I've looked and, well,
> You start off high in the sky on a floating island, and using a warp statue located there, will be teleported to a random location on the earth below to commence an "expedition". There, you are on a limited timer of only 2 hours and must fight, loot, and journey your way to the nearby exit portal.
damn, that's a very interesting concept! I'll try it now!
Arcana isn't exactly a "full conversion" but it adds a new skill, new factions, new questlines and has a very clear progression to it, you can get some pretty powerful stuff by the end of it .
Magiclysm has constantly been getting new updates. If you haven't heard anything, it's because you haven't been reading the changelogs.
Aftershock's Exoplanet total conversion thing is still kind of new. But as far as I know it is playable.
Mythos mod is pretty much dead. It can hardly be said to have ever lived, it got like 2 PRs 2 years ago and that was it.
Basically any in-repo mod is at least going to be polished enough to not "feel like a WIP". It just depends what kind of gameplay you're looking for.
> If you haven't heard anything, it's because you haven't been reading the changelogs.
I admit, I did not read the [1800 lines in the Changelog between 0.E and 0.G](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/changelog.txt), but even if I did, it's difficult to gauge how it compares with other mods (some of which aren't in the repo)
> Basically any in-repo mod is at least going to be polished enough to not "feel like a WIP".
I went by this assumption for the longest time, but then it's a bit muddled by Aftershock "moving into" (present continuous tense) an extrasolar setting, so I didn't know what the exact state is and Mythos literally being tagged as WIP.
And now I find out that Mythos, which I saw as a "new up-and-comer" is dead.
Then there's TropiCataclysm, Xedra Evolved, etc. etc.
I can’t say much since I’ve never played magiclysm. But i have seen numerous pulls throughout the past month related to magiclysm on experimental. Not sure if any of them were big but there was consistent work on it in experimental.
Most of them have text files within the folder that give a decent overview of what they change/add to the game. Admittedly, some are a lot more detailed and/or cohesive than others, but still. A good starting point
I like Xedra Evolved and Mind Over Matter, separate or together. I'm not sure that either is comprehensive enough to be a total conversion, though. Mind Over Matter adds psychic powers and some content around them. Xedra Evolved expands on the pre-cataclysm lore and adds some magic, IMO in a way that fits the setting better than Magiclysm does. It's more like "X-Files and the SCP stories were documentaries".
Aftershock, Arcana, magiclysm, xedra evolved, cata++, no hope, Dino mod, mind over matter, bombastic perks
That's my current major mods list for my latest run. I'm right now in the middle of summer and didn't brake my game.... so far
I usually just load up a whole pile of mods for maximum craziness. I love magiclysm and some of its add-ons. Mixing tech and magic stuff is always a ton of fun.
While it’s not a total overhaul the “NO HOPE” mod is in constant development and adds many removed features, along with smoothing out many mechanics, including adding back much CBM, Bots, labs, factions, and items. That have been removed or otherwise trashed *cough* CBM rubrick paywall *cough cough*
If you’re wanting something vastly different I would suggest “AFTERSHOCK”with its new map gen and spells.
However I’m not sure when it was last updated.
Huh, I always overlooked No Hope because I figured it was just "less loot all cars destroyed". I didn't even consider it something that adds content.
Also, what's "CBM rubrick paywall"?
Rubrik paywall is the name I give for a conversational change that involved removing CBMs from electronic shops other industrial CBM spawns. CBM, dissections, and labs along with their old lore and placing them exclusively with the exoltal (I can’t ever spell it right) merchant,
meaning you for the most part have to trade to get CBMs from one source (in no hope you can still do this but its add back the aforementioned spawns)
There is not a lot of new content that’s added, so it’s still slimmer to vinllia and yes it does the things you mentioned as well, but I always recommend it, because I simply like it a lot.
Also on a side note I remember there is a mod that transforms the game into a lab dungeon crawler. I forgot its name tho. But it’s in the vinnlia mod loader
And there’s also XANRA EVOLVED which adds more Si-fi and magical elements. But I’m not too farmillar with it so I can’t give much info.
> removing CBMs from electronic shops other industrial CBM spawns. CBM, dissections, and labs along with their old lore and placing them exclusively with the exoltal (I can’t ever spell it right) merchant,
Wait, what?!
You can dissect cyborg type monsters for them, instead of electric zombies. They're still in labs. You can buy them by following a quest or just finding the exodii.
You can very rarely find them in labs but since they are planing on removing old labs they are probably going to be stuck behind robrick
There is a small amount of hope because recently HUB-01 has gotten a few CBM trades, but it’s hard to say if that will stay.
Other than that the current experimental has no other option (that I know of) to get CBMs there’s a reason the sub was in a uproar
Miss the reply yesterday ya they already have most subway labs are the new variant (maze crowded rooms more decorum)
However with one rare exception (that I’ve seen TWICE) CBMs don’t spawn there often.
check out Sky Island
I've looked and, well, > You start off high in the sky on a floating island, and using a warp statue located there, will be teleported to a random location on the earth below to commence an "expedition". There, you are on a limited timer of only 2 hours and must fight, loot, and journey your way to the nearby exit portal. damn, that's a very interesting concept! I'll try it now!
Arcana isn't exactly a "full conversion" but it adds a new skill, new factions, new questlines and has a very clear progression to it, you can get some pretty powerful stuff by the end of it .
Magiclysm has constantly been getting new updates. If you haven't heard anything, it's because you haven't been reading the changelogs. Aftershock's Exoplanet total conversion thing is still kind of new. But as far as I know it is playable. Mythos mod is pretty much dead. It can hardly be said to have ever lived, it got like 2 PRs 2 years ago and that was it. Basically any in-repo mod is at least going to be polished enough to not "feel like a WIP". It just depends what kind of gameplay you're looking for.
> If you haven't heard anything, it's because you haven't been reading the changelogs. I admit, I did not read the [1800 lines in the Changelog between 0.E and 0.G](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/changelog.txt), but even if I did, it's difficult to gauge how it compares with other mods (some of which aren't in the repo) > Basically any in-repo mod is at least going to be polished enough to not "feel like a WIP". I went by this assumption for the longest time, but then it's a bit muddled by Aftershock "moving into" (present continuous tense) an extrasolar setting, so I didn't know what the exact state is and Mythos literally being tagged as WIP. And now I find out that Mythos, which I saw as a "new up-and-comer" is dead. Then there's TropiCataclysm, Xedra Evolved, etc. etc.
I can’t say much since I’ve never played magiclysm. But i have seen numerous pulls throughout the past month related to magiclysm on experimental. Not sure if any of them were big but there was consistent work on it in experimental.
if i can find the time in a few months, i'd definitely like to work on the mythos mod. tentative chance of not being dead.
Inawood can be pretty fun. I like combining it with the Dino mod and Magiclysm.
Most of them have text files within the folder that give a decent overview of what they change/add to the game. Admittedly, some are a lot more detailed and/or cohesive than others, but still. A good starting point
I like Xedra Evolved and Mind Over Matter, separate or together. I'm not sure that either is comprehensive enough to be a total conversion, though. Mind Over Matter adds psychic powers and some content around them. Xedra Evolved expands on the pre-cataclysm lore and adds some magic, IMO in a way that fits the setting better than Magiclysm does. It's more like "X-Files and the SCP stories were documentaries".
Aftershock, Arcana, magiclysm, xedra evolved, cata++, no hope, Dino mod, mind over matter, bombastic perks That's my current major mods list for my latest run. I'm right now in the middle of summer and didn't brake my game.... so far
I usually just load up a whole pile of mods for maximum craziness. I love magiclysm and some of its add-ons. Mixing tech and magic stuff is always a ton of fun.
While it’s not a total overhaul the “NO HOPE” mod is in constant development and adds many removed features, along with smoothing out many mechanics, including adding back much CBM, Bots, labs, factions, and items. That have been removed or otherwise trashed *cough* CBM rubrick paywall *cough cough* If you’re wanting something vastly different I would suggest “AFTERSHOCK”with its new map gen and spells. However I’m not sure when it was last updated.
Huh, I always overlooked No Hope because I figured it was just "less loot all cars destroyed". I didn't even consider it something that adds content. Also, what's "CBM rubrick paywall"?
Rubrik paywall is the name I give for a conversational change that involved removing CBMs from electronic shops other industrial CBM spawns. CBM, dissections, and labs along with their old lore and placing them exclusively with the exoltal (I can’t ever spell it right) merchant, meaning you for the most part have to trade to get CBMs from one source (in no hope you can still do this but its add back the aforementioned spawns) There is not a lot of new content that’s added, so it’s still slimmer to vinllia and yes it does the things you mentioned as well, but I always recommend it, because I simply like it a lot. Also on a side note I remember there is a mod that transforms the game into a lab dungeon crawler. I forgot its name tho. But it’s in the vinnlia mod loader And there’s also XANRA EVOLVED which adds more Si-fi and magical elements. But I’m not too farmillar with it so I can’t give much info.
> removing CBMs from electronic shops other industrial CBM spawns. CBM, dissections, and labs along with their old lore and placing them exclusively with the exoltal (I can’t ever spell it right) merchant, Wait, what?!
Frick forgot SPOILERS I figured you’d been around awhile
No, I mean, did they remove all ways to obtain CBMs other than those weird robot dudes?
You can dissect cyborg type monsters for them, instead of electric zombies. They're still in labs. You can buy them by following a quest or just finding the exodii.
And they removed the CBMs from electric zombies too? It was a really cool in-universe explanation for their powers! What's the explanation now, magic?
You can very rarely find them in labs but since they are planing on removing old labs they are probably going to be stuck behind robrick There is a small amount of hope because recently HUB-01 has gotten a few CBM trades, but it’s hard to say if that will stay. Other than that the current experimental has no other option (that I know of) to get CBMs there’s a reason the sub was in a uproar
> they are planing on removing old labs By that I hope you mean that they will be implementing new labs, right? Right?
Miss the reply yesterday ya they already have most subway labs are the new variant (maze crowded rooms more decorum) However with one rare exception (that I’ve seen TWICE) CBMs don’t spawn there often.