Stranded: Alien Dawn

Stranded: Alien Dawn

Expanded Dawn
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更新于:7 月 24 日 下午 5:19
作者:Tigu

Version 1.51-1619

[ADJUSTMENTS]

Color setting for eternium armor.

Game rules that make the game more difficult allow you to unlock achievements.

Main color of all alien turrets changed to black to reflect the adamantium part.

The "Alien Contacts Unlocker" research has been removed.
This was only added temporarily to fix a bug in unfinished games with the 1.4 update.


[FIXES]

Battery upgrade label removed from "Power battery" & "Elerium battery"!
Battery optimization is only added on new batteries, not on upgraded.

Eternium rooms and fortifications now also unlock these.

Expeditions fixed, random activation without someone being on an expedition no longer works.

Fixed the story bit that unlocks Eternium.
If the landing site was occupied by an Adamantium shipment, nothing could be unlocked from that point on.
=>
The story bit “Asteroid Intercepted” is now split into two identical parts.
The first is active until all alien research is completed, after which it is stopped.
This means that the landing pad for the story bit "The Arrival" always remains empty and the Eternium tier can then be unlocked.
After the device has arrived, the other part of "Asteroid Intercepted" becomes active and deliveries continue as usual.

The Pillar of Eternity zero value error has been fixed.


[GAME RULES]

Merciless: Maximum health reduced by 90% of base health.

更新于:7 月 22 日 下午 5:50
作者:Tigu

Version 1.50-1609

[BUILD OPTIONS]

Construction:
Adamantium Rooms (missing parts) -> Door, Doorway, Double doorway, Ladder, Stairs, Windows (small, large & tall)

Eternium Fortifications -> Fence doors, Fence gates, Fences, Fortifications, Gates, Towers

Eternium Rooms -> Balcony, Ceiling, Door, Doorway, Double doorway, Floor, Flooring, Ladder, Roof, Room, Stairs, Wall, Windows (small, large & tall)


Power:
Pillar of Eternity -> 1kk capacity, 20k max charge, 100k discharge, can only be built once


Production:
Eternium Synthesizer -> Produces Eternium


Turrets:
Rift Cannon -> High Area Damage

100 damage
10m area of effect
2s attack cooldown
50m attack range
50% chance to deflect damage
90° effect cone


[EQUIPMENT]

Eternium Armor:
98% chance to resist all types of damage
+20% durability compared to adamantium

Helmet -> -90% chance to miss at night
Vest -> +150 health & -50% pain
Leggings -> +150 health & -50% pain
Boots -> +30% movement speed


[EXPEDITIONS / STORYBITS]

The Arrival -> Unlocks if all alien research is done


[RECIPES]

Eternium Armor -> Crafting & repair of all parts

Generate Adamantium -> 3 Adamantium in 24h

Generate Adamantium (improved fabricator) -> 6 Adamantium in 24h

Synthesizing Eternium -> 10 Adamantium + 50 Elerium = 10 Eternium in 24h


[RESEARCH]

Eternium Armor -> Unlocks crafting option

Eternium Fortifications -> Unlocks build options

Eternium Rooms -> Unlocks build options

Eternium Synthesizer Kit (I/II/III/IV/V) -> Buy another kit for 100/200/300/400/500 Eternium

Fabricator: Adamantium -> Unlocks recipe

Improved Material Fabricator -> Unlocks build option

Pillar of Eternity -> Unlocks build option

Repair the Spaceship -> Allows the transfer of Eternium to visitors and unlocks new research areas based on Eternium

Rift Cannon -> Unlocks build option


[RESOURCES]

Eternium:
This material is almost indestructible!
Incoming damage is reduced by 80%.


[ADJUSTMENTS]

Adamantium's integrity reduced from +66% to +25% compared to Carbon. Damage is still reduced by 50%.

Asteroid Mining:
- Physical skill 10 -> Gets more Adamantium on average
- Physical skill 7+ -> Now always gets Adamantium, but less than with skill 10
- Physical skill 4+ -> Chance to find adamantium now at 75% (from 50%)
- Physical skill 0+ -> Chance to find a bit adamantium now at 25% (from 0%)

New icon and color scheme for upgrades:

- Eternium Synthesizer
- Laser Pikes
- Improved Material Fabricator
- Supply Fabricator


[FIXES]

Improved Material Fabricator:
It was always unlocked without indicating what was still needed to actually build it.
The research option "Energy: optimization" now unlocks the research option and not the build option for the improved material fabricator.

更新于:7 月 15 日 下午 4:38
作者:Tigu

Version 1.42-1590

[V1.42]

[BUILD OPTIONS]

Adamantium housing -> Balcony, Ceiling, Floor, Flooring, Roof, Room, Wall
Adamantium defense -> Fence doors, Fence gates, Fences, Fortifications, Gates, Towers

All gain +2/3 Integrity compared to Carbon and incoming damage is reduced by 50%.


[EQUIPMENT]

Elerium & Adamantium armor grant additional bonuses.

Head: Decreases the chance to miss in darkness by 50% / 75%

Vest: Increases health by 50 / 100 and reduces pain by 25% / 50%

Leggings: Increases health by 50 / 100 and reduces pain by 25% / 50%

Boots: Increases running speed by 10% / 20%


[EXPEDITIONS]

The cooldown for alien visits is reduced from 7 to 4 days (+ a random factor)
When everything has been unlocked (takes about 2 years), there are small deliveries of adamantium.


[RESEARCH]

Adamantium rooms -> Unlocks construction of adamantium buildings.
Adamantium fortifications -> Unlocks construction of adamantium fences & fortifications.

Intercept asteroids -> Gain little amounts of Adamantium. (25-50 in 3 days + a random factor)


[ADJUSTMENTS]

Added dependency:
- SAD_CommonLib, some settings cannot be implemented in the base game editor.

Adjusted value for:
- Adamantium
- Crystal Shards
- Elerium

New colors for:
- Crystal solar roofs

Reduced costs for:
- Quantum gravity research


[FIXES]

Added 31 missing research options to the character Chee Tah.

Fixed a bug that caused the game to freeze when the character Marco was crafting something.

Some Storybits can no longer be triggered without further requirements.

更新于:7 月 8 日 下午 12:59
作者:Tigu

[V1.41]

Hotfix for the Expedition "Alien Communication (Repeatable)".
If you already have it unlocked, you can't unlock the new content.

Added a new research to unlock the missing part, if you meet the requirements above.

更新于:7 月 8 日 上午 4:29
作者:Tigu

[V1.4]

[BUILD OPTIONS]

Composter:
A compost barrel, that can processes excess food into fertilizer.
20 food + 50 hay = 50 manure in 48h


Fertilizer Cooling Box:
Keeps the fertilizer and the outside air fresh.
Can freeze fertilizer for 5 energy.


Generators:
In addition to the diesel generator you can build 3 different variants.
Each produces 2 days of electricity if the fuel is available.
Hay x50 = 20 Energy
Sticks x40 = 30 Energy
Wood x30 = 40 Energy


Lightning Rod:
Improved Lightning Rod: Range increased from 20m to 35m
Advanced Lightning Rod: Range increased from 35m to 50m


Motion Sensor:
Improved Motion Sensor: Range increased from 24m to 30m
Advanced Motion Sensor: Range increased from 30m to 35m


Turrets: New tier added

- Flak Cannon
=> Alien Flak +3 damage, +10m attack range, +25% chance to deflect damage, +10% durability, -25% malfunctions

- Laser
=> Alien Laser +3 damage, +10m attack range, +25% chance to deflect damage, +10% durability, -25% malfunctions

- Machine Gun
=> Alien Minigun -10m attack range, +25% chance to deflect damage, +10% durability, -25% malfunctions, -66% reload speed

- Missile Launcher
=> Alien Missile +3 damage, +10m attack range, +25% chance to deflect damage, +10% durability, -25% malfunctions, +5m target area

- Alien Turrets (all previous upgrades for deflect damage, durability, energy consumption and reduced malfunction rate are included)
=> Stun Cannon:
Fires short-range pulse waves that disrupt nerve signal transmission. Initially affects movement and can lead to fainting.
1 damage
5m area of effect
3s attack cooldown
25m attack range
45° effect cone

=> Frag Cannon:
Shoots missiles at the target, knocks them back, deals much damage and causes bleeding in a small area around the impact site.
20 damage (x2)
5m area of effect
5s attack cooldown
50m attack range

=> Alien Railgun:
Fires electromagnetically accelerated steel projectiles that have a very long range and a devastating effect on the target.
30 damage (x2)
6s attack cooldown
100m attack range


Weapons: New tier added

- Laser Blaster
=> Alien Laser Blaster +10% attack range, +10% attack speed, +5% crit, +10% damage, +5% hit

- Pulse Rifle
=> Alien Pulse Rifle +10% attack range, +10% attack speed, +5% crit, +10% damage, +5% hit

- Railgun Sniper
=> Alien Railgun Sniper +10% attack range, +10% attack speed, +5% crit, +10% damage, +5% hit

- Alien Weapons
=> Disintegrator
Fires an electromagnetically stabilized antimatter projectile, disintegrating a nearby target.
1000 damage
5-8s attack cooldown
15m attack range

=> Missile Accelerator
A highly specialized weapon with mini-explosives. Deals little direct damage, but knocks back enemies and causes them to bleed.
2 damage
3m area of effect
1-2s attack cooldown
35m attack range


[CHARACTERS]

Finley Miller
The man for rough work
- 3x work speed when mining, chopping trees, cutting bushes and plants, salvaging or scavenging
- +100 health
- -25% movement speed
- +25% food consumption


[EQUIPMENT]

Adamantium Armor - More piercing and laser deflection, +2° temperature tolerance and increased durability


[EXPEDITIONS]
The expedition "Alien Communication" unlocks "Alien Contacts", if the ascension is chosen
Approximately every 7 days, there will be communication with the aliens. New technologies can be acquired there.

The afterwards repeatable expedition "Alien Communication" grants now one trait of your choice upon ascension.
You can choose "Knowledge is Power" one time.
This unlocks a new research: "Asteroid Mining"!
You get the expedition "Asteroid Mining", a long trip (24h) where Adamantium can be found, which is needed for the new technologies.


[GAMERULES]

Eidetic Memory - The loss of experience points from skills overnight is reduced to 0.

No Alien and OP Content - Blocks the Energy Sphere and dependent on them: Alien Contacts & Ascension, the expeditions Alien Communication & Asteroid Mining and all available Armor/Research/Turrets/Weapons that result from them.

No Crystals - Removed, Crystal Solarpanels & Crystal Batteries are always available now.


[RESOURCES]

Adamantium - Can be found on Expeditions to Asteroids


[SCENARIO]

Trade Scenario Settings removed because it was just a fixed value that I liked.
For full control over this setting, I recommend the "Customizable Trade Scenarios" mod.


[TRAITS]

New traits added to the ascension and/or new/exsisting charcters


[ADJUSTMENTS]

Characters:
Slightly changed traits for Marco & Maria

Compatibility:
From the last update -> Alien Communication unlocker removed, this was only temporary

Elerium Armor:
Durability set from 25000 (nearly indestructible) to 2000 (3 times more than carbon armor, can be repaired)
Gas negation combined on helmet
Added 10% energy hit negation chance on each part

Elerium Battery:
Vanilla friendly color matching

Expedition:
"Search for Survivors" is now always available. The "Rescue Pods Mk II" rule doubles the chances.

Power Poles:
Increased costs (x5) & Integrity (x2,5) of reinforced power poles.

Weapons:
Eleriumcosts for eleriumweapons reduced by 20%


[FIXES]

Laser pikes:
The descriptions of all laser pike upgrades in the research menu now show the correct production costs
Energy cell requirement for improved laser pike down from 2 to 1

更新于:6 月 24 日 上午 8:04
作者:Tigu

[V1.3]

[NEW]

Repairfunction:
You can now repair advanced armor & weapons at the soldering bench and tailor bench!
- Carbon armor
- Carbon armor 2.0
- Elerium armor
- Laser pike
- Laser pistol
- Pulse rifle
- Synthetic armor
Needs only half the time and base ressources.
The recipes for repair will be unlocked the same time like the ones for construction.


Laser pikes:
Can now be upgraded three times, if the corresponding requirements are researched.
Improved / Advanced / Elerium
Attack damage +10%, +20%, +30%
Attack speed +10%, +20%, +30%
Critical hit chance +5% +10% +15%
Hit chance +5%, +10%, +15%
Durability x2, x3, x4


Crystal solar roofs:
Can be built after researching solar roofs and crystal shards.
Produces 5 more energy than conventional solar roofs for an additional cost of 5 crystal shards.


Character:
Cheikhou Amadi
Mining engineer
Experienced miner: Mining Speed x2 and +25% Chance to find Ore from mining Stone.
Heat resistant: +10°C heat tolerance
Special: Brings a kit for a self-sufficient mining machine. Powered for half a year and can then be powered by energy cells.



[ADJUSTMENTS]

Simplifications & Balancing:

Some armor and weapons are no longer upgrades and can be build independently.
The total costs remain unchanged!
- Optimized experimental weapons
- Elerium reinforced weapons
- Elerium reinforced carbon armor
(Can now be crafted on tailor benches like any other armor, added +10% gas deflection on each armor part)


Adjusted bonus from research for battery storage expansion:
Old +100%/+200%/+300%
New +100%/+125%/+150%



Weaponupgrades redesigned:

They are much too strong, especially the level 5 pulse rifle can wipe out entire hordes on its own.
The previous bonuses will be reduced, but the damage will be increased.

Comparison old vs new:

Attack damage 0%, 0%, 0% => +10%, +20%, +30%

Attack speed +25%, +50%, +75% => +10%, +20%, +30%

Critical hit chance + 5%, +10%, +15% (unchanged)

Hit chance + 5%, +10%, +15% (unchanged)

Range +25%, +50%, +75% => +10%, +20%, +30%

Durability x2, x4, Indestructible => x 2, x 3, x 4 (can be repaired now)



Sleep training:
Lv2 + lv3, research time slightly reduced.


Supply fabricator:
Now has a slightly different color, so he no longer looks exactly like the food fabricator.


Upgraded turrets:
Now have a slightly different color for each rank, based on the original version, no rainbow turrets ;)



[COMPATIBILITY]

Project-X compatibility can now only be activated via a game rule and is no longer activated automatically.



[EXPEDITIONS]

Alien Communication:
The Ascension bonus is no longer available to all survivors.
Only the first survivor who completes the expedition receives the bonus.
Unlocks the repeatable version of this expedition and can be used by all survivors.
(Currently a placeholder, there are further plans, more below)

Activation for ongoing games added. Will be removed with the next update.
Unlocks 5 days after the research for "Alien Communication Device" is done.



[FIXES]


Battery optimization:
Different levels only appear once the previous level has already been researched.
This corrects the bug that caused a lower level to be researched later, resulting in batteries degrading again.


Expedition "Explore the Unknown":
Is no longer repeatable (no effect after finishing the first expedition).


Research: Alien Communication Device:
Now shows what is unlocked.


Research:
Dimensional Rift, Pocket Dimension & Quantum Gravity now correctly displays the status effect.


Void Storage:
Can now be placed on flooring.


Weapons:
The crafting time for level 4 and 5 weapons has been adjusted.



[FUTURE PLANS]

Ascension:
The colonists gets the health effect:
Ascended, gets tired only half as quickly.
Additionally, they receive a new random trait.


Expedition:
A new expedition to mine an unknown resource from asteroids.
This will then allow some of the new technologies taught by the aliens to be developed.


The next technological level:
There will be another tier - maybe two - of armor, buildings, turrets and weapons.
For this reason, the previous levels were adjusted.


General balancing:
At the end of all research and expeditions, you will be very powerful, but this is intended to represent the pinnacle of technological development and not a cheat.
All mod content will be reviewed again after completion and adjusted if necessary (to avoid excessive progress in the early or mid-game).

更新于:6 月 14 日 下午 2:10
作者:Tigu

[V1.20.1]


[ADJUSTMENTS]

Mining Machine:

Can no longer be built inside buildings or on roofs.
Produced resources can now be picked up by drones.


Supply Fabricator:

Increased recipe production quantity from 1 to 3 per day.


Turrets:

Completely redesigned, the defensive bonuses were too high.

In return, they now offer more range and damage increase.
For comparison, the last rank:

Old -80% energy consumption, -80% malfunctions, +80% durability
New -30% energy consumption, -50% malfunctions, +30% durability, +10m range, +2 damage



[COMPATIBILITY]

Project X:

Compatibility can now be activated via a game rule, making a research available that unlocks all missing ones.
The effect will remain until the next update, even without an activated rule.


Cyberpunks - Weapons, Armor, & Buildings Only / Old Earth Tech - Redux:

Upgrade labels for batteries, turrets, power pylons and wind turbines have been adopted from the mods.
Now 100% compatible!
Two research projects for increased battery capacity are still blocked. Follows in the next update.



[EXPEDITIONS]

Explore the unknown:

Starts once the Energy Sphere is unlocked.



[GAME RULES]

New sorting and visualization of all rules

Amnesia: -2 to all skills

High Gravity: -25% work and movement speed

Resistant Parasites: +50% food consumption

Project-X Compatibility



[RESEARCH}

Alien Communication Device:

Required for a new expedition.


Dimensional Rift:

Now displays the correct statuseffect.


Project X:

Unlocks 10 researches that are normally breakthroughs and are suppressed by Project X.
Allows research into the Fabrikator Matrix. (This is currently not possible in Project X)

更新于:6 月 7 日 上午 6:59
作者:Tigu

Fix for the new expedition that was only unlocked through "search" expedition, but didn't appear on its own after some time. Now it does so.

更新于:6 月 6 日 上午 10:49
作者:Tigu

[New]

Construction:

Big metal storage chest -> 15 capacity

Crystal battery -> 3000 capacity, no malfunctions
Crystal battery (big) -> 4000 capacity, no malfunctions, immune to weather effects
Crystal battery (huge) -> 6000 capacity, no malfunctions, immune to weather effects

Crystal solar collector -> Produces 120 energy, -75% malfunctions
Crystal solar collector (improved) -> Produces 150 energy, no malfunctions
Crystal solar collector (advanced) -> Produces 180 energy, no malfunctions, immune to weather effects

Energy sphere -> Produces 5000 energy, no malfunctions, immune to weather effects, indestructible, cannot be demolished, can only be built once


Game Rules:

No Crystals -> Blocks all crystal-dependent research and construction options. These appear at the very end and offer very powerful batteries and energy producers.

Rescue Pods -> Now also works with Big Family

Rescue Pods with Tracking Devices -> Double the chance to find survivors


Recipes:

Crystal shards -> Can be manufactured on the soldering bench or in the fabricator


Research:

Advanced crystal solar collector -> Unlocks advanced crystal solar collector build option

Crystal battery -> Unlocks crystal battery build option

Crystal miracle -> Unlocks huge crystal battery build option

Crystal shielding -> Unlocks big crystal battery build option

Crystal solar collector -> Unlocks crystal solar collector build option

Dimensional Rift -> Unlocks research for Energy Sphere and increases manipulation efficiency by 10

Energy sphere -> Unlocks energy sphere build option

Fabricator: crystal shards -> Unlocks production in the fabricator and improved fabricator

Improved crystal solar collector -> Unlocks improved crystal solar collector build option

Study: crystal shards -> Unlocks crystal battery & crystal solar collector


Ressources:

Crystal Shards - Created by processing energy crystals


[Adjustments]

Construction -> Required construction skills for building adapted to the prerequisites in research

Elerium battery -> Elerium costs halved

Tooltips -> Many tooltips corrected, almost all revised to make a visible difference between unlocking an item or effect and unlocking a research

Void storage -> Energy consumption increased to 250 and health to 1000

更新于:6 月 1 日 上午 5:17
作者:Tigu

[New]

Mining machine & Advanced mining machine:
Another early- to mid-game way to obtain stone, ore, and silicon.
Production is relatively low and is intended to support, not replace, traditional resource mining.

Production:
- Mining machine -> Can mine small amounts of stone and ore
- Advanced mining machine -> Mines a little bit more stone and ore, as well as some silicon

Research:
- Automatic mining (unlocks mining machine & primitive extraction)
- Improved mining (unlocks basic extraction)
- Advanced mining machine (unlocks advanced mining machine & improved extraction)
- Advanced mining (unlocks advanced extraction)

Recipes:
- Primitive extraction (5 stone in 12 hours with mining machine)
- Basic extraction (4 stone and 1 ore in 12 hours with mining machine)
- Improved extraction (9 stone and 6 ore in 24 hours with advanced mining machine)
- Advanced extraction (6 stone, 6 ore and 3 silicon in 24 hours with advanced mining machine)