Prey (2017)

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Created by

jjiinx

Uploaded by

Syynx

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About this mod

Combines multiple mods and adds many new features and adjustments for a deliberately difficult experience. Enemies are much more aggressive, loot and crafting are more interesting, abilities have been changed, and much much more

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Prey Survival Mod

ABOUT
Combines multiple mods and adds many new features and adjustments for a deliberately difficult experience. Enemies are much more aggressive, loot and crafting are more interesting, abilities have been changed, and much more. Read the changelogs below for more information.




~ requires a new game to fully function ~




FEATURES
  • Terrifyingly aggressive phantoms
  • Fabrication plans are limited and found by exploring and looting
  • New neuromod perks
  • New traumas and revamped existing traumas
  • Rebalanced nightmare difficulty
  • New graphics options
  • Weapon wheel doesn't stop time
  • New cut traumas and limited fabrication licenses from 'Prey Immersion Mod'
  • Removed fancy reticle for a dot reticle on weapons and no reticle on everything else from Jvarnes/Jravens personal mod
  • Simplified HUD
  • Markers no longer appear on the screen, if you're tracking a mission you need to use the PDA map
  • No more ugly filters on the scope from 'Better Scopes'
  • Screen no longer darkens when you're crouching
  • Food now heals Health and Psi slowly over a long period time
  • Food is now big and doesn't stack but the WellFed effect lasts much longer
  • Loot is now more diverse and interesting
  • Looting any organs from Typhons now requires Necropsy
  • Looting any parts from service operators now requires Dismantle
  • Many tweaks to existing traumas and status effects
  • Stunning an enemy with the stungun will make them more vulnerable to the Q-BEAM
  • Bigger less blinding flashlight with dynamic shadows
  • Flashlight requires a battery module to charge
  • Bigger initial inventory
  • Suit repair kits heal more and are rarer
  • Player starts with more Health but a damaged suit protects less
  • Much more!


INCLUDED MODS

HIGHLY RECOMMENDED MODS
INSTALLATION
Drop 'patch_PreySurvivalMod.pak' into '\Prey\GameSDK\Precache'
Also copy 'patch_PreySurvivalMod_EnableMarkers.pak' if you want/need HUD markers


UPDATES
1.9:
Reduced amount of ammo found
Psychoshock deals less damage but negates powers longer
Reduced duration of stuns in zero-g
Various small balance changes
Renamed Psicho talent to NeuroShock

1.8:
Added new perk; Lucky [1]
[LUCKY](7) You feel blessed. Gain a very slight improvement in many different ways.
Operators are no longer stunned by the stungun but take more damage from it
Adjusted zero-g speeds
Neurojunkie no longer gives you raw exotic material from Typhons
Reduced phantom disruption aura
Increased phantom aura radius slightly
Adrenaline now costs 0 psi and is only limited by it's long cooldown

Aliens are no longer friendly with operators
Improved throwing power gained from the weight lifting talents
Reduced speed gain from bleeding status effect

Reduced amount of shotgun ammo found
Added a new optional .pak file that forces all light sources to cast shadows, may cause a performance hit or visual anomalies

1.7:
Neurojunkie now allows you to loot 'Neurojunk' from Typhons instead of Neuromods
Neurojunk is a seperate item but counts as a Neuromod [1]
[NEUROJUNK] A hastily handcrafted Neuromod. Made from previously used Neuromods and various found parts, very few people would be willing to use such an unsanitary and dangerous device. Such similar devices are known as 'Necrochargers', 'Sin Cells', and 'Wulette Rounds'.
Fast wrench swings cost more stamina
Slow/held wrench swings cost less stamina
Adjusted player stamina values
Removed fake lighting from weapons
Typhons now carry more fabrication plans
Moved the neuromod cost tiers down from 3-5-8-12-17 to 1-3-6-10-15

1.6:
Necropsy no longer requires other perks and costs 8 neuromods
New perk "Psicho: Psi regenerates over time. Psi Hypos cause brain damage." Requires Nerojunkie
Neurojunkie no longer allows you to find Psi Hypos, but rather raw exotic material. Neuromods unaffected.
Difficulty balance changes for all difficulty levels; Nightmare is now much harder and Hard is closer to what nightmare was
Tweaked the costs of most neuromod perks to 3, 5, 8, 12, or 17
Adjusted perk layout and requirements
Reverted keybinding changes, if anyone wants the previous custom button layout I can upload an optional file
Adjusted carry height and distance of all nearly all carryable physics objects (Some items like explosive containers can't be adjusted)
  - The previous change makes things like building ladders out of boxes and placing objects neatly on surfaces much more enjoyable
Adjusted the perks Tinkerer, Suit Modification I and Suit Modification II

1.5.9:

Balance and difficulty changes
Adjusted values for every difficulty level (not just Nightmare)
Removed previous HUD changes, use Prey Interface Customizer instead

Increased Nightmare difficulty
Time no longer slows down at all during the focus wheel or psi aiming
Removed visual effects from focus wheel
Quickdraw perk now slows down time while focusing (both psi aiming and weapon wheel)
Conditioning now gives sprint speed instead of sneak speed
Evasive now gives sneak speed
Spread out Evasive's stealth over Muffled Steps and Silent
Hitman now gives x2 attack bonus from stealth
Assassin now gives x3 attack bonus from stealth

1.5.8:
Added new neuromod perk; Stalker: "Sneak, crawl, and evade much faster. Enemies take even longer to detect you." [Costs 14, requires Assassin and Silent] [1]
Medic now costs 5 neuromods
Doctor now costs 10 neuromods
Tinkerer now costs 4 neruomods
(These increased costs are intended to balance out a previous patch increasing
the amount of health restored from medkits. Now that medkits heal a
decent amount on their own these perks can be considered a luxury rather
than essential)
Power Hitter: "Swing your wrench slower but hit much harder. Charged wrench strikes cost less stamina."
(-25% swing speed and deal +85% damage)
Pulverize: "Swing the wrench faster and land critical strikes much more often."
(+30% swing speed and +33% critical chance)
Eudemonia: "Increase your health and stamina by 30. Natural life span expanded by 50 years."
Supernatural Vigor: "Increase your health, stamina, and psi by 30. Natural life span expanded by 75 years."
Various Bugfixes

1.5.7:
Changed some neuromod skill costs
Neuromod Junkie now lowers your max HP instead of draining Psi
Updated Neuromod Junkie icon and Tinkerer description
Fixed issue with mimics dealing very low damage
Reverse Engineer' is now called 'Decker'
Balanced out some neuromod perk costs
Typhons will no longer carry free neuromods
Mechanical enemies will carry more ammo
Reduced amount of ammo found on Typhons
Misc bug fixes


1.5.6:
Updated loot list
Improved rewards for killing Typhons
Fixed some misdirected spawn drops for pistol bullets
New neuromod perk 'Neuromod Junkie: Learn how to construct neuromods and psi hypos from fallen Typhons. PSI drains over time' [Cost: 7]
Fixed battery module charging battery too quickly
Suit mod Propulsion Upgrade I now makes your propulsion pack briefly launch you upwards

Suit mod Propulsion Upgrade II now makes your propulsion pack very
slowly glide down over a long period of time
Reduced the starting inventory by 1 column (starting inventory size is now 8 rows/7 columns)
Suit Modification I now costs 8 neuromods and gives 3 suit chipset slots and 2 inventory columns
Suit Modification II now costs 12 neuromods and gives 3 suit chipset slots and 3 inventory columns
Suit Modification III now costs 3 neuromods and slows down time while using the weapon wheel (1.5.5b: now called 'Quickdraw')


1.5.5:
Added new graphical options to the 'Details' menu including Chromatic Abberation, Sharpening, and more [1] [2]
Player now starts with more inventory space and gains less from suit modification neuromods
Focus menu slows time by 25% instead of 100%
Psi aiming slows time by 25% instead of 100% (being drunk will slow it further)
Various balance changes
Medkits and psi hypos are now more effective but only stack to 5
Medkits are now 2x2 in the inventory
All phantoms no longer have an EMP aura
Phantom attacks and projectiles will now have an EMP effect instead

Reverted EMP removal of phantom aura

Tinkerer perk is now "Improve your flashlight battery life, repair broken objects faster, and convert spare
robotic parts into complex mods."
Robots now have a chance to carry psychoscope or suit mods that you can only look if you have Tinkerer
Reduced the amount of ammo crafted from fabrication plans

Adjusted loot drops, was finding way too many charge fabrication plans in too many random places


1.5.4:
Updated the mod to be compatible with Prey 1.05

Added 2x2 Supersampling to the advanced graphics menu
Added lots of new graphic options (including a max FPS slider), see screenshots for more info
Added new Anti Aliasing option 'TSAA'
New neuromod perk ENDURANCE: Slowly regenerate health, Stamina, and Psi
New neuromod perk ATHLETIC: Increase movement speed while running backwards, strafing, and while carrying heavy objects
Neuromod perk MATERIALS EXPERT now requires 'DISMANTLE'
Neuromod perks LAB TECH 1 and 2 as well as GUNSMITH 1 and 2 no longer require other neuromod perks

Added Low/Med/High motion blur options
Added a new tab to the graphics options called 'Details' and placed the 1.5.2a options there

Tweaked damage values for Nightmare difficulty
Wrench damage and the duration of stuns are now reduced on nightmare difficulty
Added an optional .pak 'patch_NoTurningBack.pak' that disables the ability to freely save/load. When this .pak is enabled you can only load your most recent save.
Added a new perk 'Tinkerer' to Scientist tree
Flashlight battery now lasts WAY longer, but no longer charges on it's own
Added a couple ways to improve the limited flashlight battery
Renamed most perks and a few perk description to reflect mod changes and add flavor
Added flashlight icon back to the HUD and made it more transparent
Bugfixes and balance changes

Endurance skill is now called Metabolism since the health regen effect is only applied when you're well fed
Description for Metabolism is now: Increased food effectiveness. Slowly regenerate Stamina and Psi over time


1.5.1:
Phantoms are much more aggressive
Added a subtle dot reticle in the center of the screen
Swapped the Grab and Lift hand icons
Reverted wrench fatigue changes to vanilla values
Adjusted corrosive gas effect to better represent it's collision box
Increased flashlight battery life
'Drunk' is now 'Intoxicated'
Standing in corrosive gas too long or drinking alcohol will cause 'Intoxicated'
Corrosive gas damages the player's suit much faster
Fire deals less damage but reduces the player's maximum health faster
Adjusted flashlight position to help prevent clipping through Morgan in space
Reduced some over-abundant recycle values
Stunning an enemy with the stungun will make them more vulnerable to the Q-BEAM

1.5:
Corrupted engineer operators no longer cause bleeding
Player can now carry more physics related objects (like tape dispensers, globes, etc)
Flashlight battery is a bit better

1.4:
Fixed scope visual bug when you zoom before you have a psychoscope
Inventory and UI controls have been tweaked
Weapon wheel now selects your highlighted item when you let go of the weapon wheel (focus?) button
Mouse wheel up/down no longer open the weapon wheel
Increased starting health by 50
You take more damage from sources when your suit is damaged, to a maximum of x2 damage at 0% suit integrity
Tweaked flashlight color
Altered the screen effect when standing in coral to be more subtle
Altered the screen effect of static/disruption to be more subtle
Increased crawling speed
Player can now sprint for a very long time before getting tired, combat still drains stamina as normal
Corrosive gas deals more damage to player's suit
Player can no longer die from falling, falling from severe heights now deals considerable damage to your health and suit and is highly likely to break your bones
Altered fabrication and recycle rates
Adjusted Phantom AI

1.3:
Balanced recycle rate of junk items for the new loot system
Plot critical items should no longer appear in random locations
Hopefully fixed Kelstrup's office key, need to test
Object interaction prompt appears faster

1.2:
Lots of balance changes!
Flashlight now has dynamic shadows!
Player now starts with 1 suit chipset slot and 1 scope slot
Made a balance pass through chipsets and scope mods
Chipsets are generally much better now
Phantoms and mimics should put up more of a fight now
Nerfed turrets a bit, the previous patch buffed them too much, still stronger than vanilla though
Adjusted default menu controls
Further adjusted space control
Thermal blast now costs less psi, deals less damage, and you can place more traps, 3 at level 1 to a maximum of 7 at level 3
Flashlight now has a much longer battery life but also charges much slower
Crawling is now slower than sneaking
Create Phantom ability now has a chance to spawn other typhons (WIP)
 Removed the Super Easy Hacking mod, I'm gonna try and make the minigame more fun rather than remove it
Altered space further. Good luck, astronauts!
Spaaace! Zero-G now has less traction, let me know how this feels and how it might need to be adjusted.
New version also contains optional .pak files you can install using the same steps used previously
  • patch_PreySurvivalMod_classicdifficulty | Restores the original difficulty of Easy and Nightmare
  • patch_PreySurvivalMod_classichacking | Restores obstacle based hacking
  • patch_PreySurvivalMod_classichudmarkers | Restores HUD markers
  • patch_PreySurvivalMod_nopcquickselect | Removes the PC quick select bar on the bottom of the screen


1.1:
Turrets have been balanced significantly
Can now dismantle Suit Repair Kits into a Spare Part each
Suit Repair Kits and Spare parts are now worth the same recycling material
Made further changes to the loot tables
Asteroid fragments are now larger, no longer stack, and are worth much more mineral material
Neuromods are no longer unlimited fabrications, look for Neuromod fabrication licenses
Phantoms now have an electric disrupting aura
Gloogun is no longer affected by disruptions
Gloo now lobs more than before


1.0:
Original release