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CattlesquatUploaded by
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This page was last updated on 23 February 2024, 8:32PM
- Changelogs
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Version 2.2.2
- Costs of Bioreactor/Thermal Plant/Nuclear Reactor increased
- "Worse than DeathRun" option added for Scans Required
- "Pescatarian" diet challenge (fish ONLY) added
- Cyclops fires more likely (depending on your Damage Taken setting)
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Version 2.2.1
- Integrated Filter Chip now purges nitrogen while you're inside a base
- Worse-than-DeathRun "Challenge" option for Radiation to go to 200m implemented
- Challenge options for Filter Pump (to not work "in" the Aurora, or optionally "near" it)
- Challenge options farming (growing plants) to be 3x or 6x slower
- Challenge options "Vegan" and "Vegetarian"
- Challenge option for "Nonviolent" (knife does no damage - only collects samples where relevant)
- Better unlock messages for upgraded dive suits
- Patched issue where "Nonviolent" knife couldn't cut Table Coral samples
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Version 2.1.1
- My earlier adjustment to Water Filtration balance didn't take, so have NOW fixed :)
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Version 2.1.0
- "Decompression Module" vehicle upgrade for Seamoth/Prawn lowers exit cost & speeds bends recovery
- "Decompression Module" unlocks when you scan "The Big Alien Skull" or completely unlock Cyclops
- In case you've already scanned the big skull, you can also scan a Ghost Ray in same "room".
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Version 2.0.0
- After Aurora repaired, can build "Integrated Filter Chip" to allow breathing surface air
- "Hull Reinforcement Module" lowers the EXTRA damage caused to vehicles by creatures (stacking 3 removes it)
- Stasis Rifle & Propulsion Rifle scans & costs slightly increased (too important a tool not to be made harder!)
- "Chernobyl" FX decrease somewhat as you repair each leak
- After radiation repair, depth-based radiation phases out more quickly
- In "Creative" difficulty mode, tools will spawn with batteries
- First Aid Kit going in Quick Slot can be disabled from Options menu (then restart Subnautica)
- Adjusted Water Filtration machine energy consumption
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Version 1.9.8
- First Aid Kits can be placed in a Quick Slot, and when "held" can be "used" instead of "dropped"
- "Chernobyl" Aurora interior FX moved to an optional setting, w/ scoring adjustments.
- When repair Aurora and "Surface Air" set to "Hard", all surface air immediately breathable.
- Tweaks to "Hard" setting for Nitrogen.
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Version 1.9.7
- Aurora interior is more Chernobyl-ish before repair, but AFTER repair the air inside it works again
- Nitrogen/Bends on "Hard" level falls toward 0 when you go inside a base/vehicle
- Setting Batteries to "Worse than Deathrun" gives appropriate scoring credit
- Scans Required for Cyclops fragments increased (5 of each type on Death Run, 4 of each type on Hard)
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Version 1.9.6
- Fix Prawn Scans required which I apparently broke a few builds back.
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Version 1.9.5
- Copper batteries can be "recycled" in the Fabricator -- three batteries returns 2 copper.
- First Aid Kits used to purge oxygen are still consumed even if health is 100%
- Added a few miscellaneous tips and tweaks.
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Version 1.9.4
- Habitat Builder recipe no longer includes inappropriate Lithium Battery
- Fixed issue where "Alternative" Death Run Vehicle Costs weren't giving full scoring credit
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Version 1.9.3
- Swim Charge Fins rebalanced (will keep up w/ Flashlight. Does not allow infinite Seaglide)
- Seamoth "Depth 3" module costs were incorrect - have fixed/patched
- Swim Charge Fins rebalanced (will keep up w/ Flashlight. Does not allow infinite Seaglide)
- Seamoth "Depth 3" module costs were incorrect - have fixed/patched
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Version 1.9.2
- Fixed bug (misplaced parenthesis) that was breaking creature targeting.
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Version 1.9.1
- Can always exit vehicles free of energy costs inside Alien Facilities and Primary Containment
- More effective fix for getting bends in Precursor Elevator, etc.
- Player no longer chokes/gasps when getting into e.g. Seamoth
- More effective fix for things swimming inside of the Precursor non-water facilities.
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Version 1.9.0
- Depth Modules for certain vehicles have slightly harder ingredient lists
- New "Batteries" difficulty setting added (as usual, "Easy" == vanilla Subnautica)
- Basic Batteries have less power and are no longer rechargeable (unless Batteries set to "Easy")
- Basic Power Cells ARE rechargeable (lead acid batteries) but less power capacity, different costs
- Lithium Batteries & Lithium Power Cells now exist (with power & rechargeability of original game)
- Batteries found in Aurora, Crates, etc, will be the "good rechargeable kind" so more valuable
- When you build a new tool/vehicle it no longer "comes with" a free battery / power cell
- Rebreather effect on nitrogen slightly reduced
- "Scans Required" is now a separate difficulty setting
- Seamoth scans reduced to 12 / 8 (DeathRun / Hard). Even though 15 is super easy, lol! :D
- Cyclops costs rebalanced (base Cyclops is easier, depth mods harder)
- Fixed an exception in player "OnKill" sequence that may have been causing "invicibility bug"
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Version 1.8.3
- "Elevator" in Precursor gun base no longer causes The Bends
- Teleporting no longer causes The Bends
- Rocket Launch now saves score to high score list
- Swim Charge Fins charging penalty reduced
- Primary Containment Facility no longer causes player "crush damage", nor charges exit-from-vehicle energy costs.
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Version 1.8.2
- Fixed lack of bends damage with warnings turned off
- Alternative "Death Run" Seamoth costs (for someone who found current ingredients immersion breaking)
- Spotlights back to only requiring one scan (since they don't despawn when you scan them, no point)
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Version 1.8.1
- Damage adjustments weren't working AT ALL -- now they are working! Had to be completely re-tuned of course.
- Bends will not cause damage while you're inside your base (so climbing ladders won't give you the bends)
- You can adjust the frequency with which the N2 and Breathability warnings (aka "tips") appear
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Version 1.7.3
- Adjusted scan counts (in particular LaserCutter and Prawn Suit now work as intended)
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Version 1.7.2
- Fixes slight hinkiness with EscapePod sinking that 1.7.1 introduced
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Version 1.7.1
- Vehicles and certain tools require additional "scans" to be researched
- Escape Pod now "rights itself" when repaired (stays sunk though)
- Enhanced aggression no longer applies to vehicles you aren't currently piloting
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Version 1.6.1
- Creatures can no longer see you ""through the terrain" (unless you turn on the new "Worse than Death Run" setting.
- Preference added to disable showing of "tips" on main menu screen
- Continued improvement of Escape Pod's "data screen"
- Misc tuning and improvements to nitrogen model - display shows blue when receiving a bonus at e.g. pipe.
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Version 1.5.1
- Saved Game slots now tell the start location and current score
- Fixed an occasional NPE in nitrogen code.
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Version 1.4.1
- Improved the Deco/Nitrogen meter with some color coding
- Additional "tips" added
- Fixed a bug where an "UnfreezeStats
- Improved the Deco/Nitrogen meter with some color coding
- Additional "tips" added
- Fixed a bug where an "UnfreezeStats" method would fail to patch
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Version 1.3.5
- Fix failure-to-patch exception when High Score list is hidden.
- Tuning and adjustments around aggression, including to get hand-feeding working well again.
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Version 1.3.4
- Fix accidental debug messages included in 1.3.3
- Force "cause of death" messages back to over the death black screen (if SN wants to show a couple quiet internal complaints, so be it)
- Stop a super-early death from launching the player into the sky
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Version 1.3.3
- Fixed Solar Panels not having reduced power accumulation
- Fixed a few issues with Top 10 list not being created in correct (score based) order
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Version 1.3.2
- Minor fixes (top 10 alignment with menu, stability when reloading w/ changed pod angle)
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Version 1.3.1
- "Top 10 Best Runs" - high score list.
- Supports "basic game" starting location (with non-sinking Escape Pod, etc)
- Stability improvements especially when returning to main menu
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Version 1.2.1
- Exiting vehicle at depth now costs energy. Better "data wall" display in Escape Pod. Tuned various aggression & energy consumption related items.
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Version 1.1.3
- Added "Data Bank" entries for Death Run rules. Slight tweaks to item costs.
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Version 1.1.2
- Fixed issue where Reaper Leviathan "cinematic kill" of player wasn't producing correct "Cause of Death" string. Made the "safe diving depth" message less spammy, especially during load.
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Version 1.1.1
- Debut version!
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- Author's activity
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February 2024
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23 Feb 2024, 8:31PM | Action by: cattlesquat
Attribute change
'Description changed.'
February 2021
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08 Feb 2021, 8:05PM | Action by: cattlesquat
Readme file added
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08 Feb 2021, 7:57PM | Action by: cattlesquat
Readme file added
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08 Feb 2021, 7:56PM | Action by: cattlesquat
Readme file added
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08 Feb 2021, 7:55PM | Action by: cattlesquat
Readme file added
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02 Feb 2021, 11:20PM | Action by: cattlesquat
Changelog added
Change log added for version 2.2.2
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02 Feb 2021, 11:19PM | Action by: cattlesquat
Readme file added
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02 Feb 2021, 11:18PM | Action by: cattlesquat
File added
DeathRun [version 2.2.2]
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02 Feb 2021, 11:17PM | Action by: cattlesquat
Attribute change
File 'DeathRun' category changed to Old versions.
January 2021
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31 Jan 2021, 5:03PM | Action by: cattlesquat
Readme file added
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31 Jan 2021, 5:03PM | Action by: cattlesquat
Changelog added
Change log added for version 2.2.1
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31 Jan 2021, 5:02PM | Action by: cattlesquat
Attribute change
File 'DeathRun' category changed to Old versions.
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31 Jan 2021, 5:02PM | Action by: cattlesquat
File added
DeathRun [version 2.2.1]
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29 Jan 2021, 8:10PM | Action by: cattlesquat
Readme file added
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29 Jan 2021, 8:10PM | Action by: cattlesquat
Changelog added
Change log added for version 2.2.1
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29 Jan 2021, 8:09PM | Action by: cattlesquat
Attribute change
File 'DeathRun' category changed to Old versions.
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29 Jan 2021, 8:09PM | Action by: cattlesquat
File added
DeathRun [version 2.2.1]
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27 Jan 2021, 11:26PM | Action by: cattlesquat
Readme file added
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27 Jan 2021, 11:26PM | Action by: cattlesquat
Changelog added
Change log added for version 2.1.1
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27 Jan 2021, 11:25PM | Action by: cattlesquat
Attribute change
File 'DeathRun' category changed to Main Files.
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- Mod page activity
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March 2024
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28 Mar 2024, 7:51AM | Action by: varich83
Endorsed
'DeathRun - Roguelike Super-Hard'
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22 Mar 2024, 4:36PM | Action by: SeriouslyUnfunny
Endorsed
'DeathRun - Roguelike Super-Hard'
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22 Mar 2024, 12:39AM | Action by: ngiotis
Tracked
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19 Mar 2024, 2:24AM | Action by: CassiusElendor
Tracked
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17 Mar 2024, 11:22AM | Action by: Blimper6
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16 Mar 2024, 8:27PM | Action by: SansJose
Tracked
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09 Mar 2024, 8:29PM | Action by: shadowscar51
Endorsed
'DeathRun - Roguelike Super-Hard'
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08 Mar 2024, 7:07PM | Action by: nottoasted1
Tracked
'DeathRun - Roguelike Super-Hard'
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06 Mar 2024, 7:11PM | Action by: Minerain44
Endorsed
'DeathRun - Roguelike Super-Hard'
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05 Mar 2024, 5:29AM | Action by: lbfp265
Endorsed
'DeathRun - Roguelike Super-Hard'
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02 Mar 2024, 4:18PM | Action by: ZoazSasha
Endorsed
'DeathRun - Roguelike Super-Hard'
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01 Mar 2024, 11:32PM | Action by: WakeUpSamurai
Endorsed
'DeathRun - Roguelike Super-Hard'
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01 Mar 2024, 5:16PM | Action by: morecoe
Untracked
'DeathRun - Roguelike Super-Hard'
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01 Mar 2024, 5:16PM | Action by: morecoe
Tracked
'DeathRun - Roguelike Super-Hard'
February 2024
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25 Feb 2024, 2:40AM | Action by: Gneeznow
Endorsed
'DeathRun - Roguelike Super-Hard'
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24 Feb 2024, 8:53PM | Action by: Myrmecia1
Untracked
'DeathRun - Roguelike Super-Hard'
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24 Feb 2024, 8:53PM | Action by: Myrmecia1
Tracked
'DeathRun - Roguelike Super-Hard'
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24 Feb 2024, 6:25AM | Action by: SEBEK2628
Endorsed
'DeathRun - Roguelike Super-Hard'
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23 Feb 2024, 11:35AM | Action by: DaddySmurf2nm
Untracked
'DeathRun - Roguelike Super-Hard'
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21 Feb 2024, 11:45PM | Action by: DaddySmurf2nm
Tracked
'DeathRun - Roguelike Super-Hard'
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