This mod has not been updated for ITB 1.2. For bug free experience, use with ITB 1.1 - otherwise use at your own risk.
See here for an updated version of this mod.
About:
Bots'n'Bugs is a mod for ITB aiming to increase the number of enemies, in order to make each run more varied.
Everyone likes different things, so everything this mod adds can be toggled via the Mod Configuration menu before starting a new game.
Content:
This mod adds
- 9 Enemies (10 with Colony)
6 Bosses
5 Techno-Vek Mechs
Swarmer
HP: 1 / 2
Move: 4 / 5
Range: Melee
Damage: 1 / 1x2
Boss: Yes
Special Abilities:
Always spawn in pairs.
Count as half a unit for counting how many new units to spawn.
Roach
HP: 2 / 4
Move: 4 / 4
Range: Melee
Damage: 1 / 3
Boss: Yes
Special Abilities:
Spit A.C.I.D. at it's target before attacking.
Armor.
Spitter
HP: 3 / 5
Move: 3 / 3
Range: Infinite
Damage: 1 / 2
Boss: Yes
Special Abilities:
Deals double damage in melee.
Crusher
HP: 4 / 6
Move: 3 / 3
Range: Melee
Damage: 2 / 4
Boss: Yes
Special Abilities:
Attacks 3 tiles.
Massive.
Wyrm
HP: 3 / 5
Move: 4 / 4
Range: Melee
Damage: 2 / 4
Boss: Yes
Special Abilities:
The attack bounces to adjacent targets, halving the damage each jump.
Flying.
Blobberling
HP: 2 / 3
Move: 5 / 5
Range: Melee
Damage: 1 / 2
Boss: No
Special Abilities:
Always explodes on death, damaging all adjacent tiles.
Does not count as a unit for counting how many new units to spawn.
Floater
HP: 3 / 4
Move: 2 / 2
Range: Self
Boss: Yes
Special Abilities:
Spawns a Colony at it's tile, and moves away.
Flying.
Colony
HP: 1 / 1
Move: 0 / 0
Range: Special
Damage: 1 / 1
Special Abilities:
Expands creep every turn.
Can target anything connected to it by creep.
Stable.
Shield Bot
HP: 1 / 1
Move: 5 / 5
Range: Melee
Damage: 1 / 3
Boss: No
Special Abilities:
Shields itself before attacking, and expends the Shield in order to attack.
Damages all adjacent tiles.
Flying.
KnightBot
HP: 1 / 1
Move: 3 / 3
Range: 2
Damage: 2 / 4
Boss: No
Special Abilities:
Charges, and pushes it's target.
Armor.
Download:
Bots'n'Bugs 2.0.11 - requires mod loader v2.4.0 or higher
Mod Loader - (Originally by CyberBoy2000. Continued by kartoFlane)
Acknowledgements:
Cyberboy2000 - Thanks for the quick work on setting up the first mod loader.
Automatic - Thanks for the work on the dll's used by the mod loader for additional modding functionality.
Kartoflane - Thanks for managing the mod loader, modApiExt and for always being available to answer my questions about them.
Rusted - Thanks for discussion about modding, balance, and always wanting more.
Tarmean - Thanks for creating your C-Utils dll, further enhancing what we can do in ITB.
Discord - Thanks for being a welcome place with friendly people.
Installation
1. Make sure Into the Breach is up to date.
2. Find your Into the Breach directory. If you are playing ITB under Steam, this directory can be found via Steam Library -> Right Click Into the Breach -> Properties -> Local Files -> Browse Local Files.
3. Scroll down to Readme.md here, and follow the instructions there to install the mod loader.
4. Download this mod; open 'ITB-Bots-n-Bugs-master' and place the 'Bots'n'Bugs' folder found there into the 'mods' folder in your ITB directory. (you don't need the licence, readme or git files as a normal user)
5. Run game - you're now good to go!
Mod Options
Click Mod Content -> Configure Mods -> Bots'n'Bugs
Enemy options:
All islands spawn with 3 Core unit types, 1 Psion unit type, 2 Elite unit types (initially hidden), and one Leader.
For non-bot Vek added by this mod you can choose whether they take the slot as a Core, Elite or Psion unit type.
Each Vek can also be individually disabled.
Leader options:
You can toggle leaders on and off.
If a base enemy type as well as this option is enabled, then its leader variant will be able to spawn as the final boss on an island.
Enabled leaders can also spawn in the final mission.
Delay Roach Spit:
An option added by request - if enabled Roaches will not spit A.C.I.D. on the same turn as they burrow out of the ground.
Reset Tips:
If enabled when exiting the mod configuration, all tutorial tips added by this mod will reset and display when appropriate again.
Changelog:
Code: Select all
2.0.11- Hopefully fixed Swarmers jumping under bombs and pylons on the final mission part 2.
2.0.10- Wyrm nerfed - Attack no longer bounces if it hits an empty tile.
2.0.9 - Alpha Blobberling's tooltip now correctly states it deals 2 damage.
Fixed a bug causing enemies to cancel their attacks when they lost their shields. Thanks Tosx for both reports.
2.0.8 - Fixed an issue causing other modded unit traits to be hidden. Thanks to Tosx, Arfy and R30Hedron for discovering this.
2.0.7 - Fixed a rare crash involving Techno-Crusher mashing two pawns together when one of them was standing on a pod mark. Thanks to Rithaniel for the report.
2.0.6 - Fixed an issue causing spawning Swarmers to be able to step onto a pod and destroy it. Thanks Smutty for the report.
2.0.5 - Fixed an issue where Camila could get webbed on Creep. Thanks M3aslyTpod for the report.
Colonies will now lock their targets once the player hits End Turn, and will no longer retarget for any reason outside of the player's turn.
2.0.4 - Swarmer clones can no longer move into locations where a pylon will fall in the final mission. Thanks Nard for the report.
Swarmer clones can no longer move into your deployment zone.
Swarmer clones can now only emerge if they can get to an empty tile within their movement allowance. (was infinite range)
2.0.3 - Fixed rare crash introduced in version 2.0.2.
Added 'Volatile' icon to Blobberling.
Blobberling can no longer benefit from Psion bonuses - No longer possible to explode twice.
Various small fixes.
2.0.2 - Fixed several typos - Thanks to Tosx.
Fixed a bug that could cause two pawns to end up on the same tile when using Kaizer Blades to pull them both towards an explosive mine.
Improved attack preview of Techno-Crusher - it should now preview the correct amount of bump damage when 2 pawns are mashed towards an empty tile.
Improved attack preview of Techno-Roach - it should now preview the correct amount of damage on adjacent pawns not already affected by A.C.I.D.
2.0.1 - Fixed a bug that prevented bosses to be added to the final island.
2.0.0 - Added Spitter, Wyrm, Crusher, Floater and Colony.
Added bosses for Swarmer, Spitter, Wyrm, Crusher and Floater.
Added achievements and unlockable Techno-Vek Mechs for Swarmer, Roach, Spitter, Wyrm and Crusher.
Removed Garden Psion.
1.3.4 - Added KnightBot Portrait.
1.3.3 - Fixed Blobberling crashing the game.
Reworded Garden Psion's description to not mention fire damage due to one strong voice calling for it. No mechanical change.
Added tutorial tips to several units and attacks to help explain unique behavior.
1.3.2 - Added Swarmer Portrait.
1.3.1 - Renamed Zergling to Swarmer - more inline with vanilla naming conventions.
Fixed an issue that could cause Swarmers not to split after spawning.
Alpha Swarmer now has 2 hp, up from 1.
Swarmers now count as regular units (unlike spiderlings), limiting new spawns as normal.
Redesigned Garden Psion a bit, to make it less problematic to npc units.
Vines now deal fire damage, so fire immune units take no damage.
Vines cannot spread to occupied tiles (except vek occupied).
Both stages of Vines light on fire if damaged.
Vines are created in a cross pattern instead of just beneath the Psion.
1.3.0 - Added Zergling.
1.2.3 - Roach Leader should no longer mess up artillery trajectory.
Garden Psion can no longer spawn in Psion Leader mission.
1.2.2 - added Blobberling portrait.
1.2.1 - updated all my mods with correct modApiExt versioning. If you encounter bugs, update all your mods.
1.2.0 - added Knight-Bot and Garden Psion.
1.1.1 - modApiExt compatibility with other mods not using it's latest commits
1.1.0 - Blobberlings now avoids mines.
Various misc internal code updates that does not affect balance.
1.0.2 - Added Option: "Delay Roach Spit" - "Roaches won't spit the turn they emerge from the ground"
1.0.1 - Roach Leader - Added water sprite.
Old versions: 2.0.10 2.0.9, 2.0.4, 2.0.1, 1.3.4, 1.2.3, 1.0.2