35, not 80.
(1.6) Crazy Tablets heal 50, not 40.
(1.6) Drugs heal 75, not 100.
Tested on the English version of Gorky 17 on Steam and it should be compatible with the GoG version as well.
Should be fully compatible with any other mods that don't replace the .DAT files also present in this mod.
You must start a new game for most changes to take effect!
I highly recommend you use dgVoodoo to fix any issues the game might have running or properly rendering (I use Direct 3D, Stretched - Preserve Aspect Ratio, 4x Resolution, unticked Watermark. The rest of the settings are on default).
The game still has the Incubus boss bug (crash from bombs exploding while their shooter is no longer alive), so either skip this battle, or kill the 2 Incubus last, in the same round.
Remember to make backups first!
Extract the contents of the [MAIN] folder in your main game folder, overwriting existing files.
Afterwards, you can extract the contents from an [OPTIONAL] folder to have an alternate safe puzzile in the Port.
Now you can start a new game!
NOTE: If you don't want the company intros removed, don't copy the "avi" folder.
Please don't host this mod on other sites without my permission. Link it to where I uploaded it instead. Thanks!
I used HxD hex editor to edit the game's .DAT files - it's pretty straightforward. I arrived at these results mostly through trial and error and a little bit by lurking Russian forums.
For testing, I enable the console in the game (add the command line parameter: - anch760722 760722) and use Skip COmbat (press "Q") and commands like "level 01_port_chief" to quickly navigate to that area.
That is all,
STF911
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The mod features extensive changes to classes, items, skills and much more.
have u played the revelati mod? u should put the player more slowly and the monsters faster as he did. That make a really interesting change to the game.
Thanks for the feedback!
I did play Revelati's mod and it's fun in its own way, but its scope and goals are different enough that I wouldn't compare it much with this mod.
I'm currently working on making Medusa (because hybrid) faster, while making Dobrovsky (because elderly) and Slavsky (because overweight) slower. Small tweaks to their attributes may also be necessary.
Besides adding variety, this should help balance out the temporary characters, since Joan and Anna cannot use heavy weapons and Medusa cannot use any item.