How Many Deaths Pushing to Endgame in Worse Than Death Run Subnautica? For Realsies?
I kind of goofed off last time trying to make a seamoth (curse you 20 scans!) but actually managed to get one made. In Death Run vehicles are made of paper mache so its use is rather questionable. However, it's time to actually get this run finished by entering the Lost River and pushing to the Lava Zone. I fortunately have all the cyclops engine parts I need so afterwards it'll just be nabbing some ion cubes and the large number of resources for the rocket.
DEATH RUN MOD DETAILS:
* Different starting locations plus the lifepod sinks at your starting place (this run had a random starting spot and got "Uh oh", putting me near the Crag Field and Grand Reef)
* 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)
Death Run was made by cattlesquat and can be downloaded here: https://www.nexusmods.com/subnautica/mods/611
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