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So my suggestion, maybe adding a slider option to delay how many days have past before metroids start spawning in the map.
Omega metroids should appear ONLY through events. They have no weights for anything biomes. If they are spawning in particular, then a mod may be causing them to. What metroid in particular is being an issue?
However, spawn rates for metroids actually sounds like a good idea for mod options. A slider for how many days has to pass until Gamma and above can appear, and perhaps check options for each type to enable/disable natural spawning. I'll look into it being added!
Yeah I assumed that the fact random metroids spawning as wild animals might've been an issue on my end. But after starting two playthroughs, one as tribal and the other as the mercs attack an insectoid base from vanilla expanded factions. My tribal colonists have been attacked by 2 zeta-metroids and a later wave of 2 more zeta-metroids. With my mercs, they got attacked by 3 omega-metroids.
Alright. These are events set for raids, which come after a certain amount of time has passed. I.e. once 60 days have passed, there is a chance for X type of raid to come along. It doesn't take in value progression, which is generally done.
I'll look into adding value tracking as well. You aren't the first to let me know that tribal runs get completely destroyed, so it'll be addressed.
Alright thanks for the consideration, but the main thing that tells me it's something wrong with my load order is that these metroids are neutral, whenever they appear there is not a message that says "Metroid hunting pack". Before changing the mods I'm using I've had the normal metroid raid where they are hostile and turn neutral after downing them. The ones that ended my tribal run and almost ended my merc run is that the metroids that attack spawned as if they're animals just migrating into the map.
Edit: I forgot to mention but these metroids were already in the map when it generated, so one of the mods I have messed with the animal spawns
Sounds like a conflict, but I'll check it out regardless. SOME metroids can spawn neutral and wild, but that should be sort of rare.
Next update will have spawn options for each metroid, alongside tweaks on what raids can occur. Raids will have requirements in time passed, player tech level, player wealth, and what has been researched. There will also be another field that adds a check for living pawns on the map.
Canonically, yes, it would be resistant. Metroids within Samus Returns are constantly around acidic liquids, and some even utilize acids. I'll look into adding a bit of resistance.
Yes, unfotunately balancing has been pretty difficult, and is hard to nail down completely. So they were given extreme weakness to cold. I'm looking for making the metroids tough, but not to where they are ridiculously overpowered. It's been hard to get a good idea during testing.
Edit: if you have any enemy suggestions to look at, let me know. Currently the numbers are scaled without any bases, but I'd appreciate any other mods I could reference for power levels.
However, 100% of my spare budget goes into coding and assets for the mods, and currently I'm unable to get Ideology, so any plans for that may not happen for a while.
Or, you know, trap your prisoners with a x because science