Secronom V1.9 - Axema Vales (author)

https://discourse.cataclysmdda.org - CDDA official forums

  *This README.txt act as my changelog.



	=>CURRENT UPDATES<= (#changes, +contents, ~rebalances, -fixes)
	
--> V1.9 - Currently working on the hivemind and the flesh base. <--

#  TILESET REWORKS (if possible)

+  SECRONOM BUNKER (a small underground fortress that's connected to the lab)
+  NPCS (they provide a subtle lore and few other features)
+  EXPERIMENTAL MUTATIONS (3 new mutation paths)
+  SECRONOM LAB (more rooms)
+  SECRONOM EXOSKELETONS (2 new power armors)
+  POWER ARMOR MODULES (module implants for power armors)
+  FLESH VESSEL EXPANSION (5 types of flesh vessels)
+  FLESH VESSEL MORPH/FORM (flesh vessel abilities)
+  FLESHED MILITARY BUNKERS (same old bunker, but it's infested by the flesh)
+  PATHOGEN FLESH VESSEL (can now form a new hivemind, AKA flesh camp overseer)
+  HIVEMIND NPC (a mini version of the flesh boss that can be augmented. Interactable for developing a flesh camp)
+  HIVEMIND SPAWNS (NPCs spawned by the hivemind. Has their own characteristics)
+  BIO-ORGANIC VEHICLE PARTS (a new set of flesh vehicle parts)
+  CRIMSON HORROR (fleshlings)
+  AMALGAMS (fleshmound offsprings)
+  SCENARIO/PROFESSION (a simple scenario/profession introducing the use of flesh vessel)
+  SPIDER (final upgrade path)

~  SHAPESHIFTER REWORKS (now much more deadly with improved abilities)
~  FLESHED TER/FURN (almost all fleshed ter/furn counterparts now has fixed bash resistance)
~  CITY ZED REBALANCES (minor adjustments to the stats of some city zeds, namely their damage output and skillsets)

-  UNKNOWN RACES REWORK (removed the wandering portal "???". Unknown creatures now spawn in the wild)
-  SADDLERS (now are butchered for tainted meat)
-  CRIMSON HORRORS (now are immune to blood acid)




	=>PAST UPDATES<=
	
--> V1.8 - Focused mostly on improving the flesh forest/city features. Few mutations were created for later expansion. <--

#  MINOR UI CHANGES (mod is now highlighted in red when viewed in world generation (and in loading screen), to notify players of its extreme difficulty)
#  ACHIEVEMENTS (long- and short-term goals for your adventures)

+  WANDERING ABERRATION (shapeshifter)
+  CRIMSON HORROR (veinstalk)
+  EXPERIMENTAL MUTATIONS (new, early mutation paths)
+  FLESH ZOMBIES (complete expansion of flesh zombie variants for the flesh city. Land wildlife included)

~  SECRONOM LAB (now has a very rare, exclusive mutagen)

-  FLESH CITY POPULATION (now densely crowded)
-  FLESH BIOME (can now spread across the lands. A temporary, alternative solution)
-  CRIMSON HORRORS (can now infest other creatures)




--> V1.7 - Focused on creating various structures, being the flesh forest/city the biggest project. Saddlers were also reworked for their appearance to the mod. <--

+  FLESHED STRUCTURES (basic city buildings)
+  ZED MUTANT (fleshknot)
+  SADDLER NEST (gathering nests of saddlers)
+  SADDLER (brute, scout)
+  INFECTED SADDLERS (normal, brute and scout)
+  ZED MUTANT (relinquished zombie)
+  FLESH FOREST (home for the crimson horrors)
+  CRIMSON HORRORS (creatures unique to the fleshed environment)
+  FLESH CHUNKS (a consumable food with superior regenerative prowess)
+  FLESH CITY (cities overwhelmed by the flesh)

~  SADDLER REBALANCES (stats tweaked to existing saddlers)
~  SADDLER REWORKS (they are parasites which manipulates sentient targets, thus removing their acid prowess entirely)
~  MONSTER SPAWNGROUP REBALANCES (balanced the spawnrate for both vanilla and secronom)

-  MONSTER SYMBOLS (now uses unicode characters to symbolize most monsters)
-  SPELL IMPROVEMENTS (spells with random results now provides a notice about it)
-  FAKE ZOMBIE (a minor bug fix regarding to its morphing ability)
-  SKITTERING WEAVER (changed how it heals allies, due to relentless healing when a player is targeted. Instead of direct melee attacks, it uses spell to execute its ability)




--> V1.6 - Focused on vast expansion of the zombie bestiary, mostly about the city and zed mutants. Monster sprites were redrawn by SomeDeadGuy and made them more pleasant to the game. <--

#  MASSIVE TILESET REWORKS (SDG redrew every monster's sprite)
#  REMOVED LUA VERSION (we have spells and it's meant to replace the LUA attacks)

#+ CHAOS ZEDS REWORKED (jolt, fake zombie, uruxis, fleshmonger. Known as zed mutants now)

+  VECTOR IMPROVEMENTS (infection of organic terrains, haze infects the creatures to deal constant damage)
+  ZED MUTANTS (dissonant screamer, clinger, nocturne, gorepit, corrupted devourer, flesilisk, akin, equinox)
+  CITY ZED MUTANTS (charger, revenant, skittering weaver)
+  GRUBBY (final upgrade path)
+  CHARGER (all upgrade paths)
+  NOXIOUS EATER, REVENANT, SKITTERING WEAVER (new upgrade paths)

~  SWARMERS (final counterparts now has unique abilities)
~  SECRONOM DRAGON (added more abilities, some minor stat tweaks)

-  SECRONOM LAB (small changes to its deepest floor)
-  SPELL REBALANCES (tweaked most spells, and made them a bit more random on damage, area of effect, etc. Some chained spells were seperated individually)
-  MONSTER SPAWNGROUP REWORKS (major changes to all values, to make sure we encounter them on when and how they appear as intended)




--> v1.5 - Focused on expanding the monster bestiary, especially the wandering monsters. Magic spells were composed to suit every monster's prowess, and thanks to KorGgenT, it served as an alternative to LUA attacks. <--

#  REMOVED LUA DEPENDENT STUFF (chaos zeds, special attacks and some places were removed)

#+ MAGIC OVERHAUL (unique spells for monsters to cast)

+  GUNS (7 rare, milspec guns)
+  UNIFIER, LYING BODY (final upgrade path)
+  WANDERING ABERRATIONS (flesh weaver, maneater)
+  ZED MUTANTS (nautilus, stray - nature, corrosive)
+  UNKNOWN MONSTER (looms in the wilderness, a secret, wandering passage of the galactic horrors)
+  UNKNOWN RACES (carrions, vectors)

+~ LICKER (final upgrade path, stats tweaked)

-  FIXED MONSTER SPAWNGROUPS (used to be the full list of monstergroups from CDDA)




--> v1.4 - Focused on recreating the main location of the mod, making it bigger, loot-worthy and more alive with unique dwellers inside. Also introduced the flesh cavern - a hive for crimson horrors. <--

+  FAILED SPECIMEN (squirtler)
+  BOW CREATURES (kaxix, axxuros, exios, drexx and epixo)
+  FLESH CAVERN (disgusting patch of earthen filth. Home for the baneful flesh)
+  FLESH CREATURES (nearly finite gorey walls and a bunch of cloned creatures)

+~ MAJOR IMPROVEMENTS ON SECRONOM LAB (new mapgens, reworks and fixes on the structure)

-  FAILED SPECIMENS (name based on appearance, instead of incoherent numbers)




--> v1.3 - Focused on expanding the city zed bestiary by adding the final upgrade counterparts and the last 3 LUA-based monsters. <--

+  CHAOS ZEDS (fleshmonger, faux, uruxis)
+  INSECTOID MUTANT (noxious eater)

+~ LICKER (new upgrade path, stats tweaked)
+~ MOUTH, SCOURGE (new and final upgrade paths, stats tweaked)
+~ TENDRILS (new and final upgrade path, stats tweaked, abilities reworked)

-  CHAOS SPAWNRATE (lowered spawn chance)




--> v1.2 - Focused on formulating and creating the LUA-based monsters that cycles throughout the update, with mild introduction of the main location. Also removed some zeds, for they are too nonsensical. <--

#  LUA SPECIAL ATTACKS (LUA dependent attack mechanics)

+  CITY ZED MUTANTS (lying body, scourge)
+  CHAOS ZEDS (zoid, vex, jinx, fake zombie and jolt)
+  A WANDERING ABERRATION (ayenel)
+  SECRONOM DRAGON (confined boss)
+  SECRONOM LAB (aesthetic building, outline for an even larger lab)

~  TITAN (stats and abilities reworked)
~  SWARMERS (removed and separated some specials)
~  TRANSLUCENT (removed an upgrade path)




--> v1.1 and below - Main idea posted on the forums. <--

+ INTRODUCED SECRONOM CREATURES (earlier versions of city zeds, lab mutants used to spawn in science labs)



