Stranded: Alien Dawn

Stranded: Alien Dawn

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Update: 6 Feb @ 2:58pm

Version 4.04-104

4.4.2 Post Nerf fairy hotfix

1. mod version correctly moved to 4.4 (whoops ¯\_(:X)_/¯)

2. Scouts now only give Roger Roger out every 5 seconds, as compared to every shot before. (To save some frames in chaotic attacks)

3. Scouts now check if the unit they are attacking can fly, and do not give out Roger Roger if so. (To avoid a bug where I call a VERY low level game function telling robots to attack their target which they cannot, because they only have melee weapons).
Technically this is a buff for Combat Quadcopters?

4. Fixed a bug causing pregnancy checks to fail for female base game tame-able dogs (Boxer, GreatDane, Weirmaraner). They are all now properly considered dogs for carrying capacity, log scaling purposes.



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: 3 Feb @ 6:56pm

Version 4.03-103

4.4.1 The Nerf Fairy.

The Nerf Fairy snuck into the Skarabei's home and did some magic.
Mutated Skarabei are more mutated like "Cancer is growing everywhere" and less Mutated like "Indestructible ball of anger".

Blunt/Pierce/Energy/Gas -> New values

T5: 30/95/90/20 -> 25/80/60/15
T5: HP 1200 -> 800

T4: 25/80/50/20 -> 20/70/45/10
T4: HP 750 -> 500

T3: 20/50/50/20 -> 10/40/35/0
T3: HP 300 -> 200

T2 15/20/15/10 -> 0/20/10/0
T2: HP 150 -> 100

Recreate ongoing to make sure Skarabei are still getting hit by traps; but I wanted to get a quick number change without waiting for testing.

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: 28 Jan @ 5:00pm

Version 4.03-102

4.4 Max Upgrade Tier Mod Option


1. QoL There is now an additional mod option; max tier.
This can be set to not allow higher tiers of units to attack you, so you can set your max difficulty.
NOTE: This can and will override the numeric attack cap; and effectively sets the tier at which the max # attacker mod setting is overridden.

2. Bugfix: The Roger Roger Robot Condition can only cause a robot to scream "Roger Roger" once every 10 seconds.


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: 26 Jan @ 4:10pm

Version 4.03-100

4.3.1 Hotfix #2

1. Hostile Combat Quadcopters can now be selected to be a part of Mixed mid game, single late game, and mixed late game attacks.

2. Added Git link to mod description

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: 26 Jan @ 8:35am

Version 4.03-099

4.3.1 Hotfix

1. Scout Droids now only give "Roger Roger" to other robots that are not dead.
Also corrected was lower tiers of scouts gave the weaker tier of "Roger Roger" and not the final one.

2. Camels, Shogu, Draka, Noth, and Ulfen evolutions are no longer aggressive / hostile

3. When an animal is born (Meaning you have their next evolution), the game will check if you have the observation research of the new form. If not, you will complete the research.
(This same code has been added to run when saved games are loaded, to fix games where a tamed animal is in an error state)

4. Corrected bad English in some popups.

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: 22 Jan @ 11:50am

Version 4.03-098

4.3 "Stopping Tames from doing a little Exponential Growth" the patch

1. Major change: An animal's pregnancy chance no longer a flat % check each day.
The less animals of a species you have tamed, the more likely they are to reproduce.
And vice a versa.
Each species has a soft cap to how many tames should exist under your care; that will grow as your colony does.
<color TextEmphasis>TL:DR if you have 100 Ulfen, odds are no Ulfen will become pregnant until an unfortunate accident thins the herd.</color>
All tameable species have gained +10% to their maximum breeding chances to offset this change (So they still feel like they reproduce at the same rate in small groups).
<color TextEmphasis>More info at bottom.</color>

2. Bugfix: Corrected bug causing Gujo's to be upgraded to Light Assault Robots if it's final form spawn was attempted to be upgraded

3. Bugfix: Corrected bug in Light Assault Robots Recharging condition, causing it to retain mild combat buffs and incorrectly try and lower it's health

4. Cleaned up the mess I left myself (Organization wise) and placed the passive tame update mod items into folders, so I stay sane while maintaining this mod.

5. Camels ranged attack buffed to include more threatening HealthConditions

6. Removed most if not all print statements to avoid late game attacks just.... eating all your disk space from logs.

<color TextEmphasis>Detailed Explanation of new Pregnancy:</color>
Major Layer #1: Default Capacity
The game sets the carrying capacity per species to 1/10 of your mod setting.
-- If you have Ulfen and Juno tamed w/ a mod setting of 300,
-- The Ulfen and Juno will breed until you have 30 of each and then breed no more.

Major Layer #2: Capacity increases as your base expands
The rate of capacity increasing is based on mod setting, normalized against difficulty.
"Normalized against difficulty" means it will take the same amount of <stuff> to increase capacity, regardless of how much "colony threat" is actually produced by it.
Ex. If your mod option is set to 200 max attackers you will gain 1 additional capacity per 1000 grain resources in your storage buildings <color TextEmphasis>regardless of difficulty</color>.
100 max attacks makes it take 1500 grains to gain one capacity.
300 max attacks makes it take 500 grains to gain one capacity.
Higher max attackers == faster capacity increases.

So as you play and your base expands, you will find your herd slowly growing with you.

Major Layer #3: Species Modifiers
I classified each species as a "herd", "group", "pack", or "loners".
This change the final capacity.
Herds get a 1.25x to capacity
Groups get a 1.0x to capacity
Packs get a 0.8x to capacity
Loners get a 0.5x to capacity

Ex. Going back to the Ulfen and Juno analogy.
Juno are Loners so they will only breed up to 15, not 30.
Ulfen are a herd animal, so they will breed up to ~38.

Ulfen, Draka, & Shriekers are herd animals
Camels & Scissorhands are Groups
Dogs, Gujos, & Tecatli are Packs
Junos, Shogu, and Noths are Loners

Feel free to qibble in the comments about which species should be what! (And if this imbalances things)
I took an educated guess based on some grade school biology lessons, so I will not be slighted if the classifications need to be adjusted.

Final Major Layer (#5): Logarithmic Reproduction Rates
As a species gets closer to capacity, their reproduction chance will decrease.
So a species with a 45% chance to reproduce is only ever 45% when there is only a male and female of the species tamed.
Even after the first kid, the reproduction chance will become something in the low 40s.
So is to simulate real world growth rates of populations, based on the capacity defined above.

Feedback is always welcome to fine tune the balance of things!

Update: 20 Jan @ 5:54pm

Version 4.02-095

4.2.2 Hotfix #2

Hotfix: Resolved bug in robot scouts special spotting/targeting ability

Last Major Change: Passive Tame Evolutions
Feedback is always welcome to fine tune the balance of things!

Update: 18 Jan @ 3:01pm

Version 4.02-094

4.2.2 Hotfix #1

2.1 Hotfix #1: Corrected bug in Ulfen Rage looking for things that didn't exist (In the code)

1. Guardians Scenario:
Hard difficulties requires 2x the colony strength score before the game shifts from "early game" attacks to "mid game attacks", same req to shift from "mid game" attacks to "end game" attacks.
VH is 3x
Insane is 4x
The static strength check has been 6x multiplied as a last resort to interop with mods that add new difficulties.

2. Enemy Buff: All Demolition Class robots have received a software update, and can now open doors, avoid flames, and move like humans do.

3. Meta: Under the hood strings cleaned up, to not duplicate translation ids. This allows for easier* translations. See git repo in mod description to translate!

<color TextEmphasis>Reasoning for Change #1</color>
Due to some stronger units being introduced in latter attacks that do not have "weak" variants, the conditions on when the game thinks it should send an "early" game attack at the player vs a "mid" or "end" game attack have been revamped.
This should lead to less situations where the game introduces a deadly base unit when the colony is unprepared (Like on high difficulties, when the colony score is vastly inflated).

The following "passive" animals have recently gained evolutions:
- Noth, Shogu, Dromadda, Draka, Ulfen

<color TextEmphasis>Small Dev Note</color>
I foresee one "final" content update to this mod; which is a colonist weapon overhaul.
Essentially there is not enough of a variety in damage types available to the players.
For ex. it is very difficult to deal with Skarabei in the late game, as their Blunt / Energy resistances make almost all end game weapons pitiful against them.

So expect some poison bows, grenade launchers, etc.... to give you more choices in how you defend against these new threats.

Ideally this mod can get to a point where you can pluck 1 - 2 animals to breed and defend your base with; and your production of weapons can focus on the damage types the animals do not provide (Or can counter the chosen animals weakest matchups)

Feedback is always welcome to fine tune the balance of things!

Update: 18 Jan @ 8:01am

Version 4.02-093

4.2.1 QoL Patch

1. Guardians Scenario:
Hard difficulties requires 2x the colony strength score before the game shifts from "early game" attacks to "mid game attacks", same req to shift from "mid game" attacks to "end game" attacks.
VH is 3x
Insane is 4x
The static strength check has been 6x multiplied as a last resort to interop with mods that add new difficulties.

2. Enemy Buff: All Demolition Class robots have received a software update, and can now open doors, avoid flames, and move like humans do.

3. Meta: Under the hood strings cleaned up, to not duplicate translation ids. This allows for easier* translations. See git repo in mod description to translate!

<color TextEmphasis>Reasoning for Change #1</color>
Due to some stronger units being introduced in latter attacks that do not have "weak" variants, the conditions on when the game thinks it should send an "early" game attack at the player vs a "mid" or "end" game attack have been revamped.
This should lead to less situations where the game introduces a deadly base unit when the colony is unprepared (Like on high difficulties, when the colony score is vastly inflated).

The following "passive" animals have recently gained evolutions:
- Noth, Shogu, Dromadda, Draka, Ulfen

<color TextEmphasis>Small Dev Note</color>
I foresee one "final" content update to this mod; which is a colonist weapon overhaul.
Essentially there is not enough of a variety in damage types available to the players.
For ex. it is very difficult to deal with Skarabei in the late game, as their Blunt / Energy resistances make almost all end game weapons pitiful against them.

So expect some poison bows, grenade launchers, etc.... to give you more choices in how you defend against these new threats.

Ideally this mod can get to a point where you can pluck 1 - 2 animals to breed and defend your base with; and your production of weapons can focus on the damage types the animals do not provide (Or can counter the chosen animals weakest matchups)

Feedback is always welcome to fine tune the balance of things!

Update: 14 Jan @ 6:54pm

Version 4.01-090

4.1.1 Hotfix #1 The Passive Tames Update

Hotfix #1: Camel projectiles no longer try to spawn the projectile from it's non-existant muzzle

Hotfix #2: Fixed bug in spawn code of base game Dragonfly attack

Hotfix #3: Replace " " with "_" in spawn definition (Caused an issue with Skarabei Orbital Attacks)

Verified attacks work as expected with player provided save.

The following "passive" animals have been given evolutions:
- Noth, Shogu, Dromadda, Draka, Ulfen

They all:
- Eventually evolve to have 1 high Defensive stat
- Eventually evolve to enjoy a unique mechanic / Health Condition / attack method
- Evolution's can be bred from lower tiers
- After initial Evolution, can be immediately drafted to war
- 2 new Field Researches at third and final evolution describing their changes
- "Generally" are weaker than the aggressive species (Scissorhands, Shriekers, etc...) but easier to grow from the start of a game; but I'm sure you can find good matchups!

All "Orbital Attack" events have been overridden, and now upgrade these species if the orbital attack is an Ulfen wave.

Turning to teasers to tantalize!
The Shogu fur and skin is starting to be much tougher than leather.
The Camels are starting to aggressively chew on those toxic cactus leaves.
The Draka clicking and clacking has gotten strangely louder.
The Noth are an omen of disease!
And finally, the Ulfen now truly want to be in a herd.

Updated mod description to match new species evos.

The Robot overhaul and expansion is still live!

<color TextEmphasis>Small Dev Note</color>
I foresee one "final" content update to this mod; which is a colonist weapon overhaul.
Essentially there is not enough of a variety in damage types available to the players.
For ex. it is very difficult to deal with Skarabei in the late game, as their Blunt / Energy resistances make almost all end game weapons pitiful against them.

So expect some poison bows, grenade launchers, etc.... to give you more choices in how you defend against these new threats.

Ideally this mod can get to a point where you can pluck 1 - 2 animals to breed and defend your base with; and your production of weapons can focus on the damage types the animals do not provide (Or can counter the chosen animals weakest matchups)

Feedback is always welcome to fine tune the balance of things!