Project CEVO

by ruhnva

Level up, research, unlock, and invest in your character. Utilize over 300 new items, new weapon customization, ai companions, artifacts, rings, combat mechanics(thorns/lifesteal/rifts/hit-effects/etc..) and more, to craft the perfect build. Take on over 30 new bosses, alongside variants, minions, rituals, and ambushes, in varying challenges and difficulties with your new gear. Grow your factory, and grow your character.

Overhaul
4 hours ago
2.0
792
Combat Armor Character Enemies Environment Mining

Changelog

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