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  1. Buzbuzbee
    Buzbuzbee
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    Hey all, just an update here on the state of 3.0 and SHOCK in general. 

    EDIT as of 2/26/2024:
    Hey guys, hope everyone enjoyed the holidays and new year. Just to keep everyone in the loop, progress is going great and the timeline for early 2024 is likely going to stay in place. Lobby, Hardware Labs, Shuttle Bay, Arboretum, the Exterior, Bridge, Crew Quarters, GUTS, Psychotronics and Neuromod Division have received their main edits and changes. I have Life Support, Deep Storage and Power Plant left to edit as far as major level changes are concerned. 
    After that, I will be making balance changes by doing playtests from start to finish. This process may take a good bit of time to work out kinks in the gameplay and loot tables. Early 2024 is still a good plan, though I might push that to April. 
    Another change will be two versions of SHOCK- a "regular" and "hardcore" version. Hardcore will essentially be a continuation of the current versions of SHOCK, where operators don't restore any health, Psi or suit integrity and the general difficulty will be higher. Regular will allow operators to function normally on top of a few quality of life changes, like far longer oxygen times, increased stack sizes and a few other small changes. 
    All the changes I've made are shown below. 

    3.0 Changes
    Spoiler:  
    Show
    Generic human loot has been removed from the game 
    -No longer will the game use the same ~4 sets of random loot for hundreds of corpses
    -Gardeners will have flowers, security will have weapons and ammo, engineers will have spare parts, etc
    -Security personal only have ammo for the guns they are holding
    -Crew that survive the outbreak for some time have more accumulated resources 
    -All human corpses are capable of having miscellaneous or food items depending on location 
    -All corpses have low and extremely low chances of high value items spawning, on top of their standard loot

    Generic random loot has been removed from the game
    -Each container type has received its own set of random loot, which differs based on location 
    -Lobby courtyard trashcans have different loot than IT storage or Trauma Center trashcans
    -Medbays have trauma recovery items based on realism (Psychotronics has higher % for brained pills, etc)
    -Supply crates that were previously empty or contained a random item are now much more full  

    Excessive loot has been removed or relocated
    -Grenades have been reduced in quantity across the station
    -Psi Hypos have been removed from many corpses and physical locations 
    -Weapon upgrade kits simply sitting around the level have been reduced in quantity 
    -Excessive ammunition has been removed or redistributed
    -Locations like the Trauma Center no longer have over 22 explosive cannisters

    Location appropriate loot has been emphasized 
    -The Ballistics Labs has more recycler grenades and many licenses for recycler grenade fabrication 
    -The Beams and Waves Lab has the infinite Q-Beam ammo fabrication plan
    -NM Division Fabrication room has far more Neuromod fabrication licenses 
    -Cargo Bay is now a cornucopia of loot, as it believably should be 
    -Derelict Shuttle and Crew Quarters Breach now contain some of the best loot in the game
    -Trauma Center has a high quantity of Medkits and Medkit fabrication plans 
    -Secured Pharmaceuticals has infinite licenses for all trauma recovery items 
    -Arboretum Security Storage room two unique chipsets and three weapon upgrade kits 

    Finite fabrication licenses have been distributed throughout Talos-I
    -Finite licenses for ammo are hand placed in security rooms and on security corpses
    -Finite licenses for Medkits can be found in medbays or on the corpses of medical personell 
    -Finite licenses for weapon upgrade kits, portable turrets, suit patch kits and Neuromods are all hand placed
    -All finite licenses have infinite versions available

    INfinite fabrication licenses have been distributed throughout Talos-I 
    -Infinite fabrication licenses are valuable and show up in lore appropriate, difficult to reach or hidden areas
    -Some items only have infinite licenses, like Psi Hypos, Q-Beam ammo, Nullwaves and trauma recovery items 
    -Some infinite licenses can show up as part of random loot, though it is exceptionally rare
    -Infinite licenses for 9mm rounds, recycler grenades, shotgun shells etc are found in only a few locations 

    Psi hypos have been reworked
    -Psi Hypos now restore overtime and completely fill the Psi bar, giving Psi capacity an actual functional use 
    -Many Psi Hypos have been removed from the game, especially from nonsensical locations
    -The higher value of Psi Hypos makes them a more significant consumable
    -Psi Hypo infinite fabrication license is found easily in Psychotronics 

    Food items have been reworked
    -Each individual food item has different instant healing, satiation and Psi gain properties
    -Heavier foods like caviar are satiating while sugary foods like PopStar restore health instantly

    Human abilities have received many changes 
    -New abilities have been added, like Doctor, Melee, Metabolism and Acrobatics 
    -Doctor increases Medkit healing, with the final rank allowing trauma curing with a single Medkit
    -Melee increases melee critical chance and critical damage 
    -Metabolism increases instant food healing and satiation
    -Acrobatics increases jump height and reduces fall damage/hobbling

    Hack and Repair have received many changes
    -Hack and Repair exclusive locations no longer grant any Neuromods 
    -Locations and content exclusive to Hack- like broken safes- now contain unique loot 
    -More doors and safes require Hack to access 
    -Locations and content exclusive to Repair- like the Derelict Shuttle- now contain unique loot 

    Psi powers have received many changes 
    -Psi powers are now separated between active and passive abilities
    -These passive abilities can grant up to 100% elemental immunity, status immunity, regeneration, etc. 
    -Active powers now gain significant cost and cooldown reduction in later ranks
    -All damaging Psi powers now inflict the same damage with each rank, which has been adjusted

    Chipsets have received many changes 
    -All chipsets have been made significantly better and Morgan begins with fewer slots (one scope, zero suit)
    -All chipsets have been hand placed throughout Talos-I 
    -More realistic distribution- only people with Psychoscopes can carry a scope chipset
    -Hand placed chipsets means no more duplicates or reloading areas for better chipset drops 

    Traumas have received many changes 
    -Some traumas have been given tiers, like intoxication, which can be light, medium or heavy
    -Bleed now deals damage slowly overtime rather than damaging upon sprinting/jumping
    -EMP lasts far longer from Voltaic Phantom electric projectiles 
    -Hobbling, Bleed, Concussion and Radiation can be resisted through suit chipset usage

    Morgan has received some changes 
    -It is now harder to pivot midair while jumping 
    -Fall damage occurs from shorter falls but deals less damage 
    -Charged wrench strikes cost double stamina but now inflict 120% extra damage
    -Morgan now takes 100% of electric damage regardless of suit integrity
    1. NivekVerily
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      this is all amazing and i'm so excited to see 3.0 launch, you've done amazing work already and i'm thankful as f*#@ for how hard you work for absolutely free. you're awesome man, thanks for all the efforts on our behalf, much love.
    2. Buzbuzbee
      Buzbuzbee
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      Thanks nivek, youre a dope supporter and I appreciate it. Still so excited to provide this mod for you (and everyone else). Prey is great but knowing other people will enjoy it makes all the difference. cheers brother. 
    3. O1D
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      Зачем извинятся за то что не можешь реализовать всё? Ты ведь не много миллиардная студия, а интузиаст, мы понимаем что не все задумки можно реализовать, но уже сейчас вы достигли успеха и вообще наверное являетесь единственным мододелом для данной игры, желаю вам удачи и в личной жизни и в работе над проектом! 
    4. NivekVerily
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      aw thats awesome thank you for being kind about my support, i really hope this feels worth all the work you put in cause it's SO appreciated by the rest of us. prey is a fan favorite and you're just keeping it vital and fresh and exciting and making it better and better. i mean f*#@ after redfall maybe bethesda should just hire you instead lawl
    5. NivekVerily
      NivekVerily
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      oh i just found out nexus lets you donate to people if you set that up, just FYI i would 100% send you ten bucks as thanks for your work if you get that set up homie, you deserve some compensation for all this free labour.
    6. MetaphysicalWeave
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      I'm in damn awe with what has been done already and can't wait for 3.0 best luck with that job man and best of wishes with the new year would also love to throw over like 10-15 if possible 
    7. VincentX3
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      I hope 3.0 is still in the works. I actually stopped playing 2.0 all together since the changes in 3.0 look pretty extensive.
      Good luck with the mod!
    8. Kashima12
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      Very excited to play the update, you're a damn legend for persevering.. I have nothing but respect for modders that take on these huge projects aside their jobs and life.
  2. I am very torn on this mod. The abilities and traits are fantastic. If they had been in the original they would have added a solid +1 to the rating. There's a lot of synergy between them, and they open up a lot of pathways/ playstyles, unavailable with the original.

    But with these come...drawbacks. Loot is dramatically decreased, and while the randomizer is in effect with numbers and chances, it seems to heavily favor the House-I played four times, never encountered a container with more items than standard. Most had fewer, seems 60% have nothing. Most of what you get, while different, is still base junk. Not that it matters-there's no recycling ability, but that's irrelevant as you will never get enough fabrication licenses to ever use your mats. The radomizer is quite a fickle mistress for decent items as well. Aside from picking up 1 Typhon lure, and the amazing fortune of finding 2 neuromod licenses on 1 play before clearing the main lobby, other playthroughs landed me...nothing even halfway through. I'd love to add a loot/materials mod to this-IMO the reduction here is far too excessive, but none of them are compatible, sadly.

    Word to the wise: you may regret skipping repair. Seems panels have no damage resistance with this mod. Combat near any is problematic. Found myself if Hardware labs with 3 sparking panels, no ability to fix them and I was wasting lots of glue gun rounds to move around them. And you travel back/forth a lot there. Also, you'll be encouraged quickly to go either Psi or Wrencher here, as the other weapons are underpowered [wow the stun gun is bad here!], and you require lots of neuromods to maintain/upgrade them. There are NO initial upgrade slots. Unless you don't care you'll have them sitting in your safe, unused. There's barely any ammo or dropped licenses either-you'll be considering whether the points you'd use here are best served elsewhere.

    TLDR: good benefits here, along with bad drawbacks. would benefit greatly with a loot mod addon or compatibility with other mods. I love it-I hate it. Enjoy your tour of Talos!
  3. Maltael
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    mmm shomk
  4. MemeKang
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    I contacted him through Discord in October of last year, asking him about the mod and he told me this:

    "Hey man, no worries. I am still working on shock, pretty much every day. I've remade the mod so many times and am now just getting comfortable with how things are playing out. Not giving an ETA because I obviously am bad at those lol. But yeah progress is coming and the mod is just huge."

    4 months have passed, but by that time he was actively working on it. So I still have some hope.
    1. JeffJohnsen
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      Alright good to know thanks :).
  5. squallrinoa
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    yeah, I just checked the reddit of this dude and he snapped. he f*#@ing lost his marbles. so this is def. not gonna get finished sadly.
    1. AceKuper
      AceKuper
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      Is that even his account still? Reads like a bot posting about crypto on an account that was either sold or abandoned.

      EDIT: Okay, after finally finding a sane post around 6 months ago it's weird. Right before that one there is 1 comment from 11 months ago about crypto, so it might be the actual dude going insane. But if you treat it as a nothing comment, which it looks lie. Dudes posts habits seem to drastically switch around 4 months ago there he went from a rare comment in a span of months sometimes, to straight up spam.
      So it still might be just a bot account.

      Doesn't change the fact that this mod is most likely never going to get the 3.0.
  6. nushiwii67
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    I came back to Prey for the first time since playing it when it came out and this mod meant so much for my experience of it. It's so easy to break Prey in just the first 2 hours on the hardest difficulty when you know what you're doing but your mod completely revamped that experience. No longer can you abuse a stamina bar that grants 20 seconds of sprinting to kite around every enemy attack, everything felt far more measured here. I can't see a donation option but would love to do so given the opportunity. Whether or not you come back to this mod know that you made something truly great and transformative with this :)
    It's mods like these that make the change from ps5 to pc validated for me
  7. StrangeSalad
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    Waiting like Hachiko 🐶
    1. Encryptedhahaha
      Encryptedhahaha
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      same
  8. roshua666
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    But when the world needed him most, he vanished...

    A hundred years have passed, but I haven't lost hope. I still believe that somehow, he'll return to save the world.
    1. Kashima12
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      I'm always saying be patient when it comes to mods but this long without a blog update or even a comment reply... it's starting to look dire, most mods that sit for this long are dead. Ah well, we shall see
    2. roshua666
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      50,000 people used to live here... now it's a ghost town.
    3. JeffJohnsen
      JeffJohnsen
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      Nah I am always looking
  9. JeffJohnsen
    JeffJohnsen
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    Well sadly the mod is dead
  10. MrSL88
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    I'm starting to think this has been abandoned... The mod maker hasn't been responding at all for quite a while now. It wouldn't surprise me if this has been abandoned though, because it is a pretty damn big undertaking for just one person. He/she would have to remain super determined and passionate without getting burned out (which happens with modding due to no money being made from it).
  11. LZeugirdor
    LZeugirdor
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    Any update on the mod? it's 4th quarter of 2024 and way past expected release.