Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Update: May 24 @ 9:22pm

Version 1.21-176

Fixed the recipes for Steel and Nanotube Steel being unlocked for Electric/Gas furnaces.

Update: May 24 @ 8:58pm

Version 1.20-174

Fixed the Carbon Naginata recipe, was duplicating the Nodachi.

Update: May 24 @ 3:33pm

Version 1.19-173

Moved the Scope from Electronics to Crafting Materials in the UI.

Update: May 24 @ 11:43am

Version 1.18-171

Fixed the Steel and Nanotube Steel recipes to be faster with the Electric, Gas, and Cyberpunk (if you have that mod too) furnaces.

Changed the Crafting skill requirements across the board for all weapons, weapon components, and metal/wood materials.

Anvil -> Minimum 2, proficient at 4
Lathe -> Minimum 3, proficient at 5
Weapons and components -> between minimum 2 - 7, proficient between 4 - 9 depending on their tier.

Update: May 20 @ 10:56pm

Version 1.17-168

Changed Advanced Mechanics to need Rudimentary Power instead of Electric Grids.

Update: May 20 @ 8:41pm

Version 1.16-167

Fixed an unlocking issue for the Rudimentary Power buildings.

Update: May 20 @ 8:10pm

Version 1.15-166

Fixed the Assault Shotgun sound effect, removed the Pulse Rifle bullet effect for now. Even the coolest modern day shotguns don't have energy effects. ;)

Changed the sound effect for the rifles to sound more rifley instead of the more electronic sounding Railgun Sniper.

Made the Smoothbore Coach Gun naming consistent to prevent confusion.

Update: May 18 @ 5:50pm

Version 1.14-161

Fixed the Assault Sniper Rifle projectile.

Temporarily disabled the armchairs until I can get them fixed.

Update: May 14 @ 4:37pm

Version 1.14-160

Updated the Carbon Naginata with a new model that looks more "carbon nanotubey".

Update: May 12 @ 8:07pm

Version 1.13-153

Two new weapons: Steel and Carbon Warhammers!

Designed to crush and stun enemies, they do the most damage per swing of all OET melee weapons with the added bonus of doing more damage to robots. They're also the slowest to wield.

Some weapon rebalancing.

Spears now have a minimum range of 2m that they cannot attack at or below. Makes sense since they're long and the pointy end would be quite difficult to use up very close. Their bleeding damage has also been lowered. However, they also now incur a larger Movement Penalty against enemies, slowing them down significantly when they sustain enough hits. This makes them more specialized in longer range attacks and kiting.

Carbon spears also gain an additional meter of range from 4m to 5m, and also cause more movement penalty per hit in addition to also doing more damage as before. The weapon model has been lengthened to match.

Zweihanders now do less Movement Penalty damage and now do greater Manipulation damage. A few good thwacks and if your enemy manages to survive, they'll have a real hard time fighting back. They maintain their stun effect as well, though this has been lessened with that now being the Warhammer's specialty.

Nodachi's are now truly middle of the road between all weapons, and also cause increased pain.

Katanas had their base damage lowered a bit and their bleeding damage raised a bit.

Steel naginata cone arc increased to 120 degrees and carbon increased to 180. Steel attack speed decreased from 4 to 5.

If your colonist has Physical 10, Spears and Katanas gain a 25% damage bonus, Nodachi and Naginata gain 35%, and Warhammers and Zweihanders gain 50%. Get buff, wreck stuff.