This War of Mine

This War of Mine

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This Roguelike of Mine
   
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Content: Mod
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Päivitetty
2.776 MB
19.11. klo 6.01
6.12. klo 17.41
6 muutosilmoitusta ( näytä )
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This Roguelike of Mine

Kuvaus
A harsh overhaul of the classic scenarios, with a focus of unpredictability.

If you've played the same scenario a few times, you've probably noticed that there's not that much variation between runs. That's because each scenario has at most two possible event timelines (that determines things like the start and end of winter, resource shortages, etc), and only a handful of map layouts. It sort of trivializes the game once you know exactly what you need to plan for.

Well, no longer! Keep your radio at hand, because this mod makes each run effectively unique, by adding literally hundreds of procedurally generated timelines and maps, ranging from mild variations on vanilla situations to the utterly unique.

While random, you'll find the runs not completely haphazard - the model prefers to chain together events that make narrative sense (for example, poverty is more likely after a food shortage, which in turn leads to looting and crime), and balance out particularly harsh periods with patches of favourable events, and vice versa.

Important note: when starting a new game, leave the "Force Final Cut Content" and "Anniversary Edition Mode" checkboxes unset.

CHANGES

GENERAL
- Hundreds of possible event timelines and maps, each with tailored radio commentary - no two runs will ever be quite the same.
- Each scenario begins with at most one adult dweller (but don't worry, company is usually not far away).
- Hunger ticks to "Very Hungry" after one day instead of two (the same rate that it ticks to "Hungry"). This means there is no incentive to keep your dwellers permanently "Hungry" to preserve food - just eat if you can!
- The label below each dweller's name reflects their background, not their special skill (for example, Marko has the title of Fireman). It always bugged me that it was a mix of the two, and we know what each of their talents are by now.
- There are numerous spelling, grammar, and tonal/consistency fixes in the text.

SHELTER
- Loot found around the shelter is greatly reduced (especially raw materials), though you may find a tool or two instead to help bootstrap your scavenging.
- The Rain Collector takes a lot longer to yield Water (though it gives more per Filter). You'll likely want more than one if you're growing things, and to plan your water needs in advance.
- The Trap takes longer on average to produce Raw Food, but you can have up to three of them instead of two.
- You can grow Coffee (albeit very slowly) at the upgraded Garden. It's not as profitable as Vegetables, but gives a means of satiating your caffeine-addicted dweller if you can't obtain it elsewhere.

VISITORS
- Up to five dwellers may join the shelter.
- Livia may arrive as a candidate dweller.
- Visitors may arrive from 7am.
- The children who visit to ask for meds require only one unit instead of two.

SCAVENGING
- Tools (the Crowbar, Shovel, and Hatchet) are significantly less durable. You'll often need to craft more than one per run.
- Resources vanish from outside loot piles much more unpredictably, and no type of item is safe. You might find in a particular run that a certain item vanishes completely, and becomes only available via trading.
- Lootable resource descriptions on the map were revised: ingredients like Sugar and Water count as "Ingredients", "Ammo" was split from "Weapons", and a "Luxuries" category was added (for "comfort" items like coffee, booze, cigs and books).
- Ordinarily neutral NPCs may occassionally become hostile.
- The visual "sound bubble" effect your scavenger emits when making noise is removed.

TRADING
- All traders (including Franko) make a 25%+ spread if they buy and sell the same type of item. This make it not possible to rob them by doing circular trades with Katia.
- The rebel trader at the School gives a premium for ammo and guns (as his dialogue text implies he should).
- In general, traders are less consistent with their stocked inventory. They may run out of items they usually have, or have something out of the ordinary.
- The prices of related goods increase commensurately during a shortage (for example, during the tobacco shortage, the price of loose tobacco goes up as well as rolled cigarettes).
- Trading rates have been rebalanced. In particular, food is cheaper, and refined goods like meds and bandages are more expensive. Jewelery also trades for a bit more.
- New possible shortage events, including weapons and ammo, and alcohol.

LOCALIZATION

No localization besides English at this stage (sorry) - please comment if you'd like to translate into your own language.

That said it should work fine in other languages, you just may observe some minor inconsistencies (for example, the introductory text will still refer to the original roster of characters for the vanilla scenario).

REQUIREMENTS

The Little Ones DLC is a hard requirement, as some of the scenarios begin with characters from it.

I don't believe the others are needed, but please correct me if I'm wrong in the comments.

Please note this mod is only designed for the classic scenarios, disable it if you're playing Story Mode or Forget Celebrations.

COMPATIBILITY

Pairs great with Music and Disable Paint Effect (I play with these). I think you'd run into trouble with any mod that has gameplay changes.

FEEDBACK

All feedback welcome, the more specific the better.

I've added a "magic" radio station all the way to the left hand side of the dial that will display the ID of the timeline you're currently in (effectively its seed). If you can, please mention this ID when giving feedback (especially if you ran into an issue), it would really help.

CREDITS

@toomanynights for their excellent guide
10 kommenttia
mdel  [tekijä] 8.12. klo 3.32 
@アト: That's great to hear. Thanks for letting me know about the mouse trap, I'll check on that. Cheers. :)
アト 8.12. klo 3.12 
Thank you for creating this mod,has find the feeling when I first played this game.XD
btw mousetraps can still only be placed twos
TAORXI 6.12. klo 18.38 
works now, thx!
mdel  [tekijä] 6.12. klo 17.46 
@TAORXI Thanks very much for reporting. I think I've fixed this now, hopefully it works on your side.
TAORXI 6.12. klo 16.43 
no other mods enabled, tried restarting game multiple times
TAORXI 6.12. klo 16.41 
same issue, more than one dweller in new scenarios
mdel  [tekijä] 4.12. klo 23.16 
@soy_bean_milk That's odd. As a sanity check, does quitting the game and restarting it help? If you enable/disable mods you generally need to restart the game for it to take effect.
soy_bean_milk 4.12. klo 23.06 
for some reason, when i start the game for the second time, there is more than one survivor in a new scenario
mdel  [tekijä] 29.11. klo 7.10 
Should be fixed now!
mdel  [tekijä] 25.11. klo 23.06 
FYI, I've just noticed that I missed a step when packing the mod and as a result the text (localization) changes were not included in the workshop version. Hoping to remedy this soon (as well as tone down the difficulty a notch).