Stranded: Alien Dawn

Stranded: Alien Dawn

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Stranded: Project-X
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961.241 MB
12 May, 2023 @ 3:58pm
6 Mar @ 1:48pm
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Stranded: Project-X

In 1 collection by Logics
Stranded: Project-X
6 items
Description
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[[[THIS MODIFICATION IS NO LONGER BEING DEVELOPED]]]

Welcome to Stranded: Project-X.
This mod aims to expand on the base game of Stranded: Alien Dawn. Within the base game you are limited by main objectives that strive you to a specific finish of your save. Project-X aims to give you the utmost freedom, giving you continuity.

My goal is to eventually make Stranded a game that evolves into several hundred branches of playstyles, allowing you to become whatever you want, or do whatever you want and the world around you will adapt according to -you-. The mod will eventually grant you better starting options, skills and tech trees. Regardless of the countless options you will be given, continuity will always be the core goal of Project-X, that planet you are on... will never fade. You will always have options to make. New stories will be added alongside a bunch of fun and juicy features.

This mod is best played on the scenario 'Project-X'. The moon is optional, the one provided with the mod slows down the progressiveness of the enemy waves by a large amount allowing you to enjoy the success of your colony for as long as you want. Eventually I aim for a second moon to have no progressive waves and instead enemies spawn according to your actions on expeditions, giving me more freedom to create a diversity of enemies and scenarios.



New scenario, Moon, Trade System, Radio and Recruit Crew Feature.
Now you will begin your scenario differently. Use your shuttle to get more crew members and expand your colony with the limit extended to 300. Create the best colony you possibly can! Keep bringing them crew members in and growing. Use the 'Communication Relay' to get animals transported in, purchase new colony members or request supplies. Perhaps engage with the black market trade ship or hire droids to do your dirty work, the options are limitless!

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There is no end game objective, no win conditions. This is all about continuity. Use the trading pod to select crew members and access the Project-X economy to purchase some of that juicy contraband or use your Galacticoins on some much needed resources. Either way, it is your choice.



Over 45 NEW characters, Over 150 new traits, Over 60 new health conditions:


Over 45 new and secret characters with more being produced, all created from absolute scratch, bios created by my own insanity and based around the entire lore of 'Project-X'. Each character comes with unique NEW traits, over 150 and more new traits infact! Not to mention the 60 plus new health conditions... all this with more new additions per update. The characters are balanced to have buffs and debuffs. They are designed to work specifically alongside the new skills and upcoming new skills and are created specifically for the balance of Project-X Scenario.




3 New Skills - 2 In Development!


Hacking
- The ability to do some criminal work and get hacking them databases for blueprints. Use the blueprints to unlock contraband items in the new skill tree. Gain access to Black Market items! Alien tech! Cyber Tech! New armour and weapons! Hacking will not only help you in unlocking those illegal blueprints, but it'll also grant you access to Hacking perks whilst on expeditions, special unique -new- expeditions and new game options that can only be made by someone with a certain hacking level. Rewarding you for being a criminal! But be careful... contraband is well.. contraband for a reason. You don't know exactly who could be watching your every move.


Trading
- The new 'Trade' skill will give you access to yet... another tech tree, by advancing in trading you can receive valuable resources from suppliers! Trade resources for much needed components! Or even dabble in the black market for them cheap deals. Build that trading shuttle and begin your journey in the market, grow your colony to new lengths with some exciting new Galactic devices, armour and weapons unlocked via Trade!


Biologist
- The new Biologist skill gives you exclusive access to end game content! The skill was introduced as a butchering system to redefine the loot tables of enemies. With the skill you can now dissect corpses for valuable organs, use these organs to create new things or sell to the market via 'Trading' for valuable gear. The Biologist comes with over 15 new loot table items, an entire animal tree reworked to have hearts, lungs and stomachs to dissect, increasing in rarity the harder the enemy. Giving you a reason to look forward to the next wave of enemies, not knowing if it could be a rare one!

Tamer
- Has already began to be developed and you shall see a few small features ingame, such as the Tamer's Guild where you can spawn in tamed character specific pets through the Communication Relay, aswell as Tamer benefits and additional features slowly being added.

Cybernetics
- Coming Soon!


New Tech Trees Per Skill - Over 100 NEW Items!
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New weapons effects and equipment!



Reworked Animals

The entire animal tree is being reworked, new animals are being introduced and current existing animals are being buffed to match the power of the weaponry, gear and buildings of Project-X. Animals are slowly being changed over a course of updates that will change loot tables, rarity and boss like animals. Animals will also have more produce and meal recipes. Eventually story missions will be added that will change the way the wave system works and make it more reactive to your actions rather than random. This is a huge rework and will take a few updates to complete, but slowly over time it is forming.

This mod only introduces new content so should be quite flexible working alongside other mods, the only exception is any ''Animal'' related mods should be avoided if using ''Project-X'' due to the potential of conflict.
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Ofcourse if you run into any bugs or issues please message me on the discord or comment below and I will get to fixing it asap. I know there could potentially be some as this is a large modification and it has alot of features that I had to test alone so all the support I can get is appreciated!

All and any support given will be used on the purchase of assets for the mod, and be directly put into the creation of the mod only. I am the only person working on this mod so the smallest of support goes a long way in keeping the development of the mod going. Thank you!<3

[www.buymeacoffee.com]
[discord.gg]
[patreon.com]
Popular Discussions View All (11)
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17 Apr @ 2:30am
PINNED: Bug Reports
Logics
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5 Jan @ 6:45pm
PINNED: UPDATE 2.0
Logics
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4 Jun, 2023 @ 2:52pm
PINNED: Character Profiles
Logics
591 Comments
Шальной ツ 28 Apr @ 8:31am 
@Logics Hi, are you working on a new mod or you decided that this mod takes too much time to develop?
Kyle9185 28 Apr @ 12:52am 
If anyone has an issue where about half the activities are incapable of being assigned to survivors, I'm pretty sure it's caused by adding the "fast feet" rule.
Gantenbein 15 Apr @ 1:35am 
@Logics: This is sad news. I like the mod a lot. Thanks for several hrs of fun!
Noteagro 14 Apr @ 12:29pm 
@cawphee.black Good to know! Thanks for that. Seems like both make big overhauls, so wasn't sure if they might conflict. There are several things in the Beyond Stranded mods that are not working correctly though, like the Excavation job that was added, so was debating removing that pack. Then that mod pack they don't allow for commenting to try to discuss with the author/s of the mods so hard to know if those issues will be looked into getting resolved.
Bel-garion 14 Apr @ 12:00pm 
a little stuck having just downloaded it on how i go abut researching the other things you can devalop in it.. galactic storage for one
cawphee.black 13 Apr @ 11:05pm 
@noteagro you can run both mods together. No need to pick one and exclude the other. Well other than no more fixes, but ProjectX works pretty well overall. There are just some flavor items that don't really work but anything more important does all seem to work.
Noteagro 11 Apr @ 6:32am 
Just got into the game, saw someone asking if this mod or the Beyond Stranded is better. Only to come here and see one of the authors just posted saying they are no longer developing it. Assuming this means bug fixes and such too?
Logics  [author] 11 Apr @ 4:13am 
[[[THIS MODIFICATION IS NO LONGER BEING DEVELOPED]]]
cawphee.black 8 Apr @ 3:37pm 
speaking quirks... I forgot about this. In a saltu run, noth would not sleep on the large galactic animal beds either. Also one of them when I places it looked like it had a wire that appeared between it and a nearby pole. I don't see a power requirement on it though, so that was weird I think.

Oh and it doesn't seem like you can remove galactic lights after placing them. Which is a shame because I really like the white and or colored lightning but it's a pain to place because I don't see any indicator of where one was placed before.

lol if one were asking.. well with these quirks does anything work? yes lots of it does work great. Like turrets, production items, terminals and other stuff. I definitely like the extra variety of turrets and stuff. The cyber crystal farm works fine too. It's nice to have another way to alter the soil too.
cawphee.black 8 Apr @ 6:45am 
while I I definitely like this mod I am see a few quirks.
For example I avoid using the most of the nice storage this adds because delivery drones get weird when I have more than 1 of any of the containers. Like with construction containers. I setup 6 of them and they were loaded but then the drones started to unload one to load those items to another and so on so that I had a loop of drones going... Lol not sure what could have been done to make this occur really or if it is even fixable or just a game bug with custom containers?

The other thing I'm seeing is the galactic force field barrier is also quirky. I set the barrier to a particular circuit and someone ran by to change the circuit but it is still drawing power even though the circuit itself is off. And turrets on the circuit are off as well. Finally if I look at the fence it still show "changing to circuit #" even though it was changed already.