Stranded: Alien Dawn

Stranded: Alien Dawn

Project X (Repaired)
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Update: Nov 10, 2024 @ 4:00pm

Version 5.01-104

<em>5.1 Turning 5.x into a stable release</em>
Bugfix 1. Changed storage containers so colonists will move items between them as prioritization/allowed resources are set.

Bugfix 2. Reviewed and changed Moon & Attack cooldowns.
-- Ensured that all moons properly set the starting attack countdown to a reasonable # of days

Bugfix 3. Resolved dead references causing crashes when compelting randon research/crafts/kills etc....

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 8, 2024 @ 2:43pm

Version 5.00-090

<em>5.0! Animal Attacks and Armor Balance.</em>
Hotfix #1, removed dead references.

<color TextNegative>BE WARNED, EVEN OLD SAVES WILL NEED TO ASSESS THEIR DEFENSIVE GAPS BASED ON THE BELOW:</color>
<em>Note Insects Level Up has a major update along with Project-X, please ensure both are updated to the latest version</em>

1. All base game animal attack overrides moved to ILU so I stay sane and keep things even semi-organized.

2. All base game attack wave editing moved to ILU for above reason.

<em>3. Armor Rework!</em>
- Galactican Armor generally good defensively, gives good temperature resistance
- Cyber Armor good against Pierce/Blunt, difficult to wield
- Alien Armor gives unique bonuses, and heavily skew what they give based on the organ used to create them.

<em>4. All outstanding recipes that used old organs are now either hidden, or updated to use new organs.</em>
- Organ pills now require a research, researchable after learning how to convert between organs
- Repair Bay Research has been disabled.
- Nanite Weapons/Tech are also disabled along with some other misc weapons/armor that I could not easily fit.
-- They will come back as I add content as rewards for completing certain activities/events/expeditions

<em>5. Alien Research in general now costs more organs to complete</em>, based on tier and specific research.
This is to make higher tiers take longer, and require more planning. This is compared vs Cyber's relatively cheap research requirements.

<em>6. OG Cyber/Alien motion sensors are now deleted, and may cause some errors.</em>

<em>7. Project-X now has a mandatory tutorial!</em>
The first time your colonists give you a hint, it will pop up!
Yell at me on Steam/Nexus if it did not make sense

Outstanding Bugs:
- Changing what can be stored in a PX Storage units does nothing. Code scrub underway to find why.

Update: Nov 8, 2024 @ 1:45pm

Version 5.00-089

<em>5.0! Animal Attacks and Armor Balance.</em>

<color TextNegative>BE WARNED, EVEN OLD SAVES WILL NEED TO ASSESS THEIR DEFENSIVE GAPS BASED ON THE BELOW:</color>
<em>Note Insects Level Up has a major update along with Project-X, please ensure both are updated to the latest version</em>

1. All base game animal attack overrides moved to ILU so I stay sane and keep things even semi-organized.

2. All base game attack wave editing moved to ILU for above reason.

<em>3. Armor Rework!</em>
- Galactican Armor generally good defensively, gives good temperature resistance
- Cyber Armor good against Pierce/Blunt, difficult to wield
- Alien Armor gives unique bonuses, and heavily skew what they give based on the organ used to create them.

<em>4. All outstanding recipes that used old organs are now either hidden, or updated to use new organs.</em>
- Organ pills now require a research, researchable after learning how to convert between organs
- Repair Bay Research has been disabled.
- Nanite Weapons/Tech are also disabled along with some other misc weapons/armor that I could not easily fit.
-- They will come back as I add content as rewards for completing certain activities/events/expeditions

<em>5. Alien Research in general now costs more organs to complete</em>, based on tier and specific research.
This is to make higher tiers take longer, and require more planning. This is compared vs Cyber's relatively cheap research requirements.

<em>6. OG Cyber/Alien motion sensors are now deleted, and may cause some errors.</em>

<em>7. Project-X now has a mandatory tutorial!</em>
The first time your colonists give you a hint, it will pop up!
Yell at me on Steam/Nexus if it did not make sense

Outstanding Bugs:
- Changing what can be stored in a PX Storage units does nothing. Code scrub underway to find why.

Update: Nov 6, 2024 @ 5:38am

Version 4.06-085

4.6.2 Hotfix #2

Changed all organ drops to a cleaner method, including a check to add when a game is launched/loaded
- I recommend loading all mods after updating to ensure all animals have the organs they should

BugFix:
- Trade Receipt trades now conform to new times (weak and fast)
- Skarabei attack wave code fixed

Outstanding bugs:
- OG Cyber/Alien motion sensors are now disabled, and cause some errors.
-- Not enough to crash, but could cause other things.
-- In prior saves, delete the cyber and alien motion sensors you have.
-- Next Major update they will be deleted

Update: Nov 5, 2024 @ 9:41am

Version 4.06-081

4.6.1 Hotfix (Now with a fancy third number!)
- Removed baby raptor enemy calls. They got hit by a meteor or something
- Buffed all supply requests from other colonies, due to no unfinished items being dropped on interruption
-- Tech unlocked requests (weak version) to take at max 6 hours
-- Tech unlocked requests (fast version) to take at max 3 hours
-- Trait unlocked requests (weak version) to take at max 8 hours
-- Trait unlocked requests (fast version) to take at max 4 hours

- buffed organ conversion crafts from 8 -> 6 hours to complete

- Cyber/Alien towers enable new option in PX-003 to tell you if an Attack is "Ready" to fire off.

- Most aggressive moon attack cooldowns increased.
-- Now on the most aggressive moon on impossible difficulties, attacks are 1.5 to 3 days apart.

BugFix:
- Inability to craft more than 1 "Droid Repair Kits" (Recipe deleted + remade)
- Temporary Sensor Towers using the base building model are now available; but with Cyber/Alien range/breakdown settings
(Editing the 3d model is beyond my current skill level, I may circle back to this as my need to learn modeling and attention allow)

Outstanding bugs:
- OG Cyber/Alien motion sensors are now disabled, and cause some errors.
-- Not enough to crash, but could cause other things.
-- In prior saves, delete the cyber and alien motion sensors you have.
-- Next update they will be deleted

Update: Nov 3, 2024 @ 5:32pm

Version 4.06-070

4.6 {QoL & Rebalance} Droids and Traits, Droids and Traits
- Droid traits have been collapsed into one uniform trait
-- I learned how to use a built-in function that will auto-fix savegames (Woohoo!)
--- We will see if my burgeoning Lua skills will minimize the # of lost saves
- Droid Tutorial notification will occur when loading an old save that requires fixing
- Or can trigger at any point in the game
- Due to how volatile this makes H8Helper, it is unable to be picked as an initial colony member.
-- I suspect he would just die before any repair kits could be built...

Depreciated the following traits due to above collapse, or because they don't actually "do" anything:
- BrightMind
- EncryptionExpert
- HighRisk
- BudgetDroidPX
- AI
- EmoStable
- Cybernetic
- Machine
- TemperatureControlUnit
- OutdatedMaintenance
- OutdatedSoftware
- Droid Trade

BugFix:
- Delivery tasks for Organs seems better after giving them an actual pile model when 1 or more are on the ground
- Droids are now classified as robots, and humans now will not view them as possible lovers/spouses
- Dissectory now properly displays # of resources in current recipe

Outstanding bugs:
- Cyber/Alien Sensor Towers still not functional
(I am talking with the modding community that is left to get help. It isn't a quick fix)

Outstanding Requests:
- Cyber/Alien towers enable new option in PX-003 to tell you if an Attack is "Ready" to fire off.

Update: Nov 1, 2024 @ 6:31am

Version 4.05-063

4.5
Renamed Experiment in Dissectory to Experiement (Meat)
Added Experiment (Organ) in Dissectory to dicover Zancer through organs
Fail rate of Experiment (Meat) lowered to 75%, no fail skill level lowered 8

Cleaned up Trade/Biology Recipe listings.
Ex. Old organ swap recipes not longer show when no old organs are in the save.

Added misc traits/health conditions for eventual droid improvement events

BugFix:
- Added power toggle to hacking terminal
- Gale no longer dies due to wrong temperature tolerance
- Experiment (Organs) and Experiment (Meat) now dissapear after researching Organ Swap tech

Update: Oct 30, 2024 @ 3:59pm

Version 4.04-058

4.4 Buffix #6
Changes all instances of Glutch_something something_Sticher to Glutch_something_something_Stitcher

To conform with new ILU mod naming convention

Update: Oct 29, 2024 @ 5:18pm

Version 4.04-056

4.4 Buffix #5
Replaced space character with underscore causing signal relay attacks
(It tried to summon a "Scissorhands Brute" not a "Scissorhands_Brute"

Update: Oct 28, 2024 @ 6:58pm

Version 4.04-056

Whoopsie I broke the game Hotfix attempt #3:
- Fixed resetting of memory keeping track of what species have attacked the colony
-- this caused attacks to not spawn after all species where "met"

To verify/QA:
----------------------------------------------------------------------
I launched a new colony, waited until first attack hit (Glutch this time).
Verified the attack was properly recorded in code.
Saved, quit, killed game.
Launched SAD, loaded save,
Verified glutch attack still recorded.
--------------------------------------------------------------

For anyone with a bricked save, please use the new "Get to the good part!" option in the communication relay.
This will force update the list of what your colony has been attacked by to "all of them".
And it will also make the next attack possible within 1 hour!
This can be done once per save, because the Galactican Empire doesn't like wasting that much fuel.
But they will like you more!
Which will matter... soon....