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Excited to see what you do for the Odyssey cyclops, its already dangerous even with its relatively thin armor.
- Fixed errors on load when running in 1.6 with Alpha Mechs.
Balance changes to Alpha Mechs:
- Buffed the Legate's shield massively, from 650 hp up to 1600 hp to reflect its role as a higher tech and more expensive version of the centurion.
- Also buffed the recharge rate of its shield to 4 hp/sec, matching that of the centurion.
- Buffed the mech gestation cooldown of the War Empress to 15 sec down to 9.3 sec., slightly longer than that of the War Queen.
- Increased the amount of plasteel the War Empress carries from 500 to 800.
- Decreased cooldown of the Empress's sniper turret from 4.5 sec to 2 sec to match the higher lethality of other mech commander turrets.
Patches for more mods will be coming soon, along with patches for the new Odyssey mechs when it drops.
also if you don't mind xenotype/har mods, cinders of the embergarden has some good explosive weapons and abilities too.
I can tell you right now mechanoid upgrades terrifyingly works, the mech armor upgrade from that mod makes already great enhanced durability mechs feel absolutely unkillable.
On a side note, does anyone have any neat mods to recommend for penetrating 200% (sometimes more) armored centipedes?
Will keeping the weapon status unchanged and adjusting skill level of pikeman(10 to 18 for instance) be a nice idea? So that pikeman can be a true sniping platform while lancer can dedicate more on heavy punch at medium range.
Besides will it be possible to raise the threat points of single mech? So that early stage game can go more smoothply with less mehcs in a raid but late game raids remain challenging.
@许DEKO:这个是我目前最喜欢的mod了,谢谢你的引荐
I've loved and hated Vanilla Mechs ever since I first started playing Biotech." The design of the Tynan Mechanoid definitely fascinated me, but they had to be used carefully in the face of attackers, which made me tired. So this mod surprised me very much, I like it.
Thanks to the author for his efforts.
@Amethyst the otter Hey, sorry for the late response. Can you confirm whether this was happening with no other mods loaded? I didn't actually program the mech commanders to behave this way - I merely enabled them to spawn in mech clusters and it just so happened that the game seems to function this way by default when they're enabled to spawn.
I thought it was a good balance against the possibility of having extremely powerful commanders spawn randomly, because it meant you had the option to choose when to take on that risk for your play through voluntarily, so I therefore viewed that function as a feature of the mod. In all my testing this was how it worked, but if there's circumstances in which that doesn't apply it would be good to know so I can update the mod's information or fix it.
could you add support for lost factory mechanoids?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3386146460
3) psycasts (especially skip) probably still body them lol
I'm not bringing this up as reasons to not change the balance, more just to give you insight into the design philosophy that went into my decisions.
I like some of your ideas though. The minimum range and higher spool up times sound like interesting mechanics. It reminds me of the mod "simple minigun rework". I could implement something similar with the vanilla expanded framework; ie., a longer warmup time, but a burst that is basically infinite once it starts shooting. This would increase its bunker busting capability while still having a counter
1) This mod is *kind* of balanced for a modded playthrough, or at least a playthrough with DLC active. So the idea is that you'll probably be working towards something a bit better than say a sniper rifle or charge lance, though both of those should on paper be capable of taking down the pede.
2) Bear in mind also that hit and run doesn't necessarily only mean sniping from max range then kiting backwards. It could also mean something like hitting it with emp, dpsing it while it's stunned, then breaking line of sight until its emp resistance wears off. Or even using someone with a short warmup weapon to get its attention then dart behind a wall just before it fires while a sniper warms up their shot on it. Or draw it into traps. Things players often don't think to do because the good old "stand behind wall and shoot" is too effective.
The only way I can think of to make centipedes more difficult to fight without the current degree of armor would either be:
1) A longer spool time for their gun so high AP weapons can hit them and fall back. Notably increased armor from vanilla.
2) Set their gun's minimum effective range to 2, but allow them to shoot while in melee (if even possible in Rimcode). Slightly increased armor from vanilla.
Regarding Diaboli, in my testing they never spawned in mech clusters before you had fought and killed one, but raiding doesn't adhere to the same logic as clusters. I didn't alter anything as far as their appearance or lackthereof in raids, but I'd think they will most likely only appear in late-game high point calculation raids anyway which I don't really see a problem with design-wise. In what stage of your game did they appear?
I might give termites a bit of a buff with their bunker busting abilities if they're coming across as weak by comparison. I'll look into what I can do with tesserons too.
As for centipedes, I'll have a think about that. I wanted to keep the general combat roles of the mechs intact rather than buffing all of them in every way so that all of them are "good at everything". For that reason I didn't buff the centi's melee attack. However the game does describe them as requiring "hit and run tactics", not as something that needs to be swarmed in melee. So maybe it would make sense for them to have a powerful melee attack to dissuade melee.
- Diaboli will spawn even if not yet encountered. Unfortunately did not think to grab hugslib logs for you, had two of them spawn in an edge-of-the-map raid. I was so utterly terrified of them that I can't comment on balance as I used a psychic shock lance to avoid having to deal with them.
Really cool mod, will be becoming a mainstay in my modlist.
- Lancers are less terrifying but still opponents I really have to think about how I'm going to suppress. Also strategically interesting.
- Scorchers are proper mean bastards, and were the main mechanoid I had to plan around due to being melee-focused. They're in a good place and aren't too oppressive.
- I absolutely hard countered scythers due to my super soldier setup and can't really comment on them as they were literally incapable of damaging my super soldiers. Proper nasty if they made it into the backline though.
- Most of the gimmick enemies like tesserons, termites, and the shield fellows were quite forgettable in comparison to their scarier comrades, especially termites.
I just finished a nasty punishing playthrough, ran Han Helldiver from VFE Insectoids on Strive to Survive. The planet had no human settlements, and the other threats were Anomalies as well as VFE Mechanoids beefed up by this mod, as well as the rare manhunter pack with Scaria Contamination.
Overall you've cooked up a good mod, mechanoids are terrifying (and due to no human factions I fought an onslaught of exclusively mechs watered down with some VFE insectoids during ship launch) so I've had a fair bit of experience with them and some feedback:
- Tunneler being added to hostile mechanoids was great, and Militors are still fragile but require some AP to down quickly so they felt good.
I enjoy using powerful gear for my own colonists from other mods, and it's nice to have enemies that are on par with it. The Exosuit Framework mod pairs well with this, IMO.
Early game mechs are SCARY and getting your first mechanitor with a fresh crash landed crew can be game ending without a little setup. I had to reload a save because of a single scyther, I totally underestimated it. And my first Diabolus fight cut my colony population in half, but it felt worth it for the upgrade that my own mechanitor was about to receive. It honestly feels like a breath of fresh air for Mechanoid gameplay. 10/10
phynilla Expanded Mechs Scyther
Excavator Mechanoid
Machines of War