Amnesia: The Bunker

Amnesia: The Bunker

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Survival - Gameplay Overhaul
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File Size
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622.385 MB
14 Dec, 2023 @ 9:54am
4 Mar @ 3:18am
12 Change Notes ( view )

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Survival - Gameplay Overhaul

Description
This is a gameplay overhaul mod that makes numerous changes to the game and adds new features, including new randomized elements, new custom difficulty settings, reworked fuel mechanics, and much more.

FEATURES

Randomization
  • Added more than 30 randomized elements to the game.
  • The wrench, cutters, dynamite, and both keys are randomized to locations that make sense with the story.
  • Added notes and map objectives with the locations of items that are required to progress.
  • The gas mask, lighter, and the shotgun can spawn outside of lockers. (This also applies to the revolver if it's not given to the player from the start)
  • Randomized changes in almost every map.
  • Randomized obstacles like gas leaks that don't go away, making the gas mask much more useful.
Note: If you're having trouble finding one of the keys, there is a text file inside the mod folder with some possible key spawns.

Difficulty Settings
  • Added new difficulty settings indicated by (+) next to their name.
  • Power Switch Fuel Consumption: The amount of fuel consumed by active power switches.
  • Bombing Chance To Stop Generator: The chance of the generator stopping when bombings happen outside the bunker.
  • Hide Trap Warning Signs: Hides the red warning signs near traps.
  • Stalker Damage Resistance: How resistant the stalker is to different damage types.
  • Stalker Light Resistance: How resistant the stalker is to lights being on.
  • Shotgunner Health: The amount of health the shotgunner has.
  • Soldier Quarters Puzzle: A new puzzle in the soldier quarters.
  • Replaced fuel storage code lock difficulty setting with a modified version that adds a randomized obstacle to the fuel storage. (Active on every difficulty except easy)
More difficulty setting changes listed in the change notes.

Fuel Rework
  • Fuel canisters now contain either 100% or 50% fuel, indicated by a progress bar.
  • Fuel bottles contain 50% fuel, essentially nerfing them when used to refill the generator.
  • Pouring fuel with a canister costs 50% fuel instead of using the entire canister.
  • Crafting a fuel bottle will use 50% fuel from the canister used to craft it.
  • Added difficulty setting to choose the amount of fuel it costs to save from 50% to 200%. (100% is equal to shell shock mode)
    Note: If the item used to save doesn't have enough fuel, fuel items from the inventory will be used for the remaining fuel.

General Changes
  • Flashlight third charge lasts longer but is much louder.
  • All power switches are off by default. (this makes soldier quarters harder to navigate due to the daisy chained switches)
  • Power switches affect the stalker's presence and ability to emerge while the generator is on.
  • Several changes to the stalker to make him more unpredictable and harder to deal with.
  • Several changes to the shotgun to make it more useful as a tool to break doors and obstacles and less useful as a weapon to easily deal with the stalker.
More general changes listed in the change notes.

HOW TO PLAY
  1. Download the mod by pressing the subscribe button
  2. From the main menu, click on "Custom Stories"
  3. Click on the "Stories" tab
  4. Click on "Survival - Gameplay Overhaul"
  5. Click on "Launch"

IMPORTANT
This mod is incompatible with most addons, avoid using any addons unless they are specifically made for this mod.

If you run into any issues let me know and I'll fix them as soon as possible.
541 Comments
Saint Conqueror Lenin  [author] 13 hours ago 
Yeah that's very weird. I got no idea what could have caused it and it's probably not possible to remove it at this point.
Zippy 23 hours ago 
I found one of the strangest bugs ever. A corpse I lit is permanently on fire. I'm sure it's the game itself and not your mod. The true fire is gone, leaving only the effect. So I can walk through it harmlessly. I have a screenshot here. [//] It's not the end of the world, but it does block vision. Reloading the save doesn't fix anything, and I'd love for this to go away. It's the possible corpse right before the hallway into the Arsenal.
Saint Conqueror Lenin  [author] 26 Aug @ 10:30pm 
I'm assuming you're playing with other mods enabled, since this is an issue with the base game that happens when playing with multiple mods. I'm not entirely sure but I think if you activate the mods in the same order as the first time you created the save file it will show the saves again.
Taraghlan 26 Aug @ 4:55pm 
How do i resume my game? I had to quit and now i can't seem to resume my save file
Saint Conqueror Lenin  [author] 17 Aug @ 8:30am 
There should be notes with the location of the cutters and the keys to the pillbox and communications room. I don't think a soft lock is possible, I have tested every combination of item spawns myself to avoid this.
Mrdk 17 Aug @ 8:16am 
this is bugged i think, i cant find the cutter or the key to the pillbox anywhere.

I played a long time i even brute forced the keycode for the arsenal because i could not get inside the radio room without the cutters.

are we sure that you cant get soft locked with this mod?
Denny 10 Aug @ 3:46pm 
Yo, i have another idea to spice up shell shock difficulty. Make the stalker be active from the very start and agressive from the get go. For example, have him come out of the hole outside of the pantry or spawn somewhere else nearby and "hide" for you. Would be super cool.
Saint Conqueror Lenin  [author] 10 Aug @ 12:25am 
It's understandable, I've had my fair share of trouble in the arena. The ledge mechanic could definitely use some improvement which I will add in the next update. Currently this mechanic is tied to the damage resistance difficulty option and if you set that to "default" it should only take 1 hit for him to fall from the ledge. A few things to note is that damage resistance also affects how quickly the stalker adapts to damage throughout the playthrough, so on shell shock since the stalker only gets damaged by explosives, it will make him slower to adapt to it. If you don't want that and you want to keep the 1-hit fall, you could set the stalker retreat difficulty option to "never retreat" so that damage resistance only affects the ledge hang behavior and not the rest of the playthrough.
Neonwarrior 9 Aug @ 2:01pm 
Ah, thanks for the explanation and timely response. I've been playing this mod for almost two years now, I never play the base game, and I've only ever played on Shellshock difficulty, but for whatever reason I never knew that the difficulty was responsible for the altered behavior in the final fight. I will try throwing the grenade before the doll-pick-up animation from now on, though I still think it goes against common sense to not wait for him to be stuck in an animation first.

Having beaten this game probably a dozen times with over 100 hours in it, I usually relied on the ledge-hang trick to end the fight quickly, but then I saw that this mod changed it in a (relatively) recent update. I guess you thought it was too cheesy to end the fight in one shot? I'd love if at the very least the shotgun could still do this.

This mod is still 100% mandatory, don't get me wrong. I just got frustrated at the last part.
Saint Conqueror Lenin  [author] 9 Aug @ 5:30am 
This is how it works in shell shock in the base game, the stalker reacts to grenades and also jumps when shooting the platforms. The rabbit + grenade trick is still possible but you have to time it by throwing the grenade before he picks up the rabbit, if he picks it up then any grenades thrown will make him run away. Another trick you can do is throw a grenade to a bridge he is about to cross, then while he is on the bridge shoot him so that he is stunned when the grenade explodes causing him to fall since he can't jump away. There are a lot more ways to kill him, which on this difficult all of them are about timing.