"The land is the frontier of the Moyo people's imagination. Our knowledge, our thoughts, our actions—everything is founded upon the deep sea. Yet, on that arid ground, even the most common sense becomes a shock beyond our comprehension."
— An unnamed Tide Deserter
This module is an expansion for Moyo 2.0 - Blood Stained Business.
It uses the main storyline (not yet implemented) as a framework to provide a comprehensive content expansion for the Moyo race, covering four main aspects: Engineering, Biology, Psychology (Intelligence), and Archaeology.
A group of Moyo scientists, who could no longer endure the harsh reality of the Lighthouse City, initiated the secret "Tide Deserters Plan" to escape.
After numerous trials, the survivors managed to reach the land, bringing with them technologies and equipment from their respective fields.
However, facing the land's harsh environment, these Moyo had to seek external help. It was then that a group of fellow exiles and pioneers came into their view.
✅ Implemented Content
Engineering:
Mechanical Units: 5 basic, 3 intermediate, and 5 advanced mechanical units, plus 4 modified versions of the above. They generally consume less power, can be revived quickly at low cost, and perform more tasks.
Weapon Tech Tree: A dedicated weapon technology tree for the Tide Deserters, ranging from makeshift early-game weapons crafted from scrap to powerful experimental weapons incorporating cutting-edge technologies from various DLCs.
Mechanical Bionics: A set of mechanical bionics stronger than the vanilla versions, but they increase pain. Using their abilities may cause health damage.
Biology:
Microbial Engineering: A new production method using genetically edited microbes to brew various resources from nutrient paste.
Synthesis Pathways: 12 new pathways to synthesize original resources, allowing you to use materials like nutrient paste, wood, and neutralamine to produce resources that are often bottlenecks in the vanilla game.
Algal Food: An algae-based food similar to nutrient paste, which can be produced in bulk and dried into compressed biscuits with an infinite shelf life.
Toxic Waste Degradation: A new method to break down toxic waste into harmless residue, which can then be used to create new materials with high beauty.
Organic Bionics: A set of cultivatable organic bionics that grow stronger over time.
Archaeology:
Relic Weapons: Two relic weapons; currently, they can be found in ancient ruins, similar to the three weapons from the Royalty DLC.
Trinkets: Some fancy, non-craftable items. Discover them in-game.
Miscellaneous:
New Hostile Faction: Moyo Blood Hunters
They are Moyo raiders who specialize in capturing Moyo exiles outside the Lighthouse City for profit in deep-blue substances. They are extremely cruel and devoid of empathy (permanently hostile). If you are a pure human, don't count on luck either—for these bandits, raiding your colony is just an easy side job.
❓ Q&A
Q: How is the balance?
A: In practice, it feels slightly OP (overpowered), but you'll still get beaten up when facing high-difficulty mods.
Q: What DLCs are required?
A: The Biotech DLC is a hard requirement because a significant part of the mod content involves mechanical units. Furthermore, exclusive content from other DLCs is integrated, so having more DLCs is better.
Q: Is it compatible with Combat Extended (CE)?
A: Not currently. It's being worked on!
Q: Does the mod depend on Processor Framework?
A: Currently, yes. Until we successfully write scripts to replace its functions, this mod handles a large part of the core functionality.
Q: Is it compatible with Moyo 1.0?
A: Compatibility might not be an issue, but Moyo 2.0 is a mandatory prerequisite.
Q: Do I need to start as a Moyo to experience all the content?
A: Not necessarily. The mod's story involves establishing diplomacy with the Moyo; your starting background is not important.
Q: I have opinions about the balance.
A: Please try to post your suggestions for balance adjustments on the Steam comments section, QQ group, or anywhere the author can see them. As this mod is currently in beta, we are open to suggestions.
Q: Why can't I find the Tide Deserters scholars in the game?
A: I haven't made them yet (unabashed). The mod is currently in beta; the main storyline and the four Moyo scientist NPCs will be added in future updates.
Q: How dare you release a mod with such low completion?
A: We apologize! However, we see this release as an opportunity to attract like-minded enthusiasts to collaborate and polish this mod to perfection. The Deep Blue Tide Deserters project currently welcomes anyone interested in joining the development, regardless of their professional background (the author also started learning modding from scratch).
🗓️ Future Update Plans
Main Storyline: Interact with the four Tide Deserter NPCs, complete tasks, increase their favor, and unlock unique tech trees and other rewards in their respective fields.
New Mechanical Units: Bio-mechanical units with more functions, and advanced units with white armor. Boss-level mechanical units might be added in the future.
New energy modes for bio-mechanical units and a more independent mechanical system.
A more comprehensive equipment system, and stylish clothing!
Blood Hunters Expansion: New equipment, raid types, troop types, drugs, and ideologies for the antagonist Blood Hunters.
More new structures and items. New defense systems.
New Moyo xenotypes.
Optimizations for the microbial cultivation system.
👥 Development Team
Planning & Concept Design: Morilake, Saltist
DLL: Haha! No one can do it!
XML: Saltist, Morilake
Textures: Saltist, Ice Skin Tangyuan
Cover Art: Ice Skin Tangyuan
Copywriting: Saltist, Morilake
English Translation: Machine Translation
QQ Group: 1021146456
Email: [url=mailto:hclermit@foxmail.com]hclermit@foxmail.com[/url] (Saltist)