Stranded: Alien Dawn

Stranded: Alien Dawn

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Project X (Repaired)
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996.401 MB
5 Oct, 2024 @ 8:08pm
1 May @ 3:02pm
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Project X (Repaired)

Description
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Welcome to Stranded: Project-X.
This mod aims to expand on the base game of Stranded: Alien Dawn. Within the base game you are limited by main objectives that strive you to a specific finish of your save. Project-X aims to give you the utmost freedom, giving you continuity.

I AM NOT THE ORIGINAL AUTHOR
THIS MOD IS STILL A WiP
80% of the content of this mod was developed by Logic.
I played some of the content, and after seeing it my hyperfication triggered.
Causing me to open it up and clean up some of the things that have gotten lost or disconnected.
And put my own spin on things.

Reiterating the above; this mod is still a WiP.
I have some development skills; but my knowledge of modding and the Lua programming language are VERY new.
I'll do my best to address bugs introduced quickly to try and focus on preserving saved games.
But some of the changes/repairs will cause backwards compatability problems.
I will delete the above when this mod is at a place I am happy with, and then bugfix until it is stable.

This mod is best played on the scenario 'Project-X'. The moon chosen is optional, and here are 3 new ones added that:
- Slows down the progressiveness of the enemy waves by a large amount allowing you to enjoy the success of your colony for as long as you want.
- Sends a massive attack approximately once a month, meaning every moment of preparation needed
- The third moon will cause the fauna gather before the last attack has reached your base. Day after day onslaught after onslaught. This requires you to use everything this scenario gives you.


New scenario, Moons, Trade System, Radio and Recruit Crew Feature.
Now you will begin your scenario differently. This is placed a few years after the original stranded survivors escaped from the planet. News spread and the Galactical Empire has moved the space station PX-003 into orbit. With multiple colony sites being managed by this one station, you can only request very limited resources every 20 days! Leverage the shuttle you came in to lure or hire more crew members.
Create the best colony you possibly can! Keep bringing them crew members in and growing.
Once you unlock the ansible relay, the colony can start to become more and more independant. And meet people who may not have the Galacatican's best interests at heart.

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There is no end game objective, no win conditions. This is all about continuity.
Your colony has to catch up to the technological progress the Galactical Empire brings to bear.
With the right colonists... you may even surpass the Galactical Empire.
But beware, the Galactical Empire continutes to patrol the planet. And there is a long list of things colonies should not have on planet.



Over 45 NEW characters, Over 150 new traits, Over 60 new health conditions:


Over 45 new and secret characters!
Over 150 new traits!
60 plus new health conditions!
Balanced for the Project-X Scenario.




3 New Skills!


Trading
- Once your colony can boost it's signal (By building an ansible relay), your colonists can start to communicate with their old contacts or find new ones. Send resources to other colonies and recieve trade reciepts. That will let you learn distinct tech from the Civilian Archives! So your colony can live at the galactic standard. Or ask for help from the other colonies! But there is only so much to learn from the "Civilian" Archives.


Hacking
- If you tire of living under the Galactican Empire's thumb, restricted by what you are allowed to know. Rumors of the brand new military grade "Cyber" class armour and weapons abound. The only thing stopping you is a login prompt, and nothing should stop "honest" scientific inquiries!
But be careful, the Galactican Empire is starting to scan it's colonies for rebellious intentions.
Lots of hackers roam this planet, so sending off yours to explore may yield a meet and greet. They may even swap secrets!


Biologist
- The fauna of this world are the real reason the Galactican Empire moved an entire space station into orbit! Initial research results show that the proteins, lipids, and carbon combinations are nothing short of miraculous! Exceed what was once considered the physical limits of humanity! Every animal seems to have a new organ that wasn't in their initial observations. You cannot help but notice that the animals attacks are also bulkier, brighter, smarter, deadlier.... learn their secrets and use it against the next wave!

Changing Lives
- Colonists now gain permanent traits as they live in the colony! Some good, some bad; all dependant on what happens in your colony.
Lookout for colonists with the secrets trait! For they hold very precious secrets! Techs, Traits, crafting recipes, off world contacts!
Afterall why would a criminal tell the Colonialization Council (GCC) their favorate pastime?!?! They are trying to end on the planet not a jail cell! Make friends and be merry and I'm sure everyone will start to share what they have.

Guided Progression
- There are now self-triggering events that look at the Project-X content you have unlocked; and gives you hints on how to progress the content. This is to offset the fact that 60% of the content is hidden at the beginning of the game! Listen closely, as these events will help you go from a colony to a truly independany City-State!

Start exploring this content by researching signal relays, building one and defending it!
All breakthroughs are even unlocked after a certain point!


New Tech Trees Per Skill - Over 100 NEW Items!
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New weapons effects and equipment!



Reworked Animals & Attacks!
An animal reword named "Insects Level Up All Species" is the backbone of the animal and attack reword.
No longer does the end-game revolve around thousands of weak enemies being grinded to oblivion by expolosives.
Instead, each creature gets more and more threatening.
Hallucinogenic Neurotoxins, intelligent infiltrators, evolving immunities, and more!
Keep careful watch on how each animal is getting stronger, because missile/flamethrower/aoe spam is no longer viable!

This mod mainly introduces new content so should be quite flexible working alongside other mods. Compatibility with other very popular mods is constantly being improved
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If you run into any bugs or issues please use the "Bug Report" discussions.
I do not plan to continue developing this in purpituoty, but I do plan on cleaning up some major bugs and minor QoL improvements
I have not reviewed or tested all content, but as I play and discover gaps I will plug them as my attention allows me.



Version: 5.05-188
Popular Discussions View All (31)
215
14 hours ago
PINNED: Bug Reports
Ark Builder
4
4 Oct @ 3:13pm
Give me your opinions on upcoming updates!
Ark Builder
13
22 May @ 1:33pm
Recommendations & Ideas
Ark Builder
455 Comments
irishyvan.jl 2 Oct @ 7:05pm 
The repair bays were kind of important in the late game, it allowed me to break down more normal weapons and armor so I could more efficiently make alien armor and weapons. Which is kind of important when you have 15+ people to keep equipped
Olli 29 Sep @ 7:33pm 
Thank you! I've not actually been able to get them working again besides safes, and the frozen lab. Have made use of some other mods, but none hit the mark quite like yours/Project-X :)
Ark Builder  [author] 28 Sep @ 5:09pm 
Some PX colonists do grant technologies when they spawn, and I am slowly phasing them out.

In general the Galactican Tech Tree has storage unlocks.
I will be making sure that they all unlock properly when the tech(s) are researched in my next update.
Olli 28 Sep @ 5:47am 
Why do the PX storage solutions not always show up? The PX stockpile and Mini-Fridge do, but the others like crafting, electronics, etc. don't always show up to build. Thing is, I don't believe it to be associated with any unlocks, as I've randomly had them unlocked at various parts of the game.

Is it a character that's unlocking them? I don't see anything in the notes to suggest that, but could be missing it :)
I noticed safes get unlocked when they get unlocked from another part of the game/another mod, but researching other storage solutions for other mods and the game doesn't appear to unlock these.

I'm 99% sure I'm just overlooking something, or am just wrong on my findings above, but would love some clarification as the PX storages are by far my favourite for electronics, crafting, freezers, manure, etc.

Thanks in advance :)
Ark Builder  [author] 21 Sep @ 4:03pm 
Hey irishyvan.jl,

I disabled the repair bay due to how much.... bloat it added in the mod itself.
Every item you "repaired" was actually a recipe that took <gun/armor> and gave you back <new and perfect durability of that gun/armor>.
With all the edits I've done to the og mod, maintaining that list was low on my to-do list.

I have plans to make it be a <small set> of "blank" recipes that actually goes into the equips survivors equipped items and sets their durability equal to max.
irishyvan.jl 21 Sep @ 5:16am 
Is the repair bay still working? In the project x menu it's greyed out, and I've completed all the research. Do I need to hire a specific char to unlock it or something?
AnAmoeba 16 Sep @ 4:05pm 
Awesome! Thanks for the great mod, Ark Builder
Ark Builder  [author] 15 Sep @ 5:16am 
I've got 12 things to look into, rapid fire they are:
1. Robot attacks in px scenario (best mod should enable that kinda)
2. Colonist price review (the game is balanced around having below a dozen colonists, and I'm trying to implement a soft limit with these hiring prices)
3. No trade level 0 recipe
4. Fab matrix stuck locked (research and recipe)
5. Organ boxes bug
6. Beyond stranded compat
7. Supply/trade recipe tabs not showing up
8. GECC colony ship bug
9. Droid hiring bug
10. Discover same species with expedition trait
11. Cyber crystals stay locked
12. Medium px moon to offset the other moons (easy, ridiculous, and rip your base)

If I missed something lmk, as my attention is back into this mod
Ark Builder  [author] 15 Sep @ 5:16am 
Hey all, just reviewed all the comments since my last reply. I'm still around and continue to improve this.

I've been spending my free dev time working on my newly released nest overhaul mod. Mainly so I can add new "nests" into this mod (like a Galactican police station, Consortium mining base, rebel guerrilla squad, etc...)
GregoryDB 27 Aug @ 4:43pm 
First off i wanted to say thank you! When Project-X was shut down i pretty much quit playing. The Vanilla definitely needs more content ;)

So the reason for my post, is that if i play ANY scenario other then the Project-X i get random monsters and robots...but when i play the Project X scenario i only get monsters. Did i miss something, or is there a way to get robots? They are a great source of free weapons, parts and occasionally $$$.

Thank you for all you do!