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Wesleys Interiors

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Mod version:1
Game version:1.3.8
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About This Mod

Interiors of Wesley

Toy Shop

Keep an eye on where you walk.


change journal

1.3.8

Bolshaya Armory

- Modification

1.3.7

Bolshaya Armory

- The emergency exit became less uncomfortable.

Toy Shop

'Nothing has changed here, lol.

1.3.6

Big armory.

- Sounds changed.

- Added new textures

- T

· Make emergency exits less uncomfortable if possible

1.3.5

Big armory.

"Generation has changed, and it has become easier to find the points of loot.

1.3.4

Toy store.

- A slight adjustment for the new entrance room.

1.3.3

Big armory.

- Fixed spiked traps that did not sleep

- Special internal stings were broken and now randomly update the input sting at the first entrance.

The probability that it will be stolen on the first login is now 20%.

- Added spawn point of the switch in the refrigerator

Toy store.

- The whole interior was broken because of forgotten objects.

- The special inner sting has been broken and now has a chance to regenerate the input sting at first entry!

There is also a 20% chance of regeneration at first entry.

- Fixed non-renewable trap for nails.

- Added more variations for input tiles

1.3.2

Great Chamber of Arms

- Project moved to v61.

- Elevators have become smoother

- The elevator now has a navigation network (enemies can walk in the elevator)

- Elevators are faster

- One of the tiles was removed because it was removed.

- Tiles were added again

Toy Shop

- Moved project to v61

- Some changes for v61

- ...... Maybe a little more

1.3.1

- Fixed asynchronous elevator.

- I forgot to mention in the previous changelog that I added a stinger to the interior.

1.3.0

Big armory.

- I couldn't fix the elevator :( Instead I went about other things:

- Added two new rising tiles

- Added an unusual lattice tile

- Added tile for custom sub-paths

- Deer.

- A door was added to the trim

- Fixed enemies passing through closed doors

- Added cooling room

- Fixed wrong door background

- He lurked.

"Generations are changing.

- Toxic waste has been reduced to fit the rest of the decorations.

- Many scenes are marked/remarked for appropriate traces

- Lots of optimizations

- Added decorative hooks

- Added non-decorative hooks

- Added variations for "normal" walking tiles

- Some optimizations

Toy Shop

- Added more options for back room/store tile paths.

- Added texture variants

- Special blocking devices added to the corridors of the utility room

- The shotgun trap rope has got a little thinner

- Removed eyeballs from nut nutcrackers

- The nutcrackers are a little cleaner

- Increased reaction speed (which seems to cause discontent)

"The shotgun explosion was visually more spectacular.

- Added some new tiles

- Some optimizations

1.2.17

- The spiked traps returned.

"Mines are also now available.

1.2.16

- One of the tiles in the toy store can put a bunch of loot in inaccessible places

1.2.15

- The lights at the main entrance have turned yellow

"Now it's easier to get loot from the chests.

- Lut in chests should not sleep under chests.

1.2.14

"Enemies can no longer pass through some walls.

1.2.11

- Modified

1.2.10

"The sounds of the explosion are no longer global.

1.2.9

- Ceiling pain

- Visual details of the interior of the toy store

1.2.8

- Imagine that you forgot to update the change log

1.2.7

- Toy store reduced in size to facilitate loot search

1.2.6

- Temporarily fixed the pool with acid in the Great armory.

"It doesn't disappear when you're in the elevator anymore.

1.2.5

- Artifreeze

1.2.4

- Minor corrections to GA materials.

1.2.3

Toy Shop

- Added door to interior of shop

- Added mute sound for lights

- The original design was updated from v49 to v56:

- The machine now wakes up old birds

"The effects of explosions have been improved

Big armory.

- This made tool pulling more dangerous :)

"There may be other visual things I've forgotten.

1.2.2

- Shotgun traps can now be placed only in the toy store from 2 to 8.

1.2.1

- Fixed some problems with toy store navigation

1.2. 0

Toy Shop

"The floors don't interfere with each other anymore.

- Added new tiles for variety.

- Updated several old tiles to increase the variety.

- Smaller tiles added to the warehouse to increase the number of paths and variety.

"The red carpet doesn't shine anymore.

- Performance was slightly improved.

- The default dungeon size is slightly increased to accommodate new smaller tiles.

Big armory.

- Added some accessories.

- Added support for CullFactory.

- Added a variation of square tiles for the podium.

- In general, enjoy!

1.1.19

- Changed the colors of the lamps in the toy store

1.1.18

- Changed color of GA lamps

- GA lamps increased to 280

- Updated GA generation for more variety at the input (hopefully)

1.1.17

"Enemies no longer pass through containers and walls.

1.1.16

- Turrets at the entrance to GA removed :(

- TS turrets should not sleep on walls or objects

1.1.15

"I like the container towers in the Great Weapons Room, which are very useful but not very useful to the player.

1.1.14

- Sync has been deleted. Oops. I hope that'll fix it.

1.1.13

- Added new beautiful tiles to the toy store. I haven't tested them properly yet, so please scream if something is broken (it's probably fine).

1.1.12

- Added several chests.

"Now you can hide inside the chests.

- Loot rooms now give a more logical lute.

- (:<

1.1.11

- wa

1.1.10

- GA added jewelry.

1.1.9

- Lut will sleep properly in the cabinets now

1.1.8

- Minor fixes

1.1.7

- Added charging station tiles

1.1.6

- This new size is thrown on the wall for GA.

1.1.5

"The big armory is a little bigger again.

- Added a variation of server rack in loot room.

- Reduced the probability that the tiles of the devices and elevators will be the first.

- Added another room for loot

- Lute rooms do not always have four storage shelves anymore.

- Some balance sheet adjustments

1.1.4

- Use of extended mode no longer gets stuck on random seeds.

"The big gun is a little bigger now.

- Old configurations are no longer used

1.1.3

- Turtles no longer shoot through objects

- Enemies can no longer fire through objects

- Fire exits are now blocked when the device is captured

- Added more rooms with loot

- Scraps no longer appear randomly.

- Added emergency exit points

- Added a button at the bottom of the elevator

- Turtles no longer appear in containers

1.1.2

- Nuclear bombs now collide correctly

- Shipping containers now collide

- Has the elevator been fixed?

- The interior has become a little smaller.

- Fixed acid triggers passing through walls.

- Emergency exits increased

- Fixed a few more things

1.1.0

- Added the interior of the Great Armory.

- Added spiked traps in toy store

- Updated/changed loot points in toy store

- Toy store is now much smaller by default

1.0.5

- Shells fired from turrets now recognize bookshelves as bookshelves and do not pass through them

1.0.4

- Drobovik spawn frequency decreased.

1.0.3

- Box Fixes

1.0.2

- Fixed some small details

1.0.1

- Interaction with the breast now has covers

- Fixed a strange wall chest in a large looted room

- Added another trunk point

- More links

- Cal Factory Support

- Fixed the appearance of objects/turrets in strange places in the loot room on the table

- Trap scanning range decreased

- First release.

1.0.0

- Initial release.

Similar Mods/Addons

Game Version *

1.3.8 (Magic_Wesley-WesleysInteriors-1.3.8.zip)