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TiedFrog

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Play on Medium or Hard difficulties, but NOT on Easy

Nightmare difficulty is broken and I’m so upset that I don’t know what’s the error, to the point that I’m just gonna leave it like this.





-This mod just makes the chases actually more like DL1, so if a volatile just sees you, then immediately face the consequences,
When the volatiles start losing you, that doesn't mean that more of them aren't going to spawn, so the already spawned volatiles don't need to catch up for the chase to continue, if you were able to lose them while the new volatiles haven't spawned yet then you can hide in a house or tall grasses and turn off the flashlight and don't make noise, then you will lose the chase.




-Check the video in the "Videos" section for gameplay clips.
-Some of my thanks goes to JulyCrab for insisting on me to fix the mod.


Enjoy!




                                                                                                       
NOTE: I removed all mod versions other than B because Meh.
                                                                                                       





(I hate this game, I only install it just to update the mod, in which I had a lot of ideas like adding more vents and spawn areas for chases in Central Loop, but I don’t want to continue doing this since the situation of the game is still in a bad state technically and in terms of gameplay since it launched in 2022, nonetheless the next update will probably be for dlc2)





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Update 1.8 : Support for 1.17 game version (Like as if I'm gonna update anything other than mod version B)



-Removed the immunity damage from the basic close volatile attacks, but they decrease some of your stamina.


-Decreased the amount of immunity damage that was caused by volatile spits, it's much less now, but the spits are everywhere during a chase so try to dodge them.

-Fixed the unlimited "intoxicated" effect, it's goes now only for a few seconds or less.


-At chase level 4, I replaced the volatiles with tyrant variants.


-NO I did not add chase level 5 to Medium or Hard difficulties.


-Now there is no difference when playing in Medium or Hard difficulty in chases, but in Nightmare difficulty, I increased the amount of tyrant volatiles at chase level 5.
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Update 1.7 : Support for 1.15 game version (Version B only at the moment, sorry), BUT :



 
-I have fixed the broken chase system which was caused by Techland's Guns Update (they heavily broke my mod, it's fixed now).


-I've got back the immunity damages for volatiles' spits and melee attacks, biter grabs, viral pounce or jumpscare thing, and I tried to decrease the damage, but I haven't really balanced them as much as how some people requested(I don't have time and will do it whenever I get enough time).


-I've removed immunity damages from most of the toxic enemies like spitters and many more from my previous updates.


-Increased the max and min distance in which the infected could spawn away from the player, both horizontally and vertically, so you could be climbing a building during a chase and while you've been climbing, some infected have already spawned and are waiting for you (running at you).


-Removed normal volatiles in the tutorial chase, but kept spitter volatiles from my previous updates.
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Update 1.6.2 : support for 1.14 game version (Version B only at the moment, sorry) , but without most of the immunity damages(for now, I don't have enough time to update the damages, I will do it when I get the time, I appreciate the wait).
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Update 1.6.1 : support for 1.13 game version(Only for version B & D).
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Update 1.6
 : support for 1.12 game version(Only version B), and REALLY reasonably overwhelming-er creative chases, changes list:

  

-Plaguebearer gas death time, is now back to normal(5 secs).



-Volatiles fist attacks don't cause as much as high damage, but damage is still considerably high and not dodging is dangerous, as their fists cause damage to your immunity as well.



-Volatiles spits don't do the high damage they used to do, because it was annoying, and as people requested but now they damage your immunity, and I removed the "goon weapon hit knock", because it stuns the player so bad that you fall to the ground and end up inevitably dying under the moon light(Dying Light rêfrnçe!!!1!).




-Volatiles pounces cause more immunity damage.




-I gave the game the ability to allow for as much as possible entities to spawn during chases, by that I mean for example, at level 1 chase, the number for volatiles that are supposed to run behind you is 5, so the volatiles will spawn really, really fast from anywhere just to fulfill the game's code to provide the 5 volatiles behind you as fast as possible.




-Increased the number of volatiles at each chase level, and at level 4, you wouldn't mind 50 volatiles smacking their feet behind you, would you?.



-Due to the game's prologue being un-playable during the tutorial chase, I changed the spawn time of entities after the chase start from 3 to 5 seconds(that applies for all chases, not just prologue), to give the player a chance to catch up with Hakon, and if it gets too hard, then just put the game on easy difficulty during that mission.



-Biter grabs cause more damage, and immunity damage as well.



-Viral jump-scares or power-jumps(whatever ya call 'em), cause more damage, and damage immunity as well.



-Night spitter spits, and spit explosions and their puddles, all cause immunity damage.



-Some other enemies that poison the player also give immunity damage.



-Chases now just keep pushing you to run forward, very DL1-ish! ,AND YOU FEEL HUNTED!



-Waltz attacks cause immunity damage.



-Significantly, realistically, and reasonably decreased the amount of volatiles that spawn when causing large noises at nights, like explosions, etc.



-Added custom texture files where I edited the textures of faces and palms of the volatiles to have some yellowish veins that make sense with the type of damage being dealt to the player, and changed their eyes color to yellow, (VERY IMPORTANT: DELETE "common_textures_0_pc.rpack.meta" IF YOU HAVE IT BEFORE INJECTING, THEN YOU CAN INJECT ).


I also need to make a new video, because the present video doesn't provide justice to what the mod represents right now.

Enjoy! God Bless!
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Update 1.5.1 : fixed somethings, bit more intense chases


-Volatile light attack range has been decreased, because in the previous update if you stand reasonably far from the volatile while it's doing a light attack, you get hit and it doesn't make sense, so I decreased the value from 0.6 to 0.45 (Vanilla is 0.25).

-Allowed for more spawn chances.

-Increased the chase level points gained, so just a little bit slightly faster chase level ups in all version of the mod depending on your situation.(Surrounded by volatiles= much more points).

-Added a version for way faster chase level ups for those who want more craziness, so you can reach level 4 chase level within half a minute.
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Update 1.5 : Briefly put, just added more creative ways of damaging the player, list of changes:

-During A volatile pounce, you will immediately get chemical infection, I mean you will lose 30-40% immunity if you don't break from the volatiles so there is more reason to use the UV and Immunity boosters that we all have accumulated in our inventories.(Beware that the plaguebearer's green gas will now kill you in 2 seconds, sorry but I couldn't find another way to force you to lose that amount of infection when pounced by a volatile)

-Volatile spits do a bit less damage(-30% from health) BUT they will cause some poisoning(-5% from health) and knock you down (goon weapon hit knock) so it slows you too much so the other volatiles can have 3 seconds to catch up to you, that's why you need to dodge them.

-Volatiles light attacks cause poisoning as well(-5% from health) as well as the hit it self without poison is(-40% from health), and have greater hit range, so standing a bit farther from the volatiles during a light hit will damage you, so you need to dodge perfectly, use your gamer skills.

-I added more volatiles spitters during street intense chases(3-4 more)(Not that much of a change)
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Update 1.4 : Volatiles have high aggressive attack damage almost like that of DL1
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