Rainalkar on 26/12/2009 at 16:49
Make that tomorrow :)
Waffnuffly on 26/12/2009 at 21:50
Oh man you are one sadistic bastard. I just found one of the vials on a midwife corpse in Hydro A. Does this mean I have to run around killing midwives until I find the last vial? :P
Great mod though. I used to be able to breeze through the game on Impossible, but now I'm having to rely on every trick in the book just to survive on Hard.
Rainalkar on 26/12/2009 at 22:42
Hm, wasn't really my intention :). Hard shouldn't be extremely hard. Thanks for the appreciation though :)
As for randomization, no, the items are always in fixed positions - it has to be that way for quest items, otherwise you may end up not having it spawned at all. If it's on a corpse, than that is one of the places where it has a chance to spawn, and it will always spawn in exactly one of those (prefixed) places.
Waffnuffly on 26/12/2009 at 23:47
OK, so where is the last vial supposed to be? I've killed dozens of midwives and been all over Hydro A, B, C, and D and haven't seen it anywhere. Can it be summoned?
Rainalkar on 27/12/2009 at 12:34
Ok, post me the two vials you did find (where you found them). Please use concealed text so that it isn't visible since you're revealing something.
Rainalkar on 27/12/2009 at 18:20
So,Toxin-A:
Toxin-A (does that are randomized). You will find per three of the options exactly:
1. Behind the Crates in a room to which you can jump in when you break the glass, that is above the freeze room with the regulator unit.
2. on a male corpse in a room that you walk crouched, to which you enter from the room that has glass all over it's floor and is above the corridor with the eggs.
3. behind the pipes just below the camera in a room from which you go the area with the regulator, a midwife and some eggs.
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1. in the pool next to the Chemical storeroom.
2. behind the Gurney which is in the room with two medbeds, next to chemical storeroom.
3. between the pipes at the end of the long circular corridor with some eggs.
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1. VERY concealed, behind the crates in a room with some crates, bodies, to which you get to when you walk right and again right from the room that contains a replicator, recharge station and two upgrade stations, just behind the bulkhead.
2. on the shotgun hybrid that is in the first right room (of the four), where a corridor leads to a large pool.
3. on the midwife that guards the Air Circulator unit near the big pool.
Waffnuffly on 27/12/2009 at 19:50
Forums were down most of the day yesterday, so I was unable to report that I eventually found the summon command for Toxin A on google. It was pretty hard to find, probably because normally there's no chance you'd ever need to summon it, considering that there's 5 vials and 4 regulators in unmodded SS2 :p But the Toxin A object's actual name was "anti annelid toxin" - gee thanks devs for making that easily guessed
Anyway, I got to Deck 6 last night after summoning the last vial. Thanks though; I'm sure someone else will find that information useful.
Only one problem I've had with this mod so far (aside from the super-hard-to-find stuff) are the Arachnids. They are much faster, but in effect are totally harmless as they just keep constantly running straight into you instead of attacking, making it a piece of cake to just wrench them down to dead with a little patience. They also seem incapable of destroying turrets, which is one reason they were so nasty before; they would wipe out your defenses.
Enchantermon on 27/12/2009 at 21:11
Quote Posted by Waffnuffly
They also seem incapable of destroying turrets, which is one reason they were so nasty before; they would wipe out your defenses.
While that may be, spiders destroying turrets just doesn't fly. That's one of the things in the game that I just could not understand. All the spiders have are their bite; they shouldn't be able to harm turrets at all.
Rainalkar on 27/12/2009 at 22:27
Although that is true for Arachnids, it's pretty much the same with all enemies in the game that you can just move backwards from them and wrench them. Still, with low agility this shouldn't be easy to do, and almost impossible vs rumblers. The spiders should still be able to get a byte often. Them destroying turrets sounds weird, but the missile turrets will in time destroy themselves from proximity explosions :).
Enchantermon on 28/12/2009 at 06:38
Quote Posted by Rainalkar
Them destroying turrets sounds weird, but the missile turrets will in time destroy themselves from proximity explosions :).
While true, this is a case of the turrets destroying themselves, not the spiders. The turrets would do the same thing if there was a different enemy right in front of them.