Stranded: Alien Dawn

Stranded: Alien Dawn

Project X (Repaired)
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Update: Oct 17, 2024 @ 12:20pm

Version 3.04-036

3.4.2 hotfix

Bugfix:
Removed lua-code that tried to do something on completion of hacking device
(It was a remnant of testing for a future "faction" content)
Hacking device no longer requires 2 hours of automatic soldering bench time

Update: Oct 17, 2024 @ 3:32am

Version 3.04-035

3.5 Minor Bugfixes + force backwards compatability

Added "DEBUG" to communication relay.
This option will repair any bugfixes that may not be immediatly save game compatable.
(Like research being locked)

Added temporary recipe taking new biology resource and creating organ boxes

BugFixes
- Floki Lee now doesn't try to unlock a research that no longer exists

Update: Oct 16, 2024 @ 4:34pm

Version 3.04-034

3.4 Minor Bugfixes

BugFixes
- Resolved Galactic Safes needing themselves to be researched to allow research of them
- Synethetic Cyber Crystals now enabled by default, making it research-able after prereqs

Known bug:
The mod gives complete immunity to toxic clouds, removing any conditions the second they are given.
I'm working to identify where this is happening, and will revert this if I find it

Update: Oct 10, 2024 @ 5:56pm

Version 3.03-032

3.3 Continuing with me touching all parts of the mod & fixing random things:

- 3 new triggers + events that give unique traits added
- Crafting interface overhaul! UI elements after clicking should tell you what the sub-menu has
-- Legal trades are found in the trading hub
-- The hacking terminal is now an illegal trade station!
--- Illegal blueprints/weapons/armor/components/ are in hacking terminal
Organ stuff remaining untouched until I focus on the dissection/organ rework
- I did add one recipe in the Dissectory, with soemthing special happening if you do make a Zancer Mutation

BugFixes
- Resolved issue where Trade Schematics triggered a notification for a resource that the colony did not have
- Moved Trade Recipts/Govt Secrets/Top Secret Fragments from equipments to crafting resources
-- There is a lot of stuff set as equipment in the cyber/alien tier.
-- I will be moving them from equipment to resource as I touch up the Cyber/Alien weapons/armor; not today
- Fixed dead reference, galactic tools are once again craftable at workbenches

Known bug:
The mod gives complete immunity to toxic clouds, removing any conditions the second they are given.
I'm working to identify where this is happening, and will revert this if I find it

Update: Oct 9, 2024 @ 1:41pm

Version 3.02-030

1. Impossible scavenge/deconstruct fix attempted again, not super clean but ¯\_(:X)_/¯

2. Continued improvement of trait trigger system based on new knowledge of code
2a. 3 new generic upgrade events added, 1 hinting at the biologist rework I have planned.

3. Hints now occur about once a month, I think I left in the single day cooldown from my testing
Character traits triggers now work on a single cooldown, so a single special event doesn't cause the entire colony to spam your notifications.

4. Added new resource, as the introduction to biology. Not much can be done with it at the moment, but it will be expanded and integrated with the upcoming Biologist rework + alien gear.

Update: Oct 8, 2024 @ 5:08am

Version 3.01-025

1. Added SAD_CommonLib as pre-req, as I plan to move the old content to be SAD compatible
(This also lets me use SAD to create/edit things not by default exposed like cooldowns)

2. Reworked trigger(s) to unlock new character traits (Secret and generic)
2a. Verified completion of background researches unlocks supply drop variants in PX-003 UI

3. Minor trade rework
3a. Selling renamed to Donating; supply renamed to Ask.
3b. Trading Console and donation unlocked at beginning, with incredibly nerfed times to generate "free" resources.
3c. New research in Official trade unlocking "faster" trade completion times; this requires a signal relay

4. Buffed early weapon variants to be very fast to research. Plan to revisit those recipes to make them easier to craft as well.

5. Tamer's Guild/Bounty Hunter's Guild removed from PX-003 initial contact UI until they are unlocked.

6. Notification hints! Giving you advice on how to unlock the next tier of research or unlock character trait changes.
6a. This framework will be used to manage how characters "progress" as unique situations occur

7. Fixed attacks after the first always being sent between 2 to 6 days apart from prior attack; now looks at the moon-based attack cooldown

Bugfixes:
- ShootingTarget & PunchingBag can now be right-click interacted with when a colonist is selected
- Augmented loot tables to include the impossible difficulty. Please alert via Steam if scavenge events are still returns nothing

Update: Oct 5, 2024 @ 8:08pm

This started as me wanting "some" QoL & guided progressions.... but here we are.

1. New building based on Ansible Relay; the Signal Relay!
Each Tier of Research past the base game requires one more Signal Relay to be build and functional; to cause a direct increase in difficulty based on how far along the tech tree you are.
It causes an immediate & large threat increase, and is required to stay powered to research any ProjectX technology.


1. Research is now tiered and hidden based on progression & prior techs.
Most now cost resources you can generate via the new skills.
Official Trading == Galactical Civilian Knowledge == 1 Functional Signal Relay
Illegal Trading == Galactical Military Knowledge + unlockable illegal techs = 2 Signal Relays
Top Secret == Hint researches unlocked after certain points in the game. Discover specifics through expeditions or the below system! Who knows what needs to be built to continue down this path?!?

2. Character Progression:
Added triggers (Some unique triggers, some generic) that add traits to colonists.
Some traits/events are now triggered as the colony progresses and tech is unlocked.
Not all traits are created equal, and some traits/events are due to your own decisions about what they do.

Note that most Project-X characters have had their unique traits hidden behind this progression system.
This makes them less impactful on Game start or joining, and requires you to investigate & earn their perks
This is to bring them in line with base characters, or other modded characters.

Some hidden interactions have been placed that require specific characters