Amnesia: The Bunker

Amnesia: The Bunker

Survival - Gameplay Overhaul
545 Comments
McButtlington 1 hour ago 
I've run into a bug on my very first attempt at the mod--the stalker managed to get permanently caught between one of the bunks in the very starting room and the wall. I assume the geometry of that room wasn't intended to have the stalker roaming around in it. Not sure if there's an easy fix to that, but I figured I'd communicate it regardless!
bearishplane17 1 Sep @ 11:43am 
I see.
Saint Conqueror Lenin  [author] 1 Sep @ 11:18am 
It's only a small damage nerf to compensate for the increased amount of shotgun shells added by this mod. It will still make the stalker retreat with fewer shots than the revolver.
bearishplane17 1 Sep @ 11:01am 
Making the shotgun less useful as a weapon against the stalker is a bit of unnecessary change in my opinion. It's a shotgun for christ sake.

I'd consider it heavily both on as a defense, & a tool.
Saint Conqueror Lenin  [author] 30 Aug @ 10:55pm 
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 30 Aug @ 12:58pm 
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.
Neonwarrior 9 Aug @ 3:25am 
For whatever reason, I can't kill the beast in the final fight. Throwing the rabbit doll on the wooden bridge and then a grenade doesn't work because he reacts to the grenade and leaves before it explodes. It doesn't matter if he's in the doll-picking-up animation. Shooting the bridge with a shotgun doesn't work because he always jumps to the next platform. I've tried over and over and nothing seems to work.

I used to use the ledge trick in the past, but then this mod makes shooting him from a ledge impossible as well, or at least three shotgun shells to the face isn't enough anymore which is, as I said, BS. I have no choice but to spam gas grenades on the final wall and use a gas mask.

So yeah, L change.
Saint Conqueror Lenin  [author] 8 Aug @ 10:46pm 
In the base game the stalker is already immune to everything during the arena fight so I'm not sure about which mechanic you're talking about. The only stalker change I made during that fight is that while the stalker is hanging from a ledge, it takes one or two shots more for him to fall down.
Neonwarrior 8 Aug @ 1:30pm 
The final arena fight is some BS. Why did you have to make the beast immune to everything? The worst part of the game is made even worse by this mod.
Denny 4 Aug @ 5:59am 
Personally had no issie wit stalker ignoring gas.
Saint Conqueror Lenin  [author] 2 Aug @ 11:30pm 
Yeah changing the weight of the rats should work. I haven't run into the issue with the stalker ignoring the gas, but if you are near the edge of the gas he can still grab you. It could also be that the gas cloud visuals stay active for a couple of seconds after the gas stops damaging which could make it seem like he is ignoring the gas. If it's none of those things let me know and I'll look into it.
Zippy 2 Aug @ 3:47pm 
A couple of times the rats died in an area I needed to into, as their bodies block whatever they die in front of. I know this was brought up a few times, if you can't make their collision go away, are you able to change their mass/weight? I mean, they are just rats after all. No idea how FG never fixed this trash.

I also noticed that the stalker just straight up runs through the gas and kills you. It makes sense if you trap him and his AI has nowhere else to go, but at times he just runs through it like it's nothing.
Denny 2 Aug @ 2:38am 
Awesome. A welcome addition would be more spots the stalker can "hide" for you as you return back to main hub. Or you can spice it up by instead of him "teleporting and waiting for you at a spot" (for example generator) - instead have the stalker patrol the general area. Whatever you think would be more ideal to keep us always on edge.


Something that would make the game VERY SCARY, is if the stalker followed you on foot back to main hub when you leave a sub level, instead of retreating into the walls and thus being predictable.
Saint Conqueror Lenin  [author] 2 Aug @ 12:01am 
For sure, I'm planning a lot more stuff.
Denny 1 Aug @ 10:03am 
When you get the time, feel free to add more unpredictable things the stalker can do, (more spots he can hide for you). The generator surprise was a nice touch, my soul left my body first time i encountered it because i never expected that.
Saint Conqueror Lenin  [author] 27 Jul @ 11:15pm 
The lighter is harder to find in this mod but it's not required to complete the game. I haven't run into any bugs that make the lighter not spawn but even if it somehow didn't spawn, it shouldn't cause a softlock.
Realized 27 Jul @ 10:04pm 
Really good mod. Somewhat still predictable, but the tools he has now make it not as easy as sprinting everywhere. I particular like the sound redesign.
Unsure if RNG screwing you is this mod or base game— godmode searched for lighter for 4 hours, nothing, de-facto softlocked.
h00st0n 7 Jul @ 8:20pm 
That generator sabotage event is evil lol
GEMBOI 5 Jul @ 12:46pm 
Legit I ran to the generator room and I thought he gave up. I shut the door turn around and he was in the corner with the metal barrels, that was the most scared I was playing this game so cuddos
decon03 29 Jun @ 4:20am 
Ploo
Saint Conqueror Lenin  [author] 29 Jun @ 1:11am 
Should be an easy fix.
Zippy 26 Jun @ 3:37pm 
I found another possible bug: You know how when you enter the Roman Tunnels, and sometimes the door is blocked, so you gotta climb those two boxes? Well, if you use a grenade to blast the door and go out that way, it seems that Toussaint won't begin his patrolling, he will just stand in one spot until something happens super close to him.
RuthlessDev71 23 Jun @ 2:28pm 
@Denny Diabolical 💀
Denny 20 Jun @ 4:13pm 
Hi again fellow illuminati conspiracy investigator Saint. Did you consider adding even more areas where the stalker can randomly hide waiting for you? Because as of now theres only 3 spots that i know, fuel storage,and 2 specific spots outside of safe room. Consider adding more such spots for unpredictable scares.
Saint Conqueror Lenin  [author] 17 Jun @ 10:54pm 
The note is in the same room as the radio.
Vladok 17 Jun @ 1:54pm 
Where do I find the Morse Code note to learn the Arsenal code?
Zippy 7 Jun @ 1:05pm 
I also had another incident where the stalker glitch-falls to the bottom of the arena, but the game doesn't "know" it. You'd really, really think Frictional would have done something about that. Maybe it's possible to have some sort of trigger/script where the arena shakes when it detects the monster down there, regardless of how he fell?
Saint Conqueror Lenin  [author] 4 Jun @ 10:08am 
Thanks for letting me know. I tested it and the hole radius does indeed extend past the wall and around a quarter into the hallway next to it. A fix should be possible by changing the radius of that specific hole, but for the time being until the next update I'd suggest to move through that hallway without being too close to the wall.
Zippy 3 Jun @ 3:13pm 
Yeah, once again, I'm running into the problem of getting magically grabbed by the stalker when running into the save room from the hallway because the radius of the stalker in his hole is too big or something. I even got teleported in front of the beast despite the fact I wasn't standing there. Can this be fixed? This really blows when you're just starting. I had to restart at least once because of this.
drosandros 30 May @ 12:46pm 
Thank you for your response anyway.
Denny 28 May @ 4:35pm 
Hi i just saw your message drosandros. I disabled the music and soundtracks and background themes by deleting some folders and files related to "music" in the install files.But seems you figured it out yourself.
drosandros 18 May @ 10:25am 
Regarding the possibility of disabling the music, I discovered that if you delete the files in the Amnesia The Bunker\sounds\music folder, it seems that the howling music that plays while the stalker is searching for the player disappears. It's also possible that some other ambient tracks from the bunker sublevels might have been removed.

However, there is likely a more proper way to disable the music, such as editing the files in the scripts folder, but unfortunately, I am not very familiar with them and have not been able to find the necessary variables yet.
drosandros 18 May @ 8:16am 
During one of my recent playthroughs, I noticed that electrical switches can turn off not only from direct interaction with the player. For example, the switch handle can drop down under the weight of an object; once, I accidentally turned off a switch while carrying a brick through the corridor. There was also a time when I thought a switch had turned off because I passed too close to it; perhaps it wasn't fully lowered. However, I couldn’t reproduce and confirm this.

Is it possible to make it so that the switch handle has a certain probability of dropping down if a stalker runs too close to it? Or could a stalker occasionally purposefully turn off switches if it were forced to appear in a well-lit part of the bunker? An explosion from a barrel or grenade near the switch could also have caused the switch handle to drop.
drosandros 18 May @ 8:02am 
Great mod. I don't see any reason to replay the game without it now.
Neonwarrior 15 May @ 10:26am 
Excited for the next update.
drosandros 13 May @ 8:20am 
Denny, how did you manage to disable the music when the monster appears in the game? It seems that simply deleting the files in the music folder doesn't work. Ideally, I'd like to disable both the music and the heartbeat sounds, as they give away the monster's presence too much.
Denny 4 May @ 4:06am 
Sounds good, the more options the better.
Saint Conqueror Lenin  [author] 4 May @ 1:33am 
I like the idea and it could work as a sound setting rather than a difficulty setting since those sounds are purely cosmetic and only trigger when the stalker is already within hearing distance.
Denny 29 Apr @ 6:39pm 
Yo high lord Saint. I just experimented with some files in base folder and removed all the stalker creature sound files (there were like 5 files) as well as lowered the music from 0.85 to 0.

Now no music plays, and the only warning you get the monster is close is the heartbeat and his growls/footsteps. And god damn, does it spice up the game. Makes it feel raw as hell. If you ever get bored, make shell shock difficulty or higher remove the ingame music + chase music + tension stinger. Would be sick.
technodoomedone 25 Apr @ 4:10pm 
Love this mod! For me this is the unofficial update we never got, that takes the Shellshock update up to 11! The randomization alone gives the game a much appreciated breath of fresh air.
Saint Conqueror Lenin  [author] 24 Apr @ 11:27pm 
Not sure what went wrong, I've tested all the item spawns and didn't run into any issues. Delisle's room still has a small chance to be locked even without any items spawning there, so I don't think that's the issue. I would suggest to double-check some of the less visible spawn locations like the workshop, the pantry in maintenance, the barracks, and places with gas leaks since the gas might make it difficult to spot the revolver.
Ecrusar 24 Apr @ 2:44pm 
I think the revolver somehow just didn't spawn in my game, because I've searched basically the entire bunker on this save and haven't found it. Even opened up the level editor to see if I'd checked every possible placement, and still couldn't find it.

I think it might've supposed to have spawned in Delisle's room, because I got the randomized metal door/vent on his room, but didn't find anything in it besides the static pocket bag - which I thought was strange.