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https://vimeo.com/562474745
-Fixed Med Bed Keys not going into containers from inventory drag-Fixed Turret Maint/Repair skill requirement changes getting overwritten by SS2 Repairman -Rocket Turrets now Repair 4, Maint 4 -Rickenbacker Turrets now Repair 5, Maint 5-Fixed Worm Skin being unresearchable due to script assignment oversight-Fixed Grenade Launcher BOUNCE setting description indicating the wrong fuse time (5s instead of 2s)-Fixed new overlays not closing when the relevant object is dragged out of the inventory-Added close window buttons to new modification menus and armor equip screen-Decreased Assault Rifle base clip size from 24 to 20-Added 50% stun resistance to Rumbler
...snip...Vague health barenemy health randomizerScary monsters AIAlternate startRSDRepairmanAlarming camerasStasis trap...snip...
remyabelFor alarms, it's still too easy to just run back to the security station and disable it. Might need to have the player hack it to disable it to make it more challenging but that also might make it too tedious.
Still with all the repair changes I still don't feel compelled to use it. It's one of those weird things where either the skill is so useless that nobody picks it up, or if you force players to use it, then they will have to invest in it everytime. But since you can get by in the game without ever needing repair, I don't pick it up except for novelty purposes. I think Secmod handled this by forcing you to repair energy recharged stations, but I always had enough automatic repair tools (at least on normal difficulty).