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Someone for damn sure best not be recommending people install anything from the Engineering forum. There's a reason everything there isn't here in the Modifications forum. We already have a hard enough time keeping people's installs straight and up to date with officially released mods, without having to worry about loons scraping unfinished projects from Engineering.
Is it best if I avoid this mod, then? RoSoDude might know SS2 well enough to avoid any glitches this mod causes, but I'm sure to walk into the first glitch and crash the game.
The real problem here is that Rick automaps ... are in the wrong subforums
function AddText(strID, strFile, strDefault = "", subVal1 = "", subVal2 = "") { local strText = Data.GetString(strFile, strID, strDefault); if (strText != "") { strText = format(strText, subVal1, subVal2); ShockGame.AddText(strText, "Player"); } else { print("ERROR: String \"" + strID + "\" not found in \"" + strFile + "\""); }}
function GetStatString(sVal, dVal) { local strText = Data.GetString("misc", "StatReq", "Item requires %s of %d"); local s = strText.find("%s"); strText = strText.slice(0, s) + sVal + strText.slice(s + 2); local d = strText.find("%d"); strText = strText.slice(0, d) + dVal + strText.slice(d + 2); return strText; }
Huh, I skimmed the change notes and didn't see that mentioned.
#### 2.04 BETA ####-Updated for SCP Beta 5 compatibility and reverts -SCP Beta 4 is no longer compatible -Grenade Launcher base damage not increased by 85% -Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)-Removed debug logspam for frobbing psi pull items-New headshot system for Pistol and Assault Rifle bullets -Weapon base damages decreased by 25% (Pistol 4->3, Assault Rifle 8->6) -Headshots deal an additional 66% damage (25% more than before) -Damage type weaknessess/resistances apply to bonus headshot damage -Hybrids, Monkeys, Midwives, Assassins, Rumblers are susceptible to headshots-Decreased bullet projectile size by 80%
-Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)
So tacking on specific requirements to kill worm piles doesn't make lore sense and misses the point of them, which is that they're only a threat when not noticed.