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More tech adjustments/additions. Not live yet. Don't equip non-enabled ones to yourself unless you are using a throwaway character you won't miss. These will change and will probably break characters when they are adjusted.
Fixed Extreme Pressure Immunity effect.
The Lootening: a bunch of loot changes in dungeons and microdungeons
Fixed up some errors in some microdungeons, replaced missing objects and doors and adjusted tileset references
Adjusted sub-biomes on vanilla worlds to clear out some "meh". Hives should be substantially rarer to come across now, removing their too-common status once and for all! Hell-Hives shouldn't appear at all under tier 3 anymore through all vanilla biomes.
Cotton now turns to Mimicry in the Xeno Lab, rather than Energy. Mimicry was much too rare.
Proto-Gun wasn't unlocking along with the pistol. Now it is. Pick up some protocite.
Changed Proto-Gun operation somewhat
Adjusted Miner Gun damage and energy use
Adjusted mountainous biomes. You'll find variants of their terrain now to bring even more variety. Also, no more annoying Bulbops on them, because that monster type can die in a fire for all eternity.
Reduced absorbed liquid in tile interactions
Several new techs have been enabled. Their unlocks are a secret, but you'll know when you find them. To obtain them, however, you must first have all the basic techs available via the vanilla games Outpost tech quests.
Reptilian armor can now only be crafted once you hit a Primeval biome. It requires either a dino egg or reptile scales (new) to unlock and craft. Both only appear on primeval biomes.
Most techs removed from Science Outpost missions in favor of other ways to access them now being implemented. You can still get all the same techs... you simply are not forced into doing quests in order to obtain them in the first place.