[Squad] Nuclear Nightmares v1.1.1

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NamesAreHard
Posts: 2
Joined: Fri May 14, 2021 12:10 am

[Squad] Nuclear Nightmares v1.1.1

Postby NamesAreHard » Fri Jul 23, 2021 6:10 pm

Nuclear Nightmares by: NamesAreHard
Most of the Art By: Machin

"Taking nuclear Energy with them, these mechs are the Vek's worst nightmare, as long as you have the Energy."
With an interesting quirk, these mechs rely on Nuclear Energy to keep their damage high. This is not a simple squad and is not recommended for beginner players just getting into modded squads, but is instead recommended for people who have been playing longer and want a twist on their game play.

Download Link Version 1.1.1
You can download them here. Requires modloader 2.8.3 or higher to work.

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Nuclear Punch
"Pushes an adjacent target and deals damage equal to Energy, then decreases Energy by 1. Starting Energy 3."
Upgrades:
- 2 Cores: +1 Damage

Nuclear Beam
"Pushes and damages targets in a line. Covers a chosen number of tiles, up to Energy, then decreases Energy by that amount. Starting Energy 6."
Upgrades:
- 2 Cores: -1 Energy Used
- 3 Cores: +1 Damage

Materialize Box
"Deploy a 1 health box within a range equal to your Energy, then decreases Energy by 1. The box has the ability to combust, dealing itself one self damage, pushing adjacent units. Starting Energy 3."
Upgrades:
- 1 Core: Super Charged -- "When combusting, the box also provides one power to any mech in its row or column."
- 2 Cores: +1 Health

Fission Generator
"Restores the Energy of all weapons in one mech to their Starting Energy."
Upgrades:
- 1 Core: +2 Energy Gain
- 2 Cores: Reactivate -- "Allows the mech to take an extra action after use. No extra movement."

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Version History:

Code: Select all

1.0.0
First Release

1.0.1
Wording Changes
Mech sprite adjustments and optimizations, thanks to Machin for providing a lot of these changes
Color Palette Changes including plate highlight with an option in the options menu to change it to either cyan or lime.
Changed the icon for gaining power vs. losing power
Added tutorial tips for the squad to more easily ease you into the new mechanic

1.0.2
Fixed a bug where the nuclear box showed up as the mech example for rift walkers color palette in the palette editor

1.1.0
Added Achievements!
1. One Punch Mech - Four times during a single mission, kill an unwounded Vek that has 4 or more health with Nuclear Punch.
2. Recharge! - Regain 8 energy with one action of the fission generator.
3. Planning Ahead - Combust 3 Nuclear Boxes in one turn.
New Weapon Icons and Box Sprites! Huge thanks to Machin, they are absolutely gorgeous
Made the Materialize Box Weapon actually materialize a box instead of deploying it. Also fixes a bug where the deploy wouldn’t land properly because it no longer lands.
Power Cost Rebalance: The power cost of weapons have been rebalanced to match the AE update
   Nuclear Punch 1 → 1: No change, since it probably should have cost 2 to begin with
   Nuclear Beam 2 → 1
   Materialize Box 1 → 0
   Fission Generator 0 → 0: No change since it was already zero
Added the ‘NAH’ tag to all pawns to remove them from save data easier when uninstalling (to prevent statistics bug)
Fixed a bug where the nuclear box would show up as the example image in the palette editor
Fixed a bug where other pawns on your team would crash the game when supercharged with a nuclear box
Fixed adding weapons to the shop, since the old version is deprecated. There is no longer an option to turn it on or off, but you can do that directly in the weapon deck.
Added a custom damage tip for Nuclear Punch
Updated to Weapon Previewer 3.1.3
Updated to 2.8.3 Modloader (and modapiext)

1.1.1 Hotfix:
Fix second phase crash and full energy mechs that aren't nuclear mechs

Known Bugs
Weird extra space on recharge achievement when in game: Has to do with Note in the hangar, but it's not a big deal


Credits:
This is my first mod, and I had a ton of help in many different ways, here's a list. If you helped and you're not on the list, send me a DM. Names in italics were extremely helpful.

Answered Modding Questions:
tosx
ATLAS
Lemonymous

BETA testing, or throwing out ideas during BETA:
Protostar909
Machin
Lemonymous
1manApocalypse
Tosx
Sworder
narD

Art:
Machin

2.8.3 Modloader and all their other hard work:
Lemonymous

Thanks to everyone on the discord (go join it!) for keeping me interested in the game and making it fun and easy to start modding.