[A15][WIP] Ultimate Survival

Started by Ryan123220, November 25, 2016, 07:21:48 PM

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Ryan123220

---WIP NOTICE---

This mod is currently a work in progress. I have built it over the past week and it currently has all the features I feel are needed for it to work well. The big thing right now is balance. Depending on how experienced you are with Rimworld, it will either be impossibly difficult, or just very hard. This should play nicely with most mods, but can conflict with mods that change global work speed, global learning speed, the raid strategies, human-like code and factions. Most mods do not touch any of these but mods like Glitterworld Tech does.

For the best experience you should play this with no other mods unless it is purely a utility mod (autoseller, vein miner, allow tools). I am looking for feedback on balance because I am very experienced with Rimworld (playing since A1) so what I find "a good challenge" might be impossible for less experienced players. If you would like to give feedback on the difficulty, be sure to play though a few games before saying its way too hard. If you do leave opinions on difficulty please also state how long you have been playing, and how good of a player you feel you are, this will help me set up difficulties.

Before you get into this mod, you should keep in mind that this SHOULD NOT be played like standard Rimworld. It is a survival mod. Manny Masochist will send regular and ever increasingly difficult attacks at you. In my opinion, food should be bought, bases built efficiently and defenses built strong. Throw everything you know about how to start a colony out the window and learn new strategies, old ideas will not work here!

If you are interested in seeing how I have played it, I have been doing livestreams of testing thoughout the mods development. Earlier today I did a stream of this final build and if you are interested to see what you are getting into, it might be worth taking a look. https://youtu.be/3EUquVH4WG8

---WIP NOTICE---


Description

This mod is an overhaul of the standard Rimworld experience. It will kick your ass and make you cry. You have 2 days to set up a basic base, but be warned, once raids start they will come in regularly. The attacks will grow in strength very quickly so you will have to spend the short time between attacks to build and repair your base.

Features:
-New storyteller
-New scenario
-New difficulty
-A whole bunch of new raid types, they are the same as standard attacks just stronger because the standard difficulty system was not working well with standard raid strategies. New raid sizes are set up to be "unlocked" as time passes, meaning that the longer you live, the higher chance there is of stronger raids showing up.
-Attacks start like they normally would, but scale up very quickly.
-Attacks come once per day on average, so you have a short time between attacks to set yourself up.
-Global work speed is 3.5x higher so you are able to build, research and craft much quicker (along with anything else that uses global work speed)
-Global learning factor is 5x higher so that colonists will develop their skills at a faster rate. This is done because the overall pace of the game is much faster, so standard skill gain was entirely too slow. This also means that terrible colonists can become useful with some work.
-Orbital traders come frequently to allow you to sell off and buy items quickly, 1 new orbital trader added.
-4 new items, Powershards (bought from traders and dropped from enemies), and Powercores (used to make a power generating building). Powershard dust is made from Powershards and is used to make refined dust and Focus (drug). Refined dust is made is made from Powershard dust and used to make Superfocus (drug)
-2 new buildings for power generation. The Powershard Combuster will burn Powershards as fuel. The Powercore Generator will use Powercores in the build cost but will be free after that.
-2 new drugs - Focus gives boosts to skills, but is pretty addictive and has brutal withdraw. Superfocus is a non addictive super drug, but horribly expensive.
-A pile of new research, used to unlock everything in the mod.
-1 new crafting bench. The Powerbench is used to craft Powercores from Powershards and other raw resources.
-5 new turrets. -The Heavy Turret is an upgraded Improvised Turret.
                      -The Sniper turret is high damage, long range, slow fire rate.
                      -The Laser turret is a very fast fire, low damage, long rage turret that requires a Powercore to build.
                      -The Chainsaw turret is a f*cking melee turret! (Thanks K4 for the idea!)
                      -The Flamethrower turret, for those who want to watch the world burn.
-new armor set -Fireproof Power armor body and helmet. Craftable at the Powerbench and will protect you against high heat and fire. You can still catch on fire but it will not do any damage. It also had a higher armor rating for blunt and sharp damage to allow you to take a bit less damage. You will walk slower and work slower while in this armor. The current fireproof armor uses the textures for standard power armor because I have no idea how to set up the textures for armor.
-2 new weapon   -Flamethrower. A short ranged flamethrower to torch your enemies.
               -KEM strike. Pay a very high price and you can order a very powerful strike from an orbital weapons platform. Takes a long time to prime, but will level an entire area.

WARNING
This mod will have attacks that are larger than standard Rimworld attacks. Late game attacks can cause large framerate drops if you try running at a high game speed and/or have a computer that already has a hard time with endgame Rimworld raids.

DOWNLOAD

Be sure to read all of the above before downloading. I know, its a lot, but it will help you quite a bit!
http://www.filedropper.com/ultimatesurvival_2


Future plans:

Weapons pack
Armor pack
More turrets
Mortars
Possibly bionics
speed enhancing clothing (hauling so much stuff is too slow at the moment)
a rework of some art
multiple difficulty levels

If you have any suggestions, let me know and I will consider them!

endo1308

Big fan enjoy it fully!
As for balance turrets seem a little op but overall love it!
Any update for a16?

Ryan123220

#2
Quote from: endo1308 on February 05, 2017, 07:20:53 PM
Big fan enjoy it fully!
As for balance turrets seem a little op but overall love it!
Any update for a16?

Very funny you comment on this, I am actually working on getting it fixed for A16 right now! No ETA on the A16 release since I got to get it working in the first place before I can work on getting things more balanced, but I am hoping for a release sometime in the near future.

*Edit* Shoot me an email, if you are interested in doing some testing I can send you the mod before it gets its next release [email protected]

Suyash2013

hi, big fan, absolutely loved the idea, but cant download it from the link.

Ryan123220


Suyash2013

thank you
enjoyed it
in 15 min this was the result

[attachment deleted by admin: too old]

Ryan123220

Hahaha that is fantastic... I mean, sorry for your loss.

Glad you enjoyed it!

*Edit* Just noticed this is on the unfinished mods post. The full release was a couple of days ago, you can find the new post along with downloads and stuff here: https://ludeon.com/forums/index.php?topic=34750.0