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can someone replicate the issue reliably? because I can't, no matter what I try.
That should be easy to implement via DML. I can do it myself, or give you the pointers if you'd like to produce your own minimod. Start a thread in Engineering or PM me if that's the route you want to go -- you'll need a crash course in ShockEd and DMLs, I can point you to the right resources.
yep, using that save, looks like it's finally possible to reproduce it at will. lets see whether it's possible to find out what exactly is going on there.
I'm considering having WormBlood simply swap what type of virus you're vulnerable to. I'll need to rewrite the description anyway, but the fictional justification is that it essentially alters your bloodstream to match that of the annelids. This way it's not too much of a buff for the item (as the worm healing effect is already quite potent) as it requires some active management, and it also makes more sense.
#### 1.04 ####-Fixed Powered Armor still providing 20% protection unpowered when intended to be reverted to 0% protection-Removed extraneous Anti-Human/Energy protection on Hazard Suit and Worm Skin, now same as Combat value indicates-Tank O/S upgrade now offers 10% combat protection instead of 10 HP bonus (stacks with other sources of protection)-Pack Rat O/S upgrade now allows for stacking of food and junk items in addition to granting 3 more inventory spaces (includes beakers)-Tinker O/S upgrade now allows for modification level 2 with French-Epstein devices in addition to halved nanite cost when using the Modify skill-Strong Metabolism O/S Upgrade now halves the tick frequency of toxic/radiation damage in addition to reducing its amount by 25%-Increased Smasher O/S upgrade base damage from 1.25-1.33x to 1.43-1.5x to compete with 1.35x from Lethal Weapon -Wrench 9->10 (normal 7) -Crystal Shard 15->18 (normal 12) -Laser Rapier 18->19 (normal 13) -Psi Sword 24->27 (normal 18)-Increased Energy damage multiplier for half-mechanical enemies from 1.0x to 1.5x to reside between 1.0x for half-annelid enemies and 2.0x for mechanical enemies-Grenade Launcher and Fusion Cannon now experience moderate recoil-The WormBlood implant now swaps immunity against anti-annelid to anti-human on the Viral Proliferator and Worm Launcher in addition to allowing healing from worm piles-Hackable crates can now be repaired after critically failing a hack, instead of exploding -Security Crates: Repair skill 1, 4 nanites, 20% base success, 0 base ICE -High-Security Crates: Repair skill 5, 4 nanites, -10% base success, 0 base ICE-Removed some devices on Normal/Hard/Impossible difficulties: -Removed ICE Pick in Hydroponics B freezer on Impossible -Removed Auto-Repair Unit in Hydroponics B maintenance area on Impossible -Removed ICE Pick in Ops C storage closet on Hard/Impossible -Removed Auto-Repair Unit in Ops D Fluid Ops on Hard/Impossible -Removed French-Epstein Device in Command A Shuttle Bay on Normal/Hard/Impossible -Removed Auto-Repair Unit in Command B Bridge on Normal/Hard/Impossible -Removed ICE Pick in Many egg chamber on Normal/Hard/Impossible-Replaced some anti-rad hypos with anti-toxin hypos -2 in Hydro A -1 in Command B in a High-Security Crate -2 in Rickenbacker A-Decreased ammo count on ADaOB's Fusion Cannon jammed by 2 extra prisms from 42 to 36-Added a semicolon to a custom script for the prism repair feature that could potentially cause a syntax error (?)-Further clarified French-Epstein's level 1 modification restriction in the text description-Rearranged gamesys.dml slightly to better match changelist order
#### 1.05 ####-Reverted Assault Rifle degradation increase (as maintenance tools are much less effective on it)-The broken QBR machine in Command A is now repairable, requires Repair 6 (20 nanites, -20% base success, 0 base ICE)-Added a broken Power Station to the Rickenbacker, requires Repair 6 (40 nanites, -20% base success, 0 base ICE)-Repairing Replicators now also sets them to a hacked state for free-Replaced all Hack/Repair/Modify software from Replicator databases with other actually useful items -MedSci 2, Hack 1 to Portable Battery for 85/65 nanites -MedSci 2, Research 1 to Speed Booster for --/45 nanites -Cargo Bay 2, Repair 1 to 6 Armor-Piercing Bullets for --/90 nanites -Hydroponics C, Repair 1 to Disposable Maintenance Tool for 60/45 nanites -Hydroponics C, Repair 2 to Speed Booster for --/45 nanites -Hydroponics C, Modify 1 to 6 Armor-Piercing Bullets for 120/90 nanites -Ops C, Repair 2 to Portable Battery for --/65 nanites -Command B, Repair 3 to Small Beaker for --/90 nanites-Each point of the Research skill increases the chance to find organs in loot tables by 15% -Reduced base chance to find annelid healing glands in eggs from 30% to 25% -NOTE: organs will not crowd out other possible loot -NOTE: Hard/Impossible still have a 30/75% chance to delete all loot found
#### 1.06 ####-Added more protection against loading the mod without SCP-Fixed Command B High-Security Crate not being frobbable due to oversight in script assignment-Fixed minor script error and added failsafe relating to new Strong Metabolism damage tick rate feature-Fixed items getting recharged when dragged over broken Power Stations-Fixed modified Pistol in Med/Sci 2 still having a 3-round burst secondary fire-Fixed base Pistol/Shotgun/Assault Rifle clip sizes not matching new defaults on spawned copies (only affects debug)-Replaced a script that frequently led to a crash when first loading the Cargo Bays-Streamlined script file with a base script for common inheritance-Updated Research skill description to indicate the new loot chance scaling-Reverted SCP's WormHeart toxin "buildup", now always applies 4 toxic on removal as in vanilla-Diagnostic/Repair Modules now always appear in robot inventories regardless of the Cyber-Assimilation O/S upgrade -Cyber-Assimilation is still required to actually use the item-Decreased player PP on Hard from 3 + 8 x PSI to 4 + 7 x PSI-Increased player PP on Impossible from 1 + 5 x PSI to 3 + 5 x PSI-Increased corpse loot removal chance on Easy/Normal/Hard/Impossible from 0/0/30/75% to 0/10/30/75%-Pickup ammo count on Easy/Normal/Hard/Impossible is randomly decreased by up to 0/15/30/45% on initial map load-Replicators now require Hack 1-Security Computers now require Hack 3-Rocket Turrets now require Hack 5, Repair 4, Maint 4-Rickenbacker Turrets now require Hack 6, Repair 5, Maint 5-Increased Viral Proliferator Modify requirement from 3->4-Increased Worm Launcher Modify requirement from 2->3-Security Expert O/S upgrade now counts towards minimum Hack skill requirements-Decreased Cerebro-Stimulated Regeneration healing from 2 HP per PSI to 1 HP per PSI-Decreased Advanced Cerebro-Stimulated Regeneration healing from 5 HP + 5 HP per PSI to 3 HP per PSI-Psi Reavers are now always guaranteed to drop researchable organs -NOTE: there is already 1 guaranteed drop each for Hybrid, Arachnid and Rumbler organs-Added a guaranteed Monkey Brain drop to Hydroponics B-Added a guaranteed Midwife Organ drop to Ops B-Removed free Psi Amp from Med/Sci 1 start, moved closet speed boost to corpse instead-Broke a Pistol in Med/Sci 1, still condition 5-Broke a Shotgun in Med/Sci 1, still condition 5-Broke a Shotgun in Med/Sci 2, still condition 4-Replaced all surgical units in Med/Sci with incomplete surgical units-Added a surgical key to the autopsy room in Med/Sci 1-Replaced 3 proximity grenades in Med/Sci 2 with 10 small prisms-Replaced Light Combat Armor in Med/Sci 2 closet with a medical hypo-Replaced WormMind implant in Command bridge high-security crate with WormHeart implant-Reverted SCP replacing a Midwife with a Shotgun Hybrid in Body of the Many-Restored teeth crusher timing puzzle in Body of the Many cut by SCP-Marine Year 2 Port MacArthur assignment: now starts with a Shotgun-Navy Year 1 all assignments: now start with 50 nanites-OSA Year 2 all assignments: now start with a psi hypo-OSA Year 3 all assignments: no longer gives +1 Strength
I am running version 1.06 with SCP Beta 4, and Scary Monsters AI Enhancement. Encountered two possible minor bugs:1. Shotgun hybrids seem to always have loot on impossible (at least the broken shotgun + one slug). Not sure if vanilla, only played normal difficulty before.2. Upon hacking/opening the safe on Rec (beginning, near the set of 4 upgrade stations), suddenly hit ~ <1 fps and graphics degraded. With 2 health, managed to die somehow upon resolution of the slowdown (~5-15 seconds). Upon a reload, the slowdown resolved without a death.
#### 1.07 ####-Streamlined gamesys.dml with batch property assignment for new archetypes-Increased EMP Grenade contact damage 1->5 (vanilla 3; ommitted from reverted ADaOB grenade rebalance)-Reverted EMP Rifle/EMP Grenade explosion damage from two 5 damage stims to one 10 damage stim-Fixed EMP Rifle NORM mode not inheriting damage bonuses from modification and Sharpshooter-Decreased EMP Rifle OVER mode damage from 40 damage to 30 (intended but was 15 vanilla)-Decreased EMP Rifle degradation rate from 1.5% per shot to 1% per shot-Increased Shotgun TRIPLE mode degradation to 3x and break chance to 1.5x normal-Increased Laser Pistol OVER mode degradation to 3x and break chance to 1.5x normal-Fixed Laser Pistol OVER mode swap exploit [credit Nameless Voice]-Increased Fusion Cannon NORM radius from 5 to 7.0 so it can damage SHODAN-Reverted Fusion Cannon DEATH radius back from 10 to 12-Increased Disruption Grenade radius from 6.5 to 7.0-Increased LabAssistant implant drain from 1 charge per 10 seconds to 1 charge per 5 seconds-Equalized ExperTech implant drain from 2 charge per 10 seconds to 1 charge per 5 seconds-Increased Replicator repair minigame difficulty (3->10 nanites, 25->10% base success, 0 base ICE)-Increased corpse loot removal chance on Easy/Normal/Hard/Impossible from 0/10/30/75% to 0/15/45/75%-Rebalanced Repair/Modify minigame difficulties on weapons -Pistol: Repair (3->5 nanites, 20% base success, 4 base ICE) -Pistol: Modify level 1 (20 nanites, 40->30% base success, 2->3 base ICE) -Pistol: Modify level 2 (20 nanites, 20->10% base success, 2->3 base ICE) -Shotgun: Repair (5->10 nanites, 20->0% base sucess, 5 base ICE) -Shotgun: Modify level 1 (20 nanites, 30->20% base success, 3->4 base ICE) -Shotgun: Modify level 2 (20 nanites, 10->0% base success, 3->4 base ICE) -Assault Rifle: Modify level 1 (20 nanites, 10% base success, 4->5 base ICE) -Assault Rifle: Modify level 2 (20 nanites, -10% base success, 4->5 base ICE)-Using the "?" MFD action on an item now displays its stat and skill requirements -Unresearched items only display the current research requirement-Applied difficulty-dependent random ammo reduction to prisms added to containers-Converted a security crate in Rickenbacker A to a high-security crate-Added a high-security crate to the Body of the Many, placed nearby ammo and new items into it-Moved surgical key to the autopsy room in Med/Sci 1 onto a stretcher, now deleted on Hard/Impossible-Removed some items on Normal/Hard/Impossible difficulties -A shotgun in Med/Sci 2 (no longer broken) on Hard/Impossible-Decreased Ops D Red Asssassin motion speed multiplier from 54% to 11%-Reworked SHODAN bossfight -Removed Mechanical vulnerabilities from SHODAN avatar -Increased head/avatar health from 125 to 500 -Increased head/avatar WeaponBash stim mult from 0x to 0.75x -Increased head/avatar Energy stim mult from 0.5x to 1.00x -Decreased head/avatar Incendiary stim mult from 1.0x to 0.5x -Decreased head/avatar Anti-Personnel stim mult from 0.75x to 0.5x -NOTE: Left Standard and Cold at 1.0x, Armor Piercing at 1.25x, EMP at 1.5x -Decreased shield health from 115 to 100 -Decreased shield EMP stim mult from 2.0x to 1.5x -Increased shield Energy stim mult from 1.0x to 1.25x -Shields dim and change color as they take damage, green -> yellow -> magenta -> blue -Shields regenerate when SHODAN is below 50% health