Servants Rebalanced 1.2.1
OtherRelease of Servants Rebalanced 1.2.1. Compatible with Amnesia Remastered.
Servants Rebalanced
A simple servant rebalancing, bringing smarter search behaviours, and more to the base game. Compatible with Amnesia Remastered.
Features
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
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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Release of Servants Rebalanced 1.2.1. Compatible with Amnesia Remastered.
Release of Servants Rebalanced 1.2.0. Compatible with Amnesia Remastered.
Release of Servants Rebalanced 1.1.0. Compatible with Amnesia Remastered.
Initial release of servants rebalanced. Compatible with Amnesia Remastered.
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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. :)
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.
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.
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
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.
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
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?
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.
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.