The Riftbreaker

The Riftbreaker

Expanded Arsenal
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Update: Jun 21, 2023 @ 12:24pm

[Building Changes]

Added missing WeaponItemDesc to tower_heavy_artillery_burst_lvl_2/3 so they use correct stats now.

Added collision_2d to tower_burst_basic for more consistent hits against small targets.

Revised tower_burstminigun to use charge time 1.5 sec, firing time 2 sec and reload time 1 sec. Fire rate increased from 10 to 15. Bullet damage reduced from 30/60/120 to 25/50/100. Splash radius set as moddable stat. Added cluster property of 2, cluster lifetime of 0.1. Reduced bullet speed from 100 to 80. Increased bullet lifespan from 0.3 to 0.45. tower_burstminigun have theoretical DPS of 375/750/1500 but constrained by charge up timers. Added collision_2d to the tower projectile for more consistent hits against small targets.

Added cluster property of 2 to tower_volley, with cluster projectile lifespan of 0.12. Added collision_2d to the tower projectile for more consistent hits against small targets.

Added collision_2d to tower_shotgun for more consistent hits against small targets.

Added collision_2d to tower_big_shotgun for more consistent hits against small targets.

Added collision_2d to tower_plasma_shotgun for more consistent hits against small targets.

Added collision_2d to tower_plasma_mauler for more consistent hits against small targets.

Added collision_2d to all blaster towers to fix their inability to hit small targets. This bug is caused by base game issue with ammo_spread parameter and particle effect used as projectile in ProjectileAmmoComponent.

Added collision_2d to tower_gravity_accelerator and tower_gravity_accelerator_heavy for more consistent warhead trigger against small and/or low-lying targets. The warhead may still miss.

Removed ammo upkeep for tower_acid_minelayer.

[Mech Upgrades Changes]

Removed health_regen_cooldown parameter from all upgrades added by the mod.

Added 2/3/4/5 health_regen to Morphium Assault Gear.

Added missing WeaponItemDesc to explosive antimatter shot for Advanced to Extreme version of antimatter_gun_item. Removed erroneous BeamWeaponComponent entries.

Radio Assault Gear now uses special version of radio_shotgun_drone with burst_column_angle of 25.

[Drone Changes]

Removed ammo_spread from most of player-affliated drone weapons due to aiming issue.

Added cluster property of 2 for bullet_burst_drone. Removed splash from bullet_burst_drone weapon.

radio_shotgun_drone now uses burst_column_angle 35 to simulate ammo_spread.

bullet_shotgun_drone now uses burst_column_angle 35 to simulate ammo_spread.

[Effects Changes]

Reworked singularity_warhead_fizzle.pu to use new particle effect.

Modified damage_values.dat to include reflect damage icon. This is only visible when the player turns on damage numbers in game settings.

[Technology Tree Changes]

Changed respective unlocks of Antimatter Gun to require corresponding Antimatter Ball skill technology in campaign.

Update: Jun 15, 2023 @ 5:13am

[Alien Changes]

Upon discussion with Just_carrier and Piisfun, alien intercept may be heavily reworked in the future. At the moment all reload timers are shifed by 2 seconds instead. So in brutal difficulty, the player have 4 second window (double the time than previously) to kill the alien while its intercept is on cooldown.

[Building Changes]

Upon extensive discussion with Just_carrier and CookieDuster, ammo_tower_guided upkeep for cruise missile towers are removed. Instead local map limit is introduced. Each corresponding technology research will increase this limit. The overall limit is 10/20/30. This comes out to 210 total cruise missile towers that can be built when all corresponding technologies and tower types are researched.

Upon extensive discussion with Just_carrier and CookieDuster, ammo upkeep for drone towers are removed.

Rebalanced costs for tower_bullet_drone_attack to not cost titanium at tier 1 and lower titanium cost for subsequent tiers.

Rebalanced costs for tower_energy_drone_attack to not cost palladium at tier 1 and lower palladium cost for subsequent tiers.

Rebalanced costs for tower_magma_drone_attack to use titanium build cost instead of cobalt at tier 2 and 3.

Rebalanced costs for tower_radio_drone_attack to use uranium build cost instead of cobalt at tier 2 and 3.

Upon discussion with Just_carrier, changed damage type of tower_heavy_artillery_burst from area to energy.

Upon discussion with Piisfun and Just_carrier, added 1 AI cost for each cruise missile tower tier in campaign. So a Tier 3 cruise missile tower will cost 3 AI cores. Survival does not have this cost change due to time-limited nature of the mode. It may be rebalanced in the future.

[Drone Updates]

Commented out PhysicsDesc from drones. They now have no collision and will not bump into Mr. Riggs weapons.

For this new update, you may be required to use console command debug_recreate_buildings to use new tower values.

Update: Jun 13, 2023 @ 8:39am

[Alien Updates]

Added flurian_boss_fire to flurian_boss_random.ent.

Fixed wrong projectile hit effect for flurian_boss_omega.

Fixed wrong damage_generic and damage_physical effect for flurian_boss_omicron.

[Logic Updates]

Added HQ Level 5 filter for kill_elite_baxmoth.logic. Reduced amount of spawned of boss from 3 to 2 and spawned baxmoth wave from 2-4 to 1-2.

Fixed missing quotation for vathamite_acidus_ultra definition in attack_level_8_id_1_acid_ultra.logic.

Added other biomes objectives to dom_headquarters_rules lua. These objectives will only appear after the player had upgraded HQ to certain level (for example HQ Level 5) and completed resource outpost missions. For example kill granan nest objective can appear at HQ after the player have HQ Level 6 and had completed Palladium Mining Outpost mission. Difficulty of current campaign will determine type of kill nest objective; on Hard difficulty the objectives are limited to single nest spawns but on Brutal, it will start with single and eventually multiple nest spawns depending on ingame difficulty level. Easy and Normal difficulty do not have these extended boss and nest objectives.

Added scalable final wave difficulty to Rift Station final wave depending on player's current campaign difficulty. Special thanks to Pawel Lekki (EXOR Studios) for advice on setting the related logics.

[Building Updates]

Added new tower, tower_morphium_artillery which shoots temporary morphium spike emitter directly on target. The artillery does not deal direct damage. Damage is done by the deployed morphium emitter. tower_morphium_artillery will still deploy the emitter despite being intercepted by aliens. As per morphium tower traits, tower_morphium_artillery can be built on water, have zero AI build cost and requires 25 morphium/sec. The structure do not project shielding and instead have limited self-repair.

Modified tower_morphium_drone_attack to be buildable on water, costs zero AI to build and have limited self-repair.

Added ammo_tower_low_caliber upkeep to tower_bullet_drone_attack and tower_energy_drone_attack at rate of 3/4/5 ammo/sec.

Removed ammo build cost for all cruise missile towers and drone towers where relevant due to base game bug with ammo_storage. Cruise missile towers now have upkeep of 0.375/0.5/0.625 ammo_tower_guided. Drone towers on the other hand have their respective ammo upkeep of 3/4/5 cells/sec.

Removed ammo build cost for Acid Minelayer Tower due to base game bug with ammo_storage. The structure is set to have ammo upkeep of 3/4/5 ammo_tower_acid_cells.

Removed ironium cost for MHD Tower due to base game bug with ammo_storage. MHD Tower instead requires upkeep of 5 magma/sec at all tiers.

Update: Jun 9, 2023 @ 8:17pm

[Critical Update #4]

[Mech Weapons Changes]

Fixed wrong sub_type for antimatter_gun_extreme_item.

[Blueprint_Tables Changes]

Moved into partial injection ea_loot_table.dat. This ensures compatibility with other mods that add loot drops and fix broken anoryxian boss objective. Special thanks to user medwed for highlighting the issue.

[Technology Tree Changes]

Fixed wrong unlock for morphium_powerplant in survival.

Update: Jun 9, 2023 @ 7:34am

[Critical Update #3]

Removed mini_miner entry from ea_crafting_table.dat. Due to this error, mini_miner is not replenishing ingame when the mod is active. Special thanks to user dj84722 for reporting this error.

Update: Jun 9, 2023 @ 3:48am

[Critical Update #2]

Speculative fix for potential logic loop error for final Rift Station wave. This will not require any new game save as long the player did not activate the Rift Station yet.

Update: Jun 8, 2023 @ 5:53pm

[Critical Update]

Fixed missing level 2 and 3 technology nodes for Ionizer and Supercooling in both campaign and survival.

Fixed wrong SubMesh assignment for wall_gravity_straight_01_lvl_2.ent

Special thanks to ponomaryow.dmitry for spotting these errors.

Update: Jun 8, 2023 @ 12:25pm

DLC2 compatible version.

[Alien Updates]

Updated alien trigger and melee attack to use |world_destructible| tag.

Removed baxmoth_drone_alpha, baxmoth_drone_acid and baxmoth_drone_ultra from the mod zip as they are identical to base game files.

Removed arachnoid_boss_easy as it is identical to base game file.

Removed redundant time_damage_radiation/gravity EffectDesc from baxmoth_bosses as the EffectDesc already refers to EffectBaseBlueprints of baxmoth_base.

Removed redundant building_small and building_floor collision tag from weapon impact collision of flurian aliens.

Increased hedroner_alpha radiation ResistanceComponent from 0.25 to 0.5.

Increased hedroner_morphium radiation ResistanceComponent from 0 to 0.5.

Increased base phirian radiation ResistanceComponent from 1.0 to 2.0.

Added voidinite_ore drop to necrodons.

Added BurningComponent to arachnoid_magma and bomogan_magma weapon impact, presence and death animation.

Added BurningComponent to baxmoth_boss_fire_drone weapon impact.

Added BurningComponent to arachnoid_boss_fire weapon impact and death.

[Logic Changes]

dom_headquarters and dom_resource_outpost rules now follow official difficulty scaling for hard and brutal difficulties.

Modified final rift station wave to include final waves from other biomes. At the moment they use modified Hard Difficulty final waves since I do not know how to use difficulty logic check that will enable better wave scaling to current game difficulty. Therefore the final rift station wave will be considerably difficult for easy and normal campaign difficulty. Please be prepared. The rift station wave incorporates DLC check so for users without DLC1 and/or DLC2, said waves will not include metallic and cavern final waves respectively.

[Building Changes]

Doubled energy upkeep of solid material forges.

Added BurningComponent to magma tower weapons.

Added tower_antimatter, a 2x2 structure that fires a slow moving antimatter ball toward targets. The ball will zap enemies as it goes and explode after a set duration or when it collides with the world. For balance reasons, tower_antimatter will only fire at targets with clear line of sight; if there is an obstacle between the tower and target, the tower will not fire. tower_antimatter have upkeep of 25/s plasma at all tiers.

Added tower_heavy_artillery_burst, a burst variant of tower_heavy_artillery. tower_heavy_artillery_burst is a charge-up tower with 3 sec charge time, 3 sec firing time and 6 sec reloading time. Each upgrade will increase its fire rate and consequently amount of shot projectiles. tower_heavy_artillery_burst have upkeep of 25/s superheated plasma at all tiers.

Removed homing from cruise missile towers upon request from Just_carrier as form of rebalance.

Added custom shield glow to modded shield generators thanks to EXOR Studios.

Reduced nite fluid usage of Advanced Shield Generators from 25 fluid/sec to 10 fluid/sec. Energy upkeep readjusted from 20/40/80 to 25/50/100.

Added special biome restriction to towers. Acid biome disables acid towers. Desert biome disables radio towers. Magma biome disables magma towers. Caverns biome disables cryo and gravity towers. Caverns biome have additional restriction on ballistic arc tower weapons (i.e plasma mortar) and tower ranges more than 40.

Added biome restriction to advanced shield generators and advanced energy walls. Desert biome disables flare shield generator and flare energy wall. Caverns biome disables gravity-based shield generators and energy walls.

[Mech Weapons Changes]

Added biome restrictions to Heavy Blasters. The restriction follows the same as towers' biome restrictions. The player can still equip the weapons but cannot fire.

Added BurningComponent to magma weapons.

Added antimatter_gun, a chargeable energy burst rifle. Charge level 1 will shoot a slow moving, triple energy balls that scatter on contact with enemy or terrain. Charge level 2 will shoot an antimatter ball that zaps enemies in its path and explode in atomic explosion after a set duration.

[Mission Changes]

Updated loot_spawner to use package_size as per Pawel's advice.

In campaign resource outpost missions, reduced voidinite_ore min/max from 1000/1400 to 200/500. Raised their spawn_instances from 3-5 to 5-10.

In campaign headquarters.mission, changed starting supercoolant vent from 2 to 1 and discoverable supercoolant vent from 2-3 to 1-2.

In biome survival missions, reduced voidinite_ore min/max from 1500/3000 to 500/750. Increased their spawn_instances from 2-4 to 5-10.

Removed acid vent and supercoolant vent spawn from HQ map in campaign.

Removed acid vent spawn from magma resource outpost mission in campaign.

Added the mod custom resources to caverns mission files.

Reduced voidinite_ore random deposit in jungle, desert, acid and magma outpost missions.

Added voidinite_ore random deposit in caverns mission. Caverns is set to contain largest amount of voidinite_ore deposits in caverns outpost mission 1 and 2.

[Tech Tree Update]

Removed technology link between towers_advanced_explosives and towers_advanced_explosives_2 in both campaign and survival.

[Misc Updates]

Added |world_destructible| tag to collision_3d for all weapons used in the mod for DLC2.

Redone projectile trails and, removed references to renderer RibbonTrail in .pu files.

Update: May 15, 2023 @ 8:19am

Critical Update

[Alien Changes]

Nerfed zorant_hyper, zorant_super and zorant_omicron range match base zorant species; minimum range of 12 and firing range of 27.

zorant_omega range nerfed from 35 to 30. Minimum range would be 12.

Standardized zorant_hyper, zorant_super, zorant_omega and zorant_omicron weapon firerate to 1 and damage of 60. Therefore their DPS is 60, matching zorant_ultra.

[Logic Changes]

Fixed error in dom_magma_resource_outpost_rules_hard/brutal lua to refer to proper logic files.

[Technology Changes]

Added missing tower_morphium_drone_attack_lvl_2/3 to respective Advanced Morphium Tower technology unlock.

Update: May 15, 2023 @ 1:02am

[Alien Changes]

Revised intercept rates for Baxmoth aliens. Baxmoth Ultra projectile intercept reduced from 40 to 30. Baxmoth Omega projectile intercept reduced from 60 to 45. Baxmoth bosses projectile intercept reduced from 80 to 60.

Reduced projectile intercept rate for lesigian_ultra from 40 to 30.

Reduced energy bosses projectile intercept rate from 60/80/100/120 to 40/60/80/100.

Set Nurglax energy boss and omega boss to have projectile intercept rate of 20/40/60/80. Grenade and artillery intercept for this class of boss is similar to magmoth/nerilian/stregaros energy bosses.

Removed artillery and grenade intercept for Gnerot Omega on Easy difficulty. On Normal difficulty, Gnerot Omega do not have grenade intercept.

Added EMP effect to alien_tower_energy_artillery and alien_tower_plasma_energy.

Added tower hacking effect to alien_tower_kinetic_artillery and alien_tower_kinetic_mortar.

[Tech Tree Changes]

Changed species unlock requirement for Synapse Defense Gear from level 2 familiarity of flurian_omicron to level 1 familiarity of alien_tower_kinetic_artillery.

[Effects Changes]

Added projectile hit effects to modded alien_towers in the mod.

[Misc Changes]

Updated Expanded Arsenal Data Table google sheet to include alien EMP and tower hacking information.