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Alien artifact rework

Open LovelySanta opened this issue 3 years ago • 15 comments

Describe the bug Give some dedicated use for each type of artifact while making sure artifacts have a 'tiered' progression.

To Reproduce Currently only available when playing with bob enemies (and usefull with bob warfare).

In bob only, this is as follows (see this comment for complete list):

  • T0
    • Generic - Purple - Iron
  • T1
    • Blue - Piercing - Nickel (now Cobalt)
    • Electric - Orange - Aluminum (now Tungsten)
  • T2
    • Acid - Purple - Titanium
    • Explosive - Yellow - Gold
  • T3
    • Fire - Red - Tungsten (now Copper)
    • Poison - Green - Chrome (now Zinc)

Additional context (To be reviewed after adding in the above section on how bob is using the artifacts)

  • Alien artifact (T0, pink, unlocked at game start)
    • Background: life essence of any alien
    • First unlocked: killing any alien has a drop chance
    • Use cases: can be converted into any other artifact (at high cost and after those are unlocked)
  • Physical artifact (T1, proposed color: purple, red)
    • Background: Additional essence dropped from biters with short ranged attacks
    • Unlocked by:
      • Biter
      • Scarab (early types)
      • Biter spawner
      • Worms (early types)
    • Use cases: upgrade physical projectile damage weapons
  • Acidic artifact (T2, proposed color: yellow)
    • Background: Additional essence dropped from biters with chemical attacks (long ranged attacks)
    • Unlocked by:
      • Worms
      • Spitters (give them their vanilla attack animation back)
      • Spitter spawner
    • Use case: heavy physical projectile damage weapons (cannon turret, explosion based weapons, sniper turret)
  • Arclight artifact (T3, proposed color: blue)
    • Background: Additional essence dropped from biters with electrical attacks
    • Unlocked by:
      • Psyker
      • Psyker spawner
    • Use case: electrical damage weapons (laser turret, discharge defense, plasma turret)
  • Brisant artifact (T4, proposed color: orange)
    • Background: Additional essence dropped from biters with explosive/fire attacks
    • Unlocked by
      • Scarab (later types)
      • Scarab spawner
    • Use case: Late game explosives
  • ??? artifact (T5, proposed color: ???, only when playing with bob enemies)
  • ??? artifact (T6, proposed color: ???, only when playing with bob enemies)

LovelySanta avatar Jan 03 '22 17:01 LovelySanta

Detonatorious artifact (T4, proposed color: orange) Maybe call it Brissant Artifact?

empZealoth avatar Jan 03 '22 17:01 empZealoth

Possible T5: green, dropped from slow, heavy enemies, used in slowing weapons (or, possibly on defence for shields?) Possible T6: white/black (?) very expensive, created by combining all other artifacts, deals damage type that bypasses most damage reduction

empZealoth avatar Jan 04 '22 02:01 empZealoth

"Brisant" is not English, neither is "detonatorious". At least Merriam-Webster does not know them: https://www.merriam-webster.com/dictionary/brisant https://www.merriam-webster.com/dictionary/detonatorious

If you name stuff, maybe try using words which common dictionaries actually recognize as being English.

Personally, I don't like the use of the word "artifact" in this context at all. It was introduced by Vanilla Factorio a long time ago, but in English the word "artifact" has the connotation of being artificial, explicitly not natural.

I suggest using "remains" or something similar in all cases instead.

My suggestions:

alien artifact → tissue remains / carapace remains physical artifact → claw remains / mandible remains arclight artifact → sparking remains brisant artifact → scorching remains / volatile remains

When in doubt, ask native speakers such as Pez or Kirazy (who also might have good ideas what kind of graphics to make for these).

adoa avatar Jul 03 '22 21:07 adoa

"Brisant" is not English, neither is "detonatorious". At least Merriam-Webster does not know them: https://www.merriam-webster.com/dictionary/brisant https://www.merriam-webster.com/dictionary/detonatorious

If you name stuff, maybe try using words which common dictionaries actually recognize as being English.

I'd avoid basic/boring names. People can google things they don't understand and learn something new.

https://www.merriam-webster.com/dictionary/brisance https://en.wikipedia.org/wiki/Brisance https://en.wiktionary.org/wiki/brisant

I'd change the physical one, since its pretty lame/basic, but I honestly can't come up with something that isn't equally basic. I'd guess something along the lines of dense/hard. Or just call it Rockwell/Brinell artifact lol (I guess it could be also used for additional plate tier/armors/armor upgrades)

As for "artifact", why change it? It doesn't have to relate to something explicitly artificial, natural things can also be called artifacts if they are of some particular interest, just like STALKER artifacts. And having objects that provide you with power of explosions/acid/electricity/etc makes them pretty interesting. Also, above post has been edited like 50 damn times, so mine might be out of date

empZealoth avatar Jul 03 '22 21:07 empZealoth

I updated the initial post to add the info on how bob uses the artifacts now (#878).

To be looked at on how angels should adapt...

LovelySanta avatar Dec 12 '22 18:12 LovelySanta

thought: exploration could also add some "zoo" that allows you to 'farm' biters, rather than allowing you to create artifacts from bio processing...

LovelySanta avatar Dec 16 '22 20:12 LovelySanta

Current situation as of now in exploration: Enemies and spawners only drop small artifacts, any big artifact is being converted into (multiple) smaller ones: https://github.com/Arch666Angel/mods/blob/8b719e793a3421d9467df5033098a2757ab00f46/angelsexploration/prototypes/overrides/biter-updates.lua#L76-L98

Assumptions:

  • Spawners do drop different kind of artifacts as of now (from the start of the game), we do not account for those, only biters.
  • Biters do have a chance to drop more/less artifacts, for simplicity, the avarage is taken.
  • Info is taken from the generated tips and tricks, assume the tips are correctly generating this data...

Progression is based on evolution factor:

  • 00.00%: Small alien artifact (pink, generic artifact)
    • 00.00%: 0.5x Small biter
    • 20.00%: 1.5x Medium biter
    • 25.00%: 0.5x Small spitter
    • 40.00%: 1.5x Medium spitter
    • 50.00%: 2.5x Big biter
    • 50.00%: 2.5x Big spitter
    • 60.00%: 1.0x Huge explosive biter
    • 60.00%: 1.0x Huge acidic biter
    • 60.00%: 1.0x Big piercing biter
    • 62.00%: 1.0x Huge acid spitter
    • 62.00%: 1.0x Huge explosive spitter
    • 62.00%: 1.0x Big electric spitter
    • 70.00%: 1.5x Gaint fiery biter
    • 70.00%: 1.5x Gaint poisonous biter
    • 70.00%: 1.5x Gaint poisonous spitter
    • 70.00%: 1.5x Gaint fire spitter
    • 80.00%: 2.0x Titan biter
    • 80.00%: 2.0x Titan spitter
    • 90.00%: 2.0x Behemoth biter
    • 90.00%: 2.0x Behemoth spitter
    • 90.00%: 2.0x Badass behemoth biter
    • 90.00%: 2.0x Badass behemoth spitter
    • 95.00%: 2.5x Leviathan biter
    • 95.00%: 2.5x Leviathan spitter
  • 60.00%: Small blue alien artifact (piercing)
    • 60.00%: 0.5x Huge explosive biter
    • 60.00%: 0.5x Huge acidic biter
    • 60.00%: 2.0x Big piercing biter
    • 70.00%: 0.5x Gaint fiery biter
    • 70.00%: 0.5x Gaint poisonous biter
    • 80.00%: 2.0x Titan biter
    • 90.00%: 2.0x Badass behemoth biter
    • 95.00%: 2.5x Leviathan biter
    • 95.00%: 0.75x Leviathan spitter
  • 60.00%: Small orange alien artifact (electric)
    • 60.00%: 0.5x Huge acid spitter
    • 60.00%: 0.5x Huge explosive spitter
    • 60.00%: 2.0x Big electric spitter
    • 70.00%: 1.0x Gaint poisonous spitter
    • 70.00%: 2.0x Gaint fire spitter
    • 80.00%: 2.0x Titan spitter
    • 90.00%: 2.0x Badass behemoth spitter
    • 95.00%: 0.75x Leviathan biter
    • 95.00%: 2.5x Leviathan spitter
  • 60.00%: Small purple alien artifact (acid)
    • 60.00%: 2.0x Huge acidic biter
    • 62.00%: 0.5x Huge acid spitter
    • 80.00%: 2.0x Titan biter
    • 90.00%: 2.0x Badass behemoth biter
    • 95.00%: 2.5x Leviathan biter
    • 95.00%: 0.75x Leviathan spitter
  • 60.00: Small yellow alien artifact (explosive)
    • 60.00%: 2.0x Huge explosive biter
    • 60.00%: 2.0x Huge explosive spitter
    • 80.00%: 2.0x Titan spitter
    • 90.00%: 2.0x Badass behemoth spitter
    • 95.00%: 0.75x Leviathan biter
    • 95.00%: 2.5x Leviathan spitter
  • 70.00%: Small red alien artifact (fire)
    • 70.00%: 2.0x Gaint fiery biter
    • 70.00%: 2.0x Gaint fire spitter
    • 80.00%: 2.0x Titan spitter
    • 90.00%: 2.0x Badass behemoth biter
    • 90.00%: 2.0x Badass behemoth spitter
    • 95.00%: 1.5x Leviathan biter
    • 95.00%: 2.5x Leviathan spitter
  • 70.00%: Small green alien artifact (poison)
    • 70.00%: 2.0x Gaint poisonous biter
    • 70.00%: 2.0x Gaint poisonous spitter
    • 80.00%: 2.0x Titan biter
    • 90.00%: 2.0x Badass behemoth biter
    • 90.00%: 2.0x Badass behemoth spitter
    • 95.00%: 2.5x Leviathan biter
    • 95.00%: 1.5x Leviathan spitter

LovelySanta avatar Jan 11 '23 18:01 LovelySanta

Suggestion for Alien Artifacts to be renamed "Alien Remnant(s) (Color)"

https://www.merriam-webster.com/dictionary/remnant

Suggestion to have higher tier artifacts (remnants) accessible either through combination of some sort, such as remnant pieces of the same tier being mixed into a new item, or requiring an x amount of previous tiers along with a catalyst of some sort to get higher tiers.

An idea is having two tier 0 remnants combine into a hybrid (dual color) mix of remnants and to take the name of "essence".

Example, tier 0 pink and purple unlocked at the beginning of the game and the tier 1 would be either "Pink/Purple Alien Essence".

There could also be colors picked in-between the two mixed colors, such as pink and purple leading to magenta, for example.

Since Bob offers more challenging enemies at higher evolutions, a case could be made to have the "combination" tiers require a catalyst or to return a smaller yield, such as 25 pink and 25 purple only make 40 mixed (or 30 / 30 into 40) this would allow access to higher tiers a bit earlier in evolution despite having a lower yield return.

This would also allow larger biters to drop higher tier remnant / essence later on to serve as a smooth transition as you scale your base.

For general progression, early thoughts could be tier 0 remnants, tier 1 essence, tier 2 stone, tier 3 crystal, tier 4 gem, tier 5 harmonized (or pure) gem.

Or something like "Basic, Intermediate, Advanced, Specialized, Perfected" as an idea.

As it stands, I feel that you could skip the mixing of remnants and just do progression plus science cost, where there's a specialized lab that can process alien remnants, or add the slot to existing labs / lock the progression as it is in components (first lab can only do so much, next lab can do even more).

I'll return to this, I just wanted to add the barebones thoughts I had.

xChitose avatar Jan 12 '23 20:01 xChitose

Proposed change:

  • Swap orange and purple from 'type':
    • Orange as T1 being acid (for early game spitters)
    • Purple as T2 being electric (push electric to mid game)
  • Spitters do their vanilla 'acid' damage animation

Proposed progression:

  • 00.00%: Small alien artifact (pink, generic artifact, T0)
    • 00.00%: 0.1x Small biter
    • 20.00%: 0.5x Medium biter
    • 25.00%: 1.0x Small spitter
    • 40.00%: 1.5x Medium spitter
    • ... (all regular biters and spitters)
  • 25.00%: Small blue alien artifact (piercing, T1 short range)
    • 10.00%: 0.0x Small scarab -> maybe move this to 15 or even 20%?
    • 25.00%: 1.0x Medium scarab
    • .. (all scarabs)
    • bob only:
      • Medium and higher biters
      • 60.00%: 2.0x Big piercing biter
      • 70.00%: 2.0x Gaint fiery biter
  • 25.00%: Small orange alien artifact (acid, T1 long range)
    • 25.00%: 1.0x Small spitter
    • .. (all regular spitters)
  • 45.00%: Small purple alien artifact (electric, T2 single target)
    • 30.00%: 0.0x Small psyker
    • 45.00%: 0.5x Medium psyker
    • 55.00%: 1.0x Big psyker
    • bob only:
      • Big electric spitter at 60.00%
      • Big piercing biter at 60.00%
  • 55.00%: Small yellow alien artifact (explosive, T2 area of effect)
    • 55.00%: Huge acid biter -> maybe move this to 45% or at least 50%? biter explode on death?
    • 55.00%: Huge acid spitter -> maybe move this to 45% or at least 50%?
    • 60.00%: 2.0x Huge explosive biter -> suicidal biter dealing explosive damage?
    • 60.00%: 2.0x Huge explosive spitter
    • angels only:
      • big biter+ (>50.00%)
  • 70.00%: Small red alien artifact (fire, T3 area damage over time)
    • 70.00%: 2.0x Gaint fiery biter
    • 70.00%: 2.0x Gaint fire spitter
    • angels only:
      • behemoth and colossal biter (>90.00%)
      • behemoth and colossal psyker (>93.00%)
  • 70.00%: Small green alien artifact (poison, T3 target damage over time)
    • 70.00%: 2.0x Gaint poisonous biter
    • 70.00%: 2.0x Gaint poisonous spitter
    • angels only:
      • behemoth and colossal spitter (>90.00%)
      • behemoth and colossal scarab (>93.00%)

End game biters have composite attacks of the 'base' attacks

LovelySanta avatar Jan 15 '23 11:01 LovelySanta

First iteration implemented in https://github.com/Arch666Angel/mods/commit/9f7e36d75025016855f21b70149a86eb77560578.

LovelySanta avatar Feb 17 '23 21:02 LovelySanta

Remaining things to do after https://github.com/Arch666Angel/mods/commit/11a210385d6e4623ca1b26c8ed6d87b14b66e6e6:

  • Generate (small) artifacts in bio processing when trigger is set and not playing with bobs artifacts
  • Generate (regular) artifact loot for spawners
  • Generate composite artifact loot for end game biters with composite attacks

LovelySanta avatar Jun 08 '23 18:06 LovelySanta

Added support for alien artifacts in bioprocessing when not playing with bob enemies in https://github.com/Arch666Angel/mods/commit/258d9c74ca0cb085c65211408ca986e1a78b5994 .

Still need to add some item description to each type of artifact.

LovelySanta avatar Jun 12 '23 19:06 LovelySanta

In bob only, this is as follows (see this comment for complete list):

  • T0

    • Generic - Purple - Iron
  • T1

    • Blue - Piercing - Nickel (now Cobalt)
    • Electric - Orange - Aluminum (now Tungsten)
  • T2

    • Acid - Purple - Titanium
    • Explosive - Yellow - Gold
  • T3

    • Fire - Red - Tungsten (now Copper)
    • Poison - Green - Chrome (now Zinc)

To clarify this, the metals listed here are from the Angel's recipe to make the artifacts. This was merged in from a linked issue where I was suggesting the following substitutions:

  • Blue - Nickel instead of Cobalt
  • Orange - Aluminium instead of Tungsten
  • Red - Tungsten instead of Copper
  • Green - Chrome instead of Zinc

KiwiHawk avatar Jun 21 '23 19:06 KiwiHawk

In bob only, this is as follows (see this comment for complete list):

  • T0

    • Generic - Purple - Iron
  • T1

    • Blue - Piercing - Nickel (now Cobalt)
    • Electric - Orange - Aluminum (now Tungsten)
  • T2

    • Acid - Purple - Titanium
    • Explosive - Yellow - Gold
  • T3

    • Fire - Red - Tungsten (now Copper)
    • Poison - Green - Chrome (now Zinc)

To clarify this, the metals listed here are from the Angel's recipe to make the artifacts. This was merged in from a linked issue where I was suggesting the following substitutions:

  • Blue - Nickel instead of Cobalt
  • Orange - Aluminium instead of Tungsten
  • Red - Tungsten instead of Copper
  • Green - Chrome instead of Zinc

The current state (as of https://github.com/Arch666Angel/mods/commit/fdb1d49d309502b1298d154ab14feea4358778d4) is as follows:

  • artifact tiers are managed
  • drops of all (except bobs end game, >70% evolution) enemies are configured
  • technology tree is updated
  • technology added to 'unlock' large artifacts from small artifacts once the small version gets dropped on the ground

The manual creation of the artifacts is not yet taken into scope... Current tier progression is solely evolution based... the creation of (small) alien artifacts still needs to be looked at...

LovelySanta avatar Jun 21 '23 20:06 LovelySanta

After https://github.com/Arch666Angel/mods/commit/c7481c1c7fb5390da785463231b13df0e8e537b0, all enemies and spawners are reviewed. Enemy turrets (= worms) still to be done...

LovelySanta avatar Jun 27 '23 19:06 LovelySanta