This mod is derived from the (.16/.17) official WaveDefense scenario mode. Get funding to upgrade technology by killing biters.
Mods introducing new content into the game.
Version: 1.1.12 Date: 2022-10-02 Bugfixes: - changelog error :DDDDD
Version: 1.1.11 Date: 2022-10-02 Bugfixes: - settings code was very broken... if it didn't desync, it at least didn't update values mid-game - fix (potential?) bug with 0 bounty multiplier Changes: - round some floating text - refactor to only include enemies from specific mods - Hardcorio enemies and weapons - nerf electric damage modifier (10% vs 20%)
Version: 1.1.9 Date: 2021-11-07 Changes: - money on the button - 1x 5x purchase tooltip on the button - more flamethrowers supported (ammo and fluid, yuoki and hero turrets)
Version: 1.1.6 Date: 2021-10-03 Bugfixes: - nil team with on_reset_technology_effects and another mod
Version: 1.1.5 Date: 2021-05-09 Additions: - Big Monsters (thanks to Yariazen, report any balance problems) Bugfixes: - many spawners/worms in wrong table Changes: - Refactoring bounties a bit - typo in migration (gui labels may still be there) Bug: - migration typo, loading a Factorio 1.0 save with 1.1.4 or earlier may have garbage gui elements
Version: 1.1.4 Date: 2021-04-29 Bugfixes: - migration error
Version: 1.1.3 Date: 2021-04-13 Bugfixes: - LOTS. Multiplayer was very broken and/or not working. Changes: - Worm turrets are considered with "spawners", not "units". Sorry. Additions: - Remote interface stuff: non_wave_defense or non_wave_defense_2 -get_unit_bounties() / set_unit_bounties(table) -get_spawner_bounties() / set_spawner_bounties(table) <-- has worm turrets until I figure something else out -reset_force(force_name) - reset a force (no way to remove/merge a force yet)
Version: 1.1.2 Date: 2021-04-10 Additions: - multiple forces support (report bugs, please) - right click = 5 purchases, anything else = 1 - unit muliplier only option (DEFAULT 0 = NO MONEY FROM BITERS) matches the newer (0.17+) wave defense General: - tweaks to locale strings - removed CN/TW locales as they had pretty much nothing in them - change how adjusting settings works (so it works) - bounties are now dynamically loaded (as before) can change consts.lua to add/remove bounties
Version: 1.1.1 Date: 2020-12-13 General: - Discharge Defense remote speed is based on Discharge defenses. They do get faster. - Fix changelog
Version: 1.1.0 Date: 2020-12-13 General: - 1.1 release and prototype name changes Additions: - "Bio_Turret_Ammo" in physical projectile damage (darts) - weapon shooting speed affects more types - speed for beam and electric, besides laser (won't make discharge remote faster)
Version: 1.0.2 Date: 2020-11-15 Bug Fixes: - fix(?) auto-detection of ammo turrets after save/load General: - improve conditions for when credits are earned (related to multiple forces) - additional ammo turrets detected: shotgun-shell, cannon-shell, and railgun
Version: 1.0.1 Date: 2020-09-29 Bug Fixes: - clean the garbage caused by the memory leak. Stop leaking memory. General: - forgot to upload 1.0. Was sort of a working-release
Version: 1.0.0 Date: 2020-09-16 General: - updated Factorio version to Factorio 1.0.0 - improved physical projectile bonus: applies turret bonus to any turret that uses bullets
Version: 0.18.6 Date: 2020-09-12 Bug Fixes: - Train Braking Force was missing. Changes: - Removed the remote interface in 0.18.5. - Removed an on_research_finished function in 0.18.5 that didn't seem to do anything. - if there are any issues, post to the discussions General: - re-upload, forgot some minor things (locale string, made sure options order matched bonuses)
Version: 0.18.5 Date: 2020-09-06 Additions: - Bounty Bonus option Bug Fixes: - Bounty Bonus shows up in the Upgrades pane and can be turned on/off in options Changes: - Refactored some. There still may be some bugs.
Version: 0.18.4 Date: 2020-09-06 Additions: - Added "railgun" to physical weapon damage and speed upgrades, 10% and 10% - Added "combat-robot-beam" (Destroyers) to energy weapons damage, 20% per level - Added "electric" (Discharge Defense) to energy weapons damage, 10% per level - Options! Map options to disable any category of upgrades (instantly takes effect, does not refund money, remembers purchase level) Changes: - removed anything being loaded in data stage. Don't know why it was in the first place. General: - Any suggestions for zh-CN and zh-TW names for new "enable" options would be appreciated
Version: 0.18.3 Date: 2020-09-01 Bug Fixes: - remove reference to user Lunzir in code - remove use of redefined print function
Version: 0.18.2 Date: 2020-04-20 Bug Fixes: - I'm an idiot send help
Version: 0.18.1 Date: 2020-04-20 General: - Factorio 0.18.x release - only affects "player" force at the moment. Should be fixable - logs details on force.technology_effects_reset() to verify upgrades - there's more laser-bonus-tech damage types that are not present in this version - want to add "capsule", "poison", and "biological" damage bonuses (capsule covers healing fish, poison is... poison capsules) - want to add setting for enemy bonuses and/or only nest bonuses, to match behavior in Factorio 0.18.xx Bug Fixes: - bullet speed? was missing from upgrades in 0.16.x version - force effects persist on force.technology_effects_reset() - More Schall's Endgame Evolution? Category 5-10 is there. Not sure about 4, 11-20 isn't but can be added - inserter stack size fix (over 255 has error, old limit was 200 from directly setting and 255 from tech upgrades)