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My guess is that this sort of mod would do a lot of terrible things to Dark's dynamic light limit
Animated lights from fixed sources have absolutely nothing to do with the dynamic light limit.
Is there any specific reason why Energy has to wait until Engineering to get it's first (broken) weapon, when Standard and Heavy get theirs in medsci?The significance of this is that you're essentially punishing Energy builds against the first bot in the game, even if they pick up Repair. Maintenance is already an obvious choice for Energy, this might sweeten the pot a little bit for Repair.
2.00 RELEASE-Removed DML fingerprinting that still allowed SS2-RSD changes to be applied to missions without SCP-Changed "Damage +X%" to "Duration +X%" in Stasis Field Generator mod tooltips-Fixed hack/repair/modify jargon strings occasionally extending outside of text box-Added new jargon text for armor modification minigame and reverted weapon modification jargon text-Removed ADaOB Laser Rapier 2 Incendiary damage (caused doubled STR bonus bug)-Matched Molecular Transmutation difficulty scaling to new Replicator price scaling-Increased Laser Rapier Energy damage from 11 to 13-Increased EMP Rifle NORM mode consumption from 2 to 3-Increased EMP Rifle OVER mode consumption from 10 to 15 (20 vanilla)-Decreased EMP Rifle consumption mod from -50% to -33%-Increased Proximity Grenade mine damage from 10 to 20-Improved physics for grenades (lower gravity, more air friction)-Improved physics for BOUNCE mode grenades (higher bounce, less roll)-Decreased WormSkin armor Modify skill requirement from 5 to 4-Increased Shotgun Modify skill requirement from 2 to 3-Removed WormBlood anti-human/anti-anneld immunity swap feature-WormBlood no longer passively drains energy, but drains 40 energy per worm pile eaten-Increased Adrenaline Overproduction duration from 20s per PSI to 20s + 20s per PSI-Inreased Photonic Redirection duration from 3s per PSI to 3s + 3s per PSI-Decreased Psycho-Reflective Aura combat protection from 60% to 40%-Removed Recursive Psionic Amplification initial psi cost-Psi hacking now counts Psychogenic Cyber-Affinity towards effective CYB-Decreased Naturally Able Cybernetic Module bonus from 30 to 25-Repaired turrets start at 29% HP [SS2 Repairman mod only]-Rebalanced Repair/Modify minigame difficulties on weapons -EMP Rifle: Repair (15 nanites, 0->-5% base success, 5->6 base ICE) -EMP Rifle: Modify level 1 (20 nanites, -10->0% base success, 4->6 base ICE) -EMP Rifle: Modify level 2 (20 nanites, -30->-20% base success, 4->6 base ICE) -Stasis Field Generator: Repair (6->5 nanites, 20% base success, 4 base ICE) -Stasis Field Generator: Modify level 1 (10 nanites, 40% base success, 3->4 base ICE) -Stasis Field Generator: Modify level 2 (10 nanites, 20% base success, 3->4 base ICE) -Grenade Launcher: Repair (12->10 nanites, 0% base success, 5 base ICE) -Grenade Launcher: Modify level 1 (15 nanites, 30% base success, 4->5 base ICE) -Grenade Launcher: Modify level 2 (15 nanites, 10% base success, 4->5 base ICE) -Fusion Cannon: Modify level 1 (30 nanites, 0% base success, 6->7 base ICE) -Fusion Cannon: Modify level 2 (30 nanites, -20% base success, 6->7 base ICE) -Worm Launcher: Repair (30 nanites, -10->-15% base success, 6 base ICE)-Rebalanced turret repair minigame difficulties [SS2 Repairman mod only] -Slug Turret: (15 nanites, 0% base success, 0 base ICE) -Laser Turret: (15 nanites, -10% base success, 0 base ICE) -Rocket Turret: (15 nanites, -20% base success, 0 base ICE) -Rick Turret: (15 nanites, -30% base success, 0 base ICE)-Fixed psi pullable Maintenance Tool in Med/Sci 1 dropping through grate-Moved Med/Sci 1 annelid healing gland floating above table-Removed BrawnBoost from Med/Sci 2 crew quarters bathroom-Added SwiftBoost to Med/Sci 2 closet-Added 10 cyber modules to Engineering-Replaced Powered Armor in Hydroponics D with a Medium Combat Armor-Removed 5 cyber modules from Hydroponics-Added Powered Armor to Ops D armory-Added a dead power cell to Ops B-Removed 5 cyber modules from Ops-Removed a dead power cell from Recreation A except on Easy difficulty-Added a French-Epstein device to the Recreation B Bonne Chance lounge-Added a French-Epstein device to the Body of the Many birthing chamber
#### 2.01 ####-Fixed edge case where weapons could not be level 2 modified with French-Epstein device when clicking level 1 mods first-Fixed Stasis Field Generator duration +40% mod not working as intended-Fixed ExperTech bonus in Hack/Repair/Modify minigame reading as +3%% instead of +10%-Fixed issue where new Engineering power cell receptacles would not always work properly-Increased Marine Year 2 Port MacArthur Shotgun condition from 15% to 25%-Added 5 cyber modules to Med/Sci-Removed 7 cyber modules from Hydroponics (SCP added)-Removed 5 cyber modules from Ops
-Removed 7 cyber modules from Hydroponics (SCP added)
+ObjProp -19 "Scripts" //Shotgun{ "Script 0" "rsdShotgunModify" //was ShotgunModify}
+ObjProp -19 "Scripts" //Shotgun{ "Script 3" "rsdShotgunModify" //was ShotgunModify}
#### 2.02 ####-Fixed Recreation A gym ceiling worms spawning even after egg is destroyed-Fixed surgical units deducting nanites and denying service when player has insufficient nanites-Fixed player being unable to kill themselves by smoking too many cigarettes-Fixed hacked turrets not firing on enemies when player is invisible-Fixed new Command B High-Security Crate items being frobbable through the crate on some installs-Fixed some psi pull items being frobbable from odd angles (eng1,hydro2,command2)-Fixed psi pull items not always being frobbable after a physics collision-Fixed bugged overlay showing up when using French-Epstein devices on items outside of inventory-Fixed some suboptimal DML adding items to container in command2-Rewrote PSI help text to indicate that it increases maximum psi points-Rewrote CYB help text to indicate that it increases security hack duration-Hack/Repair/Modify software now goes into the inventory before it is installed-Security Expert O/S Upgrade now doubles security timeout-Swapped Remote Circuitry Manipulation from tier 3 to 4 (intended for 2.00)-Swapped Instantaneous Quantum Relocation from tier 4 to 3 (intended for 2.00)-Increased Shotgun Modify skill requirement from 2 to 3 (intended for 2.00)-Decreased Hazard Suit Rad/Tox DEF mod from +25% to +15% (total 90%)-Unreverted Hazard Suit 50% Anti-Human protection as indicated by "Biological DEF" stat display-Diagnostic/Repair Modules can now be recycled for 2 nanites-Decreased Slug/Laser/Blast/Rick Turret Maintenance skill requirement from 3/3/4/5 to 2/2/3/4-Egg loot is no longer affected by difficulty loot hose-Decreased base chance to find annelid healing glands in eggs from 25% to 15%-Decreased base chance to find annelid psi organ in eggs from 5% to 3%-Increased research skill bonus to organ loot chance from 15% to 20%, now compounds multiplicatively-Increased Grenade hybrid health from 15 to 18-Decreased Anti-Human damage multiplier for player from 4x to 2x -Grub, Swarm, and Overlord shot damage doubled to match (Greater Overlord damage left at 15, now effective 30)-The email about Auxiliary Storage 4 now plays after returning from the Cargo Bays if you haven't already heard it-Rebalanced Auxiliary Storage 4 keypad hack difficulty (3 nanites, 0->20% base success, 5->3 base ICE)-Removed the Hazard Suit from Hydroponics A on Hard/Impossible difficulties-Moved the Hydroponics C French-Epstein Device out of a Hackable Crate, now available on all difficulties-Removed the Rickenbacker A French-Epstein Device on Impossible difficulty-Rebalanced security hack duration across decks -Med/Sci: 120 seconds -Engineering: 105->90 seconds -Hydroponics: 70 seconds -Ops: 55 seconds -Recreation: 45->40 seconds -Command: 30 seconds -Rickenbacker: 25 seconds-Change distribution of security computers on Normal/Hard/Impossible difficulties -Removed one from Med/Sci 1 on Hard -Added one back to Med/Sci 1 on Impossible -Removed one from Engineering on Hard (already on Impossible) -Added one back to Cargo Bays on Hard/Impossible -Removed one from Hydroponics A on Hard (already on Impossible) -Removed one from Hydroponics B on Hard/Impossible -Removed one from Hydroponics B on Impossible -Removed one from Ops B on Hard/Impossible (previously only present on Hard/Impossible) -Removed one from Ops D on Hard/Impossible -Removed one from Ops D on Impossible -Removed one from Recreation A on Hard (already on Impossible) -Removed one from Recreation A on Impossible -Removed one from Recreation B on Hard (already on Impossible) -Added one back to Command B on Hard/Impossible -Added one back to Rickenbacker A on Impossible -Removed one from Rickenbacker A on Impossible -Removed one from Rickenbacker A on Hard/Impossible -Added one back to Rickenbacker C on Easy/Normal (previously only present on Hard/Impossible)