![]() In this mode, your mission is to survive a set amount of time, fighting off increasingly difficult waves of enemy creatures. You’re the only human there, after all.įor a more action-oriented and bite-sized experience, try out the Survival Mode. You can decide on the order of your priorities and what technologies you want to use. The campaign spans over multiple hours and offers a remarkable degree of freedom. You will establish multiple bases, research alien substances and lifeforms, as well as fight hordes of alien creatures, clearly not happy with your interference in the natural order of the planet. The Campaign Mode of the game will take you on an epic journey across all the different biomes of Galatea 37. Your job is to travel through a one-way portal to Galatea 37, an unknown planet in the far reaches of the Milky Way galaxy and establish a two-way portal back to Earth to allow further colonization. Lua\units\air\resource_harvester_drone.Por Piotr Bomak, Community Manager, EXOR Studios Finally!Īfter almost four years of development we can finally tell you that you will embark on your planetary mission in The Riftbreaker on October 14th! The Riftbreaker is a next-gen strategy/survival/action-RPG hybrid. Once you unlock the cultivator technology, you will be able to cultivate plants that you have come across in your game, either on foot or by aid of your Research Stations.Įntities\buildings\main\research_station.ent This mod is now incompatible with any mod that touches the default survival logic. Therefore, I have integrated the ability to make use of cultivators in survival into this mod. The above changes have caused the mod to conflict with Cultivators in Survival. Since these changes greatly increased the number of collected specimens, I have muted the sound effect for specimen collection. Harvester drones extract 5% additional resources from plants and crystals for every level of familiarity.Harvester drones will scan scannable plants or crystals that they harvest.Any plants or crystals grown by cultivators that can be scannable, will be scannable.In addition to the ability to scan many objects at once out in the wild using Research Stations, I have also made a number of changes to cultivators and harvesters to assist in gaining and benefitting from familiarity, even over the course of a short survival game! Each Research Station will contribute 1 unit of research to the maximum research shown on the research menu, so if you have stations operating over 100%, your current research will go beyond the displayed maximum.įamiliarity Cultivation / Efficient Harvesters This means a Research Station operating at the maximum 200% efficiency will give the same research as a level 2 Laboratory. Research Stations automatically scan nearby plants, crystals, and wildlife.ġ00% Efficiency = 1 unit of Research.Active Alien Research requires an additional 100 power.Research Stations yield Alien Research based on the amount of objects of interest within their radar.Research Stations now contain a 90m radar (same as HQ) that requires 10 power to operate. ![]() Research Stations are now available from the start of survival games.Toward this end, I have redesigned Research Stations. A more ideal flow would enter the alien research tree slightly after the other two trees with research speed comparable to or beyond your download. Laboratories are too heavy of an investment to justify such a late switch into a separate research tree starting at tier 1. Familiarity Cultivation / Efficient Harvesters.This mod is intended to make Alien Research viable and worthwhile in survival, but also contains changes to Research Stations and Cultivators which may be desirable in the campaign.
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