"Irregular situation, secure immediately. First floor, second floor, main hall. Eliminate the trespassers. Suppress the intrusion."
The Monolith have taken back the Brain Scorcher, and this time they're not willing to lose it again. The squad that ambushes you after disabling the antenna will instead be there upon arrival, blocking your way to the controls.
This is an addon I originally made for myself, that I decided to upload here for anyone else that's interested in using it. I always found the lack of Monolith defending the lab after they lost it the first time odd, especially given the timer and how it's pointless when you only have 2-3 Bloodsuckers to shoot through. The defending Monolith squad should now provide some challenge and urgency to disabling the Brain Scorcher.
The addon now comes with requested options, such as disabling the vanilla Bloodsucker spawn, respawning the Monolith squad after shutting down the Scorcher, and different timers ranging from 5 to 10 minutes.
Using the uncalibrated psi-helmet will shave a minute off whatever option you choose.
IMPORTANT:
Only enter the lab when you're sure you're ready, it is meant to be a challenge! Leaving the lab will not reset the timer, so you may be soft-locked if you waste too much time and override the autosave by leaving.
finally a reason to pop vinca and hercules drugs inside the Radar
yeahr this brings more story twist thx ;)
My next X-10 video will be EPIC!
new game ?
Nope!
How would this affect the game if one has already completed this mission? It would be cool if every time I attacked radar there were such forces defending the installation...but is this so if I have already completed the mission? Thanks for your hard work.
They won't respawn and only spawn upon entering X-10, so if you've already entered Lab X-10, you'd have to start a new one.
but do they now spawn BEFORE entering, but no longer when EXITING? or both?
They spawn when entering, no longer when exiting.
Make it an option for them to spawn both times lmao, I thirst for violence
I'll see what I can do.
any news for mkultimos47 suggestion?
my point exactly. muhahahhaha
Would this interfere with Living Zone?
They're specifically coded to patrol their routes and stay in their spots, so I don't think so.
Worth a shot I suppose, thanks.
To confirm, it works.
Oh, this would be hell in 1 life Ironmode... *cracks knuckles* Let's do this!
Wont this be a problem when the timer is active? If the timer wasnt active, this would make more sense to me. Are the blood suckers active and if so, do they attack monolith?
The timer is the entire point- it's meant to be a more challenging and stressful experience compared to the relatively leisurely stroll through the three Bloodsuckers. The Bloodsuckers are not active, their spawns have been disabled.
New game is NOT required for this to work. Just tested this out on my Duty ironman run. I had not been to radar or red forest at all on that playthrough (in case that matters). Installed it when I was in Rostok and ran to the scorcher. The enemies were there and the timer was on.
Huh, I guess the script is only executed when you enter Radar or X-10. I thought it was upon new game. Thanks, good to know!
Its posible to make a similar mod for the lab x-8? The lab is always empty
I'll see what I can do!
great mod. Works perfectly and makes sense lorewise. Makes the brainscorcher raid harder and more fun
Appreciate the praise!
Been using this mod for a while and god it makes raiding the brain scorcher so much more enjoyable. Pushing your way through the monolith and disabling it just in time is such a rush.
Glad you enjoy it!
Well time to bring a pkp to the damn thing
what's the update?
I finally got around to reorganizing the files with different options people have requested, like disabling the Bloodsucker spawns (it's now an optional file so you can keep them and have a little chaos in the lab, if that's what you want), respawning the Monolith squad after you shut down the Scorcher so you have to fight through them again, and different timers to allow people to decide for themselves which is the most balanced with their mod setup.
Yes!!! I always wanted to fight the way in and out again! I'm glad to have checked back
Btw, do they respawn again if I ever come back to the lab? Would be amazing to be able to re-raid the labs for loot
As far as I know, they do not.
This mod makes way more sense than the original setup.
Update to remove the guards in the first room when entering the lab.
How to install mo2? can you explain ?
Updated to remove the guard in the second room when entering the lab to prevent him from blocking the door being opened.
Thank you so much for solving it!!
Just got to x10 and it's just normal, nobody excepto the psi-sucker and they ambush after the deactivation
Really? How did you install it?
Sorry for not being specific
I'm using ambush+defended, plus the highest timer, installed normally through mo2 (I mean first merged the timer and the config into 1 gamedata, and installed that as a single mod)
I have 217 mods and none of them changes x10
It was a mistake on my end, it's fixed now.
Ambush+Defense dont work at all - in file "bun_spawn_monolith_ambush.ltx" you need to change one of the "on_info" to "on_info2"
Also, "No bloodsuckers" don't work too and i have no idea how to fix this
Also, in timer options, you need to add "gamedata" folder, because some people cant figure out to put "configs" in "gamedata" and because of this they get two separate folders and because of this timer scripts isn't working
Great mod btw, i hope i help you to fix some bugs
Find out how to fix "No bloodsuckers" - just remove {+bar_deactivate_radar_done} text from every "on_info" in "bun_krovosos_nest_logic.ltx" file
All of these have now been fixed with the help of you, iTheon, and RavenAscendant. Thanks!
Is there a recommended choice for the time limit? I'm not sure which one to pick between 5 and 10 minutes.
6 minutes is the amount of time you're given in vanilla Anomaly. I've updated the addon to make that clear. Unless you're using addons that make your game more difficult like BHS, GBOOBS, etc., I suggest you just go with that.
Perfect, thanks!
Is it safe to just spawn partial amounts of guards in the lab, by editing the bun_spawn_monolith_ambush file and removing some of the monolith spawns from on_info1?
I finally made it to lab X-10 with this mod active and it was intense! With the default 6 minutes I only had a few seconds left when I hit the switch and I had to rush the final rooms. It was challenging and very satisfying. Brilliant mod!