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Good news about a less known mod: Survival PD's game-crashing bugs have been all fixed, and can now get completed without a problem. +A few tips for its end-game inside the post.
Obviously I made a post about it here because I suggest that you should try it (wiki page, direct download link), nevertheless I think that its obscurity, at least in this subreddit, asks for some more info to be added in this post. The page about it in the wiki is very detailed, so I will keep this post short, with a paragraph about its distinguishing features generally, and a bullet list with some end-game tips. Feel free to add alternative tactics in the comments, but don't ask me to fix its remaining bugs, Grim Reaper Luna is the mod's developer and not me :-).
First of all the lore of Survival PD is an amalgam of the lores of Original PD, of the PS4 game Bloodborne and of "The Mound)" short novel by H.P. Lovecraft. The Bloodborne lore is mostly evident in the new NPCs of the Sewers and in the enemies of the Caves, a chapter which is totally repopulated with hunters and beasts, while the Mound lore is mostly evident in the Metropolis, where most enemies have had their game descriptions and names changed and have become members of the K'nyan kingdom (unlike the enemies of the caves which are in their vast majority totally new, the enemies of the metropolis are those familiar from Original and Shattered PD, but with different personas). Moving to Survival PD's gameplay, it is a mod of Overgrown PD v.0.0.2, but it has changed many features of its parent, so its basic feature that will remind you of Overgrown PD is that plants can wake up and attack the hero when stepped on, and that its alchemy is an unnecessary extravaganza of 24 new plants / regular potions / exotic potions / tipped darts (the bomb, scroll and spell alchemy is the same with that of older Shattered PD though, specifically v.0.7.1, as Overgrown PD has also kept it). That said, its original features are much, much more. There is a Sanity mechanic added (named pressure or mental health in other mods), which also affects the hero's well-being and when it becomes too low it can even make him/her die. The dungeon below depth 4 is in deep darkness, and if the hero doesn't have his lantern lighted, he/she will receive sanity damage, and also all magical and many debuffing attacks deal sanity damage as well. The hero's counter measure for that is basically to keep constantly his lantern lighted below depth 4 and either use Medikal Kits / Sedative potions that heal sanity, or eat food items of level 3, that also heal sanity. That leads us to the subject of cooking: 10 new food items have been added, from which 5 can be cooked in either a level 2 more nutritional but non-sanity healing version, or in a level 3 highly nutritional, buffing and also sanity-healing version. The level 3 items are cooked only by heroes with high Cooking Skill, which gets increased by cooking with the frying pan item, while the raw materials used for them are found either by digging with the Shovel item, buying them from the Merchant from the Surface on depth 1, or specifically the fish by fishing with the fishhing spear thrown weapon. Another important difference of Survival PD from Overgrown PD and Shattered PD are that its depths are much bigger, have many more enemies, which all are generally buffed in comparison to Original PD and Shattered PD but they become OP in Caves. Also, apart from the enemies renamed / having their game description changed / having their combat features changed, 20 new enemies have been added in all chapters apart from the Metropolis. Lastly, 23 new NPCs have been added to the Sewers with seven of them giving new side-quests to the hero, which are all beneficial to a bigger or smaller degree.
Tips for end-game
To keep the post as short as possible some of the new features of Survival PD which are specific details or mechanics that need no explanation are only mentioned here.
- The Blood Minister NPC on depth 1 will raise your stat of choice after you give him 5 Blood Vials (potion of Healing renamed). Choose which stat to increase primarily based on your plan for end-game, and secondarily on the hero's class: for example Strength is the most obvious choice for a warrior, but if you plan to buy and use for end-game the Old Hunter's Scythe from the shop of depth 1, then raise his Arcane Skill, as it affects positively this weapon's damage.
- Not related with end-game, but to get there, you must first survive early game: search and find the Unnamed Dweller NPC on depth 2 that always gives a level +3 sword without asking anything back, you just have to talk to him twice. In most of the runs (the only exceptions being runs with a very generous Sad Ghost or vault), this will be the best weapon you will find for free in the Sewers.
- If you were not lucky with the weapon loot in the Sewers and Prison, just buy the Old Hunter's Scythe from depth 1 and use it as your end-game weapon. It gets upgraded also with use, and with all the additional scrolls of Upgrade that are available, it can even reach level +30 by end-game, if you check often enough its charge counter and upgrade it. Nevertheless, Huntresses that will become Snipers should buy the tier 5 Arbalest or Mini Catapult from depth 5 instead.
- No class has scrolls of Upgrade pre-identified and 4 of them are sold in every regular dungeon shop (also, one shop spawns in every depth of the Sewers), while heroes start with 7,500 gold and will find more gold loot in the sewers. So, don't be quick to identify scrolls of Upgrade, buy them in bulk in their cheap, pre-identified price from all the shops until the Prison (they will be always the scrolls in a group of 4 in each shop, no other unidentified scroll will spawn in this big amount), and then use them on the weapon or armor of your choice.
- Keep always your lantern lighted after depth 4, and from Doctor Io's shop at depth 1 buy some sedative potions, medical kits, and also all the Oil Urns available for your lantern. The easiest way to die in Survival PD is from sanity damage, so you need the hero's lantern constantly lighted for protection, and his/her sanity healed if it goes below 100 (a variety of side-effects start below this threshhold, which all increase in different ways the rate of sanity loss, in addition to other specific negative effects). Also, an alternative approach to buying a hanfdul of sedatives and medikal kits, solution which is cheaper but involves more hassle, is to get your hero's cooking skill above 50, buy a lot of raw burdock roots from the Merchant from the Surface and cook a lot of Sautee Spiced Burdock Roots, each of them heals +6 sanity (the cooked food items most beneficial for sanity are Baked Chicory with Herbs, as it heals +8 sanity, and Fist Stew but you need 95/65 cooking skill for them and a lot of fishng for the second, so cooking them involves even more time spent).
- Don't even think to proceed in the Caves without a highly upgraded weapon and armor of higher tier. Even in this case, if you see that you still get too much damage from the enemies there, just jump in the first chasm you see, heal and repeat the search for the next chasm or depth exit (for this reason, also buy all scrolls of Magic Mapping that you will find in shops until there). DM-300 and the enemies of Metropolis will be much easier in comparison, so just try reaching there.
- Lastly, if you want to earn the Happy End badge, craft some scrolls of Passage for the route back until the Prison. The Amulet attracts all enemies on the current depth, and you don't want to fight all the enemies of a Demon Halls or Caves depth at once.