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fixed Industrial foundry not functioning
Fixed incompatibility with Dead Mans Switch Synthetic, Synths should now be able to wear grineer armor and apparel
A delivery ship made its way through the void to the rim somehow mostly unscathed, still no contact from the Queens nor any of the high council. Many brothers are tired from constant labor to ensure we have beds to sleep in, Many sisters tire from constant scouting of the nearby area. We can only hope for contact soon, On the bright side it came carrying much needed supplies for our lower ranked brothers, sidearms to help us subdue this feral world.
Content
Added the Viper, Kraken, and Marelok sidearms
Balance changes
Nerfed Grineer armor temp res across the board
Buffed Grineer armor tox res across the board
Grakata changes - nerfed damage, lowered work to make, lower cost, changed to grineer weapons research, slightly lowered accuracy
Hind - slightly lowered work to make
Sobek - slightly increased mass
Bug Fixes
did some light texture adjustments to fix white lines on the border
adjusted drawsize of some items (again) please let me know if they are scaled decently now, its a never ending battle of "no thats not right" and i keep flipflopping on it
A Fomorian? Fire? Fear? Your brothers are scared, you witness it enter the system then split in 2. Despite this you manage to regain control and search for survivors scattered across the surface, from them you gleam dire rumors that Tyl regor has fallen and his whereabouts are unknown. In better news, the salvage from the fallen fomorian has yielded us functional Clone Tubes, we can now replenish our forces! The survivors will take some time before they can aid us, some are put down for recycling on the orders of the councilors who survived the explosion. Tensions grow high among the lesser drudges, but for now control is kept, the Queens will is enforced as it should be, as it always has been, as it must be.
Content
Added the Grineer xenotype and all associated genetics
Added the Clone Tube
Added the Tube system, for the price of nutrients, and other materials you can quickly gestate pretrained brothers and sisters to serve in your colony. This process is imperfect and the genetic samples impure, many will be born with ailments, missing limbs, or rarely just die upon leaving the metal womb that created them. You will need to create bionics or harvest better organs from others to help facilitate your war machine.
added genestamps and gene slurry as ingredients
Balance/bugfix
alot of minor tweaks i honestly cannot remember, shouldnt be anything major
Hotfix 1.11 - Fixed several errors related to saving and loading the game whilst a tube is on the map
including but not limited to
deleting resources
deleting pawns
bricking the tube completely
the graphics getting weird
and other minor errors
fixed an error involving grineer gaining asthma and cataracts throughout the entire body instead of the related bodypart, Tyl was not pleased with this regression in the genetic code of his men
Bonus: the UI got reworked to look prettier
Balance/bugfix
tweaked some costs of recipes
reduced flammability of some apparels
fixed tox res on heavy gunner armor
Balance/Bugfix
slightly increased heat temp res of grineer armors
added complex furniture to research prereq for grineer basics, to pave the way for a surprise module that'll scare you later
removed drakgoon (it was added prematurely by mistake)
probably some other ♥♥♥♥ i forgot
Shun found out why the grineer weaponry kept going through shields, it was a simple XML fix
so there you go, no more shield piercing grakatas
"another shipment has made its way through the void, a much needed sight after the news we had received prior to its arrival. This particular shipment carries CQC equipment, with this we can finally begin to make claims across the sector. Our strength is our justification, and with it we will make a ho...
EMERGENCY BROADCAST OVERRIDE: **TENNO WOOOOOOOOOOOOOOOOOOOOOOORMS, THIS UPDATE WAS MUUUUUCH, LARGER, THEN EXPECTED, THIS HAS THROWN OFF MY FOMORIAN CONSTRUCTION PLANS, YOU WILL GET NOTHING BUT CORPUS S L O O O O P FOR DINNER UNTIL I AM RESTED AND REEEEEEEEADY TO PERMIT DRAHK UPON THIS FETID RIM**"
speaking seriously this update ballooned from being a smaller update to a full major update, focus will be shifted to corpus for the most part with any grineer updates happening either close to, or right after Commercialized Faiths release
Content
NOTE - Scorpion hook ability will be added in a passover update later, people in the CVN discord wanted the update to release now
Added Grineer faction - initially hostile they can be made amicable enough for trade, so long as your more useful free then you are a slave
Added Machete, Cleaver, Amphis, and Sheev melee weapons
Added light lancer armor set (Butcher and shield lancers rolled into 1 item)
Added Vat sleeve apparel set
Added Scorpion armor
Added Drakgoon (thanks mey)
Added Lancer shield
Added Commander helmet variant
Added Support structures - Grokdrul generators, Grokdrul mixer, Alloy Smelter
Added Legendary items (Gotva prime, W6 armor, Tyl Regor armor, Ack+Brunt, Wolf sledge, Knux)
Added support for rimnauts 2, any grineer armor that counts as SOS2 eva? will also count as EVA for rimnauts
Balance/Bugfix
slightly lowered stacksize of grokdrul
fixed compatibility issues with Warhammer 40'000 Genes
fixed bug with clone tubes not functioning whilst using continuous production
added compatibility with Rimnauts 2
fixed an incompatibility with a mod i cant name
fixed an issue with rendering grineer apparel when layered
adjusted some drawsizes
tweaked some HP on apparels
added a new UI to the grineer clonetubes
fixed a few bugs
ported mod to work in 1.16