Beta 1.6.8 Phantom Liberty Update (Make sure you have PL installed)
Reworked the following bossfights: Chimera, Kurt Hansen, Yasha Ivanov, Boris Ribakov, MaxTac
New archetypes for Dogtown Cyberjunkies and organised crime bosses
New enemy types and minibosses in missions
More configuration options
Nerfed enemy subdermal armor and berserk
New sandevistan vs sandevistan effects for Smasher, as well as custom effects for Blackwall quickhack
A lot more stuff that I forgot...
Beta 1.4.0 Smasher Update
New movesets and attacks
Custom HMG
Explosive rounds for the autoshotgun and HMG
Smasher can now activate berserk
Smasher has a cerebral cortex booster which allows him to reflect quickhacks
Smasher can regenerate health when below 65% and 35% hp during Phase 2 and 3 respectively
New parry animations depending on health. Health thresholds are 85, 75, 65 and >50%
Elite reinforcement units
New voicelines
Beta 1.3.1 Sasquatch Update
New hammer and fist movesets
More knockdown attacks
Sasquatch can now activate berserk
Sasquatch has a cerebral cortex booster which allows her to reflect the player's quickhacks
Sasquatch can dodge some melee attacks and use combat stims when below 50% hp
Sasquatch can use injectors to gain temporary immunity and resistance when under the effect of DOTs
Sasquatch's grab now deals a significant amount of damage and can even kill the player
New parry animations depending on her health. Health thresholds are 65-100, 30-65, 15-30 and <15%
Sasquatch will raise covers/screens more often during battle to block off the player's escape
Known Issues:
Sometimes the hammer disappears after being thrown
Short circuit, synapse burnout and contagion are often reflected as overheat unless uploaded on their own
Sometimes the weakspot destroyed animation doesnt play if the player uses quickhacks to destroy Sasquatch's weakspot
The large number of destructible covers in the arena can tank performance
Beta 1.2.7
Minibosses: New archetypes for all minibosses in the base game. Most of them carry legendary weapons with unique skins.
Special weapons: Scav snipers have a chance of spawning with the Kolac. Techies have a chance of spawning with the Ticon, Grit, Kolac and the new Authority grenade launcher. The NCPD organised crime miniboss Stanislaus has the Kolac, Murphy has the Hercules, the Arasaka cyborg demo expert in the Rogue ending has the Authority and Lucius Thoran has the Osprey. The special weapons cannot be picked up by the player for technical reasons.
Revamped Oda bossfight: New movesets and flashy combos. Oda can now dodge some of your melee attacks, throw grenades during his smg phase and use combat stims. A new parry system has been created for this bossfight and Oda has different reactions to your parry depending on his health. There are 5 different health thresholds: 85-100, 50-85, 30-50, 15-30 and 0-15. Above 30, Oda will dodge your parry and retaliate with a counterattack. From 15-30, Oda will throw a grenade and below 15 is the default stagger animation.
Sandevistan versus sandevistan: Sandevistan enemies move at different speeds depending on their sandevistan tier, this may or may not be very noticeable. Enemies with sandevistan tier 2 and below have a milder visual effect during time dilation, making them easier to see.
Tons of bug fixes
Beta 1.2.1
Combat AI: Suppressive fire and precise fire for tactical enemies. Techies throw GASH grenades and can spam grenades. Enemies with tech weapons can shoot through cover. Reckless enemies like Maelstromers and Animals will try to stay close to the player. Shotgunners can now sprint. Some enemies will retreat at low health, some enemies will throw defensive grenades when the player is too close.
Netrunners: Enemy netrunners use a larger variety of quickhacks and hack more frequently.
Attacks: Large enemies can knock the player down with their quick melee attack. Charged jump attacks will knock the player down. Some enemies can apply DOT effects such as burn and poison on the player, these effects are only debuffs and deal no damage. Heavy gunners can perform charged jump attacks.
New abilities: Enemies can now activate berserk. Techies have autoreloaders which allows them to reload their weapons instantly. Maxtac and NUSA netrunners, as well as Brigitte and Placide have the cerebral cortex booster which reflects quickhacks back at the player. The Maelstrom cyberpsycho outside the Totentanz can consume Kers, which grants temporary sandevistan, kerenzikov, stagger resistance and a large damage boost. Maelstromers and Animals can consume drugs to gain temporary immunity and resistance when they are under the effect of DOT attacks.
New animations and movesets for all melee weapons.
Stealth AI: Enemies can call 2 nearby squad members for backup when a body is detected. Enemies with sandevistan can sprint to investigate a body. Netrunners can trace the player when alerted.
New archetypes for most factions.
Minotaur mechs can now fire missiles.
Centaur mechs have more aggressive attacks.
Extra time dilation for enemies with sandevistan, allowing them to better keep up with the player.
Reworked breach protocol minigame, only for netrunners and bosses. Bosses have more challenging puzzles. New daemons have been added. The ICEBreaker daemon disables advanced quickhack defenses such as cortex booster, thick ICE and graphite tissue.
Detection: Enemies have a larger peripheral range and faster detection speed.
Enemy variety: More techies, netrunners, and elite units. Most of the changes are for base game enemies.
Sasquatch. After hitting the weak spot in the back, she stops fighting, stands by doing nothing. I don't know if it's just me, but after uninstalling the mod it goes back to normal.
imo this mod fits netrunner build perfectly, since vanilla max difficulty is like walking in the park for netrunner. but feels so strange when using other builds. endgame stealth pistol build can only 1shot 1st tier enemies. pure melee sandevistan build is way to hard to use against bosses and elite enemies. mb im doing smt wrong, but its a bit unbalanced you still can 1shot elites with quickhacks but have to hit them with your blade like 20 times while almost all of them are ummuned to stuns etc but as i said its perfect for netrunner
This mod was definitely not designed for melee sandevistan, I learned that the hard way.
I love the way the enemies act with this mod. So much more complex in the fights. But they wind up being massive bullet sponges too, and melee is a suicide mission.
I actually did really well with melee (only minimal samdy needed actually) trick is in abusing the block reflect and cheesing terrain. One good block will one shot shotgun elites, for example.
hey guys i love your mod im really enjoy my time in nc more difficult awesome :D :D but i have a problem placide from voodoo boys can hack me xD he try but always failed im not sure how repair that D:
This mod is very cool, and it has made a HUGE difference. The fights are much tougher, and I generally find myself having to plan and think of how to use all the tools in my arsenal as well as the environment to help. This is a big improvement on the base game, and I'm so glad that it exists.
I do have a couple questions and minor points of feedback. Firstly, enemy health... the slider bars have it set at 1.0. Is this a multiplier on their original health? So in other words ENC has not changed basic enemy health at all by default? The slider does exist, I'm just trying to understand the starting point, because on a lot of the other sliders the tooltip tells me what vanilla default and ENC default are, but not on the basic enemy health sliders.
One other minor point is the Sandevistan vs. Sandevistan. I didn't realize this was a feature, and boy could I tell.... I tried to activate mine and get in there with my katana and it was nuts, they enemies were sandevistan jumping all around and firing at near full speed! I will probably move the sliders a bit closer to vanilla, because I still want to feel a bit heroic, and with the current default modifiers it's almost better to ignore sandevistan and just stay way back behind cover with a sniper rifle, which is not how this character approaches combat.
Anyway the mod is great and I love that the sliders allow me the freedom to adjust this stuff! A+ job, well done and thanks
This is a must-have mod for me. With all the iconic cyberware, the game was a complete joke on Very Hard. Now I gotta think a bit before each big engagement, and I actually needed to revamp my build as well. Died on a few jobs, which is very refreshing. I will say though, unless you have a few hundred hours in the game and have been playing with minmaxed builds, this may not be for you. It's an additional challenge for people who have been grinding this game for a while.
You dont need to min max at all for this mod. I make the game miles harder with this mod on top of it. I mostly do fine. Allthough I might accidently mid max ig, Im 60 hours in though and hardly have much cyberware, let alone upgraded cyberware due to making far less money kek.
I'm seeing a quickhack called "breach protocol" when I hover over enemies, but I'm not seeing anything about it in the description page for this mod. Given the changes to ICE it's relatively obvious what it would be for, but I'm trying to make sure this is the mod that added it to begin with.
Thanks for your mod,but i have some questions. When i use quickhack kill a NPC, i was trackerd by hacke, i can use the quickhack "breach protocol" against him, but sometime i can't use the "breach protocol" , although it is 0 RAM cost . Could you tell me the reason
System collapse should have a vanilla toggle for it. Net runners can often for zero reason see you through walls and be able to target you, while you cant reach them. Which literally is game breaking, if you cant run out of the area lmao. its a fun idea, makes you play different, but there are several areas were you literally get F'd. Like theyre not going through cameras or their friendly people. Theyll literally target you from 100 feet away through a bunch of walls lmao.
So a vanilla toggle would fix it, since vanilla they have to at least hack you prior.
Prolly should. I did forget about that cybergear though, ill change it after this mission. Either way, its the one thing I hate about this mod, like legit hate it lol. Id remove it if it wasnt for the rest of the changes, especially to the AI lmao.
1267 comments
List of features:
Beta 1.6.8
Phantom Liberty Update (Make sure you have PL installed)
Beta 1.4.0
Smasher Update
Beta 1.3.1
Sasquatch Update
Known Issues:
Beta 1.2.7
Beta 1.2.1
but feels so strange when using other builds. endgame stealth pistol build can only 1shot 1st tier enemies.
pure melee sandevistan build is way to hard to use against bosses and elite enemies.
mb im doing smt wrong, but its a bit unbalanced
you still can 1shot elites with quickhacks but have to hit them with your blade like 20 times while almost all of them are ummuned to stuns etc
but as i said its perfect for netrunner
I love the way the enemies act with this mod. So much more complex in the fights. But they wind up being massive bullet sponges too, and melee is a suicide mission.
My current issue is with the chimera...
anyone has the same problem??
I do have a couple questions and minor points of feedback. Firstly, enemy health... the slider bars have it set at 1.0. Is this a multiplier on their original health? So in other words ENC has not changed basic enemy health at all by default? The slider does exist, I'm just trying to understand the starting point, because on a lot of the other sliders the tooltip tells me what vanilla default and ENC default are, but not on the basic enemy health sliders.
One other minor point is the Sandevistan vs. Sandevistan. I didn't realize this was a feature, and boy could I tell.... I tried to activate mine and get in there with my katana and it was nuts, they enemies were sandevistan jumping all around and firing at near full speed! I will probably move the sliders a bit closer to vanilla, because I still want to feel a bit heroic, and with the current default modifiers it's almost better to ignore sandevistan and just stay way back behind cover with a sniper rifle, which is not how this character approaches combat.
Anyway the mod is great and I love that the sliders allow me the freedom to adjust this stuff! A+ job, well done and thanks
When I did the Beat the Brat mission, neither I nor the enemy could deal damage
So a vanilla toggle would fix it, since vanilla they have to at least hack you prior.