Project CEVO

by ruhnva

ARPG x Factorio: Level up, research, unlock, and invest in your character. ~500 new items, weapon attachments, ai companions, artifacts, rings, flasks, combat mechanics(thorns/lifesteal/evasion/amp/rifts/hit-effects/etc..) and more, to craft the perfect build. Fight dozens of new bosses, from world bosses to special hives, alongside variants, minions, rituals, and ambushes, in varying challenges and difficulties with your new gear. Grow your factory, and grow your character.

Overhaul
3 hours ago
2.0
1.11K
Combat Armor Character Enemies Environment Mining
Owner:
ruhnva
Source:
https://codeberg.org/ruhnva/cevo
Homepage:
https://cevo.dev/
License:
GNU LGPLv3
Created:
2 months ago
Latest Version:
0.92.01 (3 hours ago)
Factorio version:
2.0
Downloaded by:
1.11K users




Latest News:

0.92.0 has released as of July 7th. Check out our patreon announcement for more info: https://www.patreon.com/ruhnva/posts/cevo-0-92-backup-163125689?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link

Welcome to Project CEVO!

Experience over a thousand new things, with new player progression, ai companions, bosses, weapons customization, and more. Gain power by completing researching, investing in expertise, and unlocking professions or jobs. Specialize your character with attributes, gear, legendary items, artifacts, rings, and talents. Every research unlocked, expertise gained, profession/job applied grants you new bonuses and stats. New items and equipment provide increases to your power, through bonus attributes, talents, and unique abilities(thorns/lifesteal/rifts/hit-effects/etc..). Craft unique builds by specializing your character in a million different ways, and by utilizing over 500 new items to perfect your playstyle. Use these new tools to take on newly added bosses, minions, hives, rituals, and other challenges.

We make almost no changes to the original items or gameplay loop of Factorio. This mod is non-destructive, and an additive experience. Inspired by Vampire Survivors, Diablo, Hellgate:London, etc... We are building an ARPG inspired gameplay loop on-top of Factorio. Grow your factory, and now grow yourself.

Please keep this in mind!

This is an active beta so expect:

  • Bugs/crashes/save issues
  • Unfinished menus and art
  • Nauvis is the only tested planet
  • Space-age stuff is wip
  • Balance issues
  • Missing content
  • Compatibility varies
  • Editor mode, map editing, and scenarios are unsupported for now
  • You should not use this on a long-term save
  • You will likely need to start a new save for each major update

Mod compatibility is untested, and post-nauvis content is untested...

No AI was used in the creation of this mod.

You can checkout the current roadmap at https://cevo.dev/

CEVO progression is horizontal, it does not replace or take over the normal factorio progression. We've added many complex systems, each layered on top of one another.

Current progression follows:
[Personal Research] -> [Expertise] -> [Profession] -> [Job]

Players now have levels. Each level provides attribute points and expertise points. Some items, gear, and progression options are locked behind certain levels. There are currently 7 attributes. Each attribute has their own player stat bonuses, and are used in various unlocks or requirements. These attributes can be gained through equipment, armor, artifacts, or player progression.

There are 3 core parts of career progression...

  • Jobs
  • Professions
  • Expertise

Each provide their own stats, and have their own requirements. Jobs/Professions are pseudo classes, providing core buffs and changes. Expertise are small stat increases, which are obtained using expertise points.

Talents are a core part of player progressions, gear progressions, and itemization. Talents provide % stat increases. They are found in many places, from armor to professions. These can be seen in the menus and tooltips for the relevant item. You can also track your current talent amounts inside the progression menu.

Debuffs also exist, which are % stat decreases. These serve to balance out items and progression. They can also be seen in the progression menu.

Research is unlocked through shared exp and provides additional talents and bonuses. These are directly tied with equivalent expertise, which build into progression, and then jobs.

Pollution and evolution are now broken into 6 core tiers. Each tier increase the difficulty of enemies spawned, and creates new evolution events. These events spawn bosses, and increase the chances of hordes appearing.

Weapons can now be customized with attachments. Currently there are:

  • Stocks
  • Magazines
  • Barrels
  • Scopes
  • Grips

Each can provide a variety of changes such as:

  • Talents
  • Debuffs
  • New projectiles/Combat capabilities
  • Changed weapon stats

Each weapon has a tier/type that can be applied.

AI Companions will follow and support you in combat(In the future may do more than combat). You can control them using the included hud, or with keybinds. There are also a few new companion adjacent minions. While less controllable, these will help support you in combat. When killed in combat, you will find them recovering inside your inventory, allowing you to bring back your companions once injured.

Companions can be customized in the same way as weapons and attachments...

  • Helmets
  • Systems

These will apply bonuses to your companions, anything from increased movement speed to max hp.

Reinforcements are a special type of companion. They are temporary, constantly taking damage over-time until they are removed. They spawn automatically on intervals during combat, and attack the nearest enemies. By using newly added communicator equipment, you can have a consistent set of reinforcements support you in battle.

All non-legendary companions have a reinforcement, with some stat changes:

  • Negative health regen
  • Lower max HP
  • Lower damage
  • Lower speed

Gadgets work similar to reinforcements. By using newly added emplacement equipment, you can periodically place down turrets durning combat. These turrets will support you in combat, during their limited life-time. Both these and reinforcements will help pull aggro from enemy hordes, and support in damage dealing.

A variety of special turrets have been added to support this...

  • Built off of base turrets
  • Close range, long range, pellet, healing, etc...

Artifacts are powerful items that can be crafted after killing the boss tied to said artifact. These provide strong talent and attribute bonuses, and persist through death. Each boss contains an artifact that is unlocked after their first beaten.

Rings are powerful supporting items that can be placed inside your weapon slots. They provide no combat capabilities, but provide talent bonuses(can stack multiple). These rings can be upgraded through the newly added jewelry workbench and crucible. Upgrades double the output of talents, but have significant time and material investment. Legendary rings can be dropped and further upgraded, in the same way as traditional rings.

Flasks are craftable alchemical potions that provide a variety of buffs. Any number of buffs can be active, but only 1 of each type will affect you. Each lower tier flask is used to support crafting more complex flasks. Buffs range from talent providing, to combat passives or healing. There are also a variety of items which contain these buffs, for as long as you wear them. Bosses and rare enemies may also drop special legendary flasks, containing permanent buffs.

There are several types of bosses, and specific ways to find bosses...

  • World Bosses:
    • Found in the world
    • Set distance from spawn
    • Further you go, stronger they are
  • Ambush Bosses:
    • Spawned off of caches/ambushes(read below)
    • Also scale with distance from spawn
    • 5-10% chance of spawning
  • Evolution Bosses:
    • Spawn on evolution events
    • Hard to get specific boss
    • Can be repeated be dropping pollution

Boss are also broken up into combat types, with some overlap of the above list:

  • Base Busters:
    • Evo events
    • Good hp
    • Highly AOE
    • Physical focused
  • Assassins
    • Ambush bosses
    • High speed
    • Lower HP
    • Smaller, quicker attacks
  • World Bosses:
    • A mix of all types
    • Varied stats
    • Good aoe, smoke focused
  • Summoners:
    • Evo events
    • Slow
    • Creates lots of enemies
    • Decent aoe
    • Lots of hp
  • Hives/Spawners:
    • Evo events
    • Atypical, no attacks
    • Extremely tanky, powerful, enemy spawners
    • Can be paired with bosses, or mass of enemies

CEVO adds custom hives and enemies that will appear alongside bosses. So you will find yourself fighting new minions and other challenges alongside the boss itself.

Typical enemies now have new interactions as well. They can spawn in various ways... Hordes and waves of enemies will now periodically attack you and your base.

Threat is a another mechanic added to the game. A GUI bar will show your current threat as it rises and falls. Threat impacts how fast/slow enemies waves/hordes spawn. Threat is increased by certain actions such as:

  • Bosses
  • Caches
  • Evolution events

Threat is reduced each time a horde/wave spawns. There are also items in the game that reduce the multipliers on how fast threat rises.

Enemies can also spawn as a direct result of your actions such as:

  • Killing fauna
  • Killing enemies
  • Destroying spawners
  • Pollution
  • Destroying trees

You will also find a several new types of enemies that spawn. These Variants have increased stats and can drop rare loot as well. You can find them out in the wild, or leading hordes. They are distinguished by their bright colors and increased size!

Several special enemies can now be seen roaming Nauvis. Currently there are 2 core types, with more to come. These enemies differ from variants, as they contain special mechanics and more complex changes.

Pack Leaders

With 1000% more hp, 300% more damage, and a 30% move speed reduction, pack leaders are much stronger versions of existing enemies. You can often find them leading enemy hordes and waves, or supporting active rituals. They provide a stronger challenge to your typical enemy, while not being as risky as a boss might be. These enemies also drop 30-60x more experience, and have a special loot pool.

Hoarders

Hoarders have 3000% more hp, move 70% slower, and are 3x as big. These large enemies will drop significant rewards, and can be rarely found at rituals. Hoarders contain 60x more experience, and drop significantly better loot then usual.

You will now find new structures around the world. These are special enemy structures that are considered important or prized by their faction. Destroying one of these will drop new items and a chance to drop legendary items. There is also a chance to spawn bosses, hordes, or waves, in response to your destruction of their structures.

Rituals are small enemy groups that exist around the world. Ending these rituals will provide items, exp, and a chance at legendary drops. While ambushes can occur from caches, these rituals are already defended, and have minimal risk.

Over 500+ new items have been added. These are tied specifically to all the new progression and game mechanics. They were built as alternatives to current weapons, not replacements.

Weapons/Armor/Equipment provide or include:

  • Attributes
  • Talents
  • Requirements
  • New stats/bonuses/hit-effects

Equipment are a core part of both gear and player progression. Weapons and armor are the main combat mechanics.

Legendary and easter egg items can now appear, for all current and added item types. These are items that cannot be researched or crafted. They must be found in game.

Legendary:

  • Boss drops
  • Cache drops
  • Enemy drops
  • Spawner drops

Easter Eggs:

  • Activity based
    • Mining special materials
    • Crafting certain items
    • Activating certain things
  • Some boss/cache/enemy drops

These are the main end-game content currently. They serve as goals and fun power spikes.

With so many new tools, we've taken some time to provide everything you need to get started.

Every item shows:

  • If a boss drops it(only in factoriopedia)
  • Combat capabilities
  • Talents
  • Attributes
  • Requirements
  • Tier/Type

Bosses will also show drop chances inside of factoriopedia. Your progression menu will show stats, attributes, active talents, etc...

Weapon and companion tooltips will provide supply/attachment info.

Attachments/Supplies will provide info on what they change.

Patreon helps fund future art overhauls, changes, and eventually server costs for official servers(Post mmo update). Supporters can help shape the mods direction, and get access to closed tests.

I've also provided a roadmap as a visual guide to the current timeline of goals.

We are working on setting up this mod to be easily extendable and compatible. Our documentation page https://cevo.dev/docs/ has important information on how to make extensions/expansions and integrate third-party mods.

Everything is open-source and some documentation is provided for those who are interested in helping create the project. We can always use:

  • New Art
  • Music/Sounds
  • Code refactoring, bug fixes, etc...

Our discord is a good place to ask questions, provide bug reports, or just be a part of the community.