"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!
Large total conversion mods.
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