De-Rusting with Hard Mode Subnautica (Death Run Mod)
It's been a while since I've played the Death Run mod in Subnautica but my hopes of completing a deathless playthrough is still there. This run probably won't achieve that but will serve to go over my notes, de-rust and re-learn what I need to do, and test a few things to work towards a deathless (or hardcore playthrough) run. Expect plenty of goofs. So far, the best I've done is two deaths as Ghost Leviathans and Warpers one-shot you with the increased damage.
DEATH RUN MOD DETAILS:
* Different starting locations plus the lifepod sinks at your starting place (this run will use Won't Be Easy that puts us in the NW Mushroom Forest)
* Surface air unbreathable (requiring air pumps, brain coral, vehicles, or bases to get more O2)
* Nitrogen management and "the bends" (nitrogen buildup can cause damage from ascending too quickly past a safe point)
* Aurora explosion causes a shockwave down to 100m and causes radiation down to 200m
* Fabricators use 3x energy (5x if in radiated areas) and batteries deplete more quickly in radiated areas (and recharging is slower). Basic batteries have 25% the energy of normal batteries.
* Player has a personal crush depth of 200m (Radiation suit boosts it to 500m and other suits even further).
* Several items have alternate/increased costs (i.e. habitat builder requires magnetite to make)
* Scans for most tech increased (i.e. Seamoth requires 20 scans to create)
* Predators are noticeably more aggressive and aggro from further away
* Increased damage taken from all sources (base 100% increased damage but this run will use 200% increased damage)
This run will use the worse than Death Run settings and it's generally a "see how long you survive" sort of challenge. Once I de-rust with this run I'll likely do a base Death Run hardcore playthrough and then try a Worse than Death Run hardcore playthrough.
Death Run was made by cattlesquat and can be downloaded here: https://www.nexusmods.com/subnautica/mods/611
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