The Riftbreaker

The Riftbreaker

Expanded Arsenal
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Opdatering: 13. maj 2023 kl. 8:43

Expanded Arsenal 2.0.0 mod update will require a new game save due to extensive changes to the mod structure; some towers were deleted, replaced and added. This will break your current game save so please prepare accordingly.

Due to Steam change notes word limit, please see Changelog Thread for full list of changes.

Opdatering: 7. feb. 2023 kl. 20:59

Changed particle effect of time_damage_gravity. They will be slightly less noisy and be more consistent.

Fixed crash caused by lua involved in trying to start Jungle Hard and Brutal survival.

Fixed crash caused by kill baxmoth boss objective.

Modified kill baxmoth boss objective to spawn up to three baxmoth bosses instead of five.

Disabled kill nurglax boss objective and kill gnerot boss objective. This is due to some issues with them.

Modified unit spawn rates from kill baxmoth boss objective and kill flurian boss objective. They now take up to 90 seconds before they send any regular units as long the boss objective is alive. The sent unit variant is randomized; i.e for kill baxmoth boss objective, it could be baxmoth, baxmoth ultra and so on.

Added new objective for magma biome; destroy Volcanic Crystal Vine objective. The Volcanic Crystal Vine is a variation of Acidic Yeast Colony objective, with unique characteristics.

Modified headquarters_dom_manager to also include metallic valley aliens attack wave if the player completes Metal Terror storyline in campaign.

Modified headquarters_dom_manager for difficulties above normal to include survival-level attack waves. i.e Brutal Campaign will see Brutal-level attack waves coming from other outposts if the player completed the corresponding outpost missions.

Opdatering: 31. jan. 2023 kl. 2:21

Fixed missing translation for kill unusual creatures objective.

Added randomness to kill unusual creatures objectives. They now can feature multiple variants of similar boss type. E.g kill unusual creatures in magma biome can result in magmoth boss acid, magmoth boss energy and so on.

Added missing MinimapItemDesc to tower_cruise_plasma, tower_gravity_accelerator and tower_heavy_gravity_accelerator.

Adjusted alien EMP hit effects to be more visible.

Opdatering: 26. jan. 2023 kl. 13:57

Reupload of previous mod version. Minor fix for crashing lua involved in game difficulty settings.

Opdatering: 26. jan. 2023 kl. 4:38

This update requires a new game save due to changes to tech tree and logic difficulty.

Added new firing sound for tower_burstminigun.

Added new firing sound for tower_sniper.

Added Rift Energy Teleporter/Receiver. The Rift Energy Teleporter packages 1000 energy into a solid material which is then used by Rift Energy Receiver to produce back 1000 energy anywhere on the map. The Rift Energy Teleporter requires supercoolant to function. The Rift Energy Receiver produces plasma as byproduct.

Added several new kill and destroy objectives. These are kill randomized flurian boss, kill randomized arachnoid boss, kill multiple randomized baxmoth bosses, kill multiple randomized magmoth bosses and, kill gnerot fire boss. Re-enabled kill multiple randomized stregaros bosses and kill multiple nurglax bosses. Event will trigger after reaching certain difficulty level.

Kill randomized flurian boss objective is added to metallic valley outpost mission in campaign and default metallic valley survival.

Kill randomized arachnoid boss is added to acid resource outpost mission in campaign, hard acid survival and brutal acid survival.

Kill multiple nurglax bosses is added to acid resource outpost mission in campaign and brutal acid survival.

Kill multiple randomized baxmoth bosses is added to jungle resource outpost mission in campaign and brutal jungle survival.

Kill multiple randomized magmoth bosses is added to magma resource resource outpost mission in campaign and default magma survival.

Kill gnerot fire boss is added to magma resource resource outpost mission in campaign and default magma survival.

Fixed missing technology link for Superior Heavy Acid Blaster in survival.

Re-enabled destroy multiple granan nests in hard and brutal acid survival.

Re-enabled destroy multiple canoptrix nests in hard and brutal jungle survival.

Opdatering: 23. jan. 2023 kl. 2:20

Speculative fix for Acid Refinery and Magma Lifter unable to accept fluid input/output in campaign. No other changes.

Opdatering: 19. jan. 2023 kl. 3:07

Use debug_recreate_buildings 1 console command to use new building values if required.

Removed hitbox tag in tower weapons and drone weapons' collision_3d. Now they won't get blocked by tall buildings like drone towers or other player-controlled drones.

tower_shotgun now uses total ammunition cost of 3/3.5/4 from 5/8/12.

tower_big_shotgun now uses total ammunition cost of 8/8.5/9 from 8/14/24. Removed projectile LifeSpan Desc as it is governed by BEAM_RANGE.

tower_burstminigun now uses total ammunition cost of 8/8.5/9 from 12.

tower_sniper now uses total ammunition cost of 8 from 3 for all levels.

tower_volley now uses total ammunition cost of 8/8.5/9 from 4/4.8/6.

tower_plasma_laser now requires 2.5/sec supercoolant upkeep. Range increases by 5 per upgrade. New BEAM_RANGE are 60/65/70.

tower_plasma_railgun now requires 2.5/sec supercoolant upkeep. Range increases by 5 per upgrade. New BEAM_RANGE are 60/65/70. Projectile range is hardcapped by BEAM_RANGE property.

tower_prism now requires 2.5/sec supercoolant upkeep. Range increases by 5 per upgrade. New BEAM_RANGE are 60/65/70. Projectile range is hardcapped by BEAM_RANGE property. tower rotation speed reduced to 150 from 300.

tower_cluster_cruise_missile damage per shot is now 118 from 59. Cluster property is now 1 from 3.

tower_radio_minigun now uses total ammunition cost of 4/4.5/5 from 4/4.8/5.6.

stonkr alien now can walk on morphium. This is to resolve stuck attack progress in campaign metallic lakes mission.

Removed shielding capabilities from both campaign and survival versions of Morphium Powerplant.

Changed vathamite_acidus PhysicDesc to use PhysicsSphereShape r = 2.0 for more consistent hit against the alien.

Standardised all omega-strain aliens to be immune to energy damage.

Magma Processor now uses new production rate of 7.5 carbonium + 7.5 ironium + 1 titanium/sec at tier 2 and 10 carbonium + 10 ironium + 2 titanium/sec at tier 3.

Magma Synthesizer now uses new production rate of 25/50/100 magma/sec. Carbonium and ironium consumption standardised at 1/sec for all tiers.

Water Condenser now uses new consumption rate of 0.5/1.0/1.5 titanium/sec.

Opdatering: 8. jan. 2023 kl. 9:17

This update requires a new game save due to slight changes to the technology tree.

Advanced Energy Towers 2 and Gravity Accelerator technology line now requires Heavy Artillery research in campaign.

Fixed game crash caused by shield_down effect of all four nite fluid-powered shield generators and morphium powerplant.

Campaign version Morphium Powerplant now have four researchable levels. The first level produces just power and project basic shielding. This necessitated changes to the campaign tech tree to accomodate them. Survival Morphium Powerplant remain the same.

Reduced morphium usage of Morphium Powerplant from 200/300/400 to 200/250/300/350.

Increased ammo_mech_advanced_weapons resupply rate and storage from 20 to 30.

Increased custom tower ammo resupply rate from 50 to 75. Ammo storage modifier from 200 to 375.

Reduced blaster tower ammunition consumption from 2/2.5/3 to 0.4/0.5/0.6.

Reduced cruise missile tower ammunition consumption (except Cluster Cruise Missile Tower, Cruise Missile Tower and Plasma Cruise Missile Tower) from 25/18.75/12.5 to 18/10.5/6.

Increased and standardised elemental artillery ammunition consumption from 5 to 6 for all levels except Magma Artillery and Radio Grenadier Tower.

Magma Artillery now revised to shoot differently per tier; one shell at Tier 1, two shells at Tier 2 and three shells at Tier 3.

Revised Magma Mortar Tower ammunition consumption from 3/3/3 to 2/2.25/2.5.

Increased MHD Tower ammunition consumption from 0.2/0.35/0.5 to 0.5/0.6/0.7.

Increased Cryo Laser Tower ammunition consumption from 0.2/0.35/0.5 to 0.5/0.7/0.9.

Increased Gravity Laser Tower ammunition consumption from 0.2/0.35/0.5 to 0.5/0.7/0.9.

Increased Prism Tower ammunition consumption from 1 to 6 for all tiers.

Increased Plasma Railgun Tower ammunition consumption from 1/2/4 to 5/6/7.

Increased Plasma Laser Tower ammunition consumption from 0.2/0.35/0.5 to 0.5/0.7/0.9.

Increased Heavy Plasma Laser Tower ammunition consumption from 0.5/0.55/0.6 to 2/2.5/3.

Reduced Plasma Laser Tower penetration from 5 to 2.5 for all tiers.

Reduced Heavy Plasma Laser Tower penetration from 5 to 1.5 for all tiers.

Increased Gravity Accelerator ammo consumption from 5/6/7 to 6/7/8.

Reduced Gravity Accelerator turret turning speed from 150 to 60 for all tiers.

Reduced Heavy Gravity Accelerator turret turning speed from 150/300/300 to 30 for all tiers.

Reduced Gauss Rifle ammunition cost per projectile from 2.5/2.6/3.1/3.6 to 1.45/1.95/2.45/2.95 per shot.

Reduced Heavy Radio Blaster ammunition cost per projectile from 5.4/2/2.2/2.4 to 0.8/0.875/0.99/1.13.

Increased Heavy Radio Blaster default firing mode DPS to match other Heavy Blasters.

Standardised Heavy Blasters first charge level to consume 2 ammunition ticks and for second level charge to use 4 ammunition ticks as per ingame GUI counter.

Opdatering: 27. dec. 2022 kl. 5:37

Voidinite Centrifuge is now working properly thanks to EXOR Studios. Either sell and rebuild the structure or use console command debug_recreate_buildings 1 to update them to latest version.

Fixed game crash (Exor::ParticleRenderable::GetParticle). This is caused by missing att_pointer call for bullet_shotgun_turret deployed by Bullet Turret Howitzer level 2 and 3.

Assigned orange laser pointer for bullet towers except shotgun towers.

Assigned proper laser pointer att for tower_burstminigun structures.

Nerfed splash damage of MHD Tower from 3.0 to 0.8 m. They were too overpowered. At the same time increased shooting cost by 0.2 ironium for each tier.

Added specific building icons for uranium forge in campaign. So they can be differentiated from the ones in survival.

Bumped the charge level 2 ammunition cost of Gauss Rifle and Heavy Blasters. Now charge level 2 firing mode use twice ammunition. Effectively this means they require 4 ammunition, versus 2 in before. This sets the charge level 2 distinct than charge level 1. Charge level 1 still use two ammunition.

Gauss Rifle now uses orange laser pointer.

Gauss Rifle now have 3.125x damage_critical_chance multiplier for charge level 1 and 2. This translates to 25% damage_critical_chance for Extreme Gauss Rifle, slightly higher than Extreme Sniper Rifle at 21% chance.

Changed explosion effect of charge level 2 Gauss Rifle. It was a bit underwhelming before. Charge level 2 Gauss Rifle had been modified to have zero penetration and its damage_factor had been increased from 3.2x to 4.9x. 4.9x damage multiplier is approximate to charge level 5 Rocket Launcher weapon shot damage.

Opdatering: 25. dec. 2022 kl. 23:50

Fixed Advanced Mech Ammo Factory not automatically resupplying the new turret consumables. They were missing the correct resource identifiers.

Due to this hotfix, the Advanced Mech Ammo Factory for some unknown reason also shows Advanced Consumables production as part of its Global Ammo Storage information. Not sure how to fix this but it's a minor visual bug at the moment.

This hotfix will not require a new game save. But it does require using debug_recreate_buildings 1 command to fix any previously built Advanced Mech Ammo Factory structures. Alternatively sell them and rebuild them.