This War of Mine

This War of Mine

Against All Odds (actual hard mode)
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Update: 12 Sep, 2021 @ 11:20am

INTRODUCING CHALLENGES

The problem that I tried to tackle with in thus update can be summarized in a word sameness.
Granted, you get 15 different scenarios with 15 different set of survivors. But the things happening in the game were pretty much the same. In some scenarios you would get early winter, in others - early crime outrages, but other than that, the game was quite predictable, and apart from the members of your group, everything else was the same.
It always bugged me. Different combos beg for different playstyles and different circumstances: if your team is good for trading, the game should change to make trading your best shot of survival, if they are egoists - the game should react as well. And this is where challenges some into play.

10 scenarios out of 15 have been rebuilt from scratch. Those affected now have this little inscription on the photo. If there's one, it means that the special challenge awaits you in this scenario. When you launch a challenge, a special screen will be loaded before the "Day 1" frame. It will summarize what makes this scenario different from others.
This thing is a serious game changer. It allowed me to implement some truly ground-breaking trials: have you ever wondered what it would feel like to survive until the end in the eternal winter? Do you know what it takes to make it through with only Marko, without anybody else whatsoever? And how careful would you be if your two dwellers were so attached to each other that one would instantly commit suicide if the other were to die? All that and more - in a new Against All Odds update: Challenges.

The balance in Challenges may be a bit off as of now: each day in each challenge has been hand-crafted, and it would take forever for me alone to thoroughly test it. Your feedback will be appreciated tremendously.

OTHER CHANGES
  • Now when you hear "There are shortages of water throughout the city. Make sure you boil your water..." on the radio, most of water actually disappears from the scavenge locations.
  • Poor Livia and her friends have received some additional help: an entirely new visit that will help them to make it through the hardest of times.
  • Some small issues on the radio have been fixed.
  • The reinforced door will now give you slightly more protection.
  • The tools are a little bit more durable now.
  • There's a guy who asks you to help him get the goods from aid container. If you don't sell him out, now he may come to thank you.

Update: 21 Aug, 2021 @ 7:18am

Yet another big feature update. It brings something into the game that a lot of people wanted - MORE RANDOMNESS, as well as more toughness. Let's get to it:

- TWO ENTIRELY NEW GAME MODES -
I figured that the checkboxes on scenario selection screen ("Final Cut edition" and "Anniversary edition") served mostly promotional purpose. They were mere shortcuts that were added to let us quickly check out the new content.
But, since you're using this mod, the chances are that you've already seen all there is to be seen. And besides, those new locations are now equally distributed between all map packs, so there's no much use for these checkboxes any more.
So I decided to replace them with something else. "No free loot" is a new, unforgiving game mode with only inhabited locations. You will get exactly zero freebies. Like I've mentioned in the description of this mode, I'm fairly certain one can not reach the ceasefire in this mode.
The second mode - "Random locations". You might know by know how the city map works: there are 8 pre-defined combinations of locations, and the game picks one at random when you start a new game.
This mode though will bring all 10 locations that have multiple variations each (Sniper Junction, School, Hotel and so on) on one map, and each time variation for each location will be picked at random. You will get a couple of pre-defined easy locations, but apart from that, you're at the mercy of RNGsus. That's over 1,500 map combinations in one checkbox!
TIP: For even more fun try to combine it with random scenario (there's a button for that on the right bottom of the scenario selection screen).
Have in mind though that the balance in this mode is off. It's possible to get all "peaceful" or all "hostile" locations, but some sort of mix between them is more likely.
Goes without saying that you won't get any of these unusual game modes at random - only by marking the appropriate checkbox.

- OTHER NEW FEATURES -
- I decided that this mod is now big enough to give it some visualisation. Now it's got its own logo, plus "Classic" modes have been removed into "Against All Odds" modes.
- The Brothel now will close up if you manage to rescue the women even without killing anyone (with the appropriate texting). Sad as it is, without working women Piotr will have no goods to trade for.

- BALANCING -
- "Livia+Marko+Zlata" scenario has been substantially balanced to make sure that it's in fact beatable. It is now (but it's still one of the hardest).
- Raids have been balanced in all scenarios.
- Wounded characters will now outright refuse to dig through the rubble with their bare hands, making a point that they're already beaten enough. This is compensated by a slight decrease of the chance to get wounded.
- Some location packs have been balanced a little bit.
- Random food generation on locations have been made a bit more predictable.
- Franko is still greedy, but not as insane as he used to be.
- Slightly decreased fuel prices during winter (still more expensive than usual).

- BUGFIXES -
- Fixed vanilla lack of photo for Elena (woman at the pharmacy).
- Fixed winter that wasn't ending when it was supposed to in Marko scenario.

Update: 13 Aug, 2021 @ 5:33am

What was planned as a regular balancing patch, turned into another big feature update! Without further ado, let's get to it, because I've got a lot to tell you.

- NEW FEATURES -
- I've felt that nerfing loot in dangerous locations AND making killing bandits strike harder on morale was not enough. Still, the game became too easy once you grabbed a hatchet and went to Warehouse or Brothel, and apart from that, it doesn't make sence when you kill a bandit and the rest of them easily accept the death of their pal and act normally on the following nights.
Which is why an entire new mechanic has been introduced into the game. Now if you don't manage to clean out the dangerous location from the first go, the surviving bandits (or soldiers) will raise panic, clean out the location and leave. You won't be able to come back again.
- It doesn't stop there: if you killed someone but also left someone alive, they will follow you back home, and some nights later will strike you with vengeful raid, the hardest one you'll ever see in your playthrough. You will get the warning from your dwellers - pay attention to the diaries.
- If you do manage to kill all the inhabitants in one night though, you'll have some time before their comrades will notice their abcence and take measures, and there will be no raid (no one saw who massacred the whole location).
- And one last small change. There were two scenarios that were too alike (Arica+Marin+Katia and the same ones plus Misha). That always bugged me. Now the latter scenario's been changed; Marin and Misha have been replaced with Irina and Lidia, the intro text was adjusted accordingly, as well as the picture on "Choose your scenario" screen.

- BUGFIXES -
- Fixed an error in Church description.
- Teaching kids how to use the small animal trap now takes proper time.
- Fixed an elusive bug that would sometimes show you the description of unavailable location at the first night.
- Fixed lack of raids that could've occured under certain circumstances (I think it goes without saying that for a mod like this, it's too important thing not to fix!)
- Fixed lack of music radio stations in one of scenarios.
- Franko is now actually greedy, carries less stuff and will give you hell in terms of selling prices.
- Fixed longer scenarios that could sometimes have no visits by the end of the game.

- BALANCING -
- Balanced map packs to be not too easy in winter scenarios.
- During the increased prices for meds, now the garage will become unavailable (otherwise that guy would give you insane prices).
- Balanced loot on several locations.
- Removed some food from easier locations; that is balanced by having two easier locations instead of one almost always available.
- Balanced location blocks due to fights: they now occur earlier and last longer.
- Removed overlaps of location blocking during winter and due to fights.
- Increased crafting time for some late-game fittings.
- Balanced early winter scenarios a little bit.

Update: 4 Aug, 2021 @ 7:03am

This is a small follow-up patch. See the content of the main patch below.

Update: 4 Aug, 2021 @ 6:46am

This hotfix contains fixes for some of the most insidious bugs that managed to slip through my tests, as well as some second-thought balancing.
Many thanks to @Kenny for his useful feedback!

-BUGFIXES-
- Fixed a bug that caused none of the modified texts to show up in the game.
- Fixed incorrect radio message showing up on a radio station when it's not working any more.
- Fixed a couple of small overlapses of the radio messages (they should be more actual now).
- Fixed a bug that would sometimes send a raid your way even though it's 'so cold that even the bandits are huddling in their homes'.
- Fixed Anton+Cveta scenario having way too many locations to explore.
- Fixed core game bug that would cause the 'giving meds to a sick character' animation to be played 1.5 times.
- Fixed core game bug, due to which Arica+Marin+Katia scenario would mention Misha in the intro message despite he's not a part of this scenario.

-BALANCING-
- A small balancing of morale system to make depression loop slightly less possible.
- Balanced one of the map packs so it would have a bit more reasonable starting locations.
- Removed Livia from the most hardcore scenarios (in which her accepting would most likely mean a game over).
- Slightly balanced raids in Arica+Marin+Katia scenario.

Update: 1 Aug, 2021 @ 9:19am

This is the biggest mod update so far, and it's the last big update I have in plans. Here's what it introduces:

- New mechanics: night shelling. Previously it could only be encountered in Story#3 and the Final Cut scenario (one with pregnant girl called Livia - but we'll get to her as well), now featured in most of Classic scenarios.
- Shelling mechanics was even expanded further: now every shelling bears the risk that something you needed will be permanently destroyed, blocking you entrance for the rest of the game.
- Listen to the radio carefully. EVERY radio timeline has been rebuilt, so now they reflect more accurately what's going on in the city. The radio messages are less decorative now, too: so if you hear on the radio that something's been shelled, there's a good chance it actually was and you'll see it in game.
- Close combat is now harder. You can't rely on having a hatchet and using hiding spots any more.
- Entirely new feature: food poisoning. Now whenever you eat raw meat, there's a chance to get sickness. Characters that are already too sick will refuse to eat raw meat (and will notify you with appropriate speech).
- Map packs have been rebalanced once again. But thanks to feedback from @t1redmonkey, I've conducted additional research and went an extra mile to make sure it won't affected the game that's already in progress upon receiving mod update.
- A new map pack has been added, bringing the amount of possible map packs to 8. Yes, now the game will randomly pick from eight diverse map packs each time you start anew!
- Livia the Pregnant girl, one I've mentioned before, has been added to the potentional joining roaster. Try beating the game without turning the weakest character down!
- Weather has been worked on as well. The hard limit of -5C was removed. Now if the game tells you that the temperature is about to plummet - buckle up, it will actually happen, and you won't get away with a petty -5C!
- Greedy Franko has been implemented. In times of war having your items delivered to your door is a luxury, and you have to pay for it. This change should shift the trading strategies towards outside traders, leaving Franko as a last resort only, right where he belongs. Besides, now he visits your shelter a bit less frequently. You're not on your own, but this man is an entrepreneur and not a magic wand that can solve all your problems.
- A LOT of balancing work, including making things even easier here and there. The challenge should be fair, and the game should remain beatable even on Hard mode.

Update: 13 Jul, 2021 @ 6:53am

Several small bugfixes in Russian localization.

Update: 13 Jul, 2021 @ 3:48am

- Removed loot percentage on location screen.
- Removed "Danger", "Caution advised" and "Possible trading" notifications.
- Removed the amounts of loot on "Plan the night" screen. Now it's just "Food" instead of "Lots of food", "Crazy amounts of food" etc.
- Reworked all 6 map packs, so they would be a bit more diverse. Now there are a lot less chances to have two map packs almost similar. The most overused locations have been replaced with the ones that were used least frequently.
- Added brand new map pack that you can get randomly.
- Partially anonymized location descriptions. Now you won't know which scenario of the location will you get; for instance, whether the School will be inhabited by traders or hobos, you'll have to find out on the location itself. After the first visit the description will be updated. (only works for English and Russian languages)
- Small fixes and balance adjustments.

Update: 5 Jul, 2021 @ 4:33am

- Rebalanced comfort once again. "Our Shelter" text should now be accurate, and it will even help you to understand when you've reached maximum comfort.
- Introduced a new mechanic. Now you should think twice if you really need to dig into that rubble with your bare hands...
- All the most fruitful locations, like Military Outpost and Warehose, have been nerfed in terms of loot.
- And if that's not enough, now your dwellers will receive morale penalties for killing - or stealing from - soldiers and bandits. It's still not as high as you would receive for the similar actions against regular citizens, but you will still feel it.
- And one last Military Outpost nerf: the trader's stock is now far cheaper and he will take a lot longer to restock. Hopefully that will make "Excuse me" exploit less game-breaking.

Update: 27 Jun, 2021 @ 12:14pm

- Rebalanced the comfort settings.
- Increased the loudness of the noises that your scavenger produces.
- First rebalancing of a Military Outpost.
- Tweaked the addictions a little bit, so the scenarios with cigarette or coffee addicts would actually become playable.
- Decreased effectiveness of night sleeping (as opposed to daytime naps that were tweaked in the first release).
- Replaced several locations.
- Other small changes.