Stranded: Alien Dawn

Stranded: Alien Dawn

Enemies Level Up
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Update: 20 Jul @ 8:37pm

Revert refactor of central table, that broke too many things

Update: 19 Jul @ 1:50pm

Version 4.05-116

4.5.2.1 Hotfix of a minor fixes

1. Bugfix: Resolved issue when starting the game with this loading this mod loaded

2. QoL: Reduced complexity of code to improve upgrade calculations.
Added multiple breaks to avoid infinite loops.
Edited evo table to be easier to reference.

3. Bugfix: Lowest tier of cannons are now the starting tier of cannons in robot attacks.
(Changed all instances of robot attacks that send cannons now try and send the lowest tier of cannons)

4. Bugfix: T4 Juno now breeds into T5 Junos

5. QoL: All print statements can be toggled on by typing 'ILU_Logging=true' after pressing enter.
(Mainly for me to debug without gumming up your actual games)
All print statements moved to ModLog statements, so they are included in the games log file for easier troubleshooting.

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 18 Jul @ 2:45am

Version 4.05-115

4.5.2 minor fixes

1. QoL: Reduced complexity of code to improve upgrade calculations.
Added multiple breaks to avoid infinite loops.
Edited evo table to be easier to reference.

2. Bugfix: Lowest tier of cannons are now the starting tier of cannons in robot attacks.
(Changed all instances of robot attacks that send cannons now try and send the lowest tier of cannons)

3. Bugfix: T4 Juno now breeds into T5 Junos

4. QoL: All print statements can be toggled on by typing 'ILU_Logging=true' after pressing enter.
(Mainly for me to debug without gumming up your actual games)
All print statements moved to ModLog statements, so they are included in the games log file for easier troubleshooting.

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 12 Jun @ 10:34am

Version 4.05-114

4.5.1.1 Hotfix

1. Added counter to while loop to prevent infinite loops while a cleaner solution of code is developed.

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 10 May @ 5:51pm

Version 4.05-113

4.5.1 General Touch-up

1. Bugfix: Modified Shrieker/Scissorhands nesting evo's to align with upcoming mod.

2. Bugfix: Typo fixed in Shrieker T4 research

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 2 May @ 5:12am

Version 4.05-111

4.5 General Touchup / Giving TLC to this mod after a big PXR update

1. QoL: Moved all non-robot evolved forms into their own special group, so map creation does not include them in the initial map spawns.

2. Bugfix: Demolition robot variants added to evolution table (And should now upgrade in games as expected)

3. New Content: Weaker Cannon Crawler variant added, and will be used first.
3a. It has a very low cost to summon, so it should take a while to evolve it.
3b. All other Cannon variants cost more to spawn, meaning there will be less in attack waves that have them

4. Bugfix: Venomous Raptors now use the correct reproduction group, and their newborns are now Entombed Tecatli.

5. QoL/Player Nerf: All robot loot tables have been edited.
5a. Scrap metal and metal alloys drop chances increased.
5b. Decrease drop chance of electronics (and resources better than electronics).
5c. Crawlers now have a chance to drop Mech Cores and Fabricator Matrix

6. Humanoid Robot weapon drop chance reduced from 50% -> 15%

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 20 Feb @ 1:59am

Version 4.04-109

4.4.3 Hotfix #6

1. All dogs are no longer threatening to colonists, and are not immediately hostile.
To avoid situations where higher tier dogs spawn on a new map and immediately try and kill a colonist.

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 17 Feb @ 4:06am

Version 4.04-108

4.4.3 Hotfix #5

1. All debug print messages suppressed (20+).

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 16 Feb @ 2:07pm

Version 4.04-107

4.4.3 Hotfix #4

1. Removed print statement causing debug logging text to appear in save games.

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!

Update: 14 Feb @ 4:13am

Version 4.04-106

4.4.3 Hotfix #2

1. Fixed misc bugs in the robot scout class:
1a. Should now not cause an error when trying to mark a new target.
1b. Should actually trigger (I had the comparison flipped so instead of 5 seconds it was never)
1c. Should actually only trigger on non-flying enemies (It was triggering only on flying enemies)

Please see the git in the mod description for open bugs, and even submit your own
Feedback is always welcome to fine tune the balance of things!