Languages: EN/RU.
Vanilla Changes:
- Piercing Shotgun Shells: moved to Military 2 and reduced pellet count to 12.
- Energy Shield MK2: increased regen rate from 12/s to 18/s. Now goes in line with +50% energy cost compared to T1 shield.
- Tank Machine gun: added +50% damage bonus.
- Tank Flamethrower: added +20% damage bonus.
- Car Machine gun: added +50% damage bonus.
- Car: buffed resistances to player's Heavy Armor level.
- Nigthvision Goggles: reduced size to 1x1.
- Discharge Defense: now scales damage with Energy weapons damage research, starting from level 2.
New equipment and items:
- Discharge defense MK2: an improved version of Discharge Defense, featuring automatic activation and increased damage.
- Personal laser defense MK2: improved version of MK1, have 18 range, 2.5 fire rate and 40 laser damage, very end-game'ish weapon.
- Portable solar panel MK2: an improved version of MK1, featuring 2x2 size and 180kw output. A good mid-game item before you get Fusion Reactor.
- Exoboots: early tier of movement equipment, unlocked earlier than Exoskeleton, has 2x2 size and only +10% movespeed bonus.
- Fusion Reactor MK2: lategame reactor, infused with alien artifacts, has 1MW output.
- Personal Battery MK3: lategame battery that can storE 1GJ of power. Requires alien artifacts to craft.
- Medical Backpack: 3x3 sized equipment, heals player/vehicles (except spidertron) for 30/s over 10 seconds, also grants +10% movespeed.
- Engineer Backpack: 3x3 sized equipment, slows nearby enemies by 50% for 20s.
- Military Backpack: 3x3 sized equipment, spawns 1 defender drone near player every 5s if there're enemies nearby.
- Healing Capsule: a special grenade for your healing purposes! Spawns a healing splash on the ground, standing in splash heals for 60/s and passing by applies heal over time for 60/s over 5s. Can be unlocked at Military-1 research.
- Industrial Fishing: a new tech, which allows to filter water sources and catch raw fish for Healing Capsule mass-production. Recipe is available at Chemical Plant, crafts 5 raw fish every 60s.
New weapons:
- Heavy Rifle: based on famous Bolter from WH40k, this rifle is available after Military 4 research, sporting 5 fire rate, 22 range and whopping +100% damage bonus. For the Emperor!
- Grenade Launcher: available after Military 3 research, launcher have 2 fire rate and 30 range. Uses special ammo, which is made from common Grenades/Cluster grenades, Poison/Slowdown grenades and Uranium.
- Heavy Pistol: new progression item for Pistol, featuring 3 fire rate, 15 range and insane +150% damage bonus. Initially, it has worse DPS than Submachine Gun, but it gets better and better the more armoured units you see.
- Heavy Flamethrower: improved version of standard Flamethrower, has 50% less ammo consumption modifier, +3 range and +20% damage bonus compared to it's predecessor. Unlocked at Military 5 tech.
- Mortar: a new long-range weapon to fight with nests on foot. Have 50 range, 0.25 fire rate, uses Mortar Bombs from Ironclad. Only works if AAI:Ironclad mod is installed.
- Uranium Shotgun Shell: a new late-game ammo for your shotgun taste! Unlocked at Uranium Ammo research, have 12x24 physical damage.
New turrets:
- Rocket Turret: a new end-game turret with 1200 health, 36 range, 8 min range, 0.5 fire rate, takes vanilla rockets. Have priority for higher health targets.
- Cannon turret: a new mid-game turret with 1100 health, 30 range, 10 min range, 0.67 fire rate, takes vanilla cannon shells. Have priority for higher health targets.
- Mortar turret: a new mid-game artillery to help with nest clearing. Have 800 health, 80 range, 10 min range and 0.15 fire rate. Only works if AAI:Ironclad mod is installed as i don't have any of it's assets.
Alien Economy:
- Alien Artifact: enemy spawners drop 1 artifact upon kill, they're used for special crafting. (works with modded nests from Armoured, Toxic, Explosive, Cold biter mods).
- Alien Module 1-3: infuse 3 vanilla modules with alien artifacts to combine their effects into 1 powerful module, without drawbacks of their vanilla counterparts. The recipe is very costly, though.
- Booster Capsule: infused with alien power, this capsule increases players run speed by 50% for 3 min.
- Hybrid Walls and Gates: a new end-game walls made from alien artifacts, refined concrete and stone walls. Provides supreme protection.
- Artifact Synthesis: a new tech to synthesize artifacts in endgame. Takes 100 artifacts and 100 raw fish and grants 101 artifact.
- Artifact Liquefaction: a new way to get crude oil from alien artifacts at ratio 1 artifact = 500 crude oil. Fairly early-ish technology.
- Artifact Conversion: another sink of unneeded artifacts, allows to convert artifacts into stone/coal/copper/iron ore.
If Past's Defense Stuff mod is installed:
- Tesla Turret: raised range from 10 to 20 and added small AoE. Should be more valuable in late-game as slowdown-AoE turret.
- Shotgun Turret: added scaling with Physical Projectile Damage research, same as for vanilla Gun Turret.
- Dragon's Breath shotgun ammo: removed fire dot from initial hit to make ammo less OP.
- Fully translated to Russian language.
If Armoured Biters mod is installed:
- Fully translated to Russian language.
If AAI Vehicles:Ironclad mod is installed:
- Mortar bomb: damage raised from 50 to 100.
- Fully translated to Russian language.
If KJ_Fuel mod is installed:
- Fully translated to Russian language.
If KJ_Bulldozer mod is installed:
- Bulldozer: now can use both KJ and vanilla fuel, recipe is unlocked earlier and doesn't require Blue science packs. Resistances raised to Tank levels. Happy ramming damn biter nests!
- Fully translated to Russian language.
Possible incompatibilities:
- Alien Loot mods.
- Cannon/Rocket turret mods.