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Epic Siege (Continued)

Original mod by Thumb [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2970832115]https://steamcommunity.com/sharedfiles/filedetails/?id=2970832115[/url] [removed] If the original author requests it, I will remove this update. -- 1.0.1 Large-scale code refactor by ノッシコンコンキツネ, thank you! An incident that spawns 3 camps nearby, that will each raid you one after the other when their timers elapse. 1 Siege Raid, 1 Standard Raid, 1 Breacher Raid If you destroy 2 of the 3 camps, they retreat. Their timer can be set in mod options. Earliest day the incident can occur is day 20. Mod setting for raid points multiplier included. Notes: Cleaned up and back in business. Tested for functionality and any effect on gameplay, as there were reports of issues in the past. Removed: Code that patched the Biotech pollution quest to be an epic siege instead. I HIGHLY SUSPECT that this was the code causing the reported "game breaking" bugs. It seems iffy at best for me to go poking around at a baroque system like quests, so we're just going to leave it out unless I decide to test it further. -- Original mod notes (1.4): Rimworld version of Epic Siege, inspired by Minecraft Epic Siege Mod. Note: It's a challenging incident, so you might need some combat-related mods to enhance your strength.

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Harmony

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