Hardcore Assaults

⭐ — (36 endorsements) 📥 2,482 downloads 📌 v0.6 📅 8/26/2025
🟡 Updated this year

By FalseLight · Monster

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 3/6/2026 📅 Created: 8/26/2025

🔍 Analysis

  • 👍 1.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #5 of 19 Monster mods in this game by downloads

📋 About This Mod

Supersized assaults

New banner courtesy of NoRed556 (Thanks NoRED!)

Added new optional script mod: Assault Enemies Sprint

  • []Like it says in the name, once active, all assault enemies will be made to sprint to their target workbench. Now peccary stampedes will be actual stampedes.[/]

    []Haven't yet tested what happens if you package the workbench during an assault. I have found that if you rebuild the bench after they've already destroyed it, they don't resume attacking it.[/]

    A word on why I haven't been updating this:

    Recently, there have been several exciting developments and breakthroughs in the Abiotic Factor modding community. Among these is a new way to create custom DataTables and edit DataTable entries even without coding knowledge, using UE4SS. This is a far superior delivery method to paks, which are time-consuming to make and break easily with updates.

    It's still in development, but I decided it would be best to wait for it. Itwould essentially give us fully customizable assaults. Once it's out, Hardcore Assaults would simply become a set of scripts and preset

    DataTables layered on top of it.

    --------------------------------------------------------------------------------------------------------------

    New difficulty released: HARDERCORE

    • []Up to twice as many enemies for each assault (zombie assaults go up to 200+ now)[/]

      []New assaults: Snow pest swarm, Peccary Stampede, Assorted Pest Deluge, Interfector Assault[/]

      []Removed Power Leech assault[/]

      []Added Tarasque as a boss in some assaults. Seems to fit well enough in most areas.[/]

      Releasing this new version ahead of updates to the first two difficulties since it seems like more people prefer the higher-difficulty version anyway.

      Update 10/23/25: Added a UE4SS script that makes assaults happen every day. I still don't know how to specify how many days to wait between each assault, so this is currently the only option apart from vanilla.

      Updated to 0. 6:

      I changed the naming scheme, so please remember to delete the previous version's .pak, .utoc, and .ucas files to avoid conflicts.

      • []Fixed crystallisk assault not spawning due to invalid NPC name. This is probably the root of some reports saying that sometimes assaults don't spawn anything. Sorry about that.[/]

        []Raised the spawn count by 50-100% in most assaults with non-human enemies. [/]

        []Added three new assault types to early-mid version:

      []

      Changes in 0. 5:

      • []Fixed new assaults spawning from portal storms[/]

        []Added progression trigger for robot assault (now unlocks after opening Silo 3). Now only the pest storm should occur in the very early game before any progression triggers are tripped.[/]

        []Fixed several more incorrect spawns (missed a few pistol grunts -- some are there on purpose though, like the ones swept up with the zombie wave assault)[/]

        []Increased electro-pest frenzy assault spawn count in mid-late version from 10 to 58[/]

        []Increased volatile pest frenzy assault spawn count in mid-late version to 32 + 6 volatile exors[/]

        []Bumped "zombie wave" (one of the two types of zombie assault) spawn count to 100+ NPCs on both versions. Please report whether this causes instability.[/]

        []Added new assault "exor horde" to both versions. 30+ exors of assorted variants. Spawn type: surround.[/]

        []I think I threw a Tarasque boss in there somewhere. Hopefully thats not a problem in tight spaces.[/]

        Changes in 0. 4:

        • []Added new assaults (robot assault, crystallisk assault etc) to Early-Mid version[/]

          []Fixed new assaults not having progression triggers[/]

          []Replaced pistol grunt spawns with SMG grunts in both versions[/]

          []Adjusted spawn timers to (hopefully) make each spawn wave less staggered.

          This mod adds huge (for Abiotic Factor anyway) assaults. Expect a performance hit, depending on your machine. This mod adds upwards of 100 NPCs in some assaults (guess which one that is).

          Took inspiration from Caites' mod and added crossfire events as well. I set it up to be like one faction is hunting another as it makes its way to your base, or they're caught up in the onslaught and are just trying to run away, so they're meant to appear in later wav

📊 Mod Details

Game
Abioticfactor Mods
Author
FalseLight
Version
0.6
Downloads
2,482
Endorsements
36
Category
Monster
Created
8/26/2025
Updated
3/6/2026
Tags
Gameplay, Unbalanced, Overhaul

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