About this mod
Challenging gameplay overhaul! Randomized and revamped loot, hardcore mode and harder difficulty, and more! Separated mods are available.
- Permissions and credits
- Changelogs
You may download separate modules of this mod, including just the item randomization, in the Optional Files section.
Ironman, Ultimate Ironman, and Hardcore Ironman are tough and challenging mods named after account modes in Old School RuneScape. The name refers more to the aspect of earning your own gear rather than playing without dying or reloading saves.
For those looking for a near-true Ironman option, Hardcore Ironman fully disables respawns and saves except for autosaves, which is intended to allow you to take a break.
In short, this mod randomizes loot, toughens the enemy AI, and imposes many limitations and restrictions on the player while being somewhat fair to compensate. It is still in Beta and being updated.
Because enemy aggression lasts longer, you may want to use this mod to disable the "Can't Use While Threatened" message.
You may also like Cyberspace Adjustments. Versions 1.3 and older of this mod used to have this included, but it was removed in favor of a bit more modularity.
To install this mod, use only ONE of the Ironman pak files. Or, you may mix the Optional Files together to your liking.
Unzip and place the .pak file(s) where the base System Shock pak is: System Shock Remake\SystemShock\Content\Paks
This mod requires a New Game. Do not try to load unmodded saves. Saves using this mod will be labeled "Iron".
Be warned that Mission 5 and Mission 6 are timed!
Click here for all of the loot table details, such as item drop chances!
Pink tables are containers, green tables are just drop tables that are used elsewhere, and blue tables are enemy drop tables.
So what does it do?
- It is an item randomizer without any need for external programs. There is no floor loot.
- You will find weapons, hardware, modkits, ammo, and other items in all crates. Each level has different crate loot and item odds. Crate loot gets better the deeper the level. Large crates typically have much better loot.
- All enemies have new loot tables, and some enemies that didn't drop items before now do. Sometimes they can drop important items or weapons, and some have extremely rare drops. You may even be able to find certain access cards or quest items early.
- All pre-placed floor loot is removed, with a few exceptions - audio logs/data sticks, the starting items, the Group 1 cards in Medical, Isotope X-22, and... Spoiler:Showthe inventory expansion in Delta Grove - though if you have already collected two inventory expansions, gaining more expansions will not do anything.
- To assist in finding items that have been dropped, some items on the minimap will have special colors when Sensaround is activated. Larger squares are usually important or rare items, and gold squares are often rare items or notable weapons.
- (Experimental version only) Additional small and large crates have been placed around Citadel Station to encourage exploration and potentially assist with widening route variation per run. Currently only affects three levels.
- (Hardcore Ironman only) Respawns and saving are fully disabled except for autosaves. Enemies deal 250/300/350% (on Combat 4/5/6) damage, have 145/150/160% health, are more alert, hesitate less, and follow you for longer periods of time. Sodas heal less health.
- The Hacker's inventory size has been reduced significantly to just 18 slots and the Hotbar has been reduced to 5 slots. You will need to think about which items you will want to take with you, and remember where you left the ones you dropped in case you want to return to them. Tip: you can hold an item on your cursor while the inventory is open, if you need to. Spoiler:ShowYou can still find Inventory Expansions.
- (Ultimate Ironman only) No bank - the cargo lift is disabled. (It still starts off on the Reactor level, but it has zero inventory slots.)
- Harder difficulties! Also, Mission 5 gives you 7 hours and Mission 6 gives you 5 hours. Cyber and Puzzles are still the same, though. Enemies deal more damage, have more health, and are generally more alert and accurate. For those curious about raw values, check the image gallery.
- Most enemy respawns are now unlimited. Be careful, as Medical can become very laggy if there are many corpses in one spot.
- Snacktrons now contain unique sets of items per level. They can dispense weapons and hardware. Only up to 4 items can be available at a time from each one, and the game randomly decides the items that are sold. Scroll down for a full list of possible Snacktron items per level.
- All items within stations that cost money will now only cost 1 coin each. However, coins are much harder to come by. All junk no longer vaporizes into scrap. You can only get scrap by vaporizing broken weapons.
- Corpses, crates, and enemies have much larger inventories in order to hold the items they may potentially spawn - you can use these to store your items too! (though I don't know if corpses can despawn or not with your items in them - be careful.)
- Some small buffs to weapons, most notably the Shotgun. See below for all weapon changes. Plus, some weapons take up less inventory space. Gas grenades should have a larger area of effect.
- Stun duration of EMP grenades was nerfed, but if you're quick enough, you can still take advantage of them.
- Some specific story items take up 4 slots instead of 1.
- Spoiler:ShowThe Maintenance scanner door is now unlocked regardless of security level, but you still need to pass the scanner.
- Some animations were sped up - all pickup animations, card swipes, power station charges, and healing animations.
- Power stations now take 5 minutes to recharge.
- Most ammo types have higher stack limits. Patches and batteries stack up to 15.
Weapon changes:
- Rapier: 90 -> 110 Damage, 80 -> 90 Armor Pen, 170 -> 260 Range, 4 -> 3 Energy Cost
- Ion Rifle (Low): 7 -> 6 Energy Cost
- Ion Rifle (High): 15 -> 13 Energy Cost
- Ion Rifle (Charge): 70 -> 60 Energy Cost
- Magnum: 65 -> 75 Damage, 60 -> 65 Armor Pen
- Monkey Wrench: 18 -> 22 Damage, 40 -> 42 Armor Pen, 155 -> 190 Range
- Assault Rifle: 24 -> 26 Damage, 75 -> 80 Armor Pen, 8 -> 6 Spread
- Skorpion: 18 -> 19 Damage, 11 -> 9 Spread
- MiniPistol: 16 -> 9 Spread
- Shotgun (Flechette): 100 -> 105 Damage, 45 -> 75 Armor Pen
- Shotgun (Dragon): 30 -> 80 Damage
- Plasma Rifle: 32 -> 12 Damage, 70 -> 65 Armor Pen, 7 -> 1 Energy Cost, 6 -> 3 Spread, 360 -> 1080 Fire Rate, 5 -> 2 Heat, 2 -> 4 Recoil
- Plasma Rifle (Orb): 300 -> 425 Damage
- MagPulse: 40 -> 60 Damage, 100 -> 80 Spread
Medical Snacktron Items:
- Science Card
- Blue Soda
- Assault Rifle
- Purple Soda
- Green Soda
- MiniPistol
- Green Food Bar
- Peanut Food Bar
- Bioscan V1
- Vita Food Bar
- Chip Bag (Hot Crisps)
- Energy Shield V1
- Turbo Boots V1
- Chip Bag (Plain Crisps)
- Medical Card
Research Snacktron Items:
- Science Card
- Blue Soda
- Turbo Boots V2
- Purple Soda
- First Aid Kit
- PB&J Food Bar
- Green Food Bar
- Energy Shield V1
- EnviroPack V1
- Vita Food Bar
- MiniPistol
- Chip Bag (Rice Crisps)
- Engineering Card
- Bioscan V2
- Chip Bag (Protein Crisps)
Executive Snacktron Items:
- Administrative Card
- Blue Soda
- Assault Rifle
- Purple Soda
- Engineering Card
- First Aid Kit
- Green Food Bar
- Sensaround V3
- Protein Food Bar
- Vita Food Bar
- Chip Bag (Hot Crisps)
- Turbo Boots V3
- Chip Bag (Kale Crisps)
- Energy Shield V2
- Chip Bag (Protein Crisps)
Delta Grove Snacktron Items:
- Red Soda
- Incendiary Box Small
- EnviroPack V2
- Detox
- Green Soda
- Magnum Pistol
- Green Food Bar
- Peanut Food Bar
- Plastique
- Vita Food Bar
- Detox
- Chip Bag (Rice Crisps)
- First Aid Kit
- Medipatch
- Chip Bag (Protein Crisps)
Security Snacktron Items:
- Target Identifier V3
- Energy Shield V3
- Large Osmium Round Box
- Large Penetrator Box
- Large Incendiary Box
- PB&J Food Bar
- Turbo Boots V3
- Personal5 Card
- Protein Food Bar
- First Aid Kit
- Large Flechette Box
- First Aid Kit
- Chip Bag (Kale Crisps)
- Security
- Large Teflon Round Box
Now for some other stuff, like issues and concerns:
- The game thinks Mission 4 is technically still Easy. This means that you may not have to do all of the story quests in Mission 4 and waypoints might appear in the future. I don't really know where to fix this but, of course, it's not intended.
- "Unique" drops don't seem to work. This might be a game bug, or I'm doing something wrong. Normally, "unique" drops should be removed from the inventory instance's loot pool if it is rolled, and everything usually gets at least 2 item rolls. So, you may get a ton of ammo of one type for example, when it is unintended behavior.
- Loot tables could be better, I think. This requires more testing. Weapon changes too.
- This mod overwrites many files, and there's a chance that upcoming updates to the game will be overwritten by this mod. Plus, some other mods may be incompatible.
- Yeah, it's not really a true randomizer, but if any interest is shown in one then I'll probably make it unless someone beats me to it.
Made using UAssetAPI, UAssetGUI, HxD, and countless hours.