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Modding / [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: September 13, 2023, 09:35:54 AM »Symbiotic Void Creatures
(click the banner to download)
SVC adds wild creatures you can encounter and interact with during your travels.
Requires LazyLib, GraphicsLib and MagicLib.
Advanced Gunnery Control and JRE8 are highly recommended but not a dependency.
Features
Can be added (but not removed) to an existing save if Nexerilin is activated.
a variety of creatures with lots of animations
quirky organic weapons
exploration focused gameplay
make friends among the stars or exploit them for their [REDACTED]
Fully supported mods:
Nexerelin,
Starship Legends,
Substance Abuse,
Take No Prisoners,
Combat Chatter,
Experimental Hullmods,
Progressive S-Mods,
Automated Commands,
More Military Missions
Graphics, animation, sound and some writing: Tecrys
Co-Author, Coder and Writer: Jannes aka DesperatePeter
Read the Readme inside mod folder for additional credits.
in case you want to spoil the surprise, here are some gifs
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Changelog
0.5.0-alpha
- basic 0.97a compatibility
0.4.4-alpha
- increased Scoliac flux capacity by 50%
- fixed some decorative weapons showing up as loot
- Stjarwhals now count as "civilian" to reduce the risk of deploying them by accident
- fixed rare crash when trying to spawn whale fleet when player fleet is stationary
- fixed a crash caused by a missing zero length vector check
0.4.3-alpha
- fixed a typo that resulted in certain variants not spawning
- Parasumbilical Cord can now only deflect a maximum of 5% of target hull per second, resulting in a maximum of 20% hull damage over its duration
- Whale Event has been further improved by spawning fleets further apart
0.4.2-alpha
- fixed a crash caused by shipsystem AIs
- drastically nerved Parasumbilical Cord and Parry shipsystems
- adjusted fleet points for better combat auto-resolve
- Whale event should now last long enough for player to intervene
0.4.1-alpha
- fixed a crash due to pseudo dependency for Substance Abuse (hopefully)
0.4.0-alpha
- players no longer need the automated ships skill to recover Voidlings. There's now a different way to attain that ability
- added a new weapon
- a colony structure blueprint can now be earned
- implemented a custom Nexerilin start
- new bar events
- updated all Voidling variants
- full Exotica Technologies support including a special upgrade
- juggled many stats around
- fixed some edge case crashes
0.3.0-alpha
- Voidlings use some new tactics
- 3 new weapons (maybe 1 more)
- Voidling weapons are now obtainable
- Exotica Technologies mod integration
- Parasumbilical Cord: slight rework in the way the ability reflects damage
- 1 Miniboss: Scoliac
- Description fixes
0.2.0-alpha
- cross-mod support for Starship Legends [Big Thanks to Sundog!], Substance Abuse [Thank you PureTilt], Take No Prisoners, Combat Chatter, Experimental Hullmods, Progressive S-Mods, Automated Commands and More Military Missions [Stjarwhals are no longer a possible target]
- integration of DecoLib reducing vram footprint by almost half
- Voidlings are more dangerous now (improved manoeuvrability, removed EMP vulnerability, custom right click defensive system, erratic behaviour)
- more Voidling variants
- customized loot pool
- slightly increased spawn rates
- slightly reduced creature sound volume
- fixed whales not having fins in refit screen
0.1.2-alpha
-Fixed Voidlings not using grapplers which massively nerfed them
-fixed Nexerilin faction relations which should in turn fix the event dialog screens
- basic 0.97a compatibility
0.4.4-alpha
- increased Scoliac flux capacity by 50%
- fixed some decorative weapons showing up as loot
- Stjarwhals now count as "civilian" to reduce the risk of deploying them by accident
- fixed rare crash when trying to spawn whale fleet when player fleet is stationary
- fixed a crash caused by a missing zero length vector check
0.4.3-alpha
- fixed a typo that resulted in certain variants not spawning
- Parasumbilical Cord can now only deflect a maximum of 5% of target hull per second, resulting in a maximum of 20% hull damage over its duration
- Whale Event has been further improved by spawning fleets further apart
0.4.2-alpha
- fixed a crash caused by shipsystem AIs
- drastically nerved Parasumbilical Cord and Parry shipsystems
- adjusted fleet points for better combat auto-resolve
- Whale event should now last long enough for player to intervene
0.4.1-alpha
- fixed a crash due to pseudo dependency for Substance Abuse (hopefully)
0.4.0-alpha
- players no longer need the automated ships skill to recover Voidlings. There's now a different way to attain that ability
- added a new weapon
- a colony structure blueprint can now be earned
- implemented a custom Nexerilin start
- new bar events
- updated all Voidling variants
- full Exotica Technologies support including a special upgrade
- juggled many stats around
- fixed some edge case crashes
0.3.0-alpha
- Voidlings use some new tactics
- 3 new weapons (maybe 1 more)
- Voidling weapons are now obtainable
- Exotica Technologies mod integration
- Parasumbilical Cord: slight rework in the way the ability reflects damage
- 1 Miniboss: Scoliac
- Description fixes
0.2.0-alpha
- cross-mod support for Starship Legends [Big Thanks to Sundog!], Substance Abuse [Thank you PureTilt], Take No Prisoners, Combat Chatter, Experimental Hullmods, Progressive S-Mods, Automated Commands and More Military Missions [Stjarwhals are no longer a possible target]
- integration of DecoLib reducing vram footprint by almost half
- Voidlings are more dangerous now (improved manoeuvrability, removed EMP vulnerability, custom right click defensive system, erratic behaviour)
- more Voidling variants
- customized loot pool
- slightly increased spawn rates
- slightly reduced creature sound volume
- fixed whales not having fins in refit screen
0.1.2-alpha
-Fixed Voidlings not using grapplers which massively nerfed them
-fixed Nexerilin faction relations which should in turn fix the event dialog screens
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