Better Outposts [QoL, Open Source]

QoL improvements for Lost Colony outposts and resource caches!

File Details

better outposts qol open source-windowsserver 6.zip

  • R
  • Feb 10, 2026
  • 178.64 KB
  • 1.5K
  • 1.0

File Name

better outposts qol open source-windowsserver 6.zip

Supported Versions

  • 1.0

----- CHANGELOG V6 -----

- Updated descriptions of some previously available config options
- Bugfixes related to unstuck teleports
- Improved unstuck logic (detection and improved unstuck teleport locations). Enemies should be teleported more reliably and to better locations
- Option for auto-destruction of outlier outpost structures that spawned on top of world geometry
- Configurable zombie bronto miniboss damage multiplier for defense outposts. Default will be at 1.0, so without changes.
- Option to make non-city attack outposts reward sigils
- Separate sigil multiplier option for non-city attack outposts
- Added Option to make zombie bronto miniboss (The ones with 4 nodules you have to shoot) damage scale with mission player count (Fully configurable for low damage when solo and full damage at X players)
- Added Option to make non-city attack outposts reward sigils just like their city counterparts
- Added Option to make alpha Ossidons spawned at resource caches drop trophy skulls
- Added Option to add alpha revenants as a possible spawn to defense outposts. Those also will drop brains when the previous ossidon skull setting is enabled. When enabled, they'll spawn with a 0.25% chance (per spawned enemy) in wave 3 of defense outposts, with a max limit of 1.
- Fixed forced remaining enemy check not applying to every mission type
- Defense outpost keys no longer should be re-located to unreachable spots
- Outpost keys now should always spawn after the boss was killed/removed, no matter what
- Fixed defense outpost revenants never being actually teleported (This took forever to figure out)
- Fixed config menu radial option conflicting with BetterHordeMode's

; New INI configs

; When an enemy didn't attack anything for this amount of time, it's considered stuck and flagged for a teleport around the crate. This is an additional check after evaluating whether the enemies' distance to the vault has decreased enough, or if it has an obstacle in front/above of it.
; Default: 45.0 | Minimum: 10.0
UnstuckIdlingEnemiesAfter=45.0

; Attack outposts outside of the city don't reward sigils by default. Enabling this overrides them to do so just like their city variants do.
; Default: false
NonCityOutpostsRewardSigils=false

; Multiplier for the awarded sigils from non-city attack outposts. Requires [NonCityOutpostsRewardSigils] to be enabled. 10 sigils at 1.0. NOTE: This is multiplied with [OutpostSigilMultiplier]!
; Default: 1.0 | Minimum: 0.01 (Multiple of default)
OutpostSigilMultiplierNonCityAttack=1.0

; Automatically removes outpost structures which were spawned too high up to be reachable. This only applies to city outposts, as other types don't need it.
; Default: true
CleanupUnreachableOutpostStructures=true

; When enabled, Alpha Ossidons and Revenants spawned at missions drop their respective apex trophy. NOTE: Due to the way this mod works, the alpha has to be alive for at least 5 seconds for the loot table to be overridden!
; Spawns are limited to 1 per outpost
; Default: false
AddAlphaZombiesToDefense=false

; The spawn weight of the added alpha revenant zombies. The percentage is the chance of any enemy spawning as an alpha revenant.
; A max of 1 alpha CAN be spawned this way. The actual percentage formula is: (Value/(4+Value))*100. The default value of 0.01 results in a 0.25% chance.
; Default: 0.01 | Minimum: 0.001 (Spawn Weight)
AlphaZombiesSpawnWeight=0.01

; When enabled, Alpha Ossidons and Revenants spawned at missions drop their respective apex trophy
; Default: false
AlphaOssidonRevenantHaveApexDrop=false

; Whether to use a dynamic damage multiplier for the revenant bronto miniboss at defense outposts (Those where you have to shoot the leg nodules). When this is disabled, no changes will be applied. SOLO PLAYERS: Simply enable this option and adjust [MinibossBrontoDamageScaleMin] to a multiplier you'd like to apply. Values between 0.1 and 0.2 feel great for solo!
; Default: false
MinibossBrontoDamageScaleWithPlayerCount=false

; The number of players that has to be present at a defense mission to scale the Bronto miniboss damage up to its max multiplier of [MinibossBrontoDamageScaleMax]
; Default: 3 | Minimum: 2 (Player Count At Mission)
MinibossBrontoDamageScaleMaxDamageAtPlayerNum=3

; The minimum damage multiplier. This is used at 1 player within the mission area (When [MinibossBrontoDamageScaleWithPlayerCount] is enabled)
; Default: 0.1 | Minimum: 0.001 (Multiple of default)
MinibossBrontoDamageScaleMin=0.1

; The maximum damage multiplier for Bronto minibosses. This is used when the current mission player count matches [MinibossBrontoDamageScaleMaxDamageAtPlayerNum]. For player counts in-between the current and [MinibossBrontoDamageScaleMaxDamageAtPlayerNum], the damage multiplier will instead be calculated linearly between the min and max values.
; Default: 1.0 | Minimum: 0.001 (Multiple of default)
MinibossBrontoDamageScaleMax=1.0