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- DeathRun - Roguelike with increased difficulty.

DeathRun - Roguelike with increased difficulty.
About This Mod
Turn your Subnatica game into "Roguelike". To survive, you must use all of your Subnatica skills: sinking rescue capsules, a non-breathing atmosphere, expanding radiation/explosions, "immersion disease", more expensive energy, more damage, more aggressive creatures, etc. How long can you survive? Start the timer.
The basic rules are as follows:
* Failure to levitate the rescue capsule: Your rescue capsule sinks to the bottom and hopefully lands at a very strange angle. You have to adjust to it. Repairing the secondary escape pod system will return it to its normal angle (but it will still sink). [Note - I didn't want the player to cut the bottom of the world, and because I'm not exactly a Unity programming master, but just a friendly video game designer who's one-on-one with a compiler]
* You can't breathe air on the surface: you can't breathe air on the surface and you can choke on the surface. However, the flotation pump can filter out enough air to allow breathing through the pipes.
* Increased Damage: All damage sources deal much more damage than they did before. No more "love touching" from creatures or surviving several Reaper bites.
* Expensive energy costs: energy costs (especially crafting) will increase significantly, and even more if you are in the radiation zone. With the exception of lunar bays and cyclops, evading sea moths and shrimp also requires more energy, depending on "depth". Energy also recharges much more slowly than before. At the beginning of the game, copper-based batteries have less power and cannot be recharged.
* Radiation: By the way, about radiation: it has become more, for example, in the Radiation Challenge mode. When the Aurora explodes, the entire surface and upper layers of the ocean are filled with radiation, making the Aurora explosion more powerful (dive deeper).
* Aggressive organisms: Marine organisms are becoming more aggressive. Don't stay in one place too long. The creatures gradually increase their attack level within the first 40 minutes. The distance from which they can "look at you" increases (but they should still look at you), and they are more likely to choose players over other targets.
* Nitrogen and Bends: This regime is inspired by the Nitrogen regime, but the Nitrogen rules have been reorganized by a new formula. Climbing speed becomes particularly important—too rapid a climb, even below "safe depth," can cause serious problems. As you approach the surface, the "safe depth" naturally drops to about 3/4 of the current depth, so you'll have to wait a little bit to get closer to the limit and calm down if you don't exceed it. Some common items and locals can help you with this new task, so check out the items in the tooltip. In real life, I was a diver and did not want to turn the game into a "dive simulator", but in terms of the safety of the rise, I tried to make it more like a "real diving". If you're not careful, next time I'll add nitrogen.
* Personal dive depth: You have a personal "dive depth", which is initially 200 meters. To get deeper, you'll need a better suit. Upgraded versions of the steel suit and reinforced wetsuit further extend the depth limits of the dive. These plans are opened when scanning for special "deep-sea inhabitants". You may want to sample these creatures with your right knife.
* Expensive tools (and habitat builders): Important items (especially tools and habitat builders) have additional resource costs that make them difficult to obtain. We didn't want to make the game "difficult." If you like these things, feel free to add other modifications to make it more expensive. [Note: Some people found my first choice of Seamoth components to be "immersive"].
* Real roguelikes should of course be played as "permadeath", but Death Run still supports respawn. However, it is a tougher respawn, and it doesn't have the free health/food/water we're used to. Don't complain, go fish.
* Death timer: Death Run tracks how long you live and what kills you. Because of course you want to remember.
* A lot of feedback: Death Run provides quite a lot of additional feedback (in text form, of course) to help you learn the rules and understand what's going on. If (when) you are tired of nitrogen/inhalation/breathing/etc. warnings, you can reduce or disable them if desired.
* Complex starting points We have carefully selected some particularly interesting and complex starting points. But many of them can be deadly if you try them for the first time.
* Top 10: Death Run keeps track of your "dozens". Your score is determined by a variety of factors, such as the length of the run, the number of Deadly Run difficulty quests, the number of deaths (if you die), whether you built a large vehicle (or completed the game on a mission without a vehicle), whether you cured an illness, or escaped from the planet. Note that in the event of death, more points are awarded for "survival longer", and in the event of victory, more points are awarded for "escape faster".
Configurations and Options
If you do not like one of the tests (for example, you like to puff on the surface, and "Bends" drive you crazy), you can cancel the vanilla Subnautica in this area by setting the mode options to "Normal".
* Difficulty: If you want to play this mode "the way I designed it", set all difficulty settings to "Deadly Run". For greater complexity, each option can also be set to "Simply Hardcore". If you switch back to "Normal", the zone will return to the vanilla functionality and complexity of Subnatica. I understand that many of these modes have many levers and sliders that can be adjusted indefinitely, but as a game designer, I want to create a limited "well-tuned experience" and avoid "overloading and paralysis of options". So I presented the customization options this way (and I tried not to suggest the options that would "dull" the game, because it does not matter - this mod is aimed at making things more complicated).
* Cloudy Water: We considered making "muddy water" the main feature, but declined because it would prevent one of the biggest pleasures of playing Subnautica: admiring the magnificent underwater scenery. If you want the water to be darker and cloudier (or darkest and murkiest), check these options.
* Food sources: In the Radiation Challenge mode, which I was inspired by (and which was written with permission), it was possible to limit the types of food available on the island, depending on the level of radiation. However, for those who are "purists" and do not want to inadvertently "simplify" radiation, it is possible to turn this option on. * Rescue capsules: there is a check box if you do not want the capsule to "tip over" to the bottom (but it will automatically return to normal after repairing). Alternatively, if you need a vanilla (unsinkable rescue capsule), you can select "Base Game" from the list of starting points, it will give you a normal start in safe shallow water.
Requirements.
* QMODManager.
* SMLHelper V2.
.
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