Description

Changes Lab X-10 beneath Radar so that the Monolith squad that ambushes you after disabling the Brain Scorcher is instead defending it from the beginning, giving the lab some challenge and urgency.

Preview
Defended Lab X-10
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RomTerry
RomTerry - - 14 comments

finally a reason to pop vinca and hercules drugs inside the Radar

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viking896
viking896 - - 202 comments

yeahr this brings more story twist thx ;)

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MarqØ
MarqØ - - 150 comments

My next X-10 video will be EPIC!

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tint08771
tint08771 - - 669 comments

new game ?

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_Shen_ Author
_Shen_ - - 57 comments

Nope!

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oozish
oozish - - 315 comments

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.

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_Shen_ Author
_Shen_ - - 57 comments

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.

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,114 comments

but do they now spawn BEFORE entering, but no longer when EXITING? or both?

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_Shen_ Author
_Shen_ - - 57 comments

They spawn when entering, no longer when exiting.

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mkultimos47
mkultimos47 - - 36 comments

Make it an option for them to spawn both times lmao, I thirst for violence

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_Shen_ Author
_Shen_ - - 57 comments

I'll see what I can do.

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KraizerX
KraizerX - - 186 comments

any news for mkultimos47 suggestion?

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,114 comments

my point exactly. muhahahhaha

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jumblelegs999
jumblelegs999 - - 19 comments

Would this interfere with Living Zone?

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_Shen_ Author
_Shen_ - - 57 comments

They're specifically coded to patrol their routes and stay in their spots, so I don't think so.

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jumblelegs999
jumblelegs999 - - 19 comments

Worth a shot I suppose, thanks.

To confirm, it works.

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Gin_ToniK
Gin_ToniK - - 14 comments

Oh, this would be hell in 1 life Ironmode... *cracks knuckles* Let's do this!

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Guest
Guest - - 689,333 comments

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?

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_Shen_ Author
_Shen_ - - 57 comments

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.

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Senaattori89
Senaattori89 - - 207 comments

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.

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_Shen_ Author
_Shen_ - - 57 comments

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!

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ElPapitrol
ElPapitrol - - 28 comments

Its posible to make a similar mod for the lab x-8? The lab is always empty

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_Shen_ Author
_Shen_ - - 57 comments

I'll see what I can do!

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mr__dude
mr__dude - - 86 comments

great mod. Works perfectly and makes sense lorewise. Makes the brainscorcher raid harder and more fun

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_Shen_ Author
_Shen_ - - 57 comments

Appreciate the praise!

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juicemanperson
juicemanperson - - 11 comments

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.

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_Shen_ Author
_Shen_ - - 57 comments

Glad you enjoy it!

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LegionaryHunter
LegionaryHunter - - 21 comments

Well time to bring a pkp to the damn thing

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Sosombo
Sosombo - - 202 comments

what's the update?

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_Shen_ Author
_Shen_ - - 57 comments

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.

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khalmika
khalmika - - 168 comments

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

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_Shen_ Author
_Shen_ - - 57 comments

As far as I know, they do not.

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Oxsys
Oxsys - - 40 comments

This mod makes way more sense than the original setup.

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_Shen_ Author
_Shen_ - - 57 comments

Update to remove the guards in the first room when entering the lab.

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S183P
S183P - - 1 comments

How to install mo2? can you explain ?

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Spigot
Spigot - - 133 comments

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_Shen_ Author
_Shen_ - - 57 comments

Updated to remove the guard in the second room when entering the lab to prevent him from blocking the door being opened.

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SniperHellscream
SniperHellscream - - 981 comments

Thank you so much for solving it!!

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khalmika
khalmika - - 168 comments

Just got to x10 and it's just normal, nobody excepto the psi-sucker and they ambush after the deactivation

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_Shen_ Author
_Shen_ - - 57 comments

Really? How did you install it?

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khalmika
khalmika - - 168 comments

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

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_Shen_ Author
_Shen_ - - 57 comments

It was a mistake on my end, it's fixed now.

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dzamhyt74_or_ncenka
dzamhyt74_or_ncenka - - 4 comments

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

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dzamhyt74_or_ncenka
dzamhyt74_or_ncenka - - 4 comments

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

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_Shen_ Author
_Shen_ - - 57 comments

All of these have now been fixed with the help of you, iTheon, and RavenAscendant. Thanks!

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batwotm
batwotm - - 26 comments

Is there a recommended choice for the time limit? I'm not sure which one to pick between 5 and 10 minutes.

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_Shen_ Author
_Shen_ - - 57 comments

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.

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batwotm
batwotm - - 26 comments

Perfect, thanks!

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TheLettersL
TheLettersL - - 120 comments

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?

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batwotm
batwotm - - 26 comments

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!

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