System Shock 2 Anomalies, Discrepancies, and Outright Bugs
Balance Issues
The Fusion Cannon is badly unbalanced. I'm not sure what to do
with this yet. Energy weapons just aren't especially useful that
late in the game. If it did a little Incendiary damage in
addition to its Energy burst, and was available earlier, it might
be a lot better.
Added Stimulus/Incendiary 10 to Fusion Explosion and 15 to Big
Fusion Explosion (but none for Droid Fusion Explosion, which is a
seperate object) and putting a broken Fusion Cannon (but in good
condition once repaired) and some Prisms in the Armory on
Operations Deck.
Add Fusion Cannon and Prisms to Ops Deck Armory - see Operations
Changes made but not tested. With that new instance, you can get
a broken Fusion Cannon at the end of either Ops or Rec, whichever
you choose to do first. Perhaps the one on Rec should just be in
Poor condition, not Broken? Then again, we need something
to use all those Auto Repair Units on.
The Laser Rapier is a little weak. A slight increase in damage
should fix it. Lowering its skill requirement to Energy 3 would
also be an acceptable solution. (The 15% damage bonus would make
up for the current weakness.)
Object Electro Shock (-24) :
increased Act/React: Sources: Energy Stim,Contact(Low+Med): Intensity from 11 to 13
increased Act/React: Sources: Energy Stim,Contact(High): Intensity from 15 to 18
Changes made, but not tested.
The Assault Rifle and Pistol are a little too powerful. A slight
decrease in base damage for both may be in order. Initial testing
indicated that lowering the Stimulus Intensity of Standard Bullets
weakened the Pistol far too much for the early levels of the game.
Even if there were more bullets available to make up for each one
doing less damage, the pistols would break too fast if they had to
fire that many more rounds, and it would just take too long to get
off enough shots kill anything.
Object AP Bullet (-492) :
decreased Act/React: Sources: Armor Piercing Impact: Intensity from 4 to 3
Object HE Bullet (-33) :
decreased Act/React: Sources: High Explosive: Intensity from 4 to 3
Object Assault AP Bullet (-2254) :
decreased Act/React: Sources: Armor Piercing Impact: Intensity from 10 to 8
Object Assault HE Bullet (-2252) :
decreased Act/React: Sources: High Explosive: Intensity from 10 to 8
Add some more Bullets to Engineering, MedSci, and Hydroponics.
All areas of all three decks together have a total of:
44+30+35+59+33+48+19 = 268 Standard Bullets
24+0+24+12+12+12+6 = 90 Armor Piercing Bullets
0+12+12+12+12+12+0 = 60 Anti-Personnel Bullets
Since damage per bullet has been multiplied by 3/4, but Pistols are not
particularly overpowered at the beginning of the game, the total number
of available bullets should be multiplied by 4/3, and the extra bullets
should be available earlier to offset the necessity of using them up
faster. This means adding 30 AP, and 20 HE Bullets. 89 Standard bullets
should also be added if Standard bullets were being weakened, but I've
decided against that.
medsci1: add 20 Std, 9 AP
medsci2: add 16 Std, 7 AP, 6 HE
eng1: add 20 Std, 4 AP, 4 HE
eng2: add 11 Std, 7 AP, 6 HE
hydro1: add 10 Std, 3 AP , 4 HE
hydro2: add 12 Std
Damage changes made, but require more testing. Additional bullets not added yet.
The Annelid Launcher is much too expensive for its limited
usefulness. Making it more sturdy, making more ammo available,
and improving all of its speed factors are my favorite options for
this at the moment.
Object Small Worm Beaker (-48) :
increased Engine Features: Stack Count from 4 to 6
Object Large Worm Beaker (-1264) :
increased Engine Features: Stack Count from 8 to 12
Object Worm Beakers (-47) :
decreased Obj: Recycle Value from 3 to 2
decreased Psi: Fabricate Cost from 120 to 80
Object Worm Launcher (-27) :
decreased Gun: Reliability: Break Threshhold from 25 to 15
considering lowering Gun: Reliability: Degrade Rate from 3.0 to 2.5
increased Gun: Base Gun Description: Setting 0 Clip from 8 to 12
increased Gun: Base Gun Description: Setting 1 Clip from 8 to 12
Changes made, but not tested.
The Viral Proliferator is pretty weak for something so hard to
use. I'm not entirely sure what to do about it, though. Making
it easier to modify and making more ammo available would help. I
don't want to make it available earlier, because of all the logs
on the Recreation desk that refer to it. Widening the burst
radius and/or changing the burst dispersion are also options.
Object AH Viral Explosion (-1507) :
increased Act/React: Sources: Anti-Human: Radius from 10 to 15
Object AA Viral Explosion (-3559) :
increased Act/React: Sources: Anti-Annelid: Radius from 10 to 15
Initial testing indicates that the Anti-Human setting, as
expected, requires considerably more caution now. It is somewhat
effective against Rumblers, though. The problem is still a matter
of accurately aiming the spiralling missile and detonating it as
close as possible to the target. More testing is required.
Repair skill is virtually useless, due to the abundance of
Auto-Repair Units scattered throughout both ships and the relative
scarcity of broken things. Making Repair cheaper to learn and
removing many of the Auto-Repair Units (on higher Difficulty) may
not be enough. I may also break a bunch of (non-critical) things
just to have something to use it on.
Modify skill is unnecessary, for much the same reason as Repair.
There are six or seven French-Epstein Devices in the game
(depending on Difficulty level), which is all you need if you can
either keep the modified weapons from breaking or repair them
(with your extra Auto-Repair Units). More of those F.E.D.s should
be Difficulty-dependent.
Game System and Engine Anomalies
Disruption Grenades don't get damage bonuses, but with full damage
bonuses, they would take out a Rumbler with one hit. I'm planning
to give them the damage bonuses, but make fewer of them available
on higher Difficulty levels. This is not caused by unchecked
"Propagate Source Scale" properties. It's because the Stimulus
comes from the Disruption Burst (-1309) but the Green Core (-1522)
is what gets the propagated scale. Also, having Radius only
slightly smaller than normal with Linear dispersion would fit the
description better and make them less insanely powerful.
Moved stimulus from Disruption Burst (-1309) to Green Core (-1522) :
Act/React: Sources: Standard Impact, Intensity 35, Radius(8,LoS,linear)
Alternate solution (makes the explosion look different):
Reverse "Green Core" and "Disruption Burst" relationship :
Green Core (-1522) -> ParticleAttachment -> Disruption Burst (-1309)
Switch Corpse of Disruption Grenade Projectiles to Disruption Burst :
Disruption Grenade Proj (-1350) -> Corpse -> Disruption Burst (-1309)
Taking out a Rumbler with one Disruption Grenade is fun, but if
there are too many Disruption Grenades lying around, Rumblers
cease to be scary at all. If the Fusion Cannon were that
powerful, you wouldn't need anything else. Perhaps the Disruption
Grenade supply could be limited by setting the Stack Count to 1,
so you only find them one at a time instead of in threes,
like other grenades. That would drop the total from 66 to 22,
Those grenades that do get damage bonuses get more than other
weapons. Grenade Launcher Modification 1 doubles grenade damage
(200%), and level 2 is 228%. Other weapons are all 110% and 125%.
Grenades do 35% more damage for Sharp Shooter instead of 15%.
These are anomalies, but I don't think these need to be fixed.
The only way I can think of to fix them would be to disable all
damage bonuses for grenades.
Fusion Cannon, EMP Rifle, and Viral Proliferator shots also do not
get damage bonuses. These can be fixed without much worry about
making them too powerful, since Fusion Cannon and Viral
Proliferator are currently underpowered, and EMP Rifles would only
get bonuses for Sharp-Shooter and Modification anyway, not
Research or Skill.
Object Fusion Shot (-232) :
set Links:Corpse:Fusion Explosion (-1427) Data = TRUE
Object Big Fusion Shot (-3424) :
set Links:Corpse:Big Fusion Explosion (-3854) Data = TRUE
Object EMP Shot (-235) :
set Links:Corpse:EMP Explosion (-1424) Data = TRUE
Object Big EMP Shot (-235) :
set Links:Corpse:Big EMP Explosion (-4858) Data = TRUE
Object AH Viral Shot (-1357) :
set Links:Corpse:AH Viral Explosion (-1507) Data = TRUE
Object AA Viral Shot (-2695) :
set Links:Corpse:AA Viral Explosion (-3559) Data = TRUE
Changes made, but no significant effects noticed (yet).
Occasionally dead monsters drop their claws, spikes, or lead
pipes, which are invisible but detectable by psionic Remote
Pattern Detection, even after the corpse fades. Apparently they
inherit "Psi/Radar_type"="powerup" from the Weapons superclass.
Object Monster Melee Weapons (-169) :
Added Psi:Radar Type = none
Change made, bug not noticed since.
Cyber-Upgrade Modules are immune to Kinetic Redirection. There
aren't any Modules that can only be reached with Kinetic
Redirection, so this isn't a bug, and may in fact be intentional,
but it is anomalous. I'm thinking of changing it just to see if
it changes the game at all.
Object EXP Cookies (-938) :
Added Psi:NotPullable = FALSE
No effect. "Psi:NotPullable = FALSE" appears to be the
default anyway. I'll have to assume that this anomaly is an
intentional feature unique to Cyber-Upgrade Modules.
Hazard Suit says it gives 75% protection from Radiation and
Biohazard damage. Viruses should count as Biohazard, and "Energy"
attacks should qualify as Radiation, but the Hazard Suit doesn't
give any protection from Energy or Anti-Human (viral) damage, and
the WormSkin gives its 20% "Combat" damage reduction instead of
its 30% "Biohazard" or "Radiation" protection.
Object Hazard Suit Effects (-3487) :
add Act/React: Receptrons: Energy Stim: Min 0, Max none, Amplify by 0.80
add Act/React: Receptrons: Anti-Human: Min 0, Max none, Amplify by 0.50
Object Worm Skin Effects (-3489) :
decrease Act/React: Receptrons: Energy Stim: Amplify from 0.80 to 0.70
decrease Act/React: Receptrons: Anti-Human: Amplify from 0.80 to 0.70
Powered Armor gives 75% protection from Energy (not 50%) but no
protection from Radiation. It multiplies Energy damage by 0.50
twice. This is DEFINITELY the armor to wear when playing
with the Fusion Cannon. Was one of those originally intended to
affect Radiation? 50% Radiation protection might make the Powered
Armor too powerful, but 10% wouldn't.
Object Reflec Armor (-82) :
increase GameSys: Armor: Radiation from 0.00 to 10.00
Change made but not tested.
Recycling an implant while using it does not deactivate it - you
keep the bonus until you slot another of that implant and it
powers down or you remove it normally. Definitely broken, but
nothing I can do about it.
You can use certain skills (Maintenance) at the Upgrade Unit and
then Undo and get your Upgrade Modules back. Definitely broken,
but nothing I can do about it.
It always bothered me that when you take a Broken Shotgun from a
Hybrid, the corpse still has a Shotgun in its hands, so after you
pop out your single Rifled Slug and drop it, it looks like there
are now two Shotguns. I imagine it would have been overly
complicated and memory-expensive to have duplicate "dead Hybrid"
models with and without shotgun and triggers to switch them just
to fix something this trivial. Now, several years later, it's
probably much less of a concern, but I don't personally know how
to do it.
I find it similarly annoying that I can't put anything back into a
container, but I'm sure there's nothing I can do about that.
All weapons take up the same amount of inventory space, three
vertical slots, despite the fact that their models are very
different sizes. Pistols, Laser Pistols, and Psi Amps in
particular should be smaller, but reducing the inventory space
those take up would cause you to drop stuff when you switch from
using a large weapon to using a smaller one and the larger weapon
gets thrown into your already full inventory. Besides, if we
start making some weapons smaller, we'll have to make other
weapons bigger and rebalance them to take inventory space into
consideration. Better to leave this one alone I think.
Batteries lose their charge for no apparent reason. Sometimes a
whole stack of batteries will become less effective, so that each
battery in that stack will only add a percentage of charge to an
item instead of fully recharging it. The percentage is the same
for each battery in the stack, but I have not yet discovered what
determines that percentage or even what causes this effect in the
first place. I have no idea what, if anything, can be done to
prevent this. I do know how to recharge the batteries, and it
doesn't even require a Recharge Station. Alt-Click-and-Drag to
seperate one battery from the pile, then drop the large stack of
batteries and pick them back up again so they all stack with the
one you seperated. You should now have the full original stack
back, and each battery should now be fully charged. If anyone can
explain this to me, please do.
Text Strings
Laser Pistol Modification 2 says "Decreases energy consumption
50%" but it actually decreases energy consumption by only 33%. I
don't know how to change the Modification script, but I can change
the text.
Edited strings.crf/modify2.str :
laser:"Reduce energy consumption by 33%."
Change made and confirmed.
Similarly, EMP Rifle Modification 1 says "Increases energy storage
capacity and shot speed." but only the clip size is actually
changed. It's Modification 2 that increases the shot speed. Both
texts should be changed.
Edited strings.crf/modify1.str :
EMP:"Increase energy storage capacity by 50%."
Edited strings.crf/modify2.str :
EMP:"Reduce energy usage and increase shot speed 50%."
Change made and confirmed.
Stasis Field Generator Modification 1 says "Increases shot speed
by 50%" but it actually doubles the shot speed. As with the other
Modification effects, I can change the text to accurately
represent the actual effects.
Edited strings.crf/modify1.str :
Stasis_Field_Generator:"Increase shot speed by 100%."
Edited strings.crf/objlooks.str :
stasis_field_generator:"...increases the speed of the shot by 100%..."
Change made and confirmed.
Navy Training Year 2, option 2, UNN Pierce:
"...you learned a fair about weapon's maintenance..."
Edited strings.crf/chargen.str :
Mission14: "...you learned a fair amount about weapons maintenance..."
Change made and confirmed.
Navy Training Year 2, option 3, LaVerne Tactical Training
"You spent plenty of time with military grade pistols, assault
rifles and even auto-shotguns." But the +2 Standard you gain is
just barely enough to use Pistol and Shotgun, not Assault Rifle.
Annelid Psi Organ description
"...acts to rejuvenate and enervate neural tissue." Enervate
means to weaken or, in medicine, to remove nerves. Wrong word.
Two nominees for the "right" word:
"energize"
"innervate"
For now I'm going with my own preference, "energize".
Assault Rifle description:
"...does 25% more damage" than the Pistol. Actually, it
does 10 points to the Pistol's 7 (at skill 6) which is just over
40% more. I'm planning to change both of those numbers, though.
If I reduce the Assault Rifle to a base damage of 8 and the
standard Pistol to a base of 3 (5.25 at skill 6) the Assault Rifle
will do over 50% more damage than the Pistol. If I also make some
pistols do 4 damage but require Standard 2, those will max out at
6.4. 8 is 25% more than that. Probably better, at least for now,
to leave any actual numbers out of the description.
Edited strings.crf/objlooks.str :
Assault_Rifle:"...does significantly more damage."
Change made and confirmed.
The Assault Rifle description also ends with a quote from
"Capt. Edward Diego" about the battle of Boston Harbor.
Edited strings.crf/objlooks.str :
Assault_Rifle:"...Capt. William Diego..."
Change made and confirmed.
The Prism description says, "...for energy weapons" but these are
only used in the two energy-based Heavy Weapons, not the
battery-powered Energy Weapons.
Edited strings.crf/objlooks.str :
energy_ammo:"...for heavy energy weapons"
Change made and confirmed.
The French-Epstein Device description says, "Simply place your
weapon in the device..." How am I supposed to place a Fusion
Cannon *IN* a pen-sized device? I have to assume that whoever
wrote this description envisioned something very different from
the magic wands we see in the game.
Edited strings.crf/objlooks.str :
frenchnepstein_device:"Simply connect the device to your weapon..."
Change made and confirmed.
The Grub Pod Organ description and research results both have the
headings "Summary", "Analysis", and "Analysis" instead of
the usual "Summary", "Analysis", and "Recommendation".
Edited strings.crf/objlooks.str :
Grub_Organ:"...Recommendation: The grubs are fairly fragile..."
Edited strings.crf/research.str :
ResRepText4:"...Recommendation: The grubs are fairly fragile..."
Change made and confirmed.
Anti-Personnel clip description:
"Nanites inside the head of the clip autonomically sense
when the round has entered an organic target."
Edited strings.crf/objlooks.str :
HE_clip:"Nanites inside the head of the bullet autonomically sense when the round has entered an organic target."
Change made and confirmed.
Hybrid Organ description: "tumerous" is misspelled.
Edited strings.crf/objlooks.str :
OG_Organ:"...tumorous..."
Edited strings.crf/research.str :
ResRepText1:"...tumorous..."
Change made and confirmed.
The Annelid Launcher description and research report say
"...requires a Strength of 3, an Agilty of 3, and an Exotic
Weapons skill of 6." There is no such Agility requirement. Not
that it matters too much, since Agility 3 and Strength 3 are
pretty much guaranteed that late in the game. Besides, why would
you need high Agility to fire a semi-sentient weapon that fires
homing missiles?
Edited strings.crf/objlooks.str :
Worm_launcher:"...requires a Strength of 3 and an Exotic Weapons skill of 6."
Edited strings.crf/research.str :
ResRepText21:"...requires a Strength of 3 and an Exotic Weapons skill of 6."
Change made and confirmed.
The Laser Pistol's ObjectName is "An argon-suspension laser
pistol". The description doesn't say anything about Argon, but
does mention the model name "Apollo H4". How much sense does it
make for your HUD to describe how the Laser Pistol works the first
time you see one, and in fact every time you see one, but not
identify the model without a close inspection? This
"argon-suspension laser pistol" text always kinda bugged me, so
I'm switching those two phrases around.
Edited strings.crf/objlooks.str :
Laser_Pistol:"The Apollo H4 Argon- Suspension Laser Pistol..."
Edited strings.crf/objname.str :
Laser_Pistol:"An Apollo H4 Laser Pistol. (%s)"
Change made and confirmed.
Some other weapon names changed to include model names. Note that
no brand or model is ever mentioned for any shotguns, but the
description does state that they are made by Tri-Optimum's
Consumer Division.
Edited strings.crf/objname.str :
Assault_Rifle:"An M-22 Assault Rifle. (%s)"
Electro_Shock:"A Laser Rapier Mark IV."
Pistol:"A Talon M2A3 Pistol. (%s)"
shotgun:"A Tri-Optimum Shotgun. (%s)"
Change made and confirmed.
Beaker (large and small) descriptions:
"...to test new compounds of both carbon and non-carbon based compounds."
Edited strings.crf/objlooks.str :
Beaker_p2:"...to test new samples of both carbon and non-carbon based compounds."
Beakers:"...to test new samples of both carbon and non-carbon based compounds."
Change made and confirmed.
The single-use access cards for the Sensual Simulation Center
suites say "Sim-Love access card" in their short names, but cards
and the slots both say "Stim Unit access" in their long names.
Edited strings.crf/objshort.str :
Candy_Card:"Stim Unit access card: Candy"
Lance_Card:"Stim Unit access card: Lance"
Nikki_Card:"Stim Unit access card: Nikki"
Sven_Card:"Stim Unit access card: Sven"
Change made and confirmed.
The research results for the Viral Proliferator and Annelid
Launcher are identical to their respective description strings
except for the available modifications not being listed in the
research results.
Edited strings.crf/research.str :
ResRepText16 and ResRepText21: Added modification effects to the research strings to make them identical to the description strings.
Change made and confirmed.
The "Naturally Able" O/S Upgrade says, "One-time bonus of 8 Cyber Enhancement Units."
Edited strings.crf/traits.str :
Trait6:"Naturally Able: One-time bonus of 8 Cyber Upgrade Modules."
Change made and confirmed.
The "Cybernetically Enhanced" O/S Upgrade doesn't mention that you
can't use two of the same implant. I was specifically intending
to do that the first time I tried it.
Edited strings.crf/traits.str :
Trait7:"Cybernetically Enhanced: Allows the use of two implants (of different types) at once."
Change made and confirmed.
The "Cyber-Assimilation" O/S Upgrade text says, "You can extract a
diagnostic/repair module from any destroyed robot." It
doesn't say that Protocol Droids don't have them or that Turrets
don't count as Droids.
Edited strings.crf/traits.str :
Trait12:"Cyber-Assimilation: You can extract a Diagnostic/Repair Module from many destroyed robots and can use it to heal 15 Hit Points."
Change made and confirmed.
The description of the Diagnostic and Repair Module that can be
extracted from certain kinds of droids if you have the
"Cyber-Assimilation" O/S Upgrade also has a few problems. For one
thing, it mentions protocol droids being robbed of these modules,
but protocol droids don't have them. Also, as Jenesis pointed
out, it says that programmed failsafes were implemented after "the
Dubuque Autodoc Scandal of 2025", but these DRMs are based on
nanite technology that, according to the description of nanites,
wasn't developed until 2078.
Edited strings.crf/objlooks.str :
cheeseborger:"Use this Self-Diagnostic and Repair
Module to heal yourself. Advanced models of robots contain
self-modification circuitry and special nanite stores for
repair and replacement parts. After the Dubuque Autodoc
scandal of 2085, programmed failsafes were
implemented to prevent robots from \"accidentally\"
generating new functionality, such as weapons.
Additionally, the Diagnostic/Repair Modules can be used by
hackers and other heavily modified humans for their own
healing, leading to slash-and-run robberies of unaccompanied
robots, such as maintenance droids."
Change made. Not yet confirmed in-game.
Psi Hypo description says, "A dose will increase your psi points
by 30..."
Edited strings.crf/objlooks.str :
psi_booster:"A dose will increase your psi points by 20..."
Changes made and confirmed.
Powered Armor description says nothing about the level of
protection provided while unpowered. Of course, it also doesn't
say how much protection is provided while powered, either. You
have to equip it to see the 50% protection from combat damage, and
you have to wear it unpowered to find out that all those "solid
Titanium/polymer shielding panels" don't actually do anything
without power to "support" them. And oddly enough, although the
description sounds pretty similar to the description of the Hazard
Suit, the Powered Armor gives no protection from radiation and the
Hazard Suit gives no combat protection, even from Energy weapons.
See "GameSys and Engine Anomalies" above.
In the Med/Sci deck log "DELACROIX 04.APR.14 re: Xerxes\n", the
log text says "What would happen if somebody with a real
agenda got into him?", but the voice recording says "someone"
instead of "somebody". Much easier to change the text than the
voice recording.
Edited strings.crf/level02.str :
LogText21:"What would happen if someone with a real agenda got into him?"
Change made. Not confirmed yet.
In the Command deck log "NORRIS 09.JUL.14 re: Worms and guns", the
log text says, "He told me how to make a weapon to help us
against our enemies." but the voice recording says, "...a weapon
that would help us...".
Edited strings.crf/level06.str :
LogText19:"... He told me how to make a weapon that would help us against our enemies."
Change made. Not confirmed yet.
Medical/Science Deck
There's an invisible (No Refs) Med Hypo (#234) in upstairs Cryo B,
next to the debris on the lower floor leading to the upper
monitoring station. Should be put inside something, made visible,
or deleted.
Object medsci1.mis: Med Patch (234) at (57.11, -158.77, -2.21) :
moved to (57.11, -158.77, -3.86) - on the floor
deleted Renderer: Has Refs = FALSE
Change made and confirmed.
Hidden Pistol #1431 on ledge across from walkway in Crew Sector
looks "Modified" but isn't. Add "Gun/Base Gun Description" with
stim mult 1.1 and clip size 24 to make it equal to a normally
modified Pistol. Otherwise, it effectively skips Modification
Level 1 and if you modify it to Level 2, it gets only the
Level 2 mods. Yes, this means that if you can find this one after
I've fixed it, you get a barely functional Pistol with a free
level of Modification, not to mention the three Standard Bullets
in its clip. Note that this does not make it the best
Pistol in the game.
Object medsci2.mis: Pistol (1431) at (-119.41, 47.20, 3.75) :
added Gun: Base Gun Description:
Setting 0 Clip = 24
Setting 0 Stim Mult = 1.10
Setting 1 Clip = 24
Setting 1 Stim Mult = 1.10
Changes made and confirmed.
Listing the objects in medsci2.mis shows 3 Pistols, but there are
only two. The third is actually the flashing light in the right
tube in the irradiated ICU. Definitely qualifies as "anomaly",
but there's no reason to actually fix it, since it can't possibly
be noticed without the editor.
The Shotgun near the corpse behind the Machinery on the upper
level of the storage room across from Watts' quarters, in addition
to being the first working Shotgun, is unbreakable and has
reduced recoil!
Object medsci2.mis: shotgun (607) at (-124.19, 121.55, -2.72)
The Assault Rifle and EMP Rifle in the Med/Sci Armory are also
unbreakable! The Assault Rifle also has no recoil at
all for Single Shots and reduced recoil for Full Auto. This
is what makes it worth your while to go all the way back to
Med/Sci once you get the access code on Operations. Of course, if
you just happen to remember the code from the last time you
played, all you have to do is bring these with you and remember
which ones they are. These "magic" weapons are completely
indistinguishable from "normal" ones without using editor, wasting
some ammo to test their recoil, or firing the normal one until it
breaks.
Object medsci2.mis: Assault Rifle (1372) at (-53.78, -61.25, -3.50)
Object medsci2.mis: EMP Rifle (1377) at (-36.35, -56.52, -1.22)
Engineering Deck
The first four Pistols you find on Engineering (in open
storage locker, across from Aux. Storage 4, under Fluidics Control
shaft, and just before Slug Turret) all have reduced
recoil. (None for single shots!) If I knew anything
about making new models and textures, I'd suggest making these
Pistols actually look different. Then I could make them require
Standard Weapons skill 2, give them some different text, and
they'd be a whole different weapon. The same could be done with
certain other special weapons. (Similarly, some of the Wrenches
could be shaped like Lead Pipes, just for variety, and nostalgia.)
Object eng1.mis: Pistol (1162) at (11.20, -105.55, -93.97)
Object eng1.mis: Pistol (1495) at (-23.58, -236.26, -41.78)
Object eng1.mis: Pistol (1630) at (0.13, -386.05, -31.78)
Object eng1.mis: Pistol (1646) at (9.07, -408.57, -31.78)
Broken Shotgun #1061 outside Fluidics Control looks "Modified" but
isn't. Add "Gun/Base Gun Description" with stim mult 1.1 and
reload times 333 and 500 to make it equal to a normally modified
Shotgun. Once this is repaired, it's still in pretty bad shape,
but it will have the free Level 1 Modification. Note that Pistols
and Shotguns are by far the easiest weapons in the game to Modify
manually, so I'm not especially worried about unbalancing things
by making these weapons that already say Modification 1
actually work like weapons that have been modified once.
Especially in light of the unbreakable and
recoilless weapons I found elsewhere.
Object eng1.mis: shotgun (1061) at (1.33, -418.80, -5.75) :
added Gun: Base Gun Description
Setting 0 Stim Mult = 1.10
Setting 0 Reload Time = 333
Setting 1 Stim Mult = 1.10
Setting 1 Reload Time = 500
Changes made and confirmed.
There's an invisible (No Refs) Rifled Slug Box (#1586) near the
corpses outside the Xerxes core. It should be on a corpse or
deleted. I'm leaning toward deleting it. It's not like Rifled
Slugs are hard to come by, what with all the Hybrids running
around that area.
Object eng1.mis: Rifled Slug Box (1586) :
deleted
Change made and confirmed.
What is up with the Shotgun Hybrid (#850) with the Pellet Shot Box
(#817) in that disconnected room? Under what circumstances does
he ever come out and hand over the bullets?
Object eng1.mis: Shotgun Hybrid (850) at (38.65, -429.99, -27.00)
Object eng1.mis: Pellet Shot Box (817) at (34.88, -428.45, -27.00)
There's in invisible (No Refs) Small AP Clip (#1634) near the
corpse between Grav Shafts. It should be on the corpse or
deleted. I'm leaning toward putting it on the corpse, but maybe
only on lower Difficulty settings.
Object eng1.mis: Small AP Clip (1634) :
added Links: ~Contains: Male Corpse 1 (1667), Ordinal = 1
Change made and confirmed.
The Cargo Bays have several really cool little niches that would
be great to hide things in, but there's nothing there. I really
want to hide some extra Goodies in Cargo Bay 1A East 2nd floor,
Cargo Bay 1B center, and Cargo Bay 2B West 2nd floor. Maybe I'll
throw in another Small AP Clip, a Maintenance Tool, and a pile of
Nanites on "Easy" difficulty and make something less useful or
nothing at all appear on harder difficulties.
Hydroponics Deck
More than half the breakable weapons on this deck are already
broken, and there are no "special" weapons. Nothing wrong with
that, but worth noting.
Shotgun Sam (OG-Shotgun #801) walks through the broken Biological
Survey Lab door. Not sure this should be fixed.
There are five vials of Toxin-A and you only need four. After
using four, the fifth can crash the game back to Windows. The
only reason to have more than four would be in a Multiplayer game,
when a player who isn't currently in the game might have one of
them. Planning to make one of the two in the Biological Survey
Lab only exist in Multiplayer games.
Object hydro2.mis: Anti-Annelid Toxin (547) at (-58.47, 102.34, -2.52) :
added Difficulty: Permit: quest var values = 0, 5
Change made. Confirmed that vial does not exist for single player.
There's an inaccessible Laser Rapier under the floor next
to the Environmental Regulator on Hydroponics D. I'm probably
just going to delete it, although I'm still considering moving it
onto the floor. There's really no need for any more Laser
Rapiers in Single Player mode. I don't know about Multiplayer,
though. By the end of Hydroponics, it's certainly possible that
there might be three players in a Multi game who want a Laser
Rapier, but does that necessarily mean they should all have one?
Object hydro3.mis: Electro Shock (102) at (-135.00, -83.50, -11.64) :
moved to (-135.00, -83.50, -11.42)
added Difficulty: Permit: quest var values = 0, 5
Changes made. Confirmed that rapier still cannot be found by single player.
Operations Deck
Added a Fusion Cannon and some Prisms in the Armory. (See Balance Issues above)
Created Object ops4.mis: Fusion Cannon (1261) at (-153.74, -158.55, -23.88) :
H = 100.01, P = 4.28, B = 257.59
Gun: Gun State: Ammo = 42
Gun: Gun State: Condition = 42.00
Obj: State = Broken
Created Object ops4.mis: Large Prism (1262) at (-149.02, -178.07, -23.88) :
Renderer: Has Refs = FALSE
Links: ~Contains: A Small Trioptimum Crate (351)
Created objects. They are reachable, but the Fusion Cannon
appears to be embedded in the wall. Fine-tuning required.
None of the Lockers in the bunkrooms are actually
locked. Going to try to turn some of them into
locker-shaped Security Crates. I'll have to throw in some more
Nanites to get the same net gain after spending Nanites to hack
them open. Maybe a couple Prisms and Beakers too. See Command.
One of the logs says that Crystal Shards are "fragile" but like
all melee weapons, they are actually unbreakable. I'd personally
like to see breakable Crystal Shards and upgradable Laser Rapiers,
but I'm pretty sure there's nothing I can do about either one.
Recreation Deck
There are three EMP Rifles on Recreation Deck, one on a corpse
near the QBR in Recreation A, one in the Engineering Access room
leaning against the Recharger in Recreation B, and one on the
corpse in the Theatre in Recreation C. They're all
unbreakable. Remind me, what was it we needed Repair skill
for? I'm thinking of making these three into perfectly normal,
breakable, EMP Rifles.
Object rec1.mis: EMP Rifle (389) at (23.68, -275.31, -12.55) :
increased Gun: Reliability: Break Threshhold from 0.00 to 2.00
Object rec2.mis: EMP Rifle (1730) at (14.68, -119.46, -10.10) :
increased Gun: Reliability: Break Threshhold from 0.00 to 2.00
Object rec3.mis: EMP Rifle :
increased Gun: Reliability: Break Threshhold from 0.00 to 2.00
Have not made these changes yet.
Recreation B - West Dining Hall lower area is labelled
"Inset: Upper Area" on map. Haven't figured out how to fix
this yet.
There's an invisible (No Refs) box of 29 Nanites (#143) on floor of
Conference Room in Recreation B. May as well just delete it.
Object rec2.mis: 20 Nanites (143) at (-176.95, -115.41, -11.95) :
deleted
Change made and confirmed.
Recreation B side of Bulkhead 52 is labelled 25.
Object rec2.mis: Black 5 (679) at (27.77, -194.80, -10.00) :
moved to (27.77, -197.97, -10.00)
Object rec2.mis: Black 2 (680) at (27.79, -197.97, -10.01) :
moved to (27.79, -194.80, -10.01)
Change made and confirmed.
The pile of nanites on the pipe above the 2nd floor of the Mall
cannot be pulled down with Kinetic Redirection. This may not need
to be fixed, since they are reachable by standing on a chair, but
it's an anomaly.
Only one of the Crew Quarters has a light switch? If the lights
on the ship are supposed to be voice-activated or controlled by
Xerxes, why would there be any light switches? If the lights are
controlled manually, why aren't there more switches, here and
elsewhere throughout the ship? If that light switch is a manual
override of some sort, in addition to the voice-control, why just
in somebody's quarters, and not in more important areas? I'm
tempted to put light switches all over the place, but I may have
to make most of them broken, which would discourage the player
from clicking the buttons and likely cause them to not click when
they should.
Command Deck
The working replicator (#363) at the first tram stop has no marker
on the map, but does have a Marker object (#618). What's up with
this?
The only unbreakable Laser Pistol is in a Security Crate
above the middle Tram Stop. There's nothing else about it that is
noticably different. This would be an important find a few decks
earlier, but at this point, with the shortage of rechargers on
Command and Rickenbacker and the lack of energy-vulnerable targets
in the Body of the Many, even a "magic" Laser Pistol isn't that
exciting. If there were a couple spare batteries in that crate
with it...
The hidden, broken EMP Rifle (#1329) on the floor behind the
control pedestal at the top of the Bridge Elevator looks
"Modified" but isn't. Add "Gun/Base Gun Description" with stim
mult 1.1 and clip size 150 to make it equal to a normally modified
EMP Rifle. Although EMP Rifles are particularly tough to upgrade,
I don't think there will be any imbalances introduced by making
this one actually live up to its "Modified 1" label, since it's
actually breakable and found rather late in the game.
Object command2.mis: EMP Rifle (1329) at (-10.55, 0.98, 22.40) :
added Gun: Base Gun Description:
Setting 0 Stim Mult = 1.10
Setting 0 Clip = 1.50
Setting 1 Stim Mult = 3.30
Setting 1 Clip = 1.50
Change made and confirmed.
None of the Lockers in the bunkrooms are actually
locked. Going to try to turn some of them into
locker-shaped Security Crates. And none of the broken
lockers are repairable. Going to try to make some
locker-shaped, broken, locked, repairable Security Crate-like
objects and put goodies in them that are almost worth the
effort of fixing and hacking the lockers. Maybe about 20% more
Nanite value than it costs to repair and hack all of them once, so
you can restart 20% of the attempts and break even, and if you're
really good, really lucky, or really patient with your
QuickSave/QuickLoad, you might net a couple dozen Nanites, a Game
Pig, a few random Hypos, an implant you're already sick of, like
SwiftBoost, and a bunch of Magazines. This would also be a good
place to add a few more Prisms if I make the Fusion Cannon
available earlier and to add more Beakers just because the Worm
Clusters are so limited.
There's an invisible (No Refs) Disruption Grenade Clip (#2289)
next to the top front right (broken) locker in the southwest
bunkroom. May as well just delete it. Or put it in the
locker if I can find a way to make the broken lockers repairable.
The corpse at the intersection between the Shuttle Cargo Bays has
the best Pistol in the game. Not only is it recoilless
like the ones in Engineering, it's unbreakable. A great
find for those of us who are trying to complete the whole game
with just Pistols and a Wrench, or are playing Impossible as an
OSA Agent and can't afford Standard 6. If you've had an Assault
Rifle for several hours by this point, this isn't too impressive.
Rickenbacker
Am I the only one who spent fifteen minutes searching the pipe
alcove next to Chemical Storage Room in Pod 1, assuming that there
had to be something hidden in such a convenient
little corner? I'm tempted to at least put one of the missing
Game Pig games in there. Or maybe a single Nanite.
Two invisible (No Refs) Disruption Grenade Clips (#1582 and #1606)
next to corpse #1565 near Diego's first email trigger. Should
probably be deleted, especially if Disruption Grenades get their
damage bonuses.
Object rick1.mis: Toxin Grenade (1582) at (-90.31, -60.65, 43.23) :
deleted
Object rick1.mis: Toxin Grenade (1606) at (-90.63, -58.70, 43.23) :
deleted
Changes made and confirmed.
There's a hole in the "Unbreakable Window" in the Pod 1
Medical Bay. You can jump out the far corner of the window and
spacewalk without a suit. Probably just a window Scale bug.
Should be easy enough to fix.
One Med Hypo (#153) and one Research Soft V3 (#154) are
under the floor (ceiling) in the first medical bay in
Rickenbacker Pod 2. Neither one is an especially significant find
at that point, so they may as well be on the floor.
Object rick2.mis: Med Patch (153) at (-508.43, 31.44, 286.14) :
moved to (-508.43, 31.44, 287.14)
Object rick2.mis: Research Soft V3 (154) at (-505.73, 31.06, 286.04) :
moved to (-505.73, 31.06, 287.04)
Changes made and confirmed.
The bottom of the first unbreakable window (#513) on the Bridge of
the Rickenbacker can be fired through without breaking the window.
You can actually kill the egg and spider on the other side by just
firing through it. Probably just needs its Scale adjusted to make
the Glass fit the wall better.
Body of the Many
Wrench #156 is under the floor under the membrane at the
entrance to the egg laying chamber. Moving it from
(-237.62,451.98,39.48) to (-273.62,451.98,40.11) makes it visible
and reachable, if you really want a Wrench for the Endgame and
haven't brought one with you. I kinda like having it there. It's
weird.
Object many.mis: Wrench (156) at (-237.62, 451.98, 39.48) :
moved to (-237.62, 451.98, 40.11)
Change made and confirmed.
Why are the Small HE Clip and Small Nanite Pile on the nerve above
the small tooth pool so difficult to get down? Sometimes Kinetic
Redirection works on the Nanites, but I usually end up shooting
them both down. Haven't figured out why this happens yet.
Still haven't figured this out. See also Recreation Deck.
Shodan
With a careful combination of leaning left and climbing, you
actually can climb up the central staircase to reach the neatly
arranged pile of disappearing goodies at the top. However, if you
actually need those goodies, you can't keep them. Unless you
already have the same items in your inventory for these to stack
with, they will evaporate even after you pick them up.
This has to be intentional.