Stranded: Alien Dawn

Stranded: Alien Dawn

Project X (Repaired)
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Update: May 1 @ 3:02pm

Version 5.05-188

<em>5.5.1 The inevitable post-big-update bugfix update</em>

1. Bugfix: Deleted PXR's carbon armor breakthrough, letting the base games improved carbon armor be used. (This lets improved carbon armor be unlockable in a PXR loaded game)

2. Black Market Research(s) have had their descriptions clarified to align with where the recipes actually are. Based on a prior QoL replacement in the crafting menus.
(The Organ Market is available at both Trading Terminals and Hacking Terminals, Official Trading via the Trading Terminal, and Illegal Trading via the Hacking Terminal, the Dissectory is used for just using Organs for boxing or... other things.

3. Droid hiring no longer causes an error
(Due to the game trying to assign them a loyalty but droids cannot receive them)

4. All requests to trade fixed. The low level function was returning false to signify no ship was currently trading; but my lua was expecting true to mean no ship currently trading

Major changes on 5.5:
- Hiring rework
- Reworked how colonists are hired and ships traded with from low orbit

I suspect an update this large will have some non-Skarabei bugs....
So when reporting issues, the more detail the better.

Update: Apr 17 @ 5:28pm

Version 5.05-185

<em>5.5.0 Yet Another Major System Change (Hiring, Orbitting Trade Ships)</em>

1. QoL: The PX Scenario now does not follow the Trade Scenario's call & response for ships.
Instead ships are rolled every ~5 days, and you can request to trade or hire a colonist from each ship once per "ship cycle"

**The trade scenario's request a ship or posting a job offering more often than not failed in the background, and the player never knew what came of it. Now any ship in orbit can be requested to dock or hire once per cycle, and you will be told immediately if it failed.

2. New Game Rules:
2a: Random Survivors has been overriden by Project-X Repaired. If enabled, all hiring methods from the PX-003 space station will be randomly selected.
2b: Faction Content. This does nothing at the moment, but all future content will check for this rule to be enabled.
2c: Disable Tutorials/Hints. Does what it says and suppresses the guided popups trying to explain the PXR mod

3. Rework: Colonist Hiring changes:
In general, all colonist hiring costs now scale with how many other humans are in the colony.

3a. When the random survivors rule is not enabled:
-- The Settler Candidates option is now titled "GECC Vetted Citizens" and start costing money after the 9th colonist
-- The Contract Colonists option is unchanged (Both in cost and time they are hired for)
-- The Criminal Candidates option is now Permanently Lease a Convict, and each colonist hired through this method will have the "Chipped Criminal" negative health condition (More on this later)
3b. When random survivors are enabled all of the above changes are also kept with the additional changes:
-- The Contract Colonists is replaced with the Skill Based Applicant option.
--- This lets you select a skill you need your next colonist to be good at, and you will be given the option to hire them.

4. Minor Ship Change: The smuggler ship will only be shown as a smugglers ship if you have the Black Market Technology completed. If you try and initiate contact with the smuggler's ship before you have the BM research complete, you will be given an oppurtunity to enable said research.

5. "New" Mechanic: Criminal Chips will now be applied to all colonists hired through the "Permanently Lease a Convict" option. This condition will last at least 1 year, possiblty more.
A colonist with 8+ Healing and 8+ Hacking is required, and you must set your colony to break people out of the chips in the "Colony Management" option in the Communication Relay base menu.
Fair Warning, the Galactican Empire does not take kindly to those who break free from their bonds...

6. Menu changes: The Bugfix and Attack Influencing options are now in their own sub-menu called "Colony Management". This is to avoid cluttering the very first menu when selecting the Com Array.

7. QoL: Spare parts are now craftable once electronics are researched. This is so Android Colonists can be healed even if the DLC is not owned.
(Looking at you Tayyk)

8. Bugfix: Galactic Space Station Droid random hires will no longer try and hire droids you have previously purchased. You cannot select a droid to hire you have already hired.
(I plan to revert this, but it will require me to develop a seperate hiring code to enable double spawning a specific character)

9. Bugfix: Nanotube Box of Organs no longer requires Megdeb explicitly.
(To avoid the bug where craft stations are unable to handle "complex" recipes)

10. Bugfix: Human colonists with the Droid Degredation Status Effect will be cured on save load.

11. QoL: Disclaimer added to Gizmo's manual hire hire event explaining the face differences

12. Bugfix: Cyber Pendant no longer tries to give the itself the happiness condition. It instead gives the happiness condition to the colonist!

13. QoL: All Galactic Lights can now be swapped without needing to break & rebuild them

I suspect an update this large will have some non-Skarabei bugs....
So when reporting issues, the more detail the better.

Update: Feb 2 @ 6:06am

Version 5.05-155

<em>5.5 Droid Hiring rework, QoL, Bugfix</em>

1. Change: Droids now have a math formula that determines their cost. This cost varies based on how many droids you have in your colony, what droid you want to purchase, and if your game has random survivors set.
See bottom for comments

2. Change: The Random Survivors rule has been overriden. When set you do not receive railgun snipers. Instead you receive nearly a full set of Galactican Armor and weapons. Droid hiring will also be psuedo-random when this is set; meaning you can pick what model but not the exact type of model (4 Bumble variants vs 2 Lancer Variants). Recieve an inherent 10% cheaper hiring cost when using the random survivors rule.

3. Buff General Tamer's Guild Buffs:
3a. All Tamer's Guild Members grant at least a T4 animal when they tell you that they are in the guild.
3b. All Tamer's Guild requests for animals now grant at least 2 T4 animals.
3c. Zander now provides evolved Noth's and Shogu's
Floki no longer can call down dogs
Kassandra no longer has different call options for the same animal (Tecatli)

4. Removed reference to Beyond Stranded Character that would crash a specific story if not loaded with Beyond Stranded

5. Cyber towers can now try and override the aggression of the next attack; causing a harmless herd to wander in for ~1 week.

6. QoL: Cleaned up Dissectory, Hacking Terminal, and Trading Terminal Trade menus.
Dissectory has only recipes for making organs/alien components
Trading Terminal for trading anything legal with the empire
Hacking Terminal for trading/learning anything illegal with <em>someone</em>

7. Bugfix: Safes are now researchable (again); fixed bug in prior fix.

8. Compatability: Beyond Stranded now checked when game(s) are loaded. If found, it will set Excavation as a regular work activity. To avoid situations where colonists would never excavate when on their "work" schedule.

9. Qol: Misc cleanup of some bad english

Notes on the first 2 changes:
Please consider this a test for the full colonist hiring rework.

My next large update should change how Colonists are hired via PX-003 or through local trade ships.
Aka you can select generally what you want in the colonist, and the mod will select one from a sub-set of all possible.
With scaling costs as you get more and more colonists.

I am trying to increase the variance in the early game, as when I play I always hired the same 0 cost settlers.
I will making all colonists cost something, and give reasons (10% hiring reduction) to use random survivors.

If you feel strongly about how this changes works with droids, please provide feedback asap so I can tinker.
I do want to preserve the play pattern of "I know what survivors I go for"; so static hiring will always be an option via not selecting random survivors.

Outstanding bugs can be found in the git for this mod.
Be careful looking too too hard, as spoilers are also there in terms of upcoming content.

When reporting, please provide as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Feb 2 @ 6:01am

Version 5.05-154

<em>5.5 Droid Hiring rework, QoL, Bugfix</em>

1. Change: Droids now have a math formula that determines their cost. This cost varies based on how many droids you have in your colony, what droid you want to purchase, and if your game has random survivors set.
See bottom for comments

2. Change: The Random Survivors rule has been overriden. When set you do not receive railgun snipers. Instead you receive nearly a full set of Galactican Armor and weapons. Droid hiring will also be psuedo-random when this is set; meaning you can pick what model but not the exact type of model (4 Bumble variants vs 2 Lancer Variants). Recieve an inherent 10% cheaper hiring cost when using the random survivors rule.

3. Buff General Tamer's Guild Buffs:
3a. All Tamer's Guild Members grant at least a T4 animal when they tell you that they are in the guild.
3b. All Tamer's Guild requests for animals now grant at least 2 T4 animals.
3c. Zander now provides evolved Noth's and Shogu's
Floki no longer can call down dogs
Kassandra no longer has different call options for the same animal (Tecatli)

4. Removed reference to Beyond Stranded Character that would crash a specific story if not loaded with Beyond Stranded

5. Cyber towers can now try and override the aggression of the next attack; causing a harmless herd to wander in for ~1 week.

6. QoL: Cleaned up Dissectory, Hacking Terminal, and Trading Terminal Trade menus.
Dissectory has only recipes for making organs/alien components
Trading Terminal for trading anything legal with the empire
Hacking Terminal for trading/learning anything illegal with <em>someone</em>

7. Bugfix: Safes are now researchable (again); fixed bug in prior fix.

8. Compatability: Beyond Stranded now checked when game(s) are loaded. If found, it will set Excavation as a regular work activity. To avoid situations where colonists would never excavate when on their "work" schedule.

9. Qol: Misc cleanup of some bad english

Notes on the first 2 changes:
Please consider this a test for the full colonist hiring rework.

My next large update should change how Colonists are hired via PX-003 or through local trade ships.
Aka you can select generally what you want in the colonist, and the mod will select one from a sub-set of all possible.
With scaling costs as you get more and more colonists.

I am trying to increase the variance in the early game, as when I play I always hired the same 0 cost settlers.
I will making all colonists cost something, and give reasons (10% hiring reduction) to use random survivors.

If you feel strongly about how this changes works with droids, please provide feedback asap so I can tinker.
I do want to preserve the play pattern of "I know what survivors I go for"; so static hiring will always be an option via not selecting random survivors.

Outstanding bugs can be found in the git for this mod.
Be careful looking too too hard, as spoilers are also there in terms of upcoming content.

When reporting, please provide as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Jan 20 @ 4:33am

Version 5.03-138

<em>5.3.4 Turning 5.x into a stable release</em>--

1. Misc continuous under the hood sorting and categorization of the mod, to stay sane.

2. Mod Banner image reset to look for the repaired mod and not the old mod

3. Trigger the check for ILU and SadCommonlib moved to run after the intro cutscene in new game.
(Starting a game without them would just softlock the game, not even getting to show the error)

4. All consumable adricon pill recipes are now shown in Dissectory after research is unlocked

5. Alien Components and Alien Core now always show in the Dissectory UI after their research is completed. But may be locked due to other requirements.

As compared to prior versions where these other requirements would cause the recipes to not show up until everything was researched.

Alien Processors require the CPU Core Research
Alien Electronics require the Electronic Crafting Research

<em>Outstanding bugs:</em>
Please see the git for the project for all known bugs and pending content/features.
Be careful looking too too hard, as spoilers are also there in terms of upcoming plot

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Jan 19 @ 12:25pm

Version 5.03-135

<em>5.3.4 Turning 5.x into a stable release</em>
Hotfix #1

1. Misc continuous under the hood sorting and categorization of the mod, to stay sane.

2. QoL: "Get to the good part" story is moved to the Space Station contact page; and renamed to "Pheromone Bomb the area". To make it less jarring on "immersion"

3. QoL: Removed on game start notifications who's information was obsolete, or was captured in tutorials.

4. Overrode base game Safe Research to be enabled in all scenarios.

<em>Outstanding bugs:</em>
Please see the git for the project for all known bugs.
Be careful looking too too hard, as spoilers are also there in terms of upcoming plot

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Jan 18 @ 5:41pm

Version 5.03-133

<em>5.3.2 Turning 5.x into a stable release</em>
Hotfix #1 Obligatory fix deleting things left in from testing

1. QoL: Galactic Weaponry Research requires 20 Pulse Rifles, instead of 5 railguns, 5 handguns, and 5 laser swords. To avoid filling up research desks VERY limited storage capacity.

2. Alien Blueprints (Aka "Political Secret") now can be stored in BP Safes, and shown on top UI. Will be generated & consumed via TBD faction interactions

3. Update: Aligning latest evolutions from Insects Level Up:
- All Draka tiers now give Nuedo and eventually Adricon on latter tiers
- All Ulfen tiers now gives Sintis and eventually Megdeb on latter tiers
- All Drommoka's now give Bitherm and eventually Toco on latter tiers
- All dog tiers now give Bitherm and Nuedo
- All Shogu now give Megdeb and eventually Zancer on latter tiers. (3rd way to find Zancer now)
- All Noth give Bitherm and eventually Megdeb on latter tiers

4. Misc continuous under the hood sorting and categorization of the mod, to stay sane.

<em>Outstanding bugs:</em>
Please see the git for the project for all known bugs.
Be careful looking too too hard, as spoilers are also there in terms of upcoming plot

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Jan 5 @ 3:58am

Version 5.03-131

<em>5.3.2 Turning 5.x into a stable release</em>
Hotfix #1 Obligatory fix deleting things left in from testing

1 Repair/Qol: Black Market Organ Trade recipes have been moved to the Dissectory.
Now grouped under "Organ Market"

2 New: Technology added in "Top Secret" column, allowing you to make "official" trades with the Galactican Empire; for a variety of things

3. Nerf: Alien Turret nerfed, now has a max range of 85

4. New (returning) Buildings: Cyber and Alien Motion Sensors. Uses Sensor model. Cyber Motion sensor has greater range but breaks down often. Alien sensor has higher range than Alien Turret and rarely breaks down.

5. Robot Tutorial is not just a single event, but a multi-panel tutorial.
Goes into more detail why the Android colonists are the way they are.

6. Noth's now will give Bitherm when butchering them

7. All organs now last 4 days outside, 6 days under a roof, and 12 days refrigerated. This is the same as raw red meat.
*This is because organs are not always being fetched (By colonists/Droids/Quadcopters) from a freshly butchered corpse. The bug is still under investigation, but this should make it less punishing

8. All PX Gates, Walls, Towers, and Fences can now be upgraded to and from other types.

9. Bugfix: Scavenging on impossible difficulty now gives a correct assortment of items.
Impossible is not meant to be <em>literally</em> impossible!

10. Some sorting and categorization of the mod via Folders (Introduced in a recent common_lib update, S/O to Svetlio), to better organize this gigantic mod

<em>Outstanding bugs:</em>
None that are verified or I have enough info to fix

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Jan 5 @ 3:37am

Version 5.03-131

<em>5.3.2 Turning 5.x into a stable release</em>

1 Repair/Qol: Black Market Organ Trade recipes have been moved to the Dissectory.
Now grouped under "Organ Market"

2 New: Technology added in "Top Secret" column, allowing you to make "official" trades with the Galactican Empire; for a variety of things

3. Nerf: Alien Turret nerfed, now has a max range of 85

4. New (returning) Buildings: Cyber and Alien Motion Sensors. Uses Sensor model. Cyber Motion sensor has greater range but breaks down often. Alien sensor has higher range than Alien Turret and rarely breaks down.

5. Robot Tutorial is not just a single event, but a multi-panel tutorial.
Goes into more detail why the Android colonists are the way they are.

6. Noth's now will give Bitherm when butchering them

7. All organs now last 4 days outside, 6 days under a roof, and 12 days refrigerated. This is the same as raw red meat.
*This is because organs are not always being fetched (By colonists/Droids/Quadcopters) from a freshly butchered corpse. The bug is still under investigation, but this should make it less punishing

8. All PX Gates, Walls, Towers, and Fences can now be upgraded to and from other types.

9. Bugfix: Scavenging on impossible difficulty now gives a correct assortment of items.
Impossible is not meant to be <em>literally</em> impossible!

10. Some sorting and categorization of the mod via Folders (Introduced in a recent common_lib update, S/O to Svetlio), to better organize this gigantic mod

<em>Outstanding bugs:</em>
None that are verified or I have enough info to fix

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Nov 28, 2024 @ 7:31pm

Version 5.03-125

<em>5.3.1 Turning 5.x into a stable release</em>
Hotfix #1. Properly set Organ Condessor PSU to lower temperature when build & on.

1. Work done under the hood to prepare for a colonist/droid hiring rework & other content.
2. Buff: Droid's can now be repaired with CPU Cores or Spare Parts
3. Repair/QoL: Backbacks can again be sewed at the tailor after galactic tools are researched
4. Repair/QoL: "Planetary Secret Tech" gets hidden after you research "Organ Swap"
(It was a placeholder research to entice new players to try things, not to actually research)
5. Nerf: Mass Evolution recipe nerfed, requires 15->24 Zancer now
(Still nets +24 Zancer if you distill everything)
6. Buff: All organs (Including Zancer) now have a stack size of 30->200
(Meaning Lab Fridges now can store IMMENSE amounts of Organs, but I cannot change them to be placable outside)
7. New: Technology "Organ Compression unit", a T3 Cyber research.
It requires learning the "Alien Electronics" tech as well to be researched as a prerequisite.
8. New: Building "Organ Compression PSU", found in PX cold storage once #7 is reasearched.
It has 50 unit storage size, placable indoors, & generates 500 <em>electricity</em>!
(From organs spazzing out in the container)

(Dev Note: 6, 7, & 8 are all intended to allow you to have a way to store organs indoors. This new building fits ~2K organs, compared to the now 400K a Lab Fridge can fit. But I feel it generating power was a reasonable trade off. As any storage issues will give you more electricity)

9. Bugfix: All black market weaponry trades use trade receipts or government secrets. No more Political Secrets needed. They have also been all moved to the hacking terminal

10. Change: Motion Sensor rework.
Alien and Cyber Motion Sensor buildings renamed to "Fauna Detection Tower" (Cyber) or "Fauna Selection Tower" (Alien).
They both continue to let you know via the communication relay, if you are due for an attack.
Fauna Detection Towers (Cyber based) give you the ability to call an attack immediatly.
I could not finish in time, but I want to also have these towers give the players a chance to override the aggressiveness of the incoming attack.

Fauna Selection Towers (Alien based) give you a chance to override what species is the most common enemy in the next attack.
Base chance is ~27% , increasing (But with diminishing returns) with each tower built.
If successfull, the attack will use that species as the base unit (But still be upgraded by the ILU mod)

<em>You only get 1 influence attempt per type per attack</em>
And on failure the wave will (Eventually) be <color TextNegative>1.2x stronger than normal</color>
(Due to you meddling in their plans)
The towers also cause a disproportionate amount of "threat", meaning there will be a distinct increase in wave size/quality for each one built.

Cyber based Detection Towers are planned to enable an attempt to pacify a wave (With the same math)<color TextNegative>Still a WiP</color>
Eventually meaning a succeess on both influence attempts gives you a window to venture and tame a high level insect that are "relatively" passive (Aka. Not on a collision course with your base).

<em>Outstanding bugs:</em>
None that are verified or I have enough info to fix

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.