Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. You say we should not release altered versions of this mod. Could we do submods for this?
  3. Today
  4. Wow barely a month after release, we are seeing multiple mods for infestation already, keep it going guys
  5. You effectively have one Shaping stat that governs all creation types, instead of three different ones. (Battle and Magic are set to equal Fire whenever you enter a friendly town, and any items that affect shaping skill affect all three.)
  6. How does this work though? Does shaping skill still determine their levels?
  7. Yesterday
  8. I played an early version of the mod and I'd just like to say that there's a lot of great stuff here and I definitely recommend trying it out on a second playthrough of Infestation! Being able to use any combination of creation types that you want without hurting your overall build is a very welcome addition to the game.
  9. Of course! Here's a fresh download link for you: https://we.tl/t-WQ2Mn5mOTo
  10. Infestation: OVERRUN This is a giant mod that overhauls creations, skills, equipment, general progression, and other game mechanics. It adds some entirely new content, including quests and items. And it includes some Quality of Life features, like increased walking speed. (See bottom of post for download link.) Creations and items that used to be lackluster now do cool, unique things. In Infestation: Overrun, you can mix and match creations of different types without any sacrifices. Rotdhizons fearlessly clearing the way for fire-spitting Roamers and poisonous Artilas, maybe, supported by blood-stirring Vlish and nimble Stalkthorns. High Leadership can increase joinable NPC levels, too, creating another option for party building. Some spells and abilities do new things when raised to high skill levels. Some items are used in completely different ways. Almost every unique item has been augmented or altered to be unique and useful. There are new mechanics and shifted balance for shields, armor, missile weapons, wands and rods, and Feisty Slap of Pain. In Infestation: Overrun, everything has a use! Enemies have some new tricks up their sleeves, too. The difficulty level hasn't gone up overall, but the variety of challenges definitely has. Speaking of difficulty, additional tweaks have been made to Veteran and Torment, tightening up exploits and pushing you get good use out of low- and mid-tier creations and spells, rather than jumping straight to tier 4 creations and Airshock. Torment is a serious challenge. QoL improvements include things from my QoL mod, like increased walking speed; more informative tooltips; and other helpful information-sharing from the game interface. New content includes game-spanning quests, items, and even a new NPC. G2 is a pretty great game on its own. This mod is intended to offer a new experience for a second playthrough. And, you do need to start a new game for many of these changes to take effect. (For a more exhaustive list of changes, check out the in-game Codex. Shanti also summarizes most of them as you go through the first zone.) Bon appetit! Installation Instructions 1) Close the game. Locate your G2 "Scripts" folder. Sample path might look something like: C:\Program Files (x86)\Steam\steamapps\common\Geneforge 2 - Infestation\Geneforge 2 Infestation Files\Scripts 2) Back up the folder. 3) Download and unzip the attached file. 4) Copy all text files into the Scripts folder, replacing the existing copies. 5) Use at your own risk 🙂 This is why you're backing things up first! Also, don't bug Spiderweb, they aren't responsible for this. 6) Please do not release altered versions of this mod, or copy and paste pieces of it into your own mod. In part for to reduce confusion for people using mods, and in part because, frankly, this took a lot of work. (If you prefer, in step 2, you can copy the entire "Geneforge 2 - Infestation" directory. This way you can keep the base version of the game available to play. Just be careful about which copy of the app you open!) Note: This version (v1.01) is a sort of public beta. The mod is "complete," and has been tested for bugs, but there are probably things I missed. I'm going to have to update all the files when Spiderweb releases v1.02 of Geneforge 2, anyway, so I figured this would be a good opportunity to get some extra feedback and bug-squishing before that happens. Feedback, questions, and reports of possible bugs are appreciated! When v1.02 is released, you will need to re-install the updated version of the mod (it'll probably take me ~24 hours from the update to get it out) -- you won't have to restart your playthrough, though. Version History v1.01 - Initial release G2 Overrun Mod v1_01.zip
  11. I know that. And I feel so bad for overlooking it for this reason. :P
  12. Hey, do you still have a copy of the mod? I can't find the file anymore :P
  13. Correct. Per the game text: "Though we did not make the disease which afflicts Awakened serviles, it is useful. Will watch for infection here. With our work, cure is easy. Look deep within disease. See weakness." They didn't make the disease, but they did withhold the cure for it.
  14. Wait, if the disease hits Shaped-people instead of Creations... my character needs to start stocking antibiotics.
  15. Well, Emily wasn't exactly a normal human by the time we meet her. It might depend on how she was altered, and what was used as a template for the modifications.
  16. Thank you, I'm glad google works for this. I didn't try that because I was under the impression that the Geneforge wiki was incomplete/dead, but I guess not. That makes the detail work for this a lot easier.
  17. Lord Rahul's wife is Lady Anjali. Yes, she is a Shaper. It is really not hard to google these things. Fifteen seconds.
  18. You're being conspiratorial! Aren't serviles not quite the same as humans, biologically? Why did it also affect Emily?
  19. I mean, that is how diseases in the real world work. The thing that makes a pathogen cause disease has something to do with host cells, and is therefore species-dependent.
  20. You could be right, though I could have sworn Lord Rahul's wife was one of the primary loyalist trainers in GF3. I'm not in a position to really check though.
  21. I don't remember anything like that and from what I remember from Taygen's info, it is deep romantic connections that are frown upon.
  22. Yeah, but that wasn't an engineered disease, as far as I could tell. It seems to have just come up from people living in a swamp, which sounds normal to me.
  23. Could be, unless the Geneforge is powerful enough to flat out nullify the oath magic, then there would be truly no stopping of Trajkov
  24. "Recently"? MattP hasn't posted in more than 16 years...
  25. Doesn't Lord Rahul in GF3 have a Shaper wife? I thought it was marriage to a common that was looked down on, as with Taygen, for info-sec reasons.
  26. You know, this is something of a lore anachronism, but given the new lore concerning Sholai oath-magic in G2I, one could hypothesize that Trajikov's behavior is being moderated by the terms of certain oaths he took before his expedition. One would expect his superiors would want to hold him to certain rules of behavior, assuming the geas described can be used in that way.
  1. Load more activity
×
×
  • Create New...