Stranded: Alien Dawn

Stranded: Alien Dawn

New Earth Tech
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更新于:10 月 19 日 下午 8:02
作者:Mantastic

Version 2.23-294

Lowered the amount of nuclear material needed for Nuclear Batteries from 125 to 50.

更新于:10 月 18 日 下午 10:31
作者:Mantastic

Version 2.23-292

Updated Steam text.

Fixed accidental cross-pollenation on some of the turrets building costs with OET...yet again.

更新于:10 月 18 日 下午 9:45
作者:Mantastic

Version 2.23-290

Added the remainder of the FX updates to the rest of the weapons and turrets.

Significantly beefed up the damage of the Atomic Railgun turret, while also changing it's firing rate to once every 10 seconds, up from 7. It now feels like a proper railgun. Lowered critical chance from 50% to 25%. Increased range from 60m to 70m.

Gave Atomic Laser turrets a little bump of 10 from 8 against organic enemies.

更新于:10 月 17 日 下午 8:54
作者:Mantastic

Version 2.22-289

Updated Exotic Energy Optimization tech to require Battery Optimization and Plasma to unhide, and Plasma Energy Generator, Crystal Battery, and Intellectual 10 to unlock.

更新于:10 月 17 日 下午 8:51
作者:Mantastic

Version 2.22-288

New weapon projectile colors and effects! This is a WIP. After painstaking trial and error, weapons and turrets will now have colors that match their weapon category, i.e. Plasma = light blue and Atomic = green, and also enhanced hit effects on impact. The Plasma Bow, Pistols, Sniper, and Shotgun are finished. More to come.

Fixed the lighting effects on certain buildings that was broken after their ID changed.

Removed the PowerBattery label from the Crystal and Atomic batteries so the Battery Optimization tech doesn't apply to them, instead requiring Exotic Energy Optimization. The latter will always appear as an option in Breakthroughs if you researched Battery Optimization, Plasma Energy Generators, Crystal Batteries, and have a survivor with maxed Intellect.

Removed the upgrade label from the Crystal and Atomic batteries as their different tile sizes were causing issues when upgrading from the lead acid or vanilla batteries.

更新于:10 月 16 日 下午 9:37
作者:Mantastic

Version 2.21-287

Removed a redundant EMP 2.0 grenade recipe that's intended to only be in Better Grenades.

Fixed most of the janky weapon icons that are off-center in certain menus. Still need to fix the Plasma Sword. That one's harder as the background color matches the color of the sword.

更新于:10 月 11 日 下午 6:05
作者:Mantastic

Version 2.21-284

Tweaks to Plasma recipe costs.

All Plasma weapons now negate 25% of darkness penalty and add a 15% hit chance bonus, with a +15 sight range bonus for the rifle, bow, and sniper.

All Atomic weapons now negate 50% of darkness penalty and add a 20% hit chance bonus, with a +20 sight range bonus for the rifle, bow, crossbow, and sniper.

Removed the 50% manipulation bonus for the rifles and snipers which was skewing fire rates too high.

Slightly buffed the damage and fire rates for rifles so they're more properly in-between snipers and pistols.

Updated text descriptions on some things.

更新于:10 月 11 日 下午 5:19
作者:Mantastic

Version 2.20-283

Added a new resource: Plasma. This is now required for all Plasma/energy crystal technology, and is used in place of raw energy crystals excluding Crystal Batteries which are unchanged. Plasma is created at the Soldering table (or the Chemistry table if you're using OET and it's resource integration add-on) and must be researched first. It's research is also required for all Plasma tech.

Updated the name of the Energy Crystal Generator to Plasma Energy Generator to coincide with the change.

Changed Exotic Energy Optimization research to require Plasma Energy Generators instead of Atomic Power so it can be leveraged with the Crystal/Plasma buildings before you move onto Atomic ones (if you so choose). Still also requires Energy Crystal Storage.

Moved Nuclear Reactors and Atomic Batteries out of the Atomic submenu in the building toolbar to save folks an extra unnecessary click.

Fixed the "pulse rifle" effects for the Plasma/Atomic Shotgun/Spears. Thanks again to injto4ka for his help.

Updated the FX code for the others to fall in line with "best practice" even though they were still working.

Increased the bullet travel speed for the Plasma and Atomic Sniper.

Removed verbiage for Plasma/Atomic rifles indicating their bullets penetrate. The mechanic for it just wasn't working as intended, and I don't want to lead folks on until it's fixed (assuming it's fixable). Also removed "laser" from the name to better indicate it's an upgrade from Laser technology.

更新于:10 月 8 日 下午 7:13
作者:Mantastic

Version 2.19-281

New turret! Added the Atomic Minigun Turret, which shreds enemies in a short range (20m). Intended to be close range defense against threats looking to damage your other turrets in melee, or other buildings enemies are encroaching upon.

Atomic Laser Turrets now have green VFX. Thanks to injto4ka for adding support to SAD_CommonLib and also teaching us how to make that change.

Atomic Railgun Turrets now have a minimum attack range of 4m, and thus are vulnerable to melee attackers that are able to close the distance to them. Also increased their damage to organics from 16 -> 22 for regular hits and 25 -> 35 for critical hits, while also increasing their shot time from 6s to 7s.

Buffed the Plasma Laser Rifle's organic damage from 25 to 30 for common hits and 35 to 45 for critical hits.

Buffed the Plasma Shotgun's organic damage from 12 to 15 for common hits, and 25 to 30 for brain concussion hits.

Buffed the Atomic Shotgun's organic damage from 20 to 25 for common hits.

更新于:10 月 8 日 下午 2:57
作者:Mantastic

Version 2.18-279

Buffed the Plasma Spear:

Damage to organics increased from 15 to 23 for common hits, and 20 to 46 for critical hits. It was only doing 1HP more per hit than vanilla laser pikes, albeit still better with it's small cone damage zone, better range, and additional pain/bleed affects.

Fixed the Punctured Chest damage additions, which weren't triggering properly.

Atomic Spear also gets a tiny buff by adding a 2 second stun after hit, which matches the Plasma Spear.

Standardized weapon/armor HP:

Powered Bow/X-box - 500 (matches vanilla tech weapons)
Plasma weapons - 750
Atomic weapons - 1000
Advanced Synthetic/Silicon armor - 100 more than vanilla Synthetic and Carbon armor
Atomic armor - 300 more than vanilla Synthetic and Carbon armor

Before, HP was a bit all over the place making some of them last forever, where are others lasted a bit less than vanilla. Now, they're all still more durable than vanilla, but to varying levels based on tier.

Adjusted Atomic Laser and Nuke turret HP from 500 to 300. As they're the two most powerful turrets, they should also be the squishiest as a consequence. Railgun remains at 500 as the middle ground, and Flak and Concussion remain at 750 as the primary "hold the line" defense options against flying and melee enemies.