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Hello there!

General Kenobi!

No no, just kidding, it's me, with a brand new mod development diary. Today, as promised, we are going through all the events that come with this mod, and there is a number of them. From new raid types and legendary hero joining when your colony fails, to legendary hunts and creatures with extremely valuable pelts.

Please note, Legendary hunt actually counts towards Raid Restlessness reset, meaning once a year you can go on a hunt for a legendary creature!

On top of that, a mod adds two additional animals you can have at your colony:

We are almost coming to an end of these devblogs as we have covered pretty much everything in regards to the Vikings mod, which might be the biggest Faction mod up to date. Next up we will cover various hairstyles and facepaints, and I am leaving the best for last - Crypto technology gear!

Take care everyone and I will see you all tomorrow!

Comments

Anonymous

I'm always wary when people try to add new mechanoids because it's rare that they match the style of the vanilla mechanoids, but the Odin looks fantastic!

Chris

This looks great!

Anonymous

Odin is designed for non-lethal combat, but has 2 giant scyther blades attached to it's arms, lmao :D on a serious note, amazing as always. I particularly like the feast event, just wish it wouldn't be random, so you can activate it with some prerequisites and enjoy a huge mood buff.

Anonymous

This mod looks so amazing! Can't wait to try it.

Anonymous

The Odin looks great but the design really contradicts his description; non-lethal combat paired with long, sharp blades, slow but resiliant mechanoid juxtaposed with a tall body on (at least I think it looks like) a rolling ball. Compare them to the Centipede: bulky, low hanging core, slow move speed and extreme durability, at the first glance the player can see their combat role. Lancers: similar ball shaped bottom matches their 4.7 speed. Scythers' with their sharp arms look like a spinning limb remover. When I read the infographic on Odin I pictured something more akin to Orion's "More Mechanoid" Mammoth. The model is really good looking, but it feels out of place.

oskarpotocki

Perhaps a little description change is in order because it definitely IS lethal :)

Anonymous

Having said all that, I often only comment on stuff that I'd like changed so I hope you don't take my opinion the wrong way. Your stuff looks and plays great, I just don't feel the need to communicate that here under every new patreon update.

Anonymous

Yea, that'd do the trick. Non-lethal mechanoids don't fit in the current theme of the game, since they are more of a ride or die raiders. If you ever planned on giving the mechanoids a makeover or expansion (with Tynan perhaps *wink*) to bring the Transcendence process (from the fiction primer) with mechanoids actually capturing fallen colonists for their own reasons, a unit with incapacitation as its main directive would be swell.

Anonymous

We need a mechanoids expanded, i think it would be good to have different mechanoids for different roles and also mechanoids pets. It would be nice if a special mechanoid would capture a colonist and flee, later an event called conversion would appear and you have certain amount of time to save the colonist or they become a cyborg

Anonymous

The biggest faction mod? Definitely! I wonder how big will be the description on steam workshop when released. Hahaha I underestimated the beauty of this mod when i first noticed about it...

Anonymous

This looks so cool! I'm so hyped for Vikings. Will Odins show up in other mechanoid groups or just as a legendary hunt?

Anonymous

Super excited for this. Too often I tend to avoid exploring the world in my playthroughs. I love the idea of being forced/incentivized to take a less defensive playstyle. =D