Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Added damage over time to Gravity Shockwave skill, rated at 100 gravity damage for 3 second for all tiers.
Revised Radiation Burst damage scaling as the skill have reduced -1s cooldown for subsequent rarities. Added corresponding fixed 100 radiation damage over time for 3 second.
Added Acid Shockwave Roll skill, that generates an acid explosion when Mr. Riggs do a barrel roll. Each upgrade increases maximum acceleration of Mr.Riggs barrel roll.
Added Cryo Shockwave Cloaking (cryo_shockwave_invisible in mod files), a timed 5-second cloaking that can be fitted into movement skill slot. On activating the cloak, the skill generate an cryo explosion. Each upgrade increases cloak duration by 1 second.
Added Magma Shockwave Dash, a dash skill that generates a slow moving area of effect fire damage. On activating the skill, a fire shockwave is created. The area_damage_speed of the skill is 1/4 of vanilla emergency explosion (5 vs 20), meaning it can also deal damage to slower moving aliens that is chasing the player. Each upgrade increases the maximum acceleration of Mr. Riggs.
Added Teleport Shockwave, a special movement based skill that generate an energy wave that both damage and stun aliens before teleporting. Each upgrade reduces cooldown period. A known bug with Teleport Shockwave is that while the stun is listed to be 100% chance, it may sometimes not work properly against non-stunned aliens in close proximity.
[Mech Weapon Updates]
Added new mech weapon, morphium_projector. morphium_projector is a handheld version of tower_alien_influence, using similar morphium spike weapon (SpikeAmmoComponent). The weapon requires token amount of voidinite_ore to craft. The shots may not go where the player aimed at but instead to area with highest density of targets, including jurvines due to how SpikeAmmoComponent behaves. Thefore, pace your shots accordingly. morphium_projector weapon also completely ignores terrain and line of sight.
Nerfed ammo_mech_advanced_weapons base_storage and production from 30 to 25.
[Mech Upgrade Updates]
Acid Assault Gear upgrade added. This upgrade is variation of base game Offensive Equipment in exception of drone used. The gear have bonus of fixed incremental acid resist (4/8/12/16%) and health regen (1/1.5/2/2.5 hp) while its negative malus comes in form of reduced forcefield regen (-10/-9/-8/-7%) and negative resistance toward fire damage (-10/-9/-8/-7%). The gear comes with five-round burst acid rocket drone. This upgrade requires carbonium and ironium to craft, with additional cost of palladium and rhodonite at Superior and Extreme version.
Cryo Assault Gear upgrade added. This upgrade is variation of base game Offensive Equipment in exception of drone used. The gear have bonus of fixed incremental cryo resist (4/8/12/16%) and fixed item cooldown (-4/-8/-12/16%) while its negative malus comes in form of reduced radar range (-10/-9/-8/-7%) and negative resistance toward fire damage (-10/-9/-8/-7%). The upgrade comes with a special drone that is equipped with downward-firing cryo laser. This upgrade requires carbonium and ironium to craft, with additional cost of cobalt and ferdonite at Superior and Extreme version.
Explosive Assault upgrade added. This upgrade is variation of base game Offensive Equipment in exception of drone used and. The gear have bonus of fixed incremental area resist (4/8/12/16%) and loot resource chances (4/8/12/16%) while its negative malus comes in form of reduced forcefield (-10/-9/-8/-7%) and negative resistance toward physical damage (-10/-9/-8/-7%). The drone spawned by the upgrade uses a slow-firing, four-round burst grenade weapon with splash of 3. Explosive Assault Gear requires carbonium and ironium to craft, with additional cost of uranium and tanzanite at Superior and Extreme tier upgrade.
Magma Assault Gear upgrade added. This upgrade is variation of base game Offensive Equipment in exception of drone used. The gear have bonus of fixed incremental fire resist (4/8/12/16%) and fixed increased health (10/15/20/25%) while its negative malus comes in form of increased item cooldown (10/9/8/7%) and negative resistance toward cryo damage (-10/-9/-8/-7%). The drone used by the upgrade fires a six-round burst floating magma mine. This upgrade requires carbonium and ironium to craft, with additional cost of titanium and ferdonite at Superior and Extreme version.
Morphium Assault Gear upgrade added. This upgrade is variation of base game Offensive Equipment in exception of drone used. The gear have bonus of fixed incremental physical damage resistance (4/8/12/16%) and fixed loot mood chance (10/15/20/25%) while its negative malus comes in form of increased health regen cooldown (10/9/8/7%) and negative movement modifier (-3/-4/-5/-6%). Morphium Assault Gear uses a new attack drone, drone_player_offensive_morphium which uses morphium spike weapon. Aside from carbonium and ironium, Morphium Assault Gear requires two rare resources to craft; palladium and voidinite_ore.
Radio Assault Gear upgrade added. This upgrade is variation of base game Offensive Equipment in exception of drone used. The gear have bonus of fixed health regen cooldown (-10/-15/-20/-25) and shield regen cooldown (-10/-15/-20/-25%) while its negative malus comes in form of reduced loot resource chance (-10/-9/-8/-7%) and negative energy resist (-10/-9/-8/-7%). The upgrade comes with a special drone that is equipped with eight-round burst radio minigun drone. This upgrade requires carbonium and ironium to craft, with additional cost of uranium and tanzanite at Superior and Extreme version.
Synapse Defense Gear upgrade added. This upgrade comes with drones that shoot special projectile which temporarily change team of aliens to player's. The gear have bonus of fixed forcefield regen (flat 1/1.5/2/2.5) and negative malus of negative damage reflect (-10/-9/-8/-7%). The upgrade requires carbonium and ironium to craft, with additional cost of palladium and rhodonite at Superior and Extreme version.
[Building Updates]
Added Orbital Laser Station (tower_orbital_laser_station) as companion to tower_orbital_bombardment. Each upgrade increases damage and amount of laser beams (max 3 at tier 3). Due to how its lua work at the moment, it may not fire its laser to farthest target but instead first detected target.
Added reflection_shield_generator.lua courtesy of Piisfun to the modded shield generators. This special lua applies damage reflect to buildings in range as long the shield is present. At the moment they will also reflect damage to ranged attacks due to base game issue with damage reflection mechanic. In case of multiple overlapping shield generators, only the first built/activated shield generator will apply its damage reflect effect until the shield generator runs out of shield power. Then the next generator will apply its effect and so on. Kinetic Shield Generator applies flat damage reflection to buildings in radius while Flare Shield Generator reflects damage as 11% of building health in range of the shield. Gravity and Ion Shield Generators reflect damage based on ratio of incoming attack.
Added build limit to advanced mech ammo factory. They now work like Armory; research raises the factory built limit, to maximum of 6 in total.
Buffed tower_cluster_cruise_missile damage_penetration from 0.1 to 1. The missile now will always spawn one more projectile when it hits something (including Mr. Riggs, trees and rocks) once.
Added STATISTICS tag to all cruise missile towers and some multiple-shot towers. Their infocard will now display how many projectiles they are firing.
Added alien intercept tower. The tower will zap down enemy projectiles at some rate. The tower require 5 radioactive gas/s for all tiers to function. Said tower is locked behind morphium tower unlock. Each upgrade will reduce reload time by one second (tier 1 have 3 sec reload time). The intercept tower have standardized intercept rate of 14x ProjectileAmmoComponent / 6x ArtilleryAmmoComponent / 10x GrenadeAmmoComponent in 5 sec active time. tower_alien_intercept have intercept range of 20 (ProjectileAmmoComponent)/ 14 (ArtilleryAmmoComponent) / 16 (GrenadeAmmoComponent) and minimum radius of 14. tower_alien_intercept can protect player structures against occassional attacks but can still be overwhelmed by major waves. Therefore, plan accordingly.
Nerfed combat turrets deployed by both physical and energy variant of Turret Howitzers; health from 250 to 180 and active lifespan from 30 to 15. They were simply too effective to stop a notional small wave. This change is intended to further focus their role as support, not mainstay defense.
Added tower_charge.lua courtesy of Piisfun. The lua separates tower firing phase into three distinct phases; charge, fire and reload. Towers using the new lua are tower_burstminigun, tower_artillery_burst, tower_mhd, tower_cryo_laser, tower_gravity_laser, tower_tesla_heavy, tower_plasma_laser_heavy.
Changed tower_burstminigun to charge tower type with 2 sec charge, 4 sec attack time and 2 sec reload time. The tower no longer use burst_per_shot and instead use firerate of 10 bullet/s. At the same time bullet damage was halved. This change is intended to reduce tower_burstminigun tremendous alpha damage and at the same time allow some ammo sustainability; if the current target is dead, the tower will immediately stop shooting and engage another target within the tower's attack time.
Added tower_artillery_burst which is a charge type tower with 2 sec charge, 2 sec attack time and 2 sec reload time. The tower have firing rate of 2 projectile/s. The tower is intended as specialized counter against hostile aliens with intercept capabilities. The tower have low damage per shot but have twice shell velocity compared to original artillery tower.
Changed tower_mhd to charge type tower with 2 sec charge, 5 sec attack time and 3 sec reload time. Increased splash damage from 0.8 to 1.1. This change is intended to limit tower_mhd high continous damage against single targets.
Changed tower_cryo_laser to charge type tower with 3 sec charge, 5 sec attack time and 2 sec reload time. Increased splash damage from 0.5 to 1.1. Halved damage_over_time and increased beam damage_value accordingly. This change makes tower_cryo_laser have more staying power and at the same time limit its overall firepower.
Changed tower_gravity_laser to charge type tower with 2 sec charge, 4 sec attack time and 2 sec reload time. This change is intended to limit the tower's high continuous damage potential while still retaining effectiveness against singular massive creatures.
Removed tower_prism. It is replaced by tower_tesla_heavy which is a high alpha version of tower_lightning. tower_tesla_heavy is a charge type tower with 2 sec charge, 5 sec attack time and 3 sec reload time. Each upgrade increases amount of fire per shot, meaning more total damage. The tower lightning beam have restricted arcing angle, which is 30 degrees.
Moved tower_cruise_plasma_missile to Advanced Energy Towers II. It now requires 2.5/sec supercoolant upkeep and uses ammo_tower_plasma_cells. Due to this switch, the tower uses less ammunition than other equivalents; 15/18/21 vs 18/21/24.
Removed increased beam range feature for tower_plasma_railgun. They're now standardized at 60 range for all tiers.
Changed tower_plasma_laser_heavy to charge type tower with 3 sec charge, 4 sec attack time and 2 sec reload time. Beam damage is increased from 50/100/200 to 62.5/125/250, ammo cost increased from 2/2.5/3 to 6/8/10. This further emphasizes tower_plasma_laser_heavy as high alpha long range laser tower specialized in taking down masive creatures. At the same time removed ground_unit_small from target_ignore. The tower will still preferably attack massive creatures first, before targeting smaller ground creatures. Additionally removed increased beam range feature and range is standardized to 110 for all tiers.
Changed special fluid production rate for morphium powerplant from 25/s to 50/s. Set radioactive_gas consumption rate to be 25/s for all levels.
Added custom lua (ea_vent_extractor.lua) for vent extractors added by the mod. The vents no longer damage Mr. Riggs when their respective extractors are built on top of them. Upon building sell or destroyed, the vents will regain their damaging effect back. Due to how it is implemented, the damage zone of the vents had shrunk by factor of 2; Mr.Riggs need to stand directly on top of the vent opening to get damaged, as opposed to 3x3 damage zone in previous mod version. This also means unless the aliens directly cross the vent opening, they would not get damaged either.
[Consumables Updates]
Standardized ammo speed for grenadier_turret to be 30 from 34-36.
[Drone Updates]
Standardized ammo speed for acid_drone_grenadier_drone and magma_mortar_drone to be 30 from 25.
Reduced ammo speed for cryo_blaster_drone to be 45 from 50.
Increased ammo speed for acid_rocket_drone to be 35 from 30.
[Technology Updates]
Fixed missing wall_small_floor_01_lvl_2/3 unlock in survival tech tree.
Fixed missing tool picker unlock in campaign and survival tech tree.
tower_cruise_plasma_missile blueprint award moved from Advanced Explosive Towers II to Advanced Energy Towers II.
Modified technology requirements for High Caliber Towers to require respective tower ammunition handling research in campaign.
Modified technology requirements for Advanced Energy Towers I to require respective Plasma Towers research in campaign.
Modified technology requirements for Rift Towers to require respective Shockwave Towers research in campaign.
Modified technology requirements for Turret Howitzers to require respective Artillery Towers research in campaign.
Modified technology requirements for Advanced Explosive Towers I & II to require respective Artillery Towers research in campaign.
Modified technology requirements for Advanced Energy Walls to require respective Energy Walls research in campaign.
Modified technology requirements for Advanced Shield Generators to require respective Shield Generators research in campaign.
Modified technology link for extreme variants of mech weapons added by the mod to require Gauss Rifle - Extreme research in campaign.
Replaced tower_prism with tower_tesla_heavy in Advanced Energy Towers II technology line.
Added tower_artillery_burst blueprint award to Advanced Explosive Towers.
Added new technology line, Advanced Morphium Towers which awards tower_alien_intercept and tower_morphium_drone_attack.
Gravity Shockwave and Radiation Burst skill unlocks moved to new technology tab, Expanded Arsenal Mech Upgrades tab.
[Material and Mesh Updates]
Removed glow parameter from tower_mhd, tower_cluster_rockets, tower_cruise_rocket, tower_cruise_plasma_missile, tower_plasma_laser_heavy, tower_plasma_railgun, tower_cruise_missile, tower_cluster_cruise_missile, tower_acid_artillery, tower_acid_cruise_missile, tower_cryo_laser, tower_cryo_artillery, tower_cryo_cruise_missile, tower_magma_artillery, tower_magma_cruise_missile, tower_radio_grenadier, tower_radio_cruise_missile, tower_gravity_laser, tower_gravity_cruise_missile.
Adjusted att_muzzle for tower_laser_lvl_2.att and tower_laser_lvl_3.att for better att_muzzle effect position used by tower_mhd, tower_cryo_laser and tower_gravity_laser.
[Effects Update]
Added three random sounds for each custom vents added by the mod respectively.
Modified omega alien weapon impacts to be slightly different per alien.
Added new omicron alien weapon impact effect that slightly differ per alien. They also come with three new random impact sounds.
Redone gravity weapons effects. Now their blackhole is more visible on weapon impact/miss.
[Translation Update]
Modified text for Heavy Blasters unlocks to more accurately reflect their damage type.
++++2.0.0 Mod Update Change Notes end.++++
[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 to alien_tower_kinetic_artillery.
[Effects Changes]
Added projectile hit effects to modded alien_towers in the mod.
[Misc Changes]
Updated data tables in google sheet to include alien EMP and tower hacking information.
[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. In previous mod version, going to Titanium Outpost in Hard/Brutal difficulty will result in a game crash. Please update.
[Technology Changes]
Added missing tower_morphium_drone_attack_lvl_2/3 to respective Advanced Morphium Tower technology unlock.
[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.
[Building Updates]
Fixed wrong SubMesh assignment for wall_gravity_straight_01_lvl_2.ent
[Technology Updates]
Fixed missing level 2 and 3 technology nodes for Ionizer and Supercooling in both campaign and survival.
Special thanks to ponomaryow.dmitry for spotting these errors.
[Logic Updates]
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.
[Mech Updates]
Removed mini_miner entry from ea_crafting_table.dat. Due to this error, mini_miner is not replenishing ingame when the mod is active. This fix will not require a new save game. Special thanks to user dj84722 for reporting this error.
[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.
[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.
[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.
[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.
[Building Changes]
Removed ammo_spread from tower_big_shotgun as measure to sidestep current issue between ammo_spread and burst/fire_per_shot weapon stat. Increased burst_column_angle from 25 to 50. Reduced damage_penetration from 4 to 3.
Removed burst_column_angle from tower_volley. Increased ammo_spread from 4 to 5. Reduced ammo cost from 8/8.5/9 to 5/5.5/6. Increased damage_penetration from 3 to 4.
Reduced ammo_spread of tower_burstminigun from 6 to 4.
Removed ammo_spread from tower_shotgun as measure to sidestep current issue between ammo_spread and burst/fire_per_shot weapon stat. Reduced burst_column_angle from 70 to 60. Reduced damage_penetration from 4 to 3.
Removed ammo_spread from tower_plasma_shotgun as measure to sidestep current issue between ammo_spread and burst/fire_per_shot weapon stat. Reduced burst_column_angle from 50 to 35. Reduced damage_penetration from 2.5 to 2.
Removed ammo_spread from bullet_turret_shotgun (tower_bullet_turret_howitzer unit) as measure to sidestep current issue between ammo_spread and burst/fire_per_shot weapon stat. Increased burst_column_angle from 0 to 45. Reduced damage_penetration from 2.5 to 2.
Increased tower_plasma_mauler damage_penetration from 1 to 2.
Blaster towers ammo_spread reduced from 6 to 3 for more consistent hits against small targets. their burst_column_angle is set to 0.
Increased tower_acid_artillery damage_splash from 6.5 to 6.9.
Increased tower_acid_blaster damage_splash from 1.1 to 1.5.
Increased tower_acid_cruise_missile damage_splash from 5 to 5.4.
Increased tower_gravity_blaster projectile speed from 55 to 60.
Increased tower_cryo_blaster projectile speed from 45 to 50.
Increased tower_magma_blaster burst_per_fire from 5/5/5 to 5/6/7. Reduced tower_magma_blaster projectile speed from 45 to 40.
Set tower_radio_minigun burst_column_angle from 1 to 0. Reduced ammo_spread from 4 to 2.
Added TeamDesc "player" to tower_radio_grenadier projectile and spawned radio grenade to avoid friendly fire.
[Mech Weapon Changes]
Added TeamDesc "player" to second level antimatter_gun explosive shot to avoid friendly fire to Mr. Riggs.
Increased ammo speed of heavy_acid_blaster from 34-36 to 35-37.
Increased ammo speed of heavy_cryo_blaster from 34-36 to 37-41.
Increased ammo speed of heavy_gravity_blaster from 34-36 to 39-41.
Increased ammo speed of heavy_magma_blaster from 34-36 to 35-37.
[Building Changes]
Revised tower_burstminigun to use ammo cost from 0.533/0.567/0.6 to 0.933/0.991/1.05 due to new average ammo cost per shot formula that takes into account of charge timers. The tower ammo consumption averages into 8/8.5/9 for its full firing cycle of 5.5 seconds.
Revised tower_artillery_burst to use fire rate from 2/2/2 to 1.5/2/2.5, projectile damage from 11.25/25/45 to 30/45/72 and ammo cost from 0.125/0.125/0.125 to 0.33/0.25/0.2. This gives tower_artillery_burst theoretical DPS of 45/90/180 versus tower_artillery with 22.5/45/90 DPS but it is constrained by charge-up timers. The tower ammo consumption averages into 1/1/1 for its full firing cycle of 6 seconds.
Revised tower_heavy_artillery_burst projectile damage from 200/266/400 to 300/400/600 and ammo cost from 2.5/1.67/1.25 to 3/2/1.5. This gives the burst heavy artillery variant theoretical DPS of 300/600/1200 versus tower_heavy_artillery DPS of 100/200/400 but it's constrained by charge-up timers. The tower ammo consumption averages into 10/10/10 for its full firing cycle of 12 seconds.
Fixed wrong att for tower_tesla_heavy_2/3.
Revised tower_mhd timers to be 2 sec Charge Time, 4 sec Attack Time, 2.5 sec Reload Time. This means its theoretical DPS is 28.125/56.25/112.5 versus tower_laser DPS of 25/50/100 but it's constrained by charge-up timers.
Revised tower_gravity_laser timers to be 1.5 sec Charge Time, 3 sec Attack Time, 2.5 sec Reload Time. This means its theoretical DPS is 29.17/59.33/117.67 versus tower_laser DPS of 25/50/100 but it's constrained by charge-up timers. At the same time, the tower does have 5 damage over time for 2 seconds. Added STATISTICS tag to damage_over_time.
Added STATISTICS tag to tower_cryo_laser damage_over_time.
[Mission Changes]
Restored acid vent to HQ mission in campaign. It's set to be 1-2, discoverable with geo-scanner.
Restored supercoolant vent to HQ mission in campaign. It's set to be 1-2, discoverable with geo-scanner.
Moved supercoolant_vent from metallic_outpost_stage_2 to stage_1 so the player can utilize them earlier. It's set to be 1-2, discoverable with geo-scanner.
[Technology Tree Changes]
Added link between Tower Ammunition Handling - Level 1 to Burst Sentinel Tower - Level 1.
[Alien Changes]
Removed MinimapItemDesc from vathamite_acidus aliens. They are now only engageable within line of sight of towers and player.
[Building Changes]
Fixed wrong att for tower_mhd_lvl_2/3.
Fixed wrong att for tower_tesla_heavy_lvl_2/3.
Increased special fluid rate from both versions of morphium powerplants in campaign and survival from 50/s to 100/s.
Reduced FogOfWarRevealerComponent for all cruise missile towers from 40 to 16.
Increased minimum range of tower_big_shotgun from 3 to 4.
Reduced FogOfWarRevealerComponent of tower_gravity_accelerator from 40 to 10.
Reduced FogOfWarRevealerComponent of tower_gravity_accelerator_heavy from 40 to 25.
Reduced FogOfWarRevealerComponent of tower_heavy_artillery_burst from 40 to 25.
Reduced FogOfWarRevealerComponent of tower_orbital_bombardment_station/laser from 30 to 10.
Reduced FogOfWarRevealerComponent of tower_plasma_laser_heavy from 40 to 16. Increased minimum range from 0 to 16.
Reduced FogOfWarRevealerComponent of tower_plasma_railgun from 40 to 10. Increased minimum range from 5 to 10.
Reduced FogOfWarRevealerComponent of tower_plasma_shotgun from 40 to 16. Increased minimum range from 2 to 4.
Reduced FogOfWarRevealerComponent of tower_shotgun from 40 to 16. Increased minimum range from 2 to 4.
Reduced FogOfWarRevealerComponent of tower_sniper from 40 to 16.
Modified tower_lightning_spike to use FlakAmmoComponent. Now it cannot be intercepted. Due to some unknown error, there will be multiple instances of lightning strike sounds being played when more than one tower_lightning_spike failed to hit the same fast target.
[Lua Changes]
Removed unnecessary functions from tower_orbital_bombardment/laser.lua
Removed unnecessary functions from tower_charge.lua
Removed unnecessary functions from tower_intercept.lua
Removed comments from tower_antimatter.lua
[Translation Changes]
Fixed wrong description for Hazenite and Tanzanite Synthesizer.
[Building Changes]
Added collision_2d to tower_cluster_rockets so it can hit smaller targets better. Reduced burst_column_angle from 2 to 0. Reduced ammo_spread from 6 to 2. Increased cluster property from 0.4 to 1.5. Reduced projectile lifespan from 1.5 to 1. Added max cluster_lifetime of 0.15. Reduced damage_splash from 5 to 2. Reduced ammo_size from 0.8 to 0.65. Increased ammo_speed from 60 to 70. Standardised ammo cost for all tiers of tower_cluster_rockets to be 1 ammo_tower_explosives at all levels. These changes make tower_cluster_rockets more reliable against most targets. Due to its new cluster parameters, the tower will deal slightly more damage on clustered big targets but will struggle against smaller ones.
Fixed wrong minimum range for tower_plasma_laser_heavy_2/3 from 0 to 16.
[Effects Changes]
Added missing arrow effect for tower_mhd_lvl_2/3.
[Translation Changes]
Modified tower_mhd description to properly reflect its operating scheme.
Modified tower_cluster_rockets description to properly reflect its operating scheme.