Biter Clash


- Develop a small blueprint and deploy it before the game starts for faster early game - Research and construct “biter-nests” to deploy them on the edge of the enemy teams area - Defend your rocket silo against biter attacks from the enemy 2v2 game to see what it's about: https://www.twitch.tv/videos/1864294755 New introduction video (less talking but modern version): https://www.twitch.tv/videos/1849763072 Discord: https://discord.gg/fhwUCc8vzG

Scenarios
4 hours ago
1.1 - 2.0
416
Combat Enemies Environment Blueprints
Owner:
PunkSkeleton
Source:
https://github.com/PunkSkeleton/biter-clash
Homepage:
N/A
License:
MIT
Created:
1 year, 7 months ago
Latest Version:
0.6.7 (4 hours ago)
Factorio version:
1.1 - 2.0
Downloaded by:
416 users

Biter Clash is an indirect PvP mod/scenario. In this mod two teams compete in trying to achieve one of two objectives:
1. Destroy enemy team's rocket silo.
2. Launch a rocket.
The teams that completes any of those objective first wins.

2v2 game to see what it's about: https://www.twitch.tv/videos/1864294755
Introduction video (old version): https://www.twitch.tv/videos/1794673019
New introduction video (less talking but modern version): https://www.twitch.tv/videos/1849763072
Discord: https://discord.gg/fhwUCc8vzG

How to attack:
Unlock a given biter/spitter, that will let you a nest that will spawn that biter at a constant interval (subject to game balancing, currently 40s).
Once having the nest place it as a ghost on the designated permanently visible area around field of play of the enemy. Its border is marked with a black line. The ghost will be automatically replaced with an item and the item will be removed from your inventory.
Biter attacks are gathered in 50x50 areas so you decide how big and frequent the attacks are. Each area has a 10% (also subject to balance) chance of generating an attack every 40 seconds.
If you happen to upgrade a given biter/spitter (each one has exactly one upgrade at this time) all the nests will be upgraded but already spawned biters will not be modified.
Your biters share vision with you.

How to launch a rocket and why it is a viable strategy:
You start with a rocket silo already built, functional and requiring much less energy than in base game.
You start with automation, logistics and rocket silo researched.
You start with free resources (more on that later) and launching a rocket requires only 10 rocket parts (ten times less than in the base game).
Game start:
A map is generated, then cloned to be identical for both teams. It takes time. The main playable area is 1000x1000 with additional area for nest placement around it. The map is charted at the start to remove the element of luck.
Each team has a constant 100x100 starting area. It is identical for every game and for each team and its border is marked with a black line.. At the center there is a rocket silo.
On the north of the silo there is (from left to right):
offshore pump
coal chest and loader (0.25 belt)
stone chest and loader (0.5 belt)
On the south of the silo there is:
iron plate chest and belt (1 belt) - iron plate chest and belt (1 belt)
copper plate chest and belt (1 belt)
The chests are filled once the game starts. If you don't consume enough the chest will accumulate for later use. You can also take from the chest directly. The filling rate decreases linearly from the start to 45th minute of the game. After 45th minute there are no more free resources.
Just south of the starting area there is a starter pack chest. Before the start of the game you can (or rather must if you want to be competitive) place a blueprint which will be converted using the elements from this chest at the start of the game. You can design this blueprint in training mode (tournament mode disabled in mod settings).
In tournament mode once the game starts all your blueprints (and ghosts that could not be replaced due to lack of material in the chest or due to being outside of the starting area) will be removed. The same goes for quickbar slots and inventory. Blueprint library will also be disabled.
Items that are unused by the starting blueprint remain in the chest and can be picked up after the start of the game.
The resources on the map are poor so that the games don't last too long and you can't camp near the starting area.

What Biter Clash aims to achieve:
Dynamic and fast-paced games.
Game balance with many different strategies being viable.
All (or almost all) researches being viable.
All (or almost all) weapons being viable. TDB: bring back the shotgun from 0.14 if possible.
Viability for both 1v1 and team gameplay.

What Biter Clash is not and is not meant to be:
Casual gameplay. This is a competitive game mode. You can play it casually but it will never compare to the base game.
Complete game overhaul - all the recipes are still the same, there are no new buildings with the exception of nests, no new items (although there might be a medpack in the future as a replacement for fish).
Compatible with other mods. While there might be elements from other mods added in the future Biter Clash is meant to be a standalone game.

Balance changes:
All ammo magazine size 10 -> 20
Red ammo damage: 8 -> 10
Yellow ammo damage: 5 -> 4
Grenade radius: 6.5 -> 5
Flamethrower overall damage reduced by 5/6
Flamethrower fuel consumption increased 5x
Flamethrower ammo type bonus for heavy oil: 10% -> 50%, for light oil: 20% -> 100%
Laser turret range: 50 (!!!)
Rocket silo researched (TBD), rocket requires only 10 parts
Poison capsule duration 25s -> 10s
Slowdown capsule duration 30s -> 10s
Biter upgrades:
Adrenaline - small biters move twice as fast and attack almost twice as fast
Alcohol - 4/5 of small spitters aim exactly at the target (not at the predicted location of the target) and have 16 range (3 more than normal small biter)
Resistance - medium biters resistances change to:
physical: 6/20%
explosion: 4/20%
poison: 95%
fire: 30%
laser: 5/30%
electric: 30%
impact: 4/30%
Heavy spit - medium spitters double damage
Sharp teeth - big biters double damage
Artillery - Big spitters max. range 40, min. range 20, 5 seconds cooldown (slow attack)
Regeneration - Behemoth biters regenerate 300 health per second
AoE spit - Behemoth spitter attack radius: 12
Upgrades:
Generally twice as good.
Shooting speed generally extra 10% compared to damage.
Steelaxe mining speed bonus doubled, additionally gives 20% handcrafting speed.
Tollbelt extra slots 10 -> 40, gives 40% handcrafting speed bonus.