Uh... has an SDK been released or is this just some hacked .ini files?
Bioshock Difficulty and Balance Mod version 1.1
This mod makes Bioshock substantially more difficult by making some changes to the game.
*List of changes done by this mod*
1) On easy you have 3x more health, 3x more eve and do 3x more damage then on hard.
2) On normal you have 2x more health, 2x more eve and do 2x more damage then on hard.
3) Bouncers have 3x more health, and are more likely to use their elbow charge.
4) Rosies have 3x more health, and are more likely to use their sticky grenades.
5) Health, eve hypos, ammo and components are now harder to find.
6) Most gatherers garden have 9 supplies of health, eve and genetic slots upgrade.
7) Harvesting little sisters now gives 400 adam while saving them gives 200 adam.
8) Most plasmids and tonics now cost around 4x what they used to cost.
9) Enrage plasmid and the decoy plasmid now cost around 7x what they used to cost.
10) Everything is harder to hack, and bandito vending machines now sell autohacks.
11) Plasmids no longer become cheaper the further you go into the game.
12) Certain splicers are more immune or prone to certain plasmids or weapons.
13) Vending machines now only sell 3 films per roll.
14) Greatly lowered the chances of crossbow bolts breaking on impact.
15) Chemical thrower is now more effective but the chemicals are now harder to find.
16) Electrocuted enemies will take at least 3x more damage from the wrench.
17) Items from circus of values machines and bandito machines now cost more.
18) Damage done by things thrown by the telekineses plasmid is lower on many enemies.
19) Big daddies without little sisters have a higher chance of wanting to spectate battles.
20) The game will no longer help you if your low on supplies.
21) You take more damage from failing a hacking attempt, but you can't be killed for failing.
22) You will now feel as much damage from being electrocuted on water as the splicers do.
23) Plasmids no longer become cheaper to buy the further you go into the game.
24) The pistol now does more damage then the machine gun.
25) Cyclone trap is now more useful against thuggish and leadhead splicers.
26) Breaking stuff like debris and locks may take more hits with the wrench.
27) Blood lust tonic now decreases your defense by 20% when equiped.
28) Food and alcohol drinks are now very cheap to buy from vending machines.
29) Falling damage is increased slightly.
30) Every time you die, the game's difficulty will increase by 2% for 2 hours.
31) Electrobolt now has a 20% chance of failing to electrocute a Big Daddy.
32) Wrench does only 2/5th the amount of damage it used to do.
33) Circus of values vending machines no longer sell ammo or autohacks.
34) Insect swarm now does less damage, but has higher chance of disrupting enemies.
35) Paying for a machine to hack itself is now more expensive.
36) Big daddies are more likely to corporate to take you down.
37) Big daddies are more likely to attack you instead of your hypnotized Big Daddy.
38) Most vending machines now have limited supplies of resources.
39) Major decrease in damage done by steel bolts, and incendiary bolts.
40) Frozen enemies are 2x easier to shatter.
41) Reduce chance of freezing an enemy using liquid nitrogen on the chemical thrower.
42) Level one icicle assault has a 40% chance of failing, level two 30%, and level three 20%.
43) Liquid nitrogen and icicle assault now do damage per hit even if the enemy is not frozen.
44) Armor bullets now do 50% more damage then regular bullets against splicers.
45) Anti-personal now do 50% more damage on Big Daddies/Machines then regular bullets.
46) You can now get Icicle Assault and Cyclone Trap a little earlier in the game.
47) Big daddies no longer kill you in one shot; unless you don't have enough health that is.
48) Taking a hit that puts you at 1 HP rather then killing you only works every few seconds.
49) "Code Yellow" now has a bigger effect on your health.
50) Increased the final boss's health, damage, speed, and overall difficulty.
*You can download the mod from one of these links*
http://www.gamespot.com/pc/action/bi...yadded;title;1
http://files.filefront.com/Bioshock+.../fileinfo.html
http://rapidshare.com/files/64362003..._v1.1.rar.html
http://www.megaupload.com/?d=T5QRE2L5
The main reason I made this mod is to make this amazing game even better
Any one may put these files on any site and don't need my permission to edit them .
Last edited by Brazuca; 26th Oct 2007 at 02:50. Reason: Version 1.1 released
Uh... has an SDK been released or is this just some hacked .ini files?
afaik last time the mod was discussed it was all hacked ini-files.
don't know anything about an SDK....but will give this mod a try !
THANK YOU for your work.
2) Rosie's have 2x more health
3) Bouncers have 3x more health. (The first Big Daddies are not effected)
...that's what I'm talking about....
Last edited by mothra; 5th Sep 2007 at 03:17.
i can't see why it now gets overpowered. not more than before. if you use your BigDaddy for splicer-fighting only, then ok, maybe. but I never witnessed a BigDaddy dying from Splicers in the vanilla version either.
so for BD on BD it should be no problem. the hopefully more scarce ammo will help too. it will take some time to get all the settings right to make a satisfying DifficultyMod but I will give that a try. Making the BDs tougher is a step in the right direction. If you don't like BD lure, I suggest you just don't use it....like the wrench+tonics+camouflage.....
or are you one of the complainers who just can't stop using the same tactic over and over he thinks is overpowered...![]()
I found the BD-lure to be far too buggy to be that useful... Of course, I never tried the lure/sec-bullseye combo for killing them
The BDs I lured would mostly ignore splicers attacking me and take out any friendly hacked turrets as a priority. WIN! :/
if you want them to attack a special splicer, you have to tag them....e.g. with your pistol, meaning I charged infront of the BigDaddy, shot some splicers and then cowardly hide behind the BD.......
I don't think upping the Big Daddies or splicers hitpoints is the way to go. Too many games already do this for their higher difficulty settings and it just turns it into a slogfest. I think the hitpoint balance if fine the problems really are:
Too many rescources (which I see this patch addresses)
Hacking isn't realtime, buy out should also be removed because its just silly.
Vita-chambers need some kind of cost (Adam would make the most sense plot wise)
mothra had the cool idea of also making certain ammo types only available at u-invent machines.
And probably more.
yeah, hacking should be adressed pronto.
i haven't got a chance to test the mod (pc is being upgraded !!!) but will get to you once I can say if weapons/money is scarce enough.
another idea for the somehow overpowered Hypnotize:
make the duration shorter and let the BD go into "Rage" mode at the end of it. therefore you have to use it more tactical and take care to NOT be near the BD when the plasmid wears off.....
we will get there...slowly but surely...BioShock Redux
Some people have said that there is alot of stuff in the *.ini files that was cut from the game. In particular I'm interested in the weapon modifications. Apparantely you could modify your weapons up to 6 times using bits and bobs. It would be great if this kind of stuff could make it back into the game because I hate those 'Power to the People' and 'U-Invent' machines. Ofcourse its probably not possible but I can dream!
yeah, i even tried to get leaning back in. imagine...me, doing a mod.....
well, what can I say, it didn't work. don't ask me why....
Personally, I think making things take forever to kill is a cheap way to increase difficulty, especially if you also lower the damage of the wrench and make ammo and money a lot more scarce.
The Vita Chambers or Quick Load button will probably break with so much usage, and it's rather boring to just keep pounding on the same enemy for a half hour like some crazy high level boss battle in an MMORPG.
Little changes can make a big difference without going overboard.
Agree. I particularly dislike the idea of nerfing the wrench itself. The wrench isn't the problem. Playing on hard, the first few splicers that you have to melee damn near kill you as it is. Later on you can adopt a bum rush technique with nearly all of them, and it's more a matter of how much damage you can tank when you try that, perhaps, than an overpowered weapon.
Giving Jack fewer hit points, maybe less Eve and breaking some or all of the vita chambers for those who really have a problem with them might be a more simple way to accomplish the goal of adding challenge. Thief ramped up difficulty by making Garrett more fragile, which seemed to give the desired effect.
I'm not sure I agree with just making the player more fragile though - It reminds me of SS2 in impossible mode. The AI weren't particularly better than in hard but the lowered hit points meant that most things could one hit you if you weren't in full health/had upgraded End or armour. It definitely lowered the quality of the experience when all the other changes introduced would've been enough to make the difficulty nicely increased anyhow (effectively lowered cybermodules (adam), lowered resources (ammo/health/psi hypos)).
I personally reckon increasing everyone's hp a bit for a second run through is viable - speeding up the AI would be better (ala "timewarp" setting in SS2).
I am coming up with a new version, I am going to play through the game to test out the bugs, when its done ill update the link and put *New Version*
Heres the informationm on the next version to come. It will be out as soon as I finish play-testing the game, and iron out any bugs.
(By the way ammo and money will actually be scarce)
1) Wrench does 1/4 the amount of damage it used to do!
2) Rosie's have 2x more health!
3) Bouncers have 3x more health! (The first Big Daddies are not effected)
4) Ammo and money are alot more scarce!
5) Plasmids and Tonics now cost quadruple what they used to cost!
6) Most Gatherers Garden have 9 supplies of Health, Eve and Genetic Slots Upgrade!
7) Harvesting Little Sisters now give 400 Adam, saving gives half. Have all the tasty adam you can drink!
8) Most Circus of Values Vending Machines no longer sell ammo or AutoHacks!
9) Most Bandito Vending Machines sell AutoHacks, Ammo is very expensive so you better hack!
10) Vending Machines and Health Stations are a lot harder to hack!
11) All Health Stations yield a free First Aid Kit if you break them. Can be broken with a wrench!
12) Splicers have 2x more health. (This only takes effect after you reach Neptune's Bounty)
Incase you may be thinking I am really doing something wrong or extreme; Dont worry, when you play the mod you will understand why I did certain things the way I did. (Yes the mod IS suppose to make the game more difficult)
I appreciate the effort, but reading it just makes it sound more like a plasmid heavy exercise in masochism than any sort of fun.
Balance and greater difficulty is best achieved with smaller, more subtle touches than drastic changes across the board.
I've poked around a bit in the ini files myself, it looks like there is a way to make little sisters vulnerable, i.e. they can be killed in a fight. I'll look into it later when I start to get bored with playing.
Here is the reason I made it so we get SOO much ADAM.
1) I can't edit the gifts that Tannenbaum gives. (she givesspoiler:)200 ADAM
2) Saving the little sisters yielded better rewards then killing them by the time your 70% done with the game.
3) Since there is no way for me to make it so being Evil yields more ADAM then I made it so harvesting gives 400, and saving gives 200.
4) I wanted to make you specialize and always want more ADAM.
Harvesting 9 sisters give 3600 adam. Saving 9 sisters gives 1800 + 3 gifts from Tannenbaum which gives you 600 more adam + some free plasmids and ammo.
This way being evil yields is the easier path, but being good does have its perks especially the self-satisfaction of the good ending.
Now so you don't become OVERPOWERED I made ALL plasmids and tonics cost 4x what they used to be.
Now you wont be able to get EVERY plasmid by the end of the game, it will force you to choose wisely and there will actually be a negative for playing good.
something I found on youtube
http://www.youtube.com/watch?v=qRuNx...elated&search=
Last edited by Vraptor7; 7th Sep 2007 at 23:36. Reason: NO SPOILERS IN GENERAL DISCUSSION
The mod was updated check the first post for info and the download!
thx a lot man ! not finished with my 2nd runthru but then I'm gonna try it.
I really don't agree with the upping of hitpoints to increase difficulty. Regular hard in Bioshock is boring enough as it is, the enemies don't need more hitpoints. What the game needs is a serious reduction in available resources throughout the game, a dollar cost added to hacking and vitae chambers, and a reduction to the life and eve you get from the vitae chambers: Eve should not be increased by the vitae chambers at all, and life should be reduced to ten percent of total health. That should make things a bit more interesting and challenging, in a good way.
Also, saving Little Sisters instead of harvesting them should significantly nerf your available adam, otherwise there isn't really a gameplay point to that choice, which, from a design standpoint is just criminal.
The rage thing for hypnotized big daddies seems like a good idea as well.
1) I upped the hitpoints because I noticed how easy it is to kill splicers. The first time I played the game it felt like guns barely did any damage, the second playthrough though I realized its just the way I was playing that made it feel like I barely did any damage.
2) I pretty much reduced the available resources you get from randomly generated stuff by over 400%. The game still leaves a lot of resources around that can't be edited.
3) I tried that, but its not possible.
4) Vitae chambers are map based. They can't be edited without a map editor.
5) Saving little sisters + gifts will reward you with only 60% of the amount you could get from harvesting them all. Not only that, but now plasmids and tonics cost alot more so you will really be tempted to harvest the sisters. (ex: Health Upgrades cost 320 Adam.) This will force you to really specialize even if you harvest them all.
Any thing else that I might have not done, is because it would require a map editor, and that might make the mod's file size over 500mbs.
Given what's available at the moment in terms of SDK (i.e. nothing), I think this is a fairly good attempt at a balanced increase in difficulty. It's quite easy to look at the numbers and think "OMG! 400 adam!", but given the fact that certain parts of the game are hardcoded, decreasing the value of adam is all that the mod author could do to balance out the rewards.
I'll prob be giving this a try if bioshock stops crashing enough for me to complete my second run though![]()
i must protest against changing too drastically the amount of ADAM you get or must pay for.
it's like i told brazuca, and now i'm telling you, pidesco: in the raw game, you miss out on 320 adam should you choose to rescue all the little sisters. that's quite a lot.