Servants Rebalanced

A simple servant rebalancing, bringing smarter search behaviours, and more to the base game. Compatible with Amnesia Remastered.

Features

  • Universal Features
    • Servants no longer play enabled sounds, and soundtracks no longer play when they are roaming about.
    • Servants gain a slight boost in FOV while searching for the player. (From 120 to 150 degrees)
    • Narrowed search and patrol angles, increased player search times, and allowed servants to approach the player closer in searches.
    • Servants now react to more obvious audible cues from the player easier now.
    • Servants stick around longer patrolling.
    • Servants react more aggressively upon spotting the player, attempting more effort to catch up to you then before.
    • Tearing down doors is now alot more menacing. Servants will now continously pound (with less damage done to doors) against doors very loudly.
    • Servants now play enabled sounds when giving up the search.
  • Depending on Servant, they aquire different senses and behaviours.
    • Servant Grunt
      • Grunts have good senses of sight.
      • Grunts patrol more passively.
    • Servant Brute
      • Brutes, compared to grunts, have worse senses of sight.
      • Brutes, compared to grunts, patrol more aggressively, and catch up to the player faster if spotted.
    • Suitors
      • Suitors are now blind, relying on audible sounds to detect the player, or direct presence of the player being in-front of them.
      • If spotted the player, hunt will insue, and suitors will instantly sprint.
      • Uses the same damage as the grunt.
      • Replaced visual damage from slashes to claws.
  • Misc Features
    • Sanity will only naturally recover to "head is pounding and hands are shaking"
    • Sanity events will happen at all levels of sanity, though rarely when sanity is clear.
    • Drop in sanity doubled upon viewing servants.
    • Servants no longer glow in the dark.


Installation

1.) Open the "INSTALLATION" folder inside the winrar file.

2.) Drag and drop contents from "Amnesia The Dark Descent" into your game directory.

3.) Play

IF using Amnesia the Dark Descent Remastered, drag and drop contents from "Amnesia The Dark Descent Remastered Compatability" into your game directory as well.


Changelog

Servants Rebalanced - Changelog

  • Release 1.2.1
    • Added an optional file for enemies to never despawn. [Experimental]
  • Release 1.2.0
    • Suitors are now blind, relying on audible sounds to detect the player, or direct presence of the player being in-front of them.
    • Applied changes to ALOIS, BASILE, and MALO suitors.
    • Fixed bug (-1 value) in activation distance, causing suitors unable to move.
    • Grunts now patrol less aggressively.
    • Grunts now are now slightly slower when attempting to catch up with the player.
    • Servants now play enabled sounds when giving up the search.
  • Release 1.1.0
    • Servants stick around longer patrolling.
    • Removed constant 150 FOV. Servants now instead gain a slight boost in FOV while searching for the player. (from 120 to 150 degrees)
    • Reduced search times from a minute to 45 seconds. (Should give a grace period of 15 seconds to get your location for a 30 second search of the area.)
    • Servants react slightly quicker upon hearing noises emmitted from the player.
    • Grunts now react more aggressively spotting the player, initiating hunt sooner if the player attempts to flee.
    • Restored vanilla sprint speeds for servants.
    • Each servant now has different senses.
      • Grunts have good senses of sight.
      • Brutes, compared to grunts, have worse senses of sight.
      • Suitors have the worst senses of sight, but are notably better at hearing the player.
  • Release 1.0.1
    • Adjusted sanity drop rate in darkness. For every 30 seconds in darkness, 5% of your sanity drops.
  • Initial Release 1.0


Need Help? Suggestion or a bug to report?

Send me a message on Discord as I am not very active on this site, MrJayden585#5026. Feedback is always encouraged.

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Servants Rebalanced 1.2.1

Servants Rebalanced 1.2.1

Other

Release of Servants Rebalanced 1.2.1. Compatible with Amnesia Remastered.

Servants Rebalanced 1.2.0

Servants Rebalanced 1.2.0

Other

Release of Servants Rebalanced 1.2.0. Compatible with Amnesia Remastered.

Servants Rebalanced 1.1.0

Servants Rebalanced 1.1.0

Other

Release of Servants Rebalanced 1.1.0. Compatible with Amnesia Remastered.

Servants Rebalanced 1.0.1

Servants Rebalanced 1.0.1

Other

Initial release of servants rebalanced. Compatible with Amnesia Remastered.

Post comment Comments  (0 - 10 of 18)
Guest
Guest - - 689,206 comments

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Veyron722skyhook
Veyron722skyhook - - 49 comments

Brilliant mod, especially with no despawn add on.
Now they really are terrifying and its good that just hiding from and waiting for them to go away and disappear no longer works. :)

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Zoofyooo
Zoofyooo - - 195 comments

Hey Jayden, I thought of a really cool idea

What if: Monsters had their glow-in-the-dark ability toned down so that it only happens when close by? What if the terrormeter never played with a monster could see you? What if... get this... no music played when they chased after you?

It would trick the player into thinking the monster is gone but in reality it would be chasing after them and all they'd hear are the distant noises of a murderous grunt or brute... or suitor.

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Zoofyooo
Zoofyooo - - 195 comments

Will you be doing different stats for each of the monster variants in Amnesia: Remastered?

I got some ideas just now. The Rotten Grunt could move as well as attack faster, but deals less damage.

That black colored grunt I'm getting vibes of being slower yet stronger.

I tried to edit the files myself, but honestly I don't seem to have any idea what I'm doing. It's more complicated than I could hope for, unfortunately.

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LivajO
LivajO - - 162 comments

Not really complicated. You open the model editor and then select the monster file. From there you just edit the values in boxes.

If not with the editor you do it manually by opening entity.ent file, that's the only one that matters. The process is basically the same

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sasuke100
sasuke100 - - 128 comments

1. Do you think this is too much for normal difficulty and hard mode?

2. Would you please consider normal difficulty?

Leave hard mode alone. I think this rebalancing AI is meant for very hard difficulty to add.

3. Upload them to youtube to see people's reaction and other suggestions.

4. Optional mod: No rebalanced. However, Grunts, Suitor and Brutes is not always alone when patrolling and hunting. They are in pair each chapter when patrolling, chasing and alert mode.

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MrJayden585 Creator
MrJayden585 - - 5 comments

This mod is only balanced for normal difficulty. Hard mode I honestly got no idea how thrown out of balance it will be, so in-case if I should make a compatability file for it, ill have to check the source code and see how much it effects everything regarding hardmode.

And yeah, ill most likely be doing some youtube vids hehe.

For 4. I already have experimented with this, turning off their despawning stuff on path end. This is experimental, so I have it optional for the next update.

Also have a video sort of demonstrating this.
Streamable.com

Reply Good karma+1 vote
Zoofyooo
Zoofyooo - - 195 comments

Also, I really like the idea of the grunt's walking speed being the slowest, and it also works out when he's spotted you as well.

He will stick around areas for longer forcing the player to lose more sanity or oil if they have the lantern on, and if they see you and they're still walking slow, it's easier to cause them to enter hunt mode and start running.

What do you think of this?

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MrJayden585 Creator
MrJayden585 - - 5 comments

I think thats a pretty good idea. I might add more behavioural differences such as something like this for the next update to sort of keep encounters feeling a tad bit different with each servant.

Reply Good karma+2 votes
Zoofyooo
Zoofyooo - - 195 comments

If we talk realistically, the Brute seems like the worst out of the bunch.

He only has one eye, I'm not sure I can see any ears, and that blade is probably pretty heavy.

It's funny how the most dangerous monster in Amnesia is arguably the easiest to survive from.

Considering this, I struggle to think of ways to make the brute different from the other two, other than simply making his vision and hearing worse.

But then he'd just be a pushover, would he not? Sure he can kill you in one or two hits still, but now he doesn't see that good or hear that good.

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