Amnesia: The Bunker

Amnesia: The Bunker

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Amnesia: The Dark Descent Enemies Addon
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File Size
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237.327 MB
31 Oct, 2024 @ 1:53pm
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Amnesia: The Dark Descent Enemies Addon

Description
After weeks of desperation, the french soldiers have finally received a shipment of wine. It smelled of spice and there was enough to last them a lifetime. There was only one word written on the crate: "Brennenburg".

This is an addon that you can use to create and play custom stories for Amnesia: The Bunker with the grunt, brute, and suitor from Amnesia: The Dark Descent. Each enemy can have their difficulty settings adjusted by the player and custom story creators can define their own custom settings.



Installation
For Players
Subscribe to the addon, subscribe to a custom story that uses it, then launch Amnesia: The Bunker once both are installed. When selecting the custom story from the main menu, do not enable the addon. It will be automatically added when you launch the custom story.

NOTICE
Addons downloaded from the workshop are currently broken. Trying to launch a custom story that has one listed as a dependency will break it. Here's a temporary fix until this is resolved:
1) Download the addon and locate it inside your workshop folder (Steam\steamapps\workshop\content\1944430\3357892319)
2) Copy the 3357892319 folder to your mods folder in your install directory (Steam\steamapps\common\Amnesia The Bunker\mods)

Somehow, moving the addon to your mods folder fixes everything. You will be able to download and play custom stories from the workshop that use this addon without moving them to your mods folder. The main downside is that if the addon gets updated, you'll have to update it manually. Better than it not working at all, I suppose.
Remember, do not enable the addon. It will automatically be enabled when you start the custom story.

An example custom story is available here:
https://steamproxy.com/sharedfiles/filedetails/?id=3357899710



For Modders
You can read the full guide here on installing and using the addon in your own custom stories.

Alternative download from ModDB
37 Comments
Bont 10 May @ 12:57pm 
is there a custom story that is just the base game with these monsters added?
Bont 10 May @ 10:16am 
when you shoot the dark descent monsters they should just die and become corpses the rats can feed on,requiring you to burn them to get them out of the way
iBlewUpTheMoon 6 May @ 10:50am 
This is just phenomenal! Loved every second playing this! Now we only need someone to make full version of Dark Descent with this magnificent piece of work ported to Bunker.
JJ_Underscore1 24 Mar @ 11:59pm 
@Can't Afford a Name Well I do hope it works out!
SyxTheDragon 24 Mar @ 7:08pm 
A In-lore justifcation for the other gatherer type enemies in the bunker hypothetically could be that some of the french soldiers that went to check out the roman tunnels with toussaint were affected in some way. (Probably from drinking the nearby water or some other explanation)
SyxTheDragon 24 Mar @ 7:00pm 
Like say if you implemented them Into the main Bunker Game, Theyd serve as Minor threats compared to the Beast. Youre still encouraged to sneak around them, but killing them may just make them come back stronger or you risk luring the beast to your location. Even more resource management with Fuel Cannisters as a means of permanently killing the minor monsters, RE1 being the inspiration here.
SyxTheDragon 24 Mar @ 6:58pm 
I ask since it opens up the potential for a Resident evil/silent hill style conversion mod. Theres the main stalker in large parts you cant kill, while the other enemy entities you could kill if you wanted, but it may not be a good idea if a method of them resurrecting was made unless you used fuel to burn the bodies.

Just lots of possibilities
Can't Afford a Name  [author] 24 Mar @ 12:06pm 
@SyxTheDragon It'd be possible. I had a limited amount of time to work on the TDD enemies so I hadn't implemented it because getting the enemies to rag-doll on death is a pain. I also had some worries about game balance when it comes to outright killing an enemy (It'd be too easy when ammo is set to high and would discourage players from using bullets on anything but enemies, but bullet resistance might make an enemy survive the player's attack on higher difficulties and waste their limited ammo. Definitely needs testing).
I would also want the enemies to gib if they're hit with a grenade, but this would also be a balancing issue because players would expect enemies getting hit with a direct explosion to cause instant death. The enemies can also trigger explosive traps and barrels which could kill them before the player even gets a chance to engage with them. There's script for the stalker detecting grenades during the arena boss fight to avoid them, I should take a look at it.
Can't Afford a Name  [author] 24 Mar @ 12:02pm 
The best choice would be to eventually implement it and let custom story creators set whether or not they want the player to be able to kill the enemies. Let them decide how much they want to empower the player.

But perhaps going with your Resident Evil-Style idea could make it work, with the stalker as the unkillable threat with the TDD enemies acting as smaller obstacles that can be killed for a price + alerting all monsters to your position. That's making me think about something...
Can't Afford a Name  [author] 24 Mar @ 11:36am 
@TheAussieCat the main game would need to be modified to support this addon. Since a lot of people seem interested in using the addon for it, I might look into properly supporting it. Some time would need to be spent figuring out how to properly get them to move between loading zones as well as properly distributing them throughout the bunker since they don't go into the walls like the stalker.