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GreenOrdeal

*machine translate* Green Ordeal Recreates the “Green Ordeal” from Lobotomy Corporation in RimWorld. Artist: OldASS Code: chitoseender [b]Core Mechanics[/b] [list] [*] Replaces up to four raid incidents with the “Green Ordeal” event chain based on configured thresholds. [*] Fixed four-phase progression: Dawn → Noon → Dusk → Midnight. [*] Configurable threshold modes: [list] [*] Wealth thresholds: 20,000 / 80,000 / 200,000 / 500,000 [*] Raid points thresholds: 500 / 2,000 / 5,000 / 10,000 [/list] [/list] [b]Four-Phase Gameplay[/b] [list] [*] [b]Dawn[/b]: Spawns 5 “Doubts” at the map edge. They attack immediately. Ends when all are eliminated. [*] [b]Noon[/b]: Up to 4 edge clusters, each containing 1 “Process of Understanding” + 3 “Doubts.” They attack immediately. Ends when all are eliminated. [*] [b]Dusk[/b]: Up to 4 “Where to Go” Dusk structures spawn, each guarded by 2 “Processes of Understanding” + 4 “Doubts.” A new wave is produced every 2 hours, up to 3 waves. After that, production stops and all units switch to attacking the colony. Ends when all related units are destroyed and all Dusk structures are demolished. [*] [b]Midnight[/b]: Also spawns 4 Dusk structures with guards, and generates the “Last Helix” (5×5) at the map center (clears occupied buildings before landing; avoid placing critical structures there). Midnight is invulnerable by default until Dusk finishes producing 3 waves. If all Dusk structures are destroyed early, invulnerability ends immediately. Otherwise, it automatically ends after up to 24 hours, after which Midnight begins rotating attacks. The Last Helix activates once invulnerability ends. Destroying Last Helix clears all enemies and ends the phase. [/list] [b]Enemy Units & Combat Traits[/b] [list] [*] Adds two mechanical enemy types: Dawn “Doubt” (dual-blade melee) and Noon “Process of Understanding” (melee + suppressive fire). [*] Dawn unit AI enhanced: prioritizes executing downed hostile targets within 24 tiles. [*] Noon units have built-in turret behavior: periodic target acquisition, 3-round bursts, high-impact slowing on hit with low damage; cease fire in melee range. [/list] [b]Dusk Structures (Enemy / Player Modes)[/b] [list] [*] Hostile faction: attempts to spawn one group (1 Doubt + 1 Process of Understanding) every 2 hours, up to 3 groups simultaneously on the map. [*] Player faction: loading 250 Steel triggers a 24-hour production countdown; upon completion, produces 3 Doubt Trap Modules. [/list] [b]Trap System (Craftable)[/b] [list] [*] Provides two trap types: Doubt and Process of Understanding. [*] When triggered, releases one corresponding mechanical unit targeting the activator. [*] Spawned units are battery-limited, similar to drone mechanics in the Odyssey DLC. [/list] [b]Endgame Weapon[/b] [list] [*] Unlocked and craftable after completing the Midnight ordeal. [*] Supports single-shot and sweep-fire modes; overlapping sweep endpoints enables full circular rotation attacks. [/list] [b]Research[/b] [list] [*] The research tree is tied to ordeal progression: corresponding research cannot be unlocked until the related ordeal is completed. [/list] [b]Ordeal UI[/b] [list] [*] UI style replicates the ordeal notifications from Lobotomy Corporation. [*] Each of the four phases features its own distinct sky color atmosphere. [/list] PS: Feedback and suggestions are welcome in the comments. You can also join the QQ group (963733802) to discuss future development. PPS: Additional ordeals will be developed in the future. The next target is the Red Ordeal. [img]https://p.sda1.dev/32/77502e7d326dfd0ed146527c49d1f2ea/红色考验.jpg[/img]

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