The Riftbreaker

The Riftbreaker

Expanded Arsenal
335 Comments
Aldrais Darkstar 4 Sep @ 10:08am 
i cant wait for this mod to update I reallly love this mod ;) i hope they answer you asap
WirawanMYT [MY]  [author] 3 Sep @ 9:12pm 
@Im Salt; yes, I am planning new content. This requires communication with EXOR Studios regarding certain things which I am working on.

@leob70 due to the new boss skill system, I will revamp the bosses added by the mod. Intercept capability will be converted into a boss skill f.e. So there is a tiny chance for omega bosses to have intercept skill. I have a couple of ideas to test wrt boss skill system.
leob70 3 Sep @ 5:01pm 
Took the opportunity of the new update to do an unmodded playthrough and the new Riftbreaker updates have helped with some pet peeves of mine that made this mod a must have, that being said I'm still greatly looking forward to the next release of this mod, looking forward to how all the enemy adjustments and tower changes work with the new Omega enemies and variants.
Im Salt 3 Sep @ 1:37pm 
Thank you for the info, i'm already well on my way towards completing my second campaign on hard difficulty from normal so take your time to make the new update the best it can be. Maybe some new content who knows?
WirawanMYT [MY]  [author] 3 Sep @ 1:27am 
No, updated version will not work with existing save game. Apart from major changes made by EXOR to basically everything, it comes to the old problem of tech trees; I do not have certain tools that allow me to patch over save games to match new mod content. New mod version will include updated tech tree to be similar to base game one for campaign and this instantly break existing save games with the mod. There is little I can do about this, sorry.
Solzucht 2 Sep @ 11:57am 
i wouldnt bet on it, which is why im waiting to play riftbreaker :D
Im Salt 30 Aug @ 11:20am 
Will the future version work with an existing save?
WirawanMYT [MY]  [author] 29 Aug @ 10:38pm 
@Im Salt do not play current mod version with current game version. You will crash.

@AnonaCraffter nope, still in progress. As aforementioned, I am in discussion with EXOR regarding certain code functions. Since EXOR had mostly finished coop, they now have free time to respond to my questions. Nevertheless this will still take time.

@Ethereal Phoenix, well yes haha. Part of the delay is also because EXOR are people too and I cannot rush them. I also need to wait for their responses.
Ethereal Phoenix 29 Aug @ 10:12pm 
Yeah, but he also has his own life kiddo, so calm down
Im Salt 29 Aug @ 5:28pm 
They released the editor suite for 2.0
AnonaCraffter 29 Aug @ 12:22pm 
updated?
Solzucht 29 Aug @ 10:55am 
dude expecting you to work this mod as if your getting paid developing it :D
take your time, i am patient :)
Im Salt 27 Aug @ 1:51pm 
I hope the mod will work with an existing save, I'm jumping into 2.0 already, too impatient to wait for an update.
Im Salt 26 Aug @ 12:59pm 
It shouldn't take long, They clearly care about what they make so it should be done by the week.
Heaveness 26 Aug @ 11:46am 
I can't wait for it, really awesome mod!
WirawanMYT [MY]  [author] 26 Aug @ 8:19am 
I'm currently in discussion with EXOR on certain critical things like code search functions. Hopefully they provide some solutions soon. Until then, the mod is in state of limbo. There's little I can do about this, sorry. I will try my best however.
Omnissiah 26 Aug @ 4:52am 
@WirawanMYT [MY] update this mod
MAJOR BLACK.ALEX 26 Aug @ 12:18am 
I hope you update this mod soon.
ahmadrezaesmaeili123456omega 25 Aug @ 11:05pm 
update dude please:steamhappy::steamhappy:
Im Salt 25 Aug @ 4:12pm 
Riftbreaker version 2.0 is live, I hope you update this mod soon.
kongmeng 23 Aug @ 3:40am 
提交个bug,无人机(冷冻)3级时游戏崩溃
Dęąth Viper 26 Jul @ 12:08pm 
I was looking into autoexec as well to add in some mechanics without being intrusive in the dom files. its genius honestly and allows adding modular additions to the game with full compatibility! Good luck my friend!
WirawanMYT [MY]  [author] 26 Jul @ 5:02am 
@Hatexar, do not use the mod at the moment. It is outdated.

I'm in discussion with EXOR regarding some portions of the game functions. One of them is autoexec, which allow game start injection of several specific game components. This is not yet fully implemented but once it does, it will allow me to eliminate multiple game files which my mod use at the moment. It will mean broader compatibility with other mods.
Hatexar 27 Jun @ 2:46pm 
Hello, how can I get to the new map?
Dęąth Viper 26 Jun @ 2:36am 
Excited for 2.0 update! I bought all the dlc since they were on sale!
AnonaCraffter 25 Jun @ 4:27pm 
ok
WirawanMYT [MY]  [author] 25 Jun @ 4:13pm 
@Papa Nurgle ; as per DLC2 update, I've set biome restriction for certain towers. f.e if you're in magma biome, you will not see magma towers.

@AnonaCraffter I'm in progress of doing it. Basically everything in the mod needs to be updated to match the new coop beta standards. This will take some time. Hopefully I can get it done before coop beta becomes official.
AnonaCraffter 25 Jun @ 2:47pm 
COOP BETA UPDATE PLEASE
Papa Nurgle 24 Jun @ 12:47pm 
Hi guys, I am unable to find magma towers anywhere after researching them... any tips, ideas, something?
Sensenmann01 20 Jun @ 8:02am 
keine ursache bin ja auch nur durch zufall darauf gestoßen, ohne den Mod Tower Arsenal wär mir das nicht auf gefallen



no problem, I only came across it by chance, without the mod Tower Arsenal I wouldn't have noticed it
WirawanMYT [MY]  [author] 19 Jun @ 11:04pm 
@Sensenmann01 thanks for the report. I will look into it.

With Open Beta campaign co-op made available recently, I've decided to delay current update and instead bring it forward to match RB 2.0 update changes. This means the mod will not be updated on the workshop for a while. At the same time, I hope I can release the updated version in similar timeframe with official release of RB 2.0. I've asked EXOR that Open Beta will last around 1-2 months. So this is the expected delay as I start to update the mod for RB 2.0 instead.
Sensenmann01 17 Jun @ 6:37am 
bei den Wall ist noch der alte befehl (build_on_water "0") der ja nicht mehr geht geht habe es getestet, aber mit dem neun befehl (building_functionality "BUILD_ON_WATER") geht es wieder mit auf dem wasser bauen.



The wall still has the old command (build_on_water "0") which no longer works. I've tested it, but with the new command (building_functionality "BUILD_ON_WATER") you can build on the water again.
WirawanMYT [MY]  [author] 8 Jun @ 12:26am 
@whoelzl78 thanks. though for next update, I will change the tech tree again as part of bigger revamp. please finish your current game before the next update comes. due to how the game handles tech tree wrt mods, this means requiring new save game. there's not much i can do about this, sorry.
whoelzl78 7 Jun @ 12:54pm 
Addendum: I found the mistake. You seem to have renamed the factory in your research script (.rt). I copy pasted the name of the building entity inside (plus upgrades) and it works now. Great mod btw..
whoelzl78 7 Jun @ 12:35pm 
Ty for fast answer but in my game the factory does not unlock. In the tech tree the preview shows the gauss rifle, medium calibre and a red field (i guess that should be the factory). As soon as i unlock it it says "new blueprint available" but not "new building ready to build". All of the other options from this mod seem to work fine. Are you sure it works on your side?
WirawanMYT [MY]  [author] 6 Jun @ 1:25pm 
@Death Viper; it won't. You will just see some technologies locked in campaign as they're DLC-based. You will also not see DLC aliens in the final Rift Station waves. In survival, you can use everything though.

@whoelzl78; it's on the EA Mech Weaponry technology tab. It's co-unlocked with Gauss Rifle research, the center starting node. This node is available for research after unlocking Advanced Fluid Processing technology in EA Structures research tab.
whoelzl78 6 Jun @ 11:38am 
I am unable to find the blueprint for the advanced munitions factory. Can someone point me in the right direction, please?
Dęąth Viper 23 May @ 3:20pm 
Will it crash if I use this without the DLC?
WirawanMYT [MY]  [author] 21 Apr @ 12:11am 
I've asked ponomaryow.dmitry and he stated most of his mods are now compatible with Expanded Arsenal. However, please note of possible mod conflicts with other mods apart from his. He told me that he found possible mod conflicts between Expanded Arsenal and Tower Arsenal (by danthompson).

I have no control or obligation of compatibility over other modders' mod content. I do try to avoid as much conflict as possible but please be aware of possible mod conflicts if you do use multiple mods.
LucaHuang 5 Apr @ 11:22pm 
amazing MOD for this game and looking forward the language localization
WirawanMYT [MY]  [author] 4 Apr @ 5:26am 
@[M]Phantom I recall there is a mod that does that, with a special lua that automatically increase HP per day elapsed but for DPS might be impossible due to wide variety of damage mechanisms of aliens. Some uses weapon stats file, some use melee damage component. Autoexec injection have its limits and one of this is not able to replace melee damage fields.

@念知 I'm doing some of them but my higher priority is to fix some of the broken lua codes. I cannot give you a set date as I want to solve the code problems first.

Since the next update have numerous bug fixes (and some additional content), the next mod version will be 3.2. I had spotted some tech tree errors and fixed them. However, tech tree is problematic regarding save games. I advise players to finish their current games before accepting 3.2 mod version update. I cannot do much about this since the related systems are hard to fix without potentially breaking your current save game. I'm sorry for any inconveniences.
念知 4 Apr @ 2:52am 
Mr. Author, is there an expected release time for the cultural version in the mod? Since I learned about your mod, I feel that there are many things missing in the game content without using the relevant content in the mod.
[M]Phantom 29 Mar @ 1:19pm 
Thank you!

Is there a way to increase the aliens' HP and DPS based on the time that has passed? For example, we could increase them by 50% after 30 days and by 100% after 60 days, and so on.

While adding more enemies per wave can be beneficial early on, it ultimately becomes ineffective in the endgame. It causes lag, and they are no match for level 3 towers, regardless of the number of them.

A separate mod for this feature would be fantastic, but only if you have the time. Thanks!
WirawanMYT [MY]  [author] 29 Mar @ 3:22am 
@[M]Phantom thank you for the report. For the liquid decompressor, it is currently problematic even in unmodded game. I cannot do much about this.

For the second problem, I had found and fixed the issue. It was due to my copy error.
[M]Phantom 28 Mar @ 6:45pm 
I found 2 bugs
- Sometimes the liquid decompressor is unavailable for the liquid available.
- Cryo drone cause crash (both Merch and Tower drone)
念知 28 Mar @ 6:50am 
Looking forward to your Chinese culture version, thank you for your efforts!
椿湫 23 Mar @ 6:08am 
I want to express my heartfelt gratitude for your dedication. Thanks to Google Translate, I have begun exploring your mod. This mod has pleasantly surprised me and enriched the gameplay significantly.
椿湫 23 Mar @ 6:06am 
Hello, WirawanMYT. Nowadays, AI translation has become quite mature. Would you consider using AI for text translation to help alleviate your workload? We don't have specific requirements for cultural adaptation, and the output from AI translation is more than sufficient to meet our needs. The text I'm sending you now is generated by AI.:steamthumbsup:
WirawanMYT [MY]  [author] 23 Mar @ 5:49am 
@念知 , 圈圈 I will look into it. There are around 936 lines in the mod localization file so it will take some time for me to do it.

The next hotfix will fix the broken Morphium Grenade Projector, adjust Turret Launcher, tower_crystal_ejector and MHD Laser Tower. It will also include changes to metallic.mission files to enable some alien spawns. The fix should be save compatible but for precaution, sell any built Morphium Grenade Projector, Turret Launcher and tower_crystal_ejector.

I changed the spawn list for the ejector tower for more reliability so please do not build any until the fix arrives. I suspect the crystal ejector tower in older save will crash your game once you apply the new hotfix update. I'm sorry for any inconveniences caused.
Thane 22 Mar @ 11:27pm 
TY