Project CEVO

by ruhnva

"Grow your factory, & grow your character" ARPG meets Factorio: Advanced player progression with 1000+ options(Jobs, Professions, expertise, research, attributes, talents). 500+ new items: legendary drops, rings, artifacts, weapon attachments, AI Minions/Companions, alchemy, and more. New combat mechanics(thorns, lifesteal, evasion, amp, rifts, hit-effects, etc..), new active passives(heal, stun, slow, etc.). Face 30+ bosses, their minions, rituals, hordes, ambushes, and more!

Overhaul
4 hours ago
2.0
1.48K
Combat Armor Character Enemies Environment Mining

Changelog

Version: 0.92.102
Date: 07.17.26
  Balancing:
    - [ENEMIES]
      - Startup delay of wave/hordes increased by 25%
      - Ambush's now have a startup delay for negative outcomes
  Changes:
    - [TOOLTIPS]
      - Small adjustments to clean things up and improve formatting
      - Replaced font for tooltips to help them stand out more
      - Change font sizes again, to accommodate new font
      - Updated equipment tooltips to new formats
      - Updated combat related tooltips to new formats
      - Additional colors and specific formatting for more tooltips were added
Version: 0.92.101
Date: 07.17.26
  Minor Features:
    - [RINGS]
      - [Further cross between buffs and rings. New items, and additional drops from many existing sources]
      - 5 new rings added, related to existing buffs
        - Protection
        - Endulging
        - Disruption
        - Multi support buffs
        - Multi attack buffs
      - These are dropped via similar sources to recently added legendary equipment
        - Rituals
        - Hoarders, pack-leaders
        - Bosses
        - Also, Gluttony and Queen drop the tier 6 buff rings
  Balancing:
    - [BOSSES]
      - Most bosses had their resistances scaled up by ~5%
    - [RITUALS]
      - High tier rituals resistances increased by ~5%
      - Lowest tier rituals had their resistance reduced by 3%
    - [HIVES]
      - High tier hives resistances increased by ~5%
  Bugfixes:
    - Set a delay on when enemy waves can spawn in reaction to destroying trees. Preventing early attacks.
      - This should also affect other forms of wave/horde spawning
  Changes:
    - [TOOLTIPS]
      - [Tool tips have been partially reworked. Visually more appealing and with slightly better formatting]
      - Boss loot drop tooltips now show an icon of the item next to their name
      - Types/Tiers have been merged into a single category and color coded
      - Many tooltip categories are color coded to more easily parse information
      - Reduced total amount of text inside each category, to hopefully make things clearer
      - [This will continue to be improved over several updates. I'll be experimenting further with formats/colors/icons]
Version: 0.92.11
Date: 07.15.26
  Balancing:
    - [FLASKS]
      - Flasks now show some buff information, see tips and tricks for some additional information
    - [THREAT]
      - Threat multiplier sources increased again
    - [RESOURCES]
      - Base resources provided by mod had their stack sized increased to 999
  Bugfixes:
    - Rituals now spawn further out, to avoid overlapping with starting resources
    - Removed settings to disable internal systems(May return on release)
    - Fixed crash due to incorrect data on loot related careers and research
    - Removed some old logging elements
    - Career data(jobs/expertise/professions) now properly update from migrations
    - Lots of small localization & "Tips and Tricks" fixes[Credit:"BladesODoom"]
      - Typo fixes for several entries
      - Duplicate entries removed
      - Ambush page now properly appears
      - Welcome page now properly appears
      - Future localization of missing objects(Released with next major update)
Version: 0.92.09
Date: 07.14.26
  Balancing:
    - [WEAPONS]
      - Suppress Caliber: Damage reduced to be in line with low caliber
      - Suppress Caliber: Chance of slow applied increased to 0.075, from 0.05
      - Very small reduction of damage on low caliber
      - Magazine fed lmg damage scale increased, attack speed reduced, slowdown increased
      - Added drop chance for hormone modifiers from additional sources
      - Increased threat adjustment from hormone modifier by ~25%
    - [ENEMIES]
      - Pack Leader: HP tripled
      - Pack Leader: Loot quantity reduced, but quality increased
      - Pack Leader: Given a base line of resistances
      - Pack Leader: Reduced quantity of items dropped, but increased the quality
      - Hoarders: now drop better loot, but also slightly less quantity then before
      - Hoarders: HP doubled
      - Variants HP modifiers nearly doubled
    - [RITUALS]
      - HP increased by ~25%
    - [BOSSES]
      - Increased most end-game boss health by ~10-15%
      - All boss related hives have had their HP increased ~15-20%
    - [THREAT]
      - [With such a critical bug being fixed related to hormone modifier, I've increased threat generation a bit]
      - Threat multiplier increases from all sources slightly increased
  Bugfixes:
    - Fixed a critical bug causing hormone modifier to increase threat by 1, rather then decrease it by 0.0125
      - Added a migration change to fix any saves with extreme threat levels, reducing them down to much lower value
      - This is a major fix to the gameplay loop, so threat balancing will likely need to be reworked
    - Adjusted spawning logic for hordes and group entities to avoid spawning them inside invalid locations
      - Send a report if you still find them going forward(Already spawned entities will still be misplaced)
Version: 0.92.08
Date: 07.13.26
  Balancing:
    - [THREAT]
      - Hormone modifier spawn chance was increased in most places by ~30%
      - Added drop chance for hormone modifiers from additional sources
      - Increased threat adjustment from hormone modifier by ~25%
    - [RECIPES]
      - Reduced recipe costs of most structures by ~25% 
    - [BOSSES]
      - Increased most end-game boss health by ~10-15%
Version: 0.92.07
Date: 07.13.26
  Changes:
    - Cleaned up localization file
    - Added a Polish localization, kindly provided by "S3ba"
      - This localization will not be as actively maintained as the english one, as I cannot verify things myself
      - A credit section will be added to the main page and readme's soon!
Version: 0.92.06
Date: 07.12.26
  Balancing:
    - [FLASK]
      - Reduced ingredient costs of recipes
      - Reduced flask recipe requirements needed for higher tier recipes
    - [EQUIPMENT]
      - Legendary equipment talent buffs increased ~15-20%
      - Some legendary items were given debuffs to support their niche more
      - Most legendary energy costs reduced ~30-45%
      - Communicator drain reduced slightly
    - [COMPANIONS]
      - Bob recipe cost reduced
      - Other tier 1 and tier 2 companions received slight recipe cost reductions
  Changes:
    - Added more details to threat system in the relevant tips and tricks page
    - Added more details to a few other tutorials
    - Fixed a misplaced tips and tricks page
Version: 0.92.05
Date: 07.11.26
  Balancing:
    - [THREAT]
      - [The goal is ~10 minutes between waves until the late game, where you will need to use hormone modifiers]
      - Reduced threat multiplier sources ~35%
        - Hive kills
        - Ritual kills
        - Structure/Ambush kills
        - Boss kills(~20%)
        - Evolution events(~20%)
Version: 0.92.04
Date: 07.10.26
  Balancing:
    - [ATTACHMENTS]
      - [Rebuilding most attachments to be easier to craft and more thematic]
      - Many high tier attachment recipes now require more niche materials
      - All attachments received a pass and rebalance of material cost
        - Tier 1->2 had their cost reduced ~15%, some increased by ~10%
        - Tiers 3+ had their costs reduced by ~65%+, and their recipes are simpler on average
        - [Low tier materials may be swapped out in the future still]
      - Attachments now provide more variable talent adjustments
        - Many debuffs are stronger and more extreme
        - Many talents are stronger and more extreme as well
        - [Increases the impact of attachments, while keeping debuffs high for balance]
        - [This will be ongoing for a few updates, to line up the balance properly]
      - [Other changes will come with the next major patch, as they will require new saves]
        - Setting all attachment tiers to match the weapons tier
        - Adjusting which weapons have what attachments, and how many total
    - [SUPPLIES]
      - All supplies had their material costs reduced
      - Some adjustments on supplies have been increased
      - [Similar to attachment changes, for similar reasons]
Version: 0.92.03
Date: 07.09.26
  Balancing:
    - [ARTIFACTS]
      - Basically every artifact got a ~10-15% increase to bonuses
    - [ARMOR]
      - All armors had their talent bonuses improved ~15-25%
      - Early game armors had their talents improved by an additional ~25%
      - Some early game armors had their debuffs increased ~15%
      - Some late game armors had their debuffs decreased ~20%
      - Many legendary armors had their bonuses increased, and debuffs adjusted
      - [The goal was to have early armor feel more impactful, and all armor feel more specialized]
      - [We also want armor improvements to be from reduced debuffs, rather then just bonus increases]
Version: 0.92.02
Date: 07.08.26
  Balancing:
    - [COMMUNICATORS]
      - Reduced material cost by ~75%
      - Reduced emissions by ~33%
    - [EMPLACEMENTS]
      - Reduced energy drain for tier 2 emplacements
      - Reduced energy drain on all emplacements by ~35->50%
      - slightly reduced material cost for tier 2 emplacements
      - Reduced material cost of higher tier emplacements by ~60%
      - Reduced emissions by ~75%
  Changes:
    - Added a tips and tricks page that covers the initial tutorial at the start of the game
      - This should allow anyone who skips the dialogue to access it again at their own time
Version: 0.92.01
Date: 07.08.26
  Balancing:
    - [RESEARCH]
      - Most research without recipes have had their bonuses increased again
      - Most tier 1 exp requirements reduced
      - Most tier 2 exp requirements increased
  Bugfixes:
    - Jewelry workbench/crucible and alchemy station icons are now properly added
    - Gadgets and reinforcements no longer have selection boxes, removing some weird mining bugs and spam issues
    - Gadget collision boxes heavily reduced to avoid issues with moving while they're spawning
Version: 0.92.00
Date: 07.07.26
  Major Features:
    - [100+ new items: new progression tools, new challenging enemies, and new player gear have been added]
    - [This is also an introduction point to ~6 new systems, which will be expanded upon in the future]
    - [The goal was the expand the breadth of interactions, from the players and enemies]
    - [WARNING: A LOT of new things were added/changed, you will need to start a new save. Expect some bugs/crashes too]
    - [LEGENDARY TALENTS]
      - [Diviner][Corrupter][Technomancer][Manipulator][Protectorate][Mr. Factorio][Blessed][Cursed][Challenger][War Monger][Hoarder]
      - These are stronger forms of talents, hard to get and hard to find. More to be added in the future
      - They provide strong bonuses to multiple stats, and are intended to be complex to gather
      - Core of future achievement systems, and challenge systems
        - For example, challenger can be gained by killing all of the final bosses[Diablo, Beelzebub, Abaddon, Lilith, Gluttony]
        - These will also utilize some new loot systems to provide players with static or weighted drops as rewards
      - Currently available via late-game jobs/professions/expertise, and extremely rare items
      - New consumable items have been added as rare drops, which grant some of these talents permanently
      - In the future you may also see versions that include debuffs
      - [These act as additional late game rewards and goals for completing more specialized tasks]
      - [They are stackable, but hard to come by. Not build defining, but rather as additional rare rewards]
    - [BUFFS & FLASKS]
      - A new set of player tools and consumable items have been added. Both early game craftables and legendary versions
      - [BUFFS]
        - "Buffs" refer to temporary(rarely permanent) talent/attribute additions, or healing/combat passives
        - You cannot apply multiple of the same buff, but there is no limit on the total number of buffs active
        - Buffs can be applied via new flasks, or certain items(armor/equipment.etc...) can apply buffs while being worn
          - There are some un-upgradeable rings that apply a buff when equipped for example
          - These rings specifically wont stack their buffs, so you only need the one
          - They are also more powerful then their counterpart rings, at the given tier, as they cannot be upgraded or stacked
        - Buffs are fairly powerful, as you can only have one of each type, and they are typically temporary
        - Many new combat related stickers have been added as specific buffs. These may crossover to other items later
        - Buffs containing combat related passives will have a small animation that plays while active(animation is temporary)
          - A small tip page was made to hold buff data info, but the sticker applications cannot be shown yet. You will need to try them out.
      - [FLASKS]
        - "Flasks" are a new set of consumables that can be found(or crafted), providing a buff to the player
        - The alchemy stations has been added, where you can create these flasks, some must still be found
        - Many flasks can be combined in recipes to create stronger flasks
          - Most early game flask recipes can be found via research or technology
          - Typically 1 or more talent flasks can be used to craft a combat passive flask
          - Some rare flask recipes can be found/earned the require several talent or passive flasks to craft
        - Legendary forms of flasks typically provide permanent buffs, while crafted ones are time limited
          - These flasks can be farmed via bosses and other similar legendary drop sources
          - Legendary flask buffs usually apply special legendary buffs
        - Most flasks provide ~3->5 minutes of uptime for a given buff
        - Flasks typically provide combat buffs or one of the core talent buffs
        - There are multiple tiers for each flask, with higher version providing stronger buffs or longer up-times
        - ~10 new personal research options have been added, providing bonuses and new flask recipes
      - [Legendary flasks/buffs are intended to be as significant and rare as legendary talents. Serving as another end-game goal/tool]
      - [I also want the flasks to feel like part of a larger crafting process, each flask potentially building into other flasks]
      - [Craftable flasks are spammable and cheap, but need to be upkept. GUI indicators will be added in the future]
      - [You can view active buffs in the progression window for now]
    - [PACK LEADERS]
      - There is a new enemy archetype being added to minions and variants specifically
      - About 100% larger, 1000% stronger, and 30% slower
      - These serve as mini bosses, to help scale difficulty without such extreme jumps
      - Waves/Hordes are now lead by these pack leaders
      - Leaders drop stronger loot, and a lot of exp
      - This also provides room for new enemy responses that won't just be bosses or bugs
      - Pack leaders will drop all of the recently added passive items, and a large variety of other legendary items
      - They will be a core source of early/mid game legendary drops, as they will be easier to farm reliably
    - [HOARDERS]
      - A less serious enemy archetype that may randomly appear
      - About 300% larger, 2000% more HP, 70% slower, and 600% more experience
      - They provide good loots drops and extreme exp rewards
      - Luck can influence the chance of these spawning from certain player actions
      - Hoarders will drop all of the recently added passive items, and a large variety of other legendary items
      - More of an easter egg, or random event. Not meant to really be a challenge.
      - Hoarders should have a slightly higher chance of spawning from rituals
    - [GADGETS]
      - Gadgets are temporary summons of defensive tools. Spawning around the player during combat
      - [EMPLACEMENTS]: 12 initial equipment items have been added that support gadgets
        - Recipes can be found via technology, or early inside of personal research
        - Crafted with similar requirements to combat related equipment
        - Higher energy costs then typical equipment(Others have been lowered to compensate)
        - Early recipes are through the architect line, giving architects more combat value and options
      - 10 initial gadgets can be found and utilized, from bullets to biters
      - Gadgets deal damage to themselves over time, so they have a temporary lifetime
      - Gadgets can be targeted by enemies, adding another layer of aggro pull
      - These can technically be any form of entity. Typically turrets, traps, mines, etc...
      - Legendary and easter-egg gadget equipment can be found from various sources(mostly summoner bosses atm)
      - [This is an alternative to temp summons, both in use-case and theme]
      - [Gadgets will have non-legendary variants that can be crafted, along with legendary options]
      - [In the future there will be armor and talents that can spawn gadgets as well]
    - [REINFORCEMENTS]
      - Similar to gadgets added above, but for a temporary form of companions
      - Lower stats, and uncontrolled, but consistently spawn during combat to support the player
      - [COMMUNICATORS]: 9 initial equipment items that spawn reinforcements, based on existing companions
        - Similar crafting, and equipment set-up as gadgets
        - No early recipes via research, purely gained through technology
      - 1 reinforcement for each core companion available, legendary and easter-eggs to be added
      - All reinforcements are temporary and lose hp per tick until they die
      - Reinforcements can also be targeted by enemies, giving you more safety in numbers
      - [Another alternative tool for minions and summons, giving you even more options]
      - [These will be weaker and spawn less often then gadgets, as they can move around on their own]
      - [Their icons have representations for their type/tier. Might clean up and expand this to other places too]
    - [ON HIT EFFECTS]
      - There will now be various passives that support procing of on-hit effects
      - There is a calculated chance to cause some sort of combat/game response per hit
      - This is limited to twice per second, has a minimum cooldown, and is affected by cooldown stats
      - Currently there is only one related passive[demolition], this will expand later
  Minor Features:
    - [COMPANION QOL]
      - Companions no longer permanently die when killed by enemies
      - Companions will now be placed back into your inventory on death, with 1 health
      - Companion HP has been reduced to compensate this, as they no longer need to be as survivable to justify investment
      - Increased the pathing resolution for all companions, hopefully improving some tracking issues
      - [This change will hopefully make companions significantly easier to manage and much stronger]
      - [This also should make legendary and easter-egg versions much more exciting and worth using, as the risk is lower]
    - [NEW PASSIVES]
      - [DEMOLITION]
        - New combat passive [Demolish]
        - On hit chance to cause explosions
        - Can scale chance to create explosion, and number of explosions
        - 2 new talents [Demolisher=%chance of explosion][Explosive Expert=# of max explosions, scaled 1->6]
        - Pride and King Assassin Bug drop the new armor
        - [This is the start of on-hit chance combat effects, there will probably be a few more(poison, slow, fire, etc...)]
      - [LOOTER]
        - New combat/support passive [Looter]
        - Chance to drop additional loot under certain conditions
        - Boss, hive, and ritual kills can cause additional drops
        - May be expanded in the future
        - This marks the implementation of additional loot systems, that will be used for more then just passives
        - 1 new talents [Loot Goblin=%chance of additional loot drops]
        - Greed and Princess drop the new armor
      - [RAGE]
        - New combat passive [Rage]
        - Stacking damage bonus based on recently killed enemies
        - Each enemy kill adds % damage up to a max
        - After about 12 seconds, the bonus resets back to 0
        - 2 new talents [Hatred=%damage rate][Grudge=%damage max]
        - Pride, Diablo, Husk drop the new armor
      - New legendary gear related to these passives:
        - 3 new armors
        - 5 new equipment
        - 6 new artifacts
        - 3 new rings
      - 9 new personal research available
      - 9 new expertise available
      - Rituals have a very small chance of dropping the new aspects(lesser artifacts) and rings
      - Hives, minions, and medium tier variants all have a small chance of dropping the new rings
      - Any boss with more then 35000 hp can drop the new equipment and essences(greater artifacts)
      - High tier hives also drop all recent passive equipment
      - [Similar to previous passives added]
    - Renamed and recolored damage amp artifacts, to avoid confusion
    - Renamed or changed other rage themed items from damage amp, so themes are consistent
    - [TEMP SUMMONS]
      - Added 2 new items to temp summon items, built off of and scaled from necronomicon
      - Necronomicon equipment now scale better from early to late game
      - Added 1 other temp summon item, spawning companion style units
      - Temp summons in general had a small rebalance
  Balancing:
    - [BURST WEAPONS]
      - Low Ordinance Projectile: damage reduced ~15%
      - Large Ordinance Projectile: damage reduced ~15%
      - Hand Mortar: Fire-rate decreased by ~10%
      - Belt Fed Launcher: Fire-rate decreased by ~15%
      - Low Ordinance LMG: Fire-rate decreased ~15%
      - Low Ordinance Shotgun: Fire-rate decreased ~15%
      - Low Ordinance Shotgun: Slowdown increased ~15%
      - [More tuning around the intended playstyle of burst weapons, explosives in particular]
    - [LOOT]
      - Reduced ring drop rate from rituals and hives
      - Hives now only drop greater souls at tier 3+
      - Lesser soul drop on higher tier minions/variants now slightly reduced
    - [MINIONS]
      - Soul Orb: HP reduced ~10%
      - Soul Orb: Fire-rate reduced ~25%
      - Soul Orb: Movement Speed reduced ~25%
      - Rat: Reduced hp by ~10%
      - Rot Fly: Reduced hp by ~20%
    - [RITUALS]
      - Adjusted spawn ratios at certain evolution tiers
      - Soul orbs spawn less frequently overall
      - Other minion types spawn more often at later stages
      - New pack leaders now spawn in rituals
      - Some rituals now contain variant bugs
      - Later stage rituals generate further from player spawn
      - Reduced enemy spawn counts of low-mid tier rituals
    - [THREAT]
      - Threat now starts increasing after ~6 minutes, instead of as soon as you start the game
      - Reduced tick threat increase ~70%
      - Reduced threat multiplier sources ~50%
      - Stopped an error with hormone modifier overuse causing issues with scaling
      - Slightly reduced the chance of hordes spawning overall
      - [Threat is currently the biggest issue, I would rather it was too low then too high]
      - [Will be changing the way threat works in the late game, and focusing on quality > quantity for waves/hordes]
    - [WAVES/HORDES]
      - Wave and hordes are now more difficult, containing much stronger enemies, and newly added pack leaders
      - Focusing on improving quality > quantity going forward
      - Trimmed out the average quantity of hordes/wave enemies
      - A lot of new wave/horde variations have been added
      - [With threat being significantly reduced, I still want there to be combat related consequences to actions]
      - [Combat is still the core focus, but instead of spawn frequency being the core difficulty scaler, it is now enemy types]
      - [Hopefully this means less defenses are needed, and you can take a moment to properly respond to threats as they appear]
    - [CAREER]
      - Some tier 6 jobs/expertise/professions with no legendary talents have been buffed
      - Some buffs to higher tiered research that do not provide any recipes
      - Recipes have been added for flasks to some research options
    - [EQUIPMENT]
      - All equipment had their energy costs reduced by ~10%
      - Reduced tier 1 and tier 2 equipment material and energy cost ~50->65%
      - Necronomicon equipment height reduced by 1
      - Necronomicon can now be upgraded for much cheaper
      - All temp summon items are much easier to find
      - Reduced damage applied to temp summons each second
      - Increased spawn-rate of temp summon items
      - [Temp summons are supposed to be spam heavy, typically paired with companions for a minion style build]
      - [May change temp summons to have no hit boxes, but die from negative regen]
    - [RINGS]
      - Reduced the time it takes for early tier rings to craft
      - Increased the time it takes for late-game rings to craft
    - [EASTER EGGS]
      - All easter eggs had their upgrade cost reduced by ~50%->75%
      - All easter eggs had their drop chance increased by ~15%->25%
      - Most easter eggs will have additional ingredients added to their recipes
      - [Previously too high of an investment for the return, hopefully this makes them worth the time]
    - [PEACEFUL]
      - Further reduced threat adjustments and values
      - Added world bosses back into the game, but they're now further away instead
    - [HARDCORE]
      - Hardcore now has a greater affect on threat
      - Hardcore now makes world bosses spawn closer
      - [Hardcore and peaceful now better exaggerate their changes, while not removing new content or mechanics]
      - [Both versions are in need of some testing and comparisons to fine-tune the numbers however]
  Bugfixes:
    - Fixed some incorrect research requirements for recently added passives
    - Fixed crash from insurance passive
    - Fixed crash from companion kill/mined while the owner player is offline
    - Fixed crash and desync when players attempt to join a server while online players were in combat
    - Fixed crashes related to player notifications trying to attach to a players character when one did not exist
    - Fixed an issue with pollution tiers increasing multiple times at certain points and reaching beyond possible values
      - There is also a system in place to fix saves that are already beyond this point, but it will cause some jank
      - Resets back down to 1, and will instantly cause potentially several boss events from lower tiers to replay again
    - Fixed crashes related to event calls where player and target surfaces differ
    - Update some tooltips with proper information
  Changes:
    - Added some new tips to the tips and tricks menu
    - Reworked some old tips, rewrote a few things
    - [The tips and tricks for cevo will serve as an early wiki for now, hopefully I can get a real one up eventually]
Version: 0.91.77
Date: 05.28.26
  Balancing:
    - [BURST WEAPONS]
      - Tactical Shotgun: slowdown increased ~25%
      - Tactical Shotgun: firerate reduced ~10%
      - Tactical Shotgun: damage reduced ~5%
      - Dragon Breath Shotgun: firerate increased ~10%
      - Dragon Breath Shotgun: damage increased ~10%
      - Dragon Breath Shotgun: reduced attribute requirements increased ~10%
      - Hand Mortar: range reduced ~25%
      - Hand Mortar: fire-rate reduced ~10%
      - Hand Mortar: slowdown increased by ~15%
      - Hand Mortar: now shoots new projectile, ~25% less aoe, ~20% less damage, ~15% reduced projectile speed 
      - Belt Fed Launcher: range increased ~10%
      - Belt Fed Launcher: fire-rate increased by ~10%
      - Belt Fed Launcher: slowdown reduced ~10%
      - Belt Fed Launcher: reduced attribute requirements by ~10%
      - [Progression between weapon stages needed to be more impactful, and the identity for this archetype more exaggerated]
      - [Burst should be low total damage output, but high aoe and clear. Pierce is damage, Suppressive is mixed]
    - [LOOT]
      - Reduce rings drops from variants/enemies by ~35%
      - Increased hormone modifier drop chance
  Bugfixes:
    - Ring of atrophy crash fix
    - Fixed a crash when moving to a new surface while an enemy wave was queued
    - Added tooltip to hormone modifier, the item reduces threat multipliers
Version: 0.91.76
Date: 05.26.26
  Bugfixes:
    - Added a command to force complete a research, to allow players to fix problematic research before they're fixed
    - Fixed research changes not procing on new update, typos should be fixed for existing saves
Version: 0.91.75
Date: 05.26.26
  Minor Features:
    - [INSURANCE]
      - New combat passive [Insurance]
      - Can save you from instantly dying from a large portion of damage
      - Large cooldown between uses
      - Stat improves the cooldown, and damage threshold required to activate
      - Recovers full hp on activation
      - Calculation: HP-Ratio >= 0.25/(insurance-0.975)
      - [Feedback on it's effectiveness is needed. The game has many small hits to do damage, so this may be hard to use]
      - [I may rework this to a guarantee heal, with each % accounting to hp% healed, or I may make that a separate talent]
      - 1 new talent [Insured=%cooldown reduction, %damage threshold]
      - Added new legendary gear containing new passive:
        - 1 new armor
        - 1 new equipment
        - 2 new artifacts
        - 1 new ring
      - Added 3 new personal research and expertise
      - Rituals have a very small chance of dropping the aspect(lesser artifact) and ring
      - Hives, minions, and medium tier variants all have a small chance of dropping the new ring
      - Queen and Lilith drop the new armor
      - Any boss with more then 35000 hp can drop the new equipment and essence(greater artifact)
      - High tier hives also drop all recent passive equipment
      - [Similar to previous passives added]
  Balancing:
    - [THREAT]
      - Reduced impact of threat per tick by about half
      - Heavily reduce impact of threat from hives, slightly from bosses
      - Increased threat from evo events(pollution)
      - Reduced threats influence on wave frequency slightly
      - Increased threat reduction after a wave/horde has spawned
      - [Threat seems to quickly get impossible to manage, this should help. You can also toggle peaceful mode to further adjust this]
  Bugfixes:
    - Fixed a few typos with research requirements
Version: 0.91.71
Date: 05.25.26
  Minor Features:
    - [EVASION]
        - New combat passive [Evasion]
        - A chance to dodge an attack, resulting in damage being negated
        - Exact calculation for this is weird(similar to critical hits)
        - Luck will influence how often evasion procs
        - Evasion can only mitigate 75% of attacks at max
      - [Feedback on it's effectiveness is needed]
      - 1 new talent has been added [Elusive=%chance to dodge]
      - Added new legendary gear containing new passive:
        - 1 new armor
        - 1 new equipment
        - 2 new artifacts
        - 1 new ring
      - Added 3 new personal research
      - Added 3 new expertise
      - Rituals have a very small chance of dropping the aspect(lesser artifact) and ring
      - Hives, minions, and medium tier variants all have a small chance of dropping the new ring
      - Duskdancer and Beelzebub drop the new armor
      - Any boss with more then 35000 hp can drop the new equipment and essence(greater artifact)
      - [Loot patterns and implementations are exactly the same as damage amp, for now]
    - [EXP & DROPS]
      - Replaced EXP sounds with all new versions
      - EXP volume from crafting specifically is reduced
      - [Feedback on exp noises would be helpful!]
      - Small animation now plays when rare loot is dropped by bosses or caches
    - [DIFFICULTY OPTIONS]
      - There are now 2 new difficulty modes, peaceful and hardcore
      - Peaceful: 75% reduction in combat events(waves/hordes/threat increase), no world-boss, no ambush bosses
      - Hardcore: 25% increase in combat events, and threat increases
      - [This should give players the option to increase difficulty, or have a more relaxed run while still using the new systems]
  Balancing:
    - [LOOT & ENEMIES]
      - Added more loot sources for damage amp/evasion rings
      - Hives and rituals now have a small chance of dropping the damage amp/evasion equipment
      - Loot for minions/hives/rituals/variants have been altered
      - Early tier drops are phased out in later stages
      - Late game drops are increased in general
      - Hives, minions, and variants now have high legendary drop chances at higher tiers
      - Minions have been given loot, similar to variants and normal enemies(before it was nothing)
      - Minion exp rate has been increased due to their more limited use
      - Variants have been given a dynamic exp range, resulting in a big increase
      - Increased chance of drops for rituals
  Bugfixes:
    - Fixed a crash with attachments/supplies and the quality system
Version: 0.91.66
Date: 05.24.26
  Balancing:
    - Added 3 new expertise for damage amp, these build directly from new research
    - Increased conduit numbers across the board, should be more abundant
    - Made damage amp equipment easier to get
    - [Damage amp is a more complex form of combative, so it should be more available to compensate]
Version: 0.91.65
Date: 05.23.26
  Minor Features:
    - New combat passive [Damage Amp]
      - Applies a amplifying damage boost over time, as you deal damage
      - Resets back to 0 after 2 seconds of dealing 0 damage
      - Can be scaled via max damage% or by speed of amplification
      - Amp scales once per 30 ticks or twice per second
    - 2 new talents added for damage amp [Conduit=Damage% Max][Reactive=Speed of Amp]
    - Added new legendary gear containing new passive
      - 1 new armor
      - 2 new equipment
      - 2 new artifacts
      - 1 new ring
    - Added 3 new personal research that provide these new passives
    - Rituals have a very small chance of dropping the aspect(lesser artifact) and ring
    - Hives, minions, and medium tier variants all have a small chance of dropping the ring
    - Ambereye and Pride drop the new armor
    - Any boss with more then 35000 hp can drop the new equipment and essence(greater artifact)
    - [I plan on adding a lot more combat passives similar to this update]
    - Code around damage calculations has been altered slightly, small performance improvement
  Balancing:
    - Due to code changes, crit_triggers now have a 30 tick delay. Need feedback on if it needs buffed...
  Bugfixes:
    - Fixed localizations of some recently added content
  Info:
    - There is a bug with an unknown mod causing the dangerous research machine to crash on startup. Let me know on discord if you run into it.
Version: 0.91.05
Date: 05.22.26
  Minor Features:
    - Added another later game ritual
    - Added 3 new late game rings
    - [These rings should be a bit more powerful, but spawn at half the normal rate as usual.]
  Balancing:
    - Healing items increased by ~10-15%
    - Companions base hp increased ~10-15%
    - Some rituals now generate further from the spawn area
  Bugfixes:
    - Fixed recipes disappearing in certain situations(Hopefully)
    - Fixed expertise completed color
Version: 0.91.03
Date: 05.22.26
  Balancing:
    - Initial delay before wave/hordes increased to 6 minutes
    - Threat influence on wave/horde rate reduced by ~10%
    - Reduced chance of horde spawning instead of wave by ~20%
    - Waves/hordes threat reduction on spawn increased
    - Threat multiplier from hives/rituals reduced by ~30%
    - Threat increase per tick reduced by ~50%
Version: 0.91.02
Date: 05.21.26
  Bugfixes:
    - Right click crash on rings fixed
Version: 0.91.01
Date: 05.17.26
  Major Features:
    - [GUI REWORK]
        - GUI visuals have been nearly entirely reworked. This is a big change, and deviates from the usual themes of Factorio.
        - All GUI menus had elements changed or removed to improve clarity, and reduce clutter
        - HUD GUI elements have been replaced to be thematically consistent with the overall mod
        - Talents/bonuses/etc... now display in a more compact and readable manner
        - Artifact menu is properly working and displaying info
    - [RINGS]
        - Rings have been added to the game
        - Each rings takes up a weapon slot, and provides strong bonuses. They have no attacks
        - Can stack as many rings as you have weapon slots
        - Rings can be upgraded, up to tier 6, through high material and time cost(These are meant to be end-game investments)
        - Legendary rings can be dropped from the newly added rituals
        - New jewelry crafting machines can be used to upgrade rings
        - Around 10 ring variations to start, each upgradable to some extent 
        - Rings can provide talent/attribute/crit/leech/thorn bonuses
        - [Early game->Small % supplement, Late game->Core stat items. Can be stacked and mixed/matched]
    - [RITUALS]
        - Rituals have also been added to the game, similar to caches
        - Small, fast acting hives with new minions and spawns
        - A new source of exp, materials, and loot
        - No chance for boss spawns, the hives themselves are tough enough
        - Rituals will increase your threat, so be careful of how many you destroy
        - [A combat oriented, low risk, medium reward system. Less of a gamble compared to caches]

  Minor Features:
    - A temporary migration script has been added to help with compatibility between versions. No full guarantee though
    - Companion rework, see balancing
    - Enemies now spawn using a chunk based system. Gone(hopefully) are the days of enemies spawning on top of your base
    - Because enemies now spawn further away, and more predictably, enemy horde/wave sizes have increased.
    - [Enemies spawn in one direction. Less spread out defenses, less need for auto defenses, allowing you to actively defend everything]
  Balancing:
    - [COMPANIONS]
        - Tier 1 companion material cost by another ~25%
        - Tier 3-6 companion material cost reduced by 75%
        - Companions now stack in inventory
        - All supplies material cost reduced by ~55%
        - Pierce companions had their pierce damage improved and range/fire-rate improved by ~25-35%
        - Suppressive companions had accuracy slightly improved and fire-rate slightly improved 
        - [Companions really should be spammed and less investment, treated as cheap minions]
    - [ARMOR & EQUIPMENT]
        - Tier 1-2 armor material cost reduced by another ~15-20%
        - Tier 1-3 armor % resistance increased ~5-10%
        - Tier 4+ armor negative traits reduced ~10-15%
        - All legendary armors now have an equipment inventory by default
        - Many early tier armors now contain a "pocket" sized equipment grid, more armors overall have grids
        - Tier 1-3 equipment have had their material cost reduced ~25-50% but now require a small amount of basic-research
        - [This should give early game armors a boost in usefulness, and push the importance of equipment]
    - [WEAPONS]
        - Tier 1 weapons had cost reduced by ~35%
        - Increase most projectile sizes by another ~5-10%
        - Handcannon and Auto pistol cost reduced by ~20%, dps reduced by ~5%
        - Charge rifle and arc rifle range increased. Arc rifle damage increased
        - Reduced high caliber pierce damage slightly
        - Enemies again had their AI changed to focus on players(fixed a command issue that ignored player position updates)
        - Pierce weapons had their slowdown increased, but damaged increased to compensate. ~10%
        - Suppressive weapons had their movement slow reduced, more on the smg's. ~10-15%
        - [Pierce->Bosses, Burst->Ad-Clear, Suppressive->Mixed]
    - [OTHERS]
        - Nerfed hp bonus from strength and investment by 1
        - Nerfed defense bonus from strength by 0.005%. You should stack more sturdy + good armor for tanky stats
        - Personal research cost increased on average
        - Increased healing from consumables by ~25%
        - Increased exp from consumables by ~15%
        - Waves now spawn ~10-20% more enemies
        - Enemy variants have been buffed another ~25%
        - Threat multiplier on hive kills have been reduce ~25%
        - Threat active increase per tick has been reduced by ~60%
        - Threats influence on wave/horde spawnrate has been reduced by ~25%
        - Cache noise functions have been altered, caches should spawn a bit more spread out
  Bugfixes:
    - Fixed crash from evo event horde spawn
    - Fixed duplicating attributes and talents on rare occasion
    - Fixed out of bound value error on high talent amounts
    - Fixed crash when player was dead and enemy ai commands finished
    - Fixed occasional crash on enemy death
    - Fixed exp bug with research queue/unqueue system
    - Completed expertise now appear at the bottom of the expertise list
    - Fixed some projectiles still damaging allies
    - Item info panels now properly show crit-triggers/leech/thorns
    - Fixed a few more missing localizations
    - Fixed some weapons stopping your movement entirely
    - Rituals, and caches now have different map colors from typical enemy structures
    - Cache decorations and overall random spawning has been made more consistent
    - Fixed player death causing some bonuses to duplicate
Version: 0.9.095
Date: 05.12.26
  Minor Features:
    - Threat has been entirely reworked, and now includes a gui bar! Threat will now adjust based on actions, and rise overtime, until enemies have spawned.
    - HUD is now adjustable, with a small tab on top. Along with some adjustments to size.
    - Added a small system that inserts filler ammo when a cevo weapon is added. Cevo weapons use no ammo, but need them in slots to use hotkey swapping
    - Exp and warning sounds can now be adjusted in mod-settings, so you can turn them down if needed
  Balancing:
    - Most projectiles received a 10% damage increase, and 30% size increase
    - Boss spawns for evo events have been normalized across the board
    - Waves are a bit strong
    - Variants now provide stronger stats, hopefully they stand out more(will be expanding in the future)
    - Threat increases from actions are larger, but the decreases are now consistent
    - Threat now rises overtime, and scales as you kill bosses/encounter evo events
    - Pierce weapons had their accuracy increased another ~10%
    - Hordes now focus the player significantly more, meaning your base progress should be easier
    - Companions tier 1-3 had material cost reduced ~35% and damaged reduced ~10%. Ideally these are more spam/aggro then core damage
    - Tier 1 companions now have slightly improved aoe
    - Personal Research cost increased by ~10-15%
    - Tier 2 armor material cost reduced ~15%
  Bugfixes:
    - Fixed crash with enemies spawning off nauvis in some cases
    - Fixed crash with companion supplies, when more then 1 was added
    - Fixed issue with some companions not registering in ai
    - Fixed localization for companions, technology, and some new systems
    - Partially fixed bug spawn logic, so they now attack bases less, focusing on the player instead
    - Fixed some companion combat bugs with modified companions
  Info:
    - Added tooltips for supplies/attachments, modifications cannot be undone
    - Tutorial on first weapon equip
Version: 0.9.075
Date: 05.07.26
  Minor Features:
    - Added EXP source for crafting items(This might be too strong/weak to start). This scales based on energy_required, so the longer it takes, the more exp. This is an early game exp source, not intended for mid/late game.
  Balancing:
    - EXP multiplier asymptotically reaches 3x instead of 2x, so mid/late game exp should scale higher
    - All tier 1-3(early game) weapons have their requirements reduced by ~15%-20% and material cost by ~15%
    - Most tier 1-3 armors had their requirements reduce, and their debuffs reduced
    - All companion hitboxes are increased in size
    - Companion selection boxes are now larger then their hitbox
    - All companions currently use a normalized hitbox and selection box. Should be easier to pick them up
    - 30% fire-rate increase to [magazine fed lmg, armor piercing rifle, anti-material rifle,]
    - 10% fire-rate increase to [bio submachine, low velocity lmg, low weight lmg]
    - Low/high caliber rifle, fire-rate buff, damage buff, and reduced movement slow
    - High caliber projectile now has 150% more piercing damage
    - Tier 1 bosses movement speed reduced ~20%
    - Reduced threat multiplier increased from boss kills, so threat scales more directly to evolution
    - Many attachments had firerate reductions improved(or removed), and firerate increases improved. Some had debuffs added, overall should be buffs to early attachments
  Bugfixes:
    - Fixed rare crash when a draw text was called
    - Companion AI has been altered to reduce poor responses
    - Fixed incorrect text on companion pick up
    - Fixed incorrect stats on companion supply window
    - Fixed crash on supply menu when adding supply to companions
    - AI pathing resolution improved to reduce them getting stuck on trees
    - Legendary companions AI have been reworked to use the normal companions system
    - Fixed crash when removing equipment from non-player equipment grid(vehicles, spiderbot, etc...)
    - Fixed a bug with adding and re-adding armor while equipment is in the grid
    - Fixed localization for some items
    - Fixed localization for companion supply gui
    - Fixed bug with enemies spawning in space
    - Enemy horde/wave sounds now call more consistently
    - Actually fixed worms not giving exp rewards this time
  Info:
    - Added tutorial that pops up after first companion is placed down
    - Added info when threat gets increased, so players are aware of what actions increase it
Version: 0.9.06
Date: 05.06.26
  Balancing:
    - Reduced hunter's damage output by ~10%
  Bugfixes:
    - Fixed companion damage crash after save load
    - Fixed companion hud toggle crash after save load
    - Due to the nature of the above bugs, you need to pick up and replace your companions, load a save from before placement, or start a new save. Sorry!
Version: 0.9.05
Date: 05.06.26
  Balancing:
    - You now start with 1 free expertise point
    - Thunderbug now has an additional attack pattern
    - Low velocity submachine gun accuracy increased ~10%
    - Basic & Advanced materials now require 1 ore to smelt(down from 3)
    - Intelligent & Self-replicating materials now require 2 ore to smelt(down from 3)
  Bugfixes:
    - Fixes for some career data checks
    - Other internal code fixes
    - Localization for new ores
Version: 0.9.04
Date: 05.06.26
  Balancing:
    - Maras Embrace/Forgiveness Increased rift spawn rates
    - Hell/necro/bug hives now grant more exp(base game hives are unaffected)
  Bugfixes:
    - Exp properly shares between players in multiplayer
    - Exp causes crash if player is respawning
Version: 0.9.03
Date: 05.06.26
  Compatibility:
    - Testing some rampant compatibility inclusions(not working)
  Bugfixes:
    - Expertise values update
Version: 0.9.02
Date: 05.06.26
  Balancing:
    - Ambush's should happen more frequently
  Bugfixes:
    - Evolution event bug
    - Ambush ai settings
Version: 0.9.01
Date: 05.06.26
  Bugfixes:
    - Crash on personal research completion
    - Several GUI crashes
    - Worms now provide exp
    - Variants now provide exp
Version: 0.9.0
Date: 05.05.26
  Major Features:
    - Initial beta release. See mod page for feature-set
  Modding:
    - This section will typically have notes of people extending this mod...
    - Docs are wip but do exist at: https://cevo.dev/docs/
  Credits:
    - RafaelMatos
    - Pixel-Banner
    - Penusbmic
    - Papoy Core
    - GandalfHardcore
    - Jcrown
    - Atelier Magicae