Stranded: Alien Dawn

Stranded: Alien Dawn

INVADERS (BETA STILL WIP ALMOST DONE ) NEW SCENARIO
15 条留言
Twini-Kiwi  [作者] 10 月 25 日 下午 3:32 
greetings just an info the Final Beta Update will come next month bc im plannig some cool stuff too add like new cooking recipes and new butchering ressources for new Amor called Infected Amor as also weapons but that is not currently in my intrest (the weapons the others will COME)
Twini-Kiwi  [作者] 10 月 9 日 上午 7:21 
ready for more? 3 new Invaders are here to invade XD jokes aside thesse 3 are not fair and Play dirty (if they can spawn) small balance here and there and almost done the BETA
Twini-Kiwi  [作者] 10 月 6 日 上午 10:23 
yeah so small Hint: the update doesnt come out today :( i have some serious Errors for some testing at the moment i need to fix that before i do more animals (or atleast foinish 3 new 1) so stay tuned bc if the Update rolls out you will see that not any ground is safe.......
Twini-Kiwi  [作者] 10 月 6 日 上午 4:13 
todays update Might come out a bit later (due to Fixes of the new animals which are planned to roll out but they have some fatal errors)
Twini-Kiwi  [作者] 10 月 4 日 上午 9:01 
Update for incoming MK4 (or3) Invader animals i have about 25% finished the new update and it should come out The 6 October (monday) if anything works right
Twini-Kiwi  [作者] 9 月 29 日 上午 7:50 
New Small Update for today: Re-Balanced all Animals Defenses
Twini-Kiwi  [作者] 9 月 27 日 上午 3:08 
New Update Out: You all have now 2 days time to build up some defense added more concrete and enabled the Fortivication (concrete) so it can be build directly shoulk mae things EVEN more easier thats it for todays Update Enjoy Invaders
Twini-Kiwi  [作者] 9 月 26 日 下午 2:22 
so my infected animals have a 2000 Hearing range i made this so that animals can actually seek Targets i can make them SPAWN even further away (which i had orginally planned bc i have 1 insect type in Work which Spwand directly under survivors still isnt out) i will look into it but cant Guarante anything but i wont stop workin on it for now however Good luck surviving the Madness :) (also cheers for the feedback)
Game_Test 9 月 26 日 下午 12:03 
Yeah the weapons at start help and it does feel like with the right RNG to be doable but there is one problem that I see ending runs. While each day having an aggressive infected group spawn to attack the characters is fine, attacking the group that spawns aggros the entire map's infected animals basically overruns you before you can even put up any defenses or get enough healing bandages to fix yourself up. Like I just did 2 runs (one defense focused and one healing items focused) and both ended on day 5(ish) before I could make a like shootout that I make for defense and the other ended before I could get the materials for the bandages and healing balms nevermind make them.

So my thought is if there is a way to limit the aggro range of infected coming to help other infected? Cause like the infected SHOULD respond to threats like this but with like a 30/40 block range not the seeming map range that it currently has?
Twini-Kiwi  [作者] 9 月 25 日 上午 3:18 
New Update: New loot added t the starting applies to all Difficultys as hope that makes it a bit easyer for the start
Twini-Kiwi  [作者] 9 月 25 日 上午 12:35 
Hey Game_Test Cheers for the feedback I will today make some balance in Terms of starting equipment I myself definitely know that this is too hard directly i will look into it a change Something here and there I hear you and the others:)
Game_Test 9 月 24 日 下午 6:49 
So obviously this mod is still a WIP but infected seem to spawn and infect too quickly. Played on hard difficulty four or five different times and even with a modded character that spawns with a 2.0 laser gun, i couldnt make it past day like 2 or 3. For reference, I was being attacked by 5 to 10 animals at this point and some were the flying bugs which would have just killed the run even if I didnt have a gun.

Not sure if possible, but is there a way to make there be like a 5-10 day grace period before the infections make it/spawn in near characters or lower the infection rate? For story/role-playing reasons, it could be that the characters know of something going on with the wildlife and land outside of an area with the creatures that are acting odd.

Another possible solution could be giving the scenario equipment similar to the Military outpost scenario from base game. Especially if you are intent on keeping the flying bugs as being able to be infected.
Twini-Kiwi  [作者] 9 月 24 日 上午 10:23 
Unfoatrnly todays Update dont come :( i have some things to fix about the new (not out yet) invaders
Twini-Kiwi  [作者] 9 月 23 日 上午 10:14 
Depends on how you play scavenge dircetly for srapmetall for traps also maybe for wepaons also its a bit of luck too (1 animal wave will always spawn also you have almost a day time for it btw as you might saw Sill WIP
Twini-Kiwi  [作者] 9 月 23 日 上午 5:41 
(next Update is currently under Progress might reales it the next day but i have more tests to do as i have some real col ideas open stay tuned until then Survie the Survival