flytnow 1 Posted August 18, 2020 Thank You . I presumed initial mods were assumed to be move in the conversation thread before there is enough feedback to telephone them whole? Share this post Link to post Share on other sites
species1571 67 Posted September 6, 2020 Updated to v1.34: ---When horizontal screen resolution is 1920 or higher, the Repair, Supplies and Equip windows will be expanded to make better use of the available screen space. When this is active, some irrelevant information will also be removed (i.e production time and material requirement from the supplies and equip windows and item weight from the equip window). There is an option on page 4 of the customization option if you prefer not to have this. ---On the repair screen, if there are any damaged systems, the carrier fuel bar in the top right corner will now include a needle. If you are pointing to the button of a damaged system, the needle will indicate the fuel impact of fully repairing that system. If you are not pointing to a damaged system, the needle will indicate the fuel impact of fully repairing all currently damaged systems. ---EM flares can no longer be launched if the control tower is too badly damaged. ---Fixed a bug causing the Carrier Low Fuel Level and Pier Refuelling Range Boost options on page 7 of the customization menu not to be loaded correctly at startup. You will need to adjust these options if you previously used them. CAMPAIGN-SPECIFIC: ---A feature was added in v1.30 allowing the scout drone to be launched and docked during island missions where the scout drone is normally not accessible. In these situations, you can now also access the scout drone remote camera, normally used from the carrier shell gun, by holding the camera key (C by default). If the scout drone has been launched, a caption will appear when this is available. ---The Islands Overview window will now indicate islands requiring a unit upgrade that you do not yet have. This will be indicated by the icon of the relevant upgrade on the right side of the island listing. Additionally, a warning message will appear if you attempt to use the Instant Sail button to travel to one of these islands. ---When the enemy carrier retreats from an encounter, it will no longer be able to continue destroying your units while the cutscene plays. ---The option for relocating the carrier to the initial anchor point of an island can no longer be used during island missions where you would not normally be able to control the carrier. ---During some island missions, ownership of the island changes during the mission. Island ownership messages will no longer appear in these cases. ---Fixed a situation during specific unit missions where it was possible to purchase the unit you were given to carry out the mission. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE. 2 Share this post Link to post Share on other sites
parmenides 11 Posted September 28, 2020 wow again 🙂 Share this post Link to post Share on other sites
Natt402 0 Posted January 16, 2021 (edited) Hi, I've just downloaded the mod. It's in the main game folder and I have the beta version downloaded on steam. The mod doesn't seem to be active, is there any step I've missed or anything else that could be causing the mod to not work? I have no other mods downloaded. Ah wait, my bad. Didn't see the launch option. I'll leave this up in case anyone else is as oblivious as I am. Edited January 16, 2021 by Natt402 Share this post Link to post Share on other sites
species1571 67 Posted January 16, 2021 Ok I see you got it while I was replying. The other common thing is the file paths. Depending what method you use to extract the deadlyislands folder into the game folder, you can end up with one deadlyislands folder inside another. There must only be one. Share this post Link to post Share on other sites
species1571 67 Posted February 27, 2021 Updated to v1.35: ---For neutral islands, the Islands Overview will now indicate if a command center is under construction on the island. This will be indicated with a command center icon. ---Improved the Manta Alternative Control option. Aiming with the reticle is now more accurate, the manta is less likely to drift horizontally after turning on the spot, and the previous forcing of interior camera has been removed, although interior camera will still appear the most stable. ---Fixed a bug in the previous update that would cause existing backup saved games to be deleted instead of being archived when starting a new game on the same profile. ---Fixed a bug when using the alternative radar, if the enemy carrier left and travelled to another island, its icon would continue to be shown in the middle of the current island. ---Fixed a bug in CCGM where the game could crash if the enemy carrier left the current island while its units were still undocked (thanks to Doc Sys for reporting). Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE. 2 Share this post Link to post Share on other sites
parmenides 11 Posted April 6, 2021 On 2/27/2021 at 8:17 PM, species1571 said: Updated to v1.35: ---For neutral islands, the Islands Overview will now indicate if a command center is under construction on the island. This will be incicated with a command center icon. ---Improved the Manta Alternative Control option. Aiming with the reticle is now more accurate, the manta is less likely to drift horizontally after turning on the spot, and the previous forcing of interior camera has been removed, although interior camera will still appear the most stable. ---Fixed a bug in the previous update that would cause existing backup saved games to be deleted instead of being archived when starting a new game on the same profile. ---Fixed a bug when using the alternative radar, if the enemy carrier left and travelled to another island, its icon would continue to be shown in the middle of the current island. ---Fixed a bug in CCGM where the game could crash if the enemy carrier left the current island while its units were still undocked (thanks to Doc Sys for reporting). Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE, or go directly to the file HERE. Optional camouflages HERE. Thank you sooo much !!!! 1 Share this post Link to post Share on other sites
Deace60 0 Posted August 31, 2021 Your hard work is greatly appreciated! How can we support you? Share this post Link to post Share on other sites
species1571 67 Posted September 1, 2021 On 8/31/2021 at 1:20 AM, Deace60 said: Your hard work is greatly appreciated! How can we support you? Just continue to enjoy the game with the mod, leave feedback here, on the Steam discussions or on ModDB. Maybe leave a rating or review on ModDB. Share this post Link to post Share on other sites
species1571 67 Posted September 5, 2021 Updated to v1.36: ---Customization menu can now also be accessed from the pause menu. This means customization options can now be set during the opening mission of the story campaign, before the carrier is reached. Note that some options will not appear, or will not take effect until reaching the carrier. ---Added option on page 3 of the customization menu for Incoming Transmissions. This is the cutscene window that appears in the top left of the screen when one of the crew are speaking. Note that the subtitles for this window are now independent from the subtitles setting in the main menu. ---The quick options page on the customization menu now has a function for loading/saving up to three customization configurations. Note that when loading a saved configuration, the options will be applied immediately and you will not be able to click revert to undo the change, so make sure your config is saved to another slot if you want to keep it. When saving to a slot make sure to apply any changes before clicking save. There is also an option for restoring the default customization config (feature requested by babai). ---If the advanced production queue is paused due to insufficient material (i.e the next item in the queue was auto-queued but the minimum material amount for that priority level has not yet been reached), you can now manually start any item in the queue by clicking on it, then clicking the start button. ---Reminder messages will now periodically appear if the advanced production queue is paused due to insufficient material. ---Fixed a bug where loading a custom carrier gun layout by clicking the CUST button would not apply the layout correctly, or cause a crash if any of the positions in the custom layout were set to empty (thanks to babai for reporting). ---Fixed a crash which could happen when using the scroll bar on the Equip screen if the expanded windows option is enabled. ---Fixed a bug which caused the incoming transmission image to be distorted if subtitles are disabled (thanks to anatrok for reporting). ---Fixed a bug where the minimum material amounts for each auto-queue priority level on the advanced production screen would not be saved correctly between sessions. You will need to set these values if you previously used them. ---Fixed a problem when using a refuelling pod from a walrus which also has a weapon and shield fitted, where control does not switch to the weapon after using the pod (thanks to alexus3d for reporting). ---Fixed a problem in CCGM where if a game save occurred while controlling a character (human or droid), any mouse movement during the save would cause the character to be rotated after the save is completed, which can cause disorientation. Horizontal orientation will now be restored after game saves. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. History page HERE, ModDB page HERE. Optional camouflages HERE. 2 Share this post Link to post Share on other sites
species1571 67 Posted October 9, 2021 Hotfix 9th Oct 2021: A hotfix has been posted which addresses the following items. If you already downloaded v1.36, please download again. ---Crash when the "attack waves from nearby islands" option is enabled (thanks to Rogpog for reporting). ---Incorrect long range surveillance message saying that the enemy carrier moved from an island to the same island. History page HERE, ModDB page HERE. Optional camouflages HERE. 2 Share this post Link to post Share on other sites
Lamb_is_Poor 0 Posted November 22, 2021 i Kinda Want Gatling Prototype and as a Option to Toggle It, but That would Be Overpowered (or Fun) But it would be nice for Strategy Mode. Overall Great Mod I Enjoy my time with this mod. Share this post Link to post Share on other sites
species1571 67 Posted October 1, 2022 Updated to v1.37 (10th Anniversary Edition): ---Island persistence: When partially completing an island and then leaving and travelling to another island, returning to the island within 24 hours of game-world time will no longer reset the island to its initial state. Destroyed buildings, hacked firewalls etc. will be restored to the way they were when you left the island. This will also help with situations where you are working on an island and the enemy carrier arrives. Destroying the enemy carrier will no longer reset the island. NOTES: Due to the random nature of island spawning, some buildings may be different when you return, for example a manta garage may appear where a dummy building was before, especially if the island rating has changed since you arrived the first time. For turrets, walruses and mantas, the positions and loadouts of these will be different when you return, so it is still not a good idea to leave your units on the island when fighting the enemy carrier. However, the overall number of turrets, walruses and mantas will not exceed what was there when you left the island. Various improvements to walrus assist mode: ---The assisted walrus will be slowed down when one or more assisting walruses are out of range. This will reduce the chance of the lead walrus travelling too far from its assisting units. Exceptions are when the assisting unit is stuck or has no ammo. Manual control of the walrus is not affected by this. There is an option on page 5 of the customization menu if you prefer not to have this. ---With Dynamic Stance enabled, stance switching has been improved based on distance to the lead unit, enemies in range and line-of-sight. Assisting units will remain passive when out of range of the lead walrus or when they have no ammo or no line-of-sight with a shared target. This will reduce the chance of assisting walruses being "kited" away from the lead unit to go and engage remote targets. As assisting walruses will be passive when out of range of the lead unit, it is recommended to keep assisting units in a close group. ---Assisting walruses will no longer be indicated as stuck when they are in range of the lead walrus. ---When the lead walrus is docking, any assisting walruses will automatically be set to dock when the lead unit reaches the carrier. ---When the lead walrus is in range for automatic refuelling at a fuel pump, any assisting walruses in range will also receive the refuelling. ---New walrus weapon: Laser Mk III. This is a powerful late-game weapon and only unlockable as a progress bonus. It will not be unlocked by the "Unlock production of all items" option and will not show as a missing blueprint in the advanced production screen. This laser uses a modified version of the quad gun mount, so has full 360 degree firing and the same fitting requirements as the quad gun. NOTES: As with the carrier lasers, the power level display in the gui is inaccurate for this weapon as it uses 4 simultaneous beams. In reality, this has 4x the damage of the standard walrus laser and just over 2x the damage of the mk II. Having the Mk II laser blueprint unlocked is a requirement for unlocking the Mk III, so you will have to find that first. In the story campaign, if you have at least one Mk III onboard the carrier before the mission "Assault on Thermopylae", your initial walrus will have this weapon instead of the grenade launcher. ---Destroying enemy island radar stations, enemy units on the island can no longer detect a hack capsule installed on a walrus. This will reduce the chance of kamikaze attacks on your hacker walrus. ---Island difficulty boost (the first option on page 2 of the customization menu) is now the total number of islands you need to capture to boost difficulty, rather than the current percentage of friendly islands. This means that losing islands will no longer deactivate the boost once it has been activated (to deactivate the boost, you will need to adjust the slider). Also, strategy games with different starting settings will now require the same progress to activate the boost. The customization menu now shows the current number of island captures as well as the threshold you have set. As before, set the slider to 100 to disable the difficulty boost. ---Walrus grenade launcher maximum elevation has been reduced to improve visual targeting and more closely simulate real-life grenade launchers. Range at the highest elevation should be approximately the same as before. Any grenade launchers you have already fitted will need to be removed and re-fitted to apply the change (feature requested by apocalypse). FIXES: ---Walrus stuck situations: When one of your walruses is stuck because it is blocked by one of your other walruses, they will swap places. When stuck during docking very close to the carrier, the walrus will automatically be moved to the docking position. ---In v1.35, a fix was added for island walruses being unable to exit their garage. In the story campaign, this will now only be applied after reaching Outpost, as this was causing more walruses to be built than could reasonably be handled in the early campaign. ---Fixed a problem in CCGM story campaign where newly discovered units would remain passive until manually given a stance. This would already be fixed when using Dynamic Stance. Thanks to all who provided feedback since the last update, and to Kerry Freeman and Rob04 for playtesting. History page HERE, ModDB page HERE. Optional camouflages HERE. 1 Share this post Link to post Share on other sites
species1571 67 Posted June 4, 2023 Updated to v1.38: ---Island ownership changes and island counts are now integrated into a single display sequence which will play when an island changes ownership. The standard blueprint unlocks from island captures, as well as the mod's progress bonus unlocks will also be shown in this sequence. The customization menu options for island ownership reports and running totals have now been removed. ---The defense ratings of enemy islands directly captured (using a hack capsule) are now individually tracked. The number of each rating of captured islands and the overall number of captured islands can be seen after each direct capture or on the left side of the Shiplog screen. ---Directly capturing islands now grants a boost to all mining output for a period of 30 seconds during the next timewarp between islands. The boost level builds up gradually from 20 percent up to a maximum of 100 percent and builds faster according to the defense rating of islands captured. The boost will be suspended if there are no mining islands connected to your stockpile or if the current material level is close to the current maximum storage. Unused boost time will stack up to a maximum of 300 seconds. ---It is no longer possible to reduce the rating of an enemy island you are already present at by changing the island difficulty settings or due to the enemy island network changing. The rating may still be increased due to these changes, but capturing the island directly will be awarded as if it were the lower rating. ---Leaving an enemy island and returning within the island persistence period (24 hours of game world time), if the island's defense rating has changed, directly capturing the island will be awarded as the lower of the two ratings. A message will appear on arrival at the island if a lower level will be awarded. ---Walrus steering has been improved to reduce the tendency to spin out of control when moving at speed, especially when using the turbo. After making a steering adjustment, avoid countersteering and just release the left and right steering controls and allow the wheels to return to a central position for this to work best. ---New Manta weapon for strategy game: Gatling Prototype. This is a toned down version of the same weapon as seen in the Manta chase of the story campaign. It is quite a powerful weapon so you will need to prove yourself by directly capturing 5 Deadly rated islands. You can only have one at a time and it will be placed into carrier storage when awarded. If you lose this gun in action, you will be awarded a replacement by capturing an additional Deadly rated island, but this will postpone any other progress unlock which was due until the next island capture, so try not to lose it (requested by Lamper). ---Improvements to the Auto-Select function for the front carrier gun when the shell and any other front gun are both available: The shell will now only be fitted when the front gun is selected. When switching to control one of the other four guns or another unit, the secondary front gun (for example rocket launcher) will be fitted. A side-effect of this is that when switching from shell to one of the other four gun positions, the secondary weapon must be scrolled through first. This effectively makes two front weapons available using the mouse wheel. A short visual glitch when switching between guns is normal as the guns are re-fitted. The scout drone remote camera can now be activated while any of the five weapon positions are selected. The shell will automatically be fitted and selected when switching to the remote camera. ---When docking a Manta with a hooked Walrus, the Manta will now move to the appropriate side of the carrier before dropping the Walrus. The previous early drop of the Walrus when passing over a pier has now been removed. FIXES: ---Walruses set to assist would sometimes not accept a new order and would continue assisting. ---Destroying the enemy carrier and going to Medusa within the island persistence period, the island would be as if you had already destroyed all units and turrets (it seems the enemy carrier sinking cutscene always takes place on Medusa). ---Story campaign: Starting the Assault on Thermopylae mission if you completed the Field Source missions within the island persistence period, initial helper units would be missing (thanks to Kerry Freeman for reporting). ---Returning to an enemy island if the command center was repairing damage from a previous visit, a message would wrongly appear saying enemy construction was spotted. This should only appear for enemy construction on neutral islands. ---Walrus fuel pods could accidentally be activated by clicking on the command bar unit buttons. ---A crash would occur if a Manta with a hook ran out of fuel and the hook was subsequently activated with a Walrus nearby, either by the Auto-hook function or by manual activation. ---Fixed a problem in CCGM where the game would become extremely laggy if the enemy carrier approached your carrier while it was in shallow water. Various smaller fixes and improvements. See if you can spot them. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. History page HERE, ModDB page HERE. Optional camouflages HERE. 1 Share this post Link to post Share on other sites
species1571 67 Posted December 25, 2024 Updated to v1.39: STORY CAMPAIGN-SPECIFIC: -New Game+ mode - After completing the campaign, you can restart in NG+ mode. See notes below. -Added a very rudimentary jump function that Myrik can use when outdoors. To jump, press and release the spacebar. To perform a charged jump, hold the spacebar for at least one second before releasing. NOTE: Using this function, it is possible to get into locations you cannot get out of, or to fall through holes in the world geometry. Use with caution and remember to save often. The function only becomes available after reaching the carrier on Vulcan. -When alternative radar is enabled, stations which may be required for the hidden Mean Green Machine blueprint and achievement will be indicated with a green laser icon when the selected unit is close to the station. -When hacking a station for the Mean Green Machine blueprint, the number of blueprint fragments collected will now be displayed as well as which climates are still required. -Carrier will no longer be relocated after cutscenes that play after capturing certain islands. -Walrus Laser MkII will no longer be unlocked using the Full Tech Unlock option. -Hammerhead and Torpedo will no longer be listed in the advanced production screen when the display mode is set to show missing blueprints as these are storyline-only items and cannot be unlocked. -Manta attack waves from nearby islands will no longer occur during island missions where you cannot defend the carrier. -Volcanic islands now have additional links between each other and also to Genetix and Hades, so these islands can now be connected to your network if you capture them before the assault on Thermopylae. -During the Overrun Fulcrum mission, the enemy carrier will no longer be present at the island. GENERAL: -Island capture screen and shiplog now show the number of consecutive islands directly captured without using load. This can be maintained between sessions, as long as you use the Continue option from the main menu rather than Load. -Mining boost after directly capturing an island using a hack capsule is now only granted if the island was captured without using load. -Improved hit indicators that were added in v1.33. Previously kill shots could not be detected. In most cases these will now be detected and will cause the indicator to show green. -Added customization option on page 4 of the customization menu for hit indicators which allows you to choose between four sizes or disable the function altogether. -Improved Manta alternative control mode. Sensitivity has been reduced and some smoothing added, so it should be less jerky when moving the mouse. Rotation sensitivity is reduced when moving at speed so it is no longer possible to perform rapid turns at speed. Horizontal drift when turning on the spot has been eliminated. -When multiple Mantas are trying to occupy the same spot, they will now automatically maintain vertical separation. -Added sound when Manta hook engages. -Equipment preset loadouts and default preset settings are now separate for story and strategy campaigns. This means you can use story campaign or strategy specific items in your presets without affecting the opposite game mode. -Defense drones are now added to the list of progress bonus blueprints as it was possible to play the whole campaign without them being unlocked. -Scout drone now uses fuel even if fuel management system is disabled. -Scout drone 20% fuel warning is now a voice alert from Okoro. This should make it easier to differentiate from the normal unit fuel warnings. -Various small improvements to in-game dialogues. FIXES: -Fixed a bug where the carrier front cannon could continuously cycle weapons when travelling in timewarp. -Fixed a bug where it was possible to encounter an enemy Manta equipped with the prototype gatling. -Fixed a bug where the combat log would show blank entries for a short time if a target was destroyed immediately after the previous log had timed out. -Fixed a crash which could occur on Thermopylae in the story campaign while waiting for the repair walrus to arrive. NOTES ABOUT STORY CAMPAIGN NEW GAME+ MODE: -Only unlocks after completing the campaign. A message will appear on the main menu after unlocking and the campaign menu will have a New Game+ toggle which must be selected before clicking Restart. Note: If you already completed the campaign before this update, you will need to load the last saved game and continue until the end credits to generate the NG+ configuration. If you restart the campaign without selecting New Game+, you can restart again using the previously generated NG+ configuration. -Skips the initial tutorial islands and starts after Outpost. -All items on the carrier or stockpile island at the end of the previous campaign are carried forward to the new game, as well as any blueprints or upgrades. -All tutorial dialogues will be skipped and you will not be prompted to visit the Research Center on each island, as it is assumed you already did this on the first playthrough. You can still visit the RC if you wish. -Challenge is increased in NG+. After completing the Hammerhead system, remaining islands have their defense rating increased by two levels in addition to any levels you have set using the Enemy island upgrade levels. In NG++ and beyond, this is further increased to deadly. -The following customization options are overridden in NG+ (you can still adjust them in the menu, but changes will not take effect in NG+): --Docked unit refuel / repair - Disabled (all unit refuelling and repair must be done using island facilities or unit-to-unit refuel / repair. --Enemy island turret upgrades / Neutral island turrets - Always enabled to some minimum level. You can still set a higher level. --Enemy island unit auto repair - Enabled. --Adaptive enemy - Enabled. --Attack waves from nearby islands - Enabled. --Early warning system / Long range radar upgrade / Enemy carrier sighting reminders - Disabled. --Enemy carrier exclusion zone - Disabled. --Fuel management system - Enabled. --Manual refuelling of docked units / Unit fuel balancing / Carrier can use unit fuel - Disabled. Thanks to all who provided feedback since the last update. History page HERE, ModDB page HERE, or go directly to the file HERE. Optional camouflages HERE. 2 Share this post Link to post Share on other sites
species1571 67 Posted January 4 HOTFIX #2 Jan 4 2025. I posted a hotfix which addresses the following issues: -Items being incorrectly removed from carrier storage when using equipment fitting presets. -Mean Green Machine blueprint not unlocking after collecting the 3 fragments in story campaign. -Trying to restart the story campaign normally before New Game+ was available, it would start in NG+ mode but without any NG+ items to add. If you already downloaded v1.39, please download again. Share this post Link to post Share on other sites