Name: Misanthrope
Description: Vastly improved biter AI behavior, tweaks biter expansion mechanics. Memento mori.
License: MIT License
Version: 0.3.7
Release: 2016-04-10
Tested-With-Factorio-Version: 0.12.29
Category: Gameplay
Tags: Biters
Download-Url: https://github.com/Afforess/Misanthrope ... _0.3.7.zip
Website: https://github.com/Afforess/Misanthrope
Notable Mentions:
- Biter-Friendly Rails - For players who prefer Biters ignore their railways
Long description
There are two major changes to biter gameplay & pollution mechanics.
Biter Evolution Mechanics
The game cycles through different phases of biter expansion. While your evolution rate remains below 0.15, biters will be peaceful and not attempt to expand to new bases. After that, depending on your current evolution rate, the biters will become more aggressive. This is a cyclical system, after a period of peacefulness, biter aggression will increase from peaceful, to normal, passive, aggressive, etc until they reach the stage that matches your current evolution rate. Then, after all the phases complete, there will be a brief peaceful phase, until the cycle resumes.
There are other gameplay changes. Pollution spreads a bit farther, but pollution is penalized slightly less in the evolution rate as a result. Time increases the evolution rate more quickly. Aggressive biter expansion stages may slightly reduce the evolution rate. As the player spends more time in the game, the evolution rate will increase at a faster pace. Early in the game, the evolution rate increases slower than the base game, but after 24 hours of time in the game, the rate doubles, and quadruples again after 72 hours.
Expansion Phases:
Players with EvoGUI 0.4.8+ installed can view the current biter evolution phase and current change in evolution factor / minute on their HUD.
New Game Content
The mod will direct the biters that it spawns to attack the surrounding area of player constructed equipment, focusing on high valuable targets line power lines, rail lines, and other vital infrastructure.
Biters will attempt to avoid attacking heavily fortified locations and prefer to attack the least well-defended areas.
Biter Evolution Mechanics
The game cycles through different phases of biter expansion. While your evolution rate remains below 0.15, biters will be peaceful and not attempt to expand to new bases. After that, depending on your current evolution rate, the biters will become more aggressive. This is a cyclical system, after a period of peacefulness, biter aggression will increase from peaceful, to normal, passive, aggressive, etc until they reach the stage that matches your current evolution rate. Then, after all the phases complete, there will be a brief peaceful phase, until the cycle resumes.
There are other gameplay changes. Pollution spreads a bit farther, but pollution is penalized slightly less in the evolution rate as a result. Time increases the evolution rate more quickly. Aggressive biter expansion stages may slightly reduce the evolution rate. As the player spends more time in the game, the evolution rate will increase at a faster pace. Early in the game, the evolution rate increases slower than the base game, but after 24 hours of time in the game, the rate doubles, and quadruples again after 72 hours.
Expansion Phases:
- Peaceful: Biters will not expand or attack pollution sources.
- Evolution Factor: Any
- Normal: Biters will expand and attack pollution, the same as vanilla mechanics.
- Evolution Factor: 0.15 - 0.30
- Passive Aggressive: Biters will expand new bases, but far away from the player.
- Evolution Factor: 0.30 - 0.50
- Decreases biter evolution while active.
- Aggressive: Biters will expand new bases rapidly.
- Evolution Factor: 0.50 - 0.70
- Decreases biter evolution while active.
- Assault: Biters will expand actively towards player structures.
- Evolution Factor: 0.70 - 0.85
- Decreases biter evolution while active.
- Beachhead: Biters will attempt to expand into player bases, attacking the player for control of land directly.
- Evolution Factor: 0.85+
- Decreases biter evolution while active.
Players with EvoGUI 0.4.8+ installed can view the current biter evolution phase and current change in evolution factor / minute on their HUD.
New Game Content
- Alien Defense Tech (Requires Military III and Turrets)
- HARPA Emitter (Requires Alien Defense)
- Causes biters to flee from the emitter in a 60x60 area around itself
- Slowly damages biters inside the area of effect
- Slowly damages worms inside the area of effect
- Slowly damages biter and spitter spawners inside the area of effect
- Has no effect on behemoth or stronger tiers of biters.
The mod will direct the biters that it spawns to attack the surrounding area of player constructed equipment, focusing on high valuable targets line power lines, rail lines, and other vital infrastructure.
Biters will attempt to avoid attacking heavily fortified locations and prefer to attack the least well-defended areas.
Future Plans
- Add a few more Alien Defense techs & items. I want to add a HARPA power armour module.
- Add an Alien Offense tech & bio-toxin power armour module to kill trees / biters near player
- Verify MP is working perfectly
Version history
Contributions welcome.Version history
Version 0.3.7:
Version 0.3.2:
Version 0.0.1: Initial Release
Version 0.3.7:
- Bugfix: Fix issue where pollution would cause evolution rate to rise faster than intended
- Some minor tweaks to decrease how often the biter AI updates
- Bugfix: Fix nil access error on_tick w/biter scents in rare cases
- Feature: Biters prefer to attack locations where few biters have died. Biter deaths are tracked and slowly 'forgotten over time', in a heatmap style effect.
- Feature after evolution factor 0.5 is reached, the player will no longer be able to receive 'Peaceful' biter strategy. Defaults to 'normal'.
- Bugfix: on_tick errors will not crash the game to the menu, but warn players that an error has occurred in chat.
- Bugfix: A bunch of fixes on how player structures were valued incorrectly when being targeted by biters.
- Performance: tons of changes on how Biter attack planning is calculated. Previous attacks that failed to path-find to the target are remembered and those targets are devalued.
Version 0.3.2:
- Performance: Optimization of danger calculations.
- Bugfix: Remove debug code that was accidentally left in 0.3.0 that was hurting mod performance
- Feature: Revamped Biter AI - Biter bases develop cohesive attack plans and attack weak targets (previously large swarms of biters were summoned from anywhere to attack weak targets)
- Feature: Biters attempt to settle new bases near the player (right outside turret range) when it's too weak to attack the player's defenses
- Feature: Biter attacks can now come from farther away, distance varies by evolution rate (as far away as 640 away from the target)
- Balance: Evolution rates rise a bit more quickly
- Bugfix: Biters will not target entities owned by neutral forces
- Bugfix: Fix bug where removing power poles without a character (in god-mode) would cause a crash
- Bugfix: Fix bug where Micro-HARPA would not work you have never built a regular HARPA emitter
- Bugfix: Correct armor detection in MP when a player dies
- Bugfix: Fix error when starting a fresh game
- Bugfix: Fix issue where having very few regions with enemies would cause an error
- Major performance improvements (mod time went from 3ms / tick to 0.060ms / tick)
- Strength and size of biter attacks on player bases depends on the expansion phase
- Using HARPA technology will cause evolution factor to increase faster
- Codebase cleanup
- Bugfix: Hopefully fixed all MP desync issues
- Performance: More aggressive caching, less calculations.
- Bugfix: Fix error when user *does* have EvoGUI installed. (I swear I test this stuff!)
- Bugfix: Fix error when chopping trees
- Bugfix: Fix error when user does not have EvoGUI installed
- HARPA emitters require power, rebalanced recipe.
- Player is shown a visible outline of HARPA emitter range when placing one.
- Added Alien Defense 1 Tech
- Added HARPA Emitter - Discourages Biters from entering a 60x60 area around the emitter
- Optional Dependency on EvoGUI. If EvoGUI >= 0.4.8 is enabled, will allow the player to view evolution phase information.
- Biters will be less interested in attacking the same target multiple times
- Biter Evolution system re-written. No more Dynamic Expansion code left.
- Large performance improvements
- Cache amount of danger biters face from player structures in a region
- Biters have the ability to temporarily short out power grids when attacking power lines
- Improvements to having biters avoid targets near turrets
- Further code cleanup
Version 0.0.1: Initial Release