Stranded: Alien Dawn

Stranded: Alien Dawn

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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!

Update: 13 Jan @ 5:15pm

Version 4.01-087

4.1.0 The Passive Tames Update

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!

Update: 9 Jan @ 12:37am

Version 4.00-079

4.0.2 Hotfix #2
Hotfix #2. Resolved issue where Female Archaeopteryx did not have any 3d entity to load/show. Save Games should have any Archaeopteryx reload it's 3d model and animations

Hotfix #1. Resolved bug where the initial Skarabei Attack never occurred, causing all subsequent attacks to fail.

4.0 Burying the lead, but starting off with bugfixes!
(Mandatory post-upload hotfix because I missed a print statement)

1. Bugfix The final Tecatli no longer lower skills or change colonist preference
They instead lower efficiency of any activity by 75% (90% on crit)
The game takes lowered skills/preferences as permanent changes, which is opposed to the intention behind Tecatli's TEMPORARY attacking colonist stats

2. Bugfix Toxic Turret now only deals gas damage

3. New Passive SpawNDef added, enabling passive attacks.
-- Will be used by PX

4. Gujo are now deadly allies to tame! They will now go into a blood frenzy, healing them by 5% max life on hitting an enemy. The base Gujo (And their evolutions) should be included in all new map generations! They are now also animals that can attack you in medium+ animal attacks

5. Nesting Scissorhands (Except Hatchlings) now breed into Scissorhands Demolishers. Nesting Shrieker Broodmothers now breed into 3rd evolution of Shrieker. This enables taming them from a nearby nest to start your army.

6. Robot overhaul and expansion.
Added the following small humanoid robot types:
- Light Assault
- Heavy Assault
- Demolitionist
- Scout
Added the following non-humanoid robot types:
- Forge Crawler
- Artillery Crawler
- Quadcopter

Each has 5 unique levels, each robots description goes into lore about the Corsortium Company.

7. The old Consortium generals have been fired. New generals have been hired, and deploy robots in a smarter way.
All Hope scenario attacks have been overridden to generate synergistic (But still random) attack waves. This enabled the strengths and weaknesses of the unique Robot types to shine. And give you the player a better experience when defending.

Update: 5 Jan @ 12:05am

Version 4.00-077

3.0.1 Hotfix #1

1. Resolved bug where the initial Skarabei Attack never occurred, causing all subsequent attacks to fail.

4.0 Burying the lead, but starting off with bugfixes!
(Mandatory post-upload hotfix because I missed a print statement)

1. Bugfix The final Tecatli no longer lower skills or change colonist preference
They instead lower efficiency of any activity by 75% (90% on crit)
The game takes lowered skills/preferences as permanent changes, which is opposed to the intention behind Tecatli's TEMPORARY attacking colonist stats

2. Bugfix Toxic Turret now only deals gas damage

3. New Passive SpawNDef added, enabling passive attacks.
-- Will be used by PX

4. Gujo are now deadly allies to tame! They will now go into a blood frenzy, healing them by 5% max life on hitting an enemy. The base Gujo (And their evolutions) should be included in all new map generations! They are now also animals that can attack you in medium+ animal attacks

5. Nesting Scissorhands (Except Hatchlings) now breed into Scissorhands Demolishers. Nesting Shrieker Broodmothers now breed into 3rd evolution of Shrieker. This enables taming them from a nearby nest to start your army.

6. Robot overhaul and expansion.
Added the following small humanoid robot types:
- Light Assault
- Heavy Assault
- Demolitionist
- Scout
Added the following non-humanoid robot types:
- Forge Crawler
- Artillery Crawler
- Quadcopter

Each has 5 unique levels, each robots description goes into lore about the Corsortium Company.

7. The old Consortium generals have been fired. New generals have been hired, and deploy robots in a smarter way.
All Hope scenario attacks have been overridden to generate synergistic (But still random) attack waves. This enabled the strengths and weaknesses of the unique Robot types to shine. And give you the player a better experience when defending.

Update: 3 Jan @ 2:16pm

Version 4.00-076

4.0 Burying the lead, but starting off with bugfixes!
(Mandatory post-upload hotfix because I missed a print statement)

1. Bugfix The final Tecatli no longer lower skills or change colonist preference
They instead lower efficiency of any activity by 75% (90% on crit)
The game takes lowered skills/preferences as permanent changes, which is opposed to the intention behind Tecatli's TEMPORARY attacking colonist stats

2. Bugfix Toxic Turret now only deals gas damage

3. New Passive SpawNDef added, enabling passive attacks.
-- Will be used by PX

4. Gujo are now deadly allies to tame! They will now go into a blood frenzy, healing them by 5% max life on hitting an enemy. The base Gujo (And their evolutions) should be included in all new map generations! They are now also animals that can attack you in medium+ animal attacks

5. Nesting Scissorhands (Except Hatchlings) now breed into Scissorhands Demolishers. Nesting Shrieker Broodmothers now breed into 3rd evolution of Shrieker. This enables taming them from a nearby nest to start your army.

6. Robot overhaul and expansion.
Added the following small humanoid robot types:
- Light Assault
- Heavy Assault
- Demolitionist
- Scout
Added the following non-humanoid robot types:
- Forge Crawler
- Artillery Crawler
- Quadcopter

Each has 5 unique levels, each robots description goes into lore about the Corsortium Company.

7. The old Consortium generals have been fired. New generals have been hired, and deploy robots in a smarter way.
All Hope scenario attacks have been overridden to generate synergistic (But still random) attack waves. This enabled the strengths and weaknesses of the unique Robot types to shine. And give you the player a better experience when defending.

Update: 3 Jan @ 1:59pm

Version 4.00-074

4.0

Burying the lead, but starting off with bugfixes!

1. Bugfix The final Tecatli no longer lower skills or change colonist preference
They instead lower efficiency of any activity by 75% (90% on crit)
The game takes lowered skills/preferences as permanent changes, which is opposed to the intention behind Tecatli's TEMPORARY attacking colonist stats

2. Bugfix Toxic Turret now only deals gas damage

3. New Passive SpawNDef added, enabling passive attacks.
-- Will be used by PX

4. Gujo are now deadly allies to tame! They will now go into a blood frenzy, healing them by 5% max life on hitting an enemy. The base Gujo (And their evolutions) should be included in all new map generations! They are now also animals that can attack you in medium+ animal attacks

5. Nesting Scissorhands (Except Hatchlings) now breed into Scissorhands Demolishers. Nesting Shrieker Broodmothers now breed into 3rd evolution of Shrieker. This enables taming them from a nearby nest to start your army.

6. Robot overhaul and expansion.
Added the following small humanoid robot types:
- Light Assault
- Heavy Assault
- Demolitionist
- Scout
Added the following non-humanoid robot types:
- Forge Crawler
- Artillery Crawler
- Quadcopter

Each has 5 unique levels, each robots description goes into lore about the Corsortium Company.

7. The old Consortium generals have been fired. New generals have been hired, and deploy robots in a smarter way.
All Hope scenario attacks have been overridden to generate synergistic (But still random) attack waves. This enabled the strengths and weaknesses of the unique Robot types to shine. And give you the player a better experience when defending.

Update: 28 Nov, 2024 @ 6:53pm

Version 3.00-045

3.0 Originally meant as a "Clean up, Clean up, Everybody Everywhere!" small patch....
But here we are, with some major changes

#1 Bugfix: Cleaned up mistype in an overridden base game attack.
(Caused the base game single attack events to not spawn mobs)

#2 Bugfix: Removed remnants of PX
(Organs, Health Conditions, etc...)

#3 Bugfix: Cleaned up mod Lua upgrade code
(Caused infinite loops if all species in an attack where fully upgraded)

#3 Buff (To players): Deathfly Nerfs:
- no longer knocks back
- crit chance nerfed to be negligible amount
(meaning less likely to inflict bleeds)

#4 Backwards Incompatible Change: Baby Raptors have officially been removed from mod; they are near useless as both a tame and enemy

#5 Major Change: Junos, Shriekers, Scissorhands, Tecatli, & Dogs are now:
- Lower chance to tame at higher tiers
(This is in addition to a prior buff to their pacification resistance)
- MUCH higher chance to tame at lower tiers
(Due to lower tier allied tames getting outscaled rapidly)
- MUCH faster to reproduce & grow
(Halved base pregnancy time, base pregnancy chance x9)
(final form pregnancy & growth time is now 48 hours)
- MUCH less food eaten daily (Final Forms take base game amount of food)
- Are immediately draft-able (After taming / birth their combat is lvl 5)
- When they reproduce, their child is a tier higher
(This lets you possibly achieve final form allied insects before you are attacked by them)
-- Note 1 Tecatli are slower to breed/evolve.
-- Note 2 Dogs are especially difficult to bring back to humanities side
-- Note 3 Shriekers at higher tiers no longer have a male/female variant

<color TextEmphasis>Dev note clarifying why these changes exist:</color>
With these changes (And other things in this mod)
- Flamethrowers and AoEs are weaker with this mod
(Due to reduced wave size, and insect resistances)
- Tames are now "cheaper" by being faster to make
- Tames need to eat less food making them cheaper resource wise.
- Are <color TextEmphasis>NOT</color> used to calculate colony strength.
(Meaning attacks will not be any stronger because you have 50 tamed Final Form Shriekers)

All of this combined changes the incentive structure and cost/benefit of capturing & training tames for defense.

Update: 28 Nov, 2024 @ 6:42pm

Version 3.00-044

3.0 Originally meant as a "Clean up, Clean up, Everybody Everywhere!" small patch....
But here we are, with some major changes

#1 Bugfix: Cleaned up mistype in an overridden base game attack.
(Caused the base game single attack events to not spawn mobs)

#2 Bugfix: Removed remnants of PX
(Organs, Health Conditions, etc...)

#3 Bugfix: Cleaned up mod Lua upgrade code
(Caused infinite loops if all species in an attack where fully upgraded)

#3 Buff (To players): Deathfly Nerfs:
- no longer knocks back
- crit chance nerfed to be negligible amount
(meaning less likely to inflict bleeds)

#4 Backwards Incompatible Change: Baby Raptors have officially been removed from mod; they are near useless as both a tame and enemy

#5 Major Change: Junos, Shriekers, Scissorhands, Tecatli, & Dogs are now:
- Lower chance to tame at higher tiers
(This is in addition to a prior buff to their pacification resistance)
- MUCH higher chance to tame at lower tiers
(Due to lower tier allied tames getting outscaled rapidly)
- MUCH faster to reproduce & grow
(Halved base pregnancy time, base pregnancy chance x9)
(final form pregnancy & growth time is now 48 hours)
- MUCH less food eaten daily (Final Forms take base game amount of food)
- Are immediately draft-able (After taming / birth their combat is lvl 5)
- When they reproduce, their child is a tier higher
(This lets you possibly achieve final form allied insects before you are attacked by them)
-- Note 1 Tecatli are slower to breed/evolve.
-- Note 2 Dogs are especially difficult to bring back to humanities side
-- Note 3 Shriekers at higher tiers no longer have a male/female variant

<color TextEmphasis>Dev note clarifying why these changes exist:</color>
With these changes (And other things in this mod)
- Flamethrowers and AoEs are weaker with this mod
(Due to reduced wave size, and insect resistances)
- Tames are now "cheaper" by being faster to make
- Tames need to eat less food making them cheaper resource wise.
- Are <color TextEmphasis>NOT</color> used to calculate colony strength.
(Meaning attacks will not be any stronger because you have 50 tamed Final Form Shriekers)

All of this combined changes the incentive structure and cost/benefit of capturing & training tames for defense.

Update: 17 Nov, 2024 @ 7:10pm

Version 2.02-042

Dragonfly armored variants nerfed
45 -> 20% chance to block any hit

Update: 12 Nov, 2024 @ 3:37pm

Version 2.02-041

<em> Minor Update</em>
Added toxic turret so gas weak enemies can be better defended against

Bugfix: Disabled higher level human-specific debuffs applying to insects
Now they will receive "common" ailments instead when the game tries to give them an incorrect debuff
(Uncommon crash caused by Tecatli/Glutchs attacking tamed animals)