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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Topics - Inventor Raccoon

Pages: [1]
1
Suggestions / Add a tooltip for the d-mod display in the fleet screen
« on: August 06, 2019, 01:30:34 PM »
One of the most common questions I see from newcomers is "what do the orange bars in the fleet screen mean?" Might be a good idea to put a tooltip on that, with:

- A short list of the ship's d-mods (like in the hullmods section of the "more info" section, would be useful for veterans too to quickly see if any are deal-breakers)
- A description of what a d-mod is
- A mention that you can restore a ship in the refit screen

2


Secrets of the Frontier a work-in-progress mod that aims to contain both campaign-level content and campaign-level features,
along with connected combat-level features. When fully released, it will contain a significant number of handmade quests.

A prerelease intended for testing is available to download. It doesn't have any quests, but does contain some of the
more general features. It's spoiler-free, in case you're wondering about that sort of thing. It's effectively a mini-mod
that won't have too much of an impact on your campaign.

Click the big banner to download. Requires LazyLib.

If you find any bugs, do mention them to me!

All campaign content in my other mod, Arsenal Expansion, will be removed in a companion update along with this mod's full
release, and much of it will appear in Secrets of the Frontier.

Secrets of the Frontier is currently my main modding focus but despite that, a release is most likely very far off. Teasers
may end up posted here.



Modules
Secrets of the Frontier will, on release, be split into several modules that will come as one package and be individually turned on and off. Here's the current list:
Prerelease:
Tactical Expansion: Enhances the combat layer of the game.
-Adds two new objective types, the Defensive Emplacement (a stationary emplacement that attacks the enemies of the objective holder)
and the Hyperwave Transmitter (which reinforces its owner with an endless but weak supply of droneships), alongside their Remnant versions.

-Visual enhancements to battlefield backgrounds, including visible jump-points and multiple planets.

-Context-based battle generation. Some aspects of combat such as objectives change depending on where you're fighting.

Frontier Development: Adds a constructable orbital habitat to stable locations that grants a hazard reduction to in-system colonies.
-Can be upgraded into an outpost, which acts as a low-hazard colony but loses the hazard reduction and has a soft-cap on its growth.

Full release:
Watcher Beyond The Walls: A series of quests in the frontier. Make an unusual ally.

False Signals: Acts of trickery such as sensor ghosts.

Ko Combine: Establishes the Ko Combine as a one-planet faction and adds a one-off quest.


Screenshots - Spoiler Free
(the first three images are featured in the prerelease, the last two are not)

Spoiler









[close]

Screenshots - Spoilers
(however, they are VERY heavily censored, so chances are you won't get much out of them. Just to show that yes, there's stuff in the works)
(also some of these are old, and also subject to change. Nothing here is in the prerelease)
Spoiler












... and that's about enough. For more, wait until the mod releases... eventually.
[close]



Credits
- Alex, David and Stian, duh
- Inventor Racccoon (me), for everything not done by someone else mentioned here
- Dark.Revenant for some bits of the battle creation plugin for cosmetics and battlefield sizes
- Gwyvern for sprite work currently not featured in the prerelease.

3
Okay, this is a pretty weird one. Posting this on behalf of a player who doesn't have a forum account. After fighting a pirate station, losing a ship and being unable to recover it, they then picked through the debris field and got a NullPointerException in the dialogue, but were able to escape by being in devmode. Game didn't crash but it did spit an error into the log: here's a pastebin of it: https://pastebin.com/KyHr6AzM

Relevant images below, showing fleet composition, mod list, and bug. 2 personal mods in use: a portrait pack and a minimod to adjust settings.json (changes are to battlesize, max ships in fleet, max player level, max person bounties, plus ship whiteout removed)
Spoiler





[close]

4
At least, I think that's what's going on here. Issue happened to a user of a mod of mine - user was reportedly salvaging a wreck when they received a crash with the error: "Ship hull spec [reaver_single] not found!" For context, "reaver_single" was the wing ID for a fighter wing with 1 fighter per wing, and after looking at the error, I suspect it's because it tried making a blueprint for a wing that doesn't have a "_wing" suffix. Or maybe not. I've since changed it so that it does have that suffix, and am waiting to see if the issue persists, but I don't think it's a problem with the fighter itself as it works fine and its LPCs don't cause crashes of any kind. Here's the relevant part of the log:

Spoiler
Code
1412205 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate scout] at hyperloc Vector2f[4000.0, -15000.0]
1419466 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1420788 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
1424470 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1424706 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: O.R.A.
1427313 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Camillia to Culann
1427472 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1430238 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed freelance admin from suddene, 20 total available
1431643 [Thread-4] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1431644 [Thread-4] INFO  sound.public  - Cleaning up music with id [Mobilization.ogg]
1431857 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [reaver_single] not found!
java.lang.RuntimeException: Ship hull spec [reaver_single] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.Object.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

5
Bug Reports & Support / Delivery missions causing crashes
« on: November 16, 2018, 12:11:41 PM »
Just ran into a crash that seems to be occuring due to something wrong with a delivery mission I accepted from a portside bar.

The relevant part of the error log.
Spoiler
23096 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.DeliveryMissionIntel.endMis sion(DeliveryMissionIntel.java:144)
   at com.fs.starfarer.api.impl.campaign.intel.BaseMissionIntel.advanceImpl(BaseMissionIntel.java:96)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

My save. On my end, at least, it crashes moments after loading. I also noticed earlier that the game would crash upon clicking on the same mission in the intel tab.
https://www.dropbox.com/s/16c7pcr1fb3dfds/Inventor%20Raccoon%20Delivery%20Mission%20Save.zip?dl=0

6
Specifically it happens when the MIRV triggers while close to the target's shield. The projectile will travel a ways through the shield and if it isn't a 360 shield and the ship is small enough, potentially deal damage on the other side. Doesn't happen with an equivalent projectile that uses normal projectiles based on sprites, and doesn't happen firing the ballistic-as-beam projectile from a normal weapon. Image below demonstrating the effect. Tested using only my mod and a required library mod so I don't think that's the problem.






7
Since ITU is a strict upgrade to DTC for cruisers and capitals, if the player selects a variant that normally has DTC, there should be a checkbox to instead install ITU if the player has it. Just a quality of life sort of thing.

8
Suggestions / Display missile health on the mouseover menu
« on: March 09, 2018, 11:13:28 AM »
Might be useful for people to know how much health their missiles have. Would probably be displayed under "Tracking".

9
https://youtu.be/Aza4ofwDLBM

Odd bug I noticed with a fighter making use of a modified Phase Teleport. Since it's a fighter, normally its weapons will not deal any friendly fire damage to allied ships. But during the chargedown for the teleport, it'll hit and damage allied ships. It's not really something that affects gameplay often (I was messing around with devmode when I discovered it) but it's weird.

This also applies with fighters using teleport systems based off Phase Skimmer.

10
Suggestions / Nav Buoys and Sensor Jammers should be more worthwhile
« on: December 28, 2017, 06:54:03 PM »
Since their benefits are also provided just by deploying ships in this update (whereas before their bonuses were unique and you could only get them by capturing objectives), they've become less important and often you can completely ignore them with little consequence.

One idea to make objectives more worthwhile in large-scale combat, when the player might have either ECM or co-ordinated maneuvers maxed and are hitting their cap, is to allow the bonus from objectives to add to ECM and extra speed past the player's cap but only up to a hard cap of 30% (just slightly higher than the player's own cap of 25%).

E.G If I'm deploying a lot of ships and are getting the 25% bonus, usually capturing a nav buoy will provide zero benefit. Now I would gain an extra 5% from capturing a nav buoy and maxing at 30% (and capturing any more would result in nothing). If I was missing a rank in the relevant skills I'd max at 20% and be able to capture 2 buoys to get to 30%. Same with ECM.

Another idea to make objectives more relevant against fleets that don't have ECM would be to make the ECM bonus from sensor jammers affect the actual value of the range decrease itself and not the ECM value.

E.G If I'm fielding a lot of ECM ships and have 30% ECM with a 25% cap, the enemy capturing a sensor jammer does nothing (30%-5%=25%). In this case, it'd be 25%-5%=20%, and their capturing of the jammer has an effect on the battle.

11
Yep. Shameless self promotion. I have delved down to those depths.

Mods include all of ye olde Vanilla+ mods like SSP, SWP, Dynasector, Underworld, and a couple of things that DarkRevenant didn't make, like Arsenal Expansion (is there a rule against playing with your own mods? It feels weird), Disassemble Reassemble, Hegemony Expeditionary Auxiliary, The Silent Armada (or at least the weapons and fighter wings), and yeah that's actually all of them.

Video quality isn't the best, but it should be watchable on 720p or 1080p. I don't do commentary but I sprinkled in some text occasionally to give my thoughts and make ... jokes? Close enough. It's roughly an hour of footage but I sped up all the bits where I just fly between systems, and some of the longer shopping/refitting sprees (all chipmunkified). Roughly 1 hour of gameplay condensed into 35 minutes. I've got another hour and a quarter of footage for another episode.

https://www.youtube.com/watch?v=Msx1wCEcinQ

12
Mods / [0.8] Useable [REDACTED] 1.0
« on: April 21, 2017, 04:50:59 PM »
Spoilers, by the way. List of features below. Essentially, allows you to use [REDACTED] ships. You know, those ones.

Spoiler
This mod allows you to salvage Derelict and Remnant AI ships. All Derelict ships no longer have built-in D-mods. The Rampart-class (Derelict cruiser) has a lower maintenance profile. Does not affect their stations. Derelicts are pretty garbage but might be useful in hordes, while Remnants are genuinely useful, as they do not use crew and have way too many Synergy mounts. This mod will probably conflict with anything that changes any of the AI ships.
[close]

Download!

Screenshot:

Spoiler
[close]

13
Modding / How Station Mechanics are Handled
« on: April 21, 2017, 10:01:08 AM »
Here's pretty much everything you need to know to code a station that'll function in combat, or make multi-part ships in Starsector 0.8.1:

Station Bases (the main bit where everything else is stuck on)
Spoiler
- The station base is a normal ship with its own .ship file. It'll usually be defined as a capital ship, but you can go smaller.
- The base has its own sprite, where you should make only the base, without any modules.
- It gets its own row in the ship_data.csv, where you can put in values for every column you'd use for a normal movable ship.
- You'll want to put "STATION" in its tags - that's what'll tell the game that it's a station, prevent it from being controlled, and make the AI stop moving.
- The STATION tag also makes it so that a station will already be on the battlefield when combat begins, instead of having to be manually deployed.
- You can put in campaign stats like maintenance, storage capacity and burn speed if you want to have your station be in a campaign fleet, or put them at 0 if you want.
- You can blank out the columns for peak performance time and CR loss per second, which you should probably do to prevent it from being outlasted.
- In the .ship file, put a LARGE HARDPOINT mount with the type as STATION_MODULE. This'll be where your modules will go. Give them normal weapon slot names. Give them an arc of 0, it doesn't matter, doesn't do anything. Changing the angle also changes the angle at which the module is facing, otherwise it'll point straight forwards.
- There are three hullmods made for station bases - Vast Bulk (vastbulk) which makes the station base invincible, Axial Rotation (axialrotation) which makes it spin to the right, and Targetting Supercomputer (supercomputer) which gives it +200% normal weapon range and +60% PD weapon range. Add these as built-in hullmods if you want them, but they aren't necessary.
- If you give your station base Vast Bulk, it'll die when all modules with ordnance points are disabled or destroyed. If it doesn't, the base will also have to be destroyed to kill the station.
- The speed that a station rotates at is dependent on the base's maximum turn speed, which it will always turn at.
- If you want your station base to have weapons that aren't part of a module, put those on as normal. Put on the optional hullmod Targetting Supercomputer (supercomputer) which gives it +200% normal weapon range and +60% PD weapon range, to prevent if from being outranged.
[close]

Station Modules (the extra parts that go onto the base)
Spoiler
- Modules are also their own separate ships. Usually defined as a frigate, but you can go bigger if you want to.
- Setting the size higher than "frigate" can make annoying whiteouts when the module is destroyed.
- Modules have sprites separate to the base. Make them just like normal ship sprites - pointing upwards. You can adjust their angle by changing the angle of the relevant weapon mount in the base's .ship file.
- They get their own row in the .csv, where you can fill out everything as normal.
- Campaign stats don't affect anything when put on a module - put them on the base, instead. Just set them as 0 for the module.
- Modules contribute their mass to the mass of the entire station.
- The module will appear with its center of mass where the relevant STATION_MODULE hardpoint is on the base.
- There are a few hullmods made for modules - Targetting Supercomputer (supercomputer) outlined in the previous section which increases range, Always Detaches (always_detaches) and Never Detaches (never_detaches) which either force a module to pop off the base after being disabled, or force it to stay attached. Otherwise, it'll pick a random option on death.
- Reduced Explosion (reduced_explosion) is a hullmod that reduces a ship's death explosion range and damage greatly, for use on modules where you don't want one module's destruction to damage other modules. Leave it off if you want to have important modules destroy nearby minor modules when disabled.
[close]

Variant Files (and other miscellaneous things)
Spoiler
- Station bases have variant files as normal. Assign weapon groups as you would for a normal ship, but also add in the slots for the modules. Just put in the slot name and instead of a weapon, put in the name of the module's .variant file. They won't appear in the weapon group in-game, so it doesn't matter what group they're in.
- Station modules also have normal variant files. Nothing special.

- Stations can be refit if they make their way into a player's fleet. You can refit any module that has ordnance points. Both the base and each module have separate ordnance point limits, capacitors, vents and hullmods. If the base or any module has a d-mod, the d-mod(s) can be restored separately for each part by selecting it and clicking Restore like you would restore a normal ship.
- Stations can be crewed by an officer, who will grant their bonuses to the base and all of the modules.

- Stations can be assigned roles in a .faction file as normal and they'll spawn as you'd expect, but you can use scripting to call on them when you want. Salvagable objects can have a chance to spawn a station when you try to salvage them - check out data/campaign/procgen/salvage_entity_gen_data.csv for an example.
- If a station is assigned a role in a .faction file, they will appear in markets, with every module that the variant listed would normally have. All the modules will have empty weapon slots except for built-ins.

- In dev mode, you can hold control and click on modules to take control of them.
[close]

Modular Ships (non-stations with station modules)
Spoiler
- You can set up your modular ship as normal.
- The main part of the ship has its own sprite, and each module has its own sprite, just like a station.
- Everything in ship_data.csv can be set up just like a normal ship, but add "SHIP_WITH_MODULES" to its tags, instead of STATION.
- Otherwise, everything is the exact same as making a station. Set up the STATION_MODULE large hardpoints, make modules just like for a normal station, slot them into the .variant file of the ship, and you're good to go!
- While the ship will be able to be controlled as normal, the modules are controlled by the AI.
- Modules can have their own shields. Make an invisible module, give it a shield, set the shield radius slightly higher or lower than the parent ship's radius, and have fun!
- Modules can also have their own ship systems! This isn't terribly useful with most vanilla ship systems, but you can have fun with things like EMP generators, flare launchers, and targetted systems like Interdictor Array. The module will automatically use their systems as it sees fit.
[close]

Hopefully this is useful to modders who want to make their own battlestations and multi-part ships!

14
Remnant frigates are really annoying to fight using destroyers, because they do nothing but kite and never commit to an attack so you can overpower them, and Lumens always go on to warp away and vent, with no chance to deal any damage to them. I feel like their speed should be reduced by around 20 (putting them at 150 top speed) and maybe a nerf to their Phase Skimmer charges, so they don't just spam it as a get out if jail free card,

15
Mods / [0.9.1a] Arsenal Expansion v1.5.3i - Systems
« on: January 03, 2017, 07:28:03 AM »



Hello! This is my ship pack mod. It adds a variety of new ships and fighter wings to the Persean Sector, including
several that attempt to blend in with Starsector's base content while still throwing some unique ideas into the mix.

You'll also be able to find everything new used across the Sector by the various factions, and might be
able to get your hands on some blueprints so that you and your own colonies can make use of them.

Additionally, there's a test mission included so that you can try out everything the mod has to offer.

Showcase
Spoiler

Built to outlive and outlast,
Wielded by order and an outcast.



Carve a burning streak into their lines.


Steadfast 'till the very end...


Calm and in control.
Molten fury at a moment's notice.


Like a rapier - renovated for a more civilized age, swift, deadly and precise.


A captain's best friend.


Relminth's Fyrestarter


Escort a bud, transport cargo, or eat a Reaper to the cockpit and brush it off.


An escort fighter to chase off Talons and keep shields up


Kehehehehehe!


In everyone's blindspot.


Attention! The following information is only for Hegemony officers of COMSEC level ALABASTER,
or those operating outside of the Core Worlds under Protocol 54.

Spoiler

For when those pesky rebels get out of control.


> hostile strike craft detected
> intercepting...


Tick, tock.


Bringing pain (and a friend!)
[close]
[close]

> CLICK HERE TO DOWNLOAD <
(or click on the banner image)

This mod requires LazyLib and MagicLib! You can get them here: > LAZYLIB < > MAGICLIB <

Changelog
Spoiler
Version 1.5.3i (Jan 4)
- Improvements to Request Assistance fleet - now jumps into system beside player, will join any player battle on their side as long as they are within 1500 units, no longer cares about faction relations

Version 1.5.3h (Oct 12)
- Increased Flourish CR loss per deployment (same supply cost) (10% > 15%)
- Ninth Battlegroup are visible in the intel menu
- Reaver and Daemon are now properly affected by Converted Hangar OP cost increase (and similar effects)
- Alterations to Vanquish mount arcs/angles (especially medium mounts) to better encourage broadsiding
- Minor quest changes from Secrets of the Frontier ported (drops/dialogue)

Version 1.5.3g (May 26)
- Fixed non-functioning noEyrie setting
- Fixed Eyrie markets being above the industry limit

Version 1.5.3f (May 9-10)
- 0.9.1a compatibility - adjusted ship prices and bomber refit times
- Artillery Swarmer now has an ammo system, increased OP cost (4 > 5)
- Fixed Clio missing default role

Version 1.5.3e (Apr 2 - Apr 21)
- IXBG partial rework: randomly generated fortresses replaced by a single fortified system, the Eyrie
- Added ae_settings.ini config file to allow disabling the Eyrie and Ninth Battlegroup
- Added Clio-class frigate
- Mini-flak cannon - now has ammo system (2 shots, 1 shot regained per 2 seconds), reduced OP cost to 6, reduced autofit value to reduce rarity

Version 1.5.3d (Feb 8)
- Vanqush - opened up fighter bay previously locked to mining pods, rearmost medium changed from ballistic to composite, reduced price (265000 > 245000), reduced maintenance/deploy cost (45 > 40)
- Anti-Ship Mine Bays - increased mine lifetime (10 seconds > 20 seconds)

Version 1.5.3c (Jan 21)
- Fixed Promise not starting correctly
- Deleted old Blacksmith lance file that might cause issues on Linux systems

Version 1.5.3b (Jan 13)
- Made changes to Promise that should fix crashing and bugs
- Ninth Battlegroup fortresses can now decivilise

Version 1.5.3a (Jan 11)
- Fixed Anomalous Shift
- Added description for Ninth Battlegroup for if they are added to the intel screen e.g they gain a market in Nexerelin

Version 1.5.3 (Dec 18 - Jan 05) - Systems
- Theseus - changed ship system to Sympathetic Subsystems (area buff)
- Added GraphicsLib support
- Ninth Battlegroup now care about transponders, don't allow trade when hostile, now accept AI cores, have military markets instead of black markets
- Slight improves to Vanquish sprite
- Pulse Rocket - reworked into an energy-based rocket pod
- Renamed Flare Swarm to Swarm Flare Launcher, now has a custom system AI so the AI will spam it relentlessly
- Increased Tremor flux dissipation (450 > 500), reduced auxiliary stats
- Reduced Scrapper value (15000 > 10000), reduced maintenance/deploy cost (5 > 4), reduced auxiliary stats
- Reduced Pigeon value (10000 > 9000), reduced maintenance/deploy cost (5 > 4)
- Reduced Blacksmith MRM first stage hitpoints (300 > 225)
- Minor tweaks to quest content

Version 1.5.2a (Dec 15)
- Fixed crash to desktop when clicking on an option in the intel tab

Version 1.5.2 (Nov 28 - Dec 14) - Thematic
- The Ninth return
- Promise
- New sprite for non-degraded Scrapper to reflect its military status (swanky new lowtech paint!)
- Anti-Ship Mine Bays - fiddled with mine spawning, reduced mine damage (1000 > 750), increased mine health (250 > 400)

Version 1.5.1 (Nov 19 - Nov 23) - Field Operations
- Switched from using Nicke's loose trail script to MagicLib. Hence, Arsenal Expansion now requires MagicLib to run
- Added a new Pawn - largely similar, new sprite, less storage, has worse fighter potential, turret is now hybrid
- Added experimental Anti-Ship Mine Bays modular hullmod
- Adjustments to Promise
- Switched from using faction files to using faction tags for ship/weapon spawning
- Fixed overwriting of vanilla faction files causing a myriad of issues
- Fixed IX Battlegroup ships not being able to be built by custom order

Version 1.5 (Nov 18) - Workshop
- Updated for 0.9a
- Added Theseus-class battlecruiser, currently work in progress
- Added "Flames of Rebellion" blueprint package
- Derelicts can now use Converted Hangar
- Renamed Merlon drone cruiser to "Cavalier" due to new name conflict
- Removed Wolf (SNT), Pawn, Mule (M), Wolfpup, and also some unused ship systems
- Flames of Rebellion and Surrounded missions removed for now while I figure out what to do with them

Version 1.4.12a (Aug 3 - Aug 27) - Edict
- Added Edict Stormblaster
- Blacksmith MRM and Lance Cannon lances are now prettier and stand out more, MRM lances are slower, cannon lances are much faster, lances no longer draw PD fire
- Request Assistance ally is now hostile to Starlight Cabal and Templars
- Increased payout for Ninth Battlegroup bounty (130000 > 144000)
- 'Concord' now grants the always-recoverable effect of Reinforced Bulkheads
- Fixed wording of Ninth Battlegroup hullmod
- Fixed Vanquish weapon arcs not being symmetrical

Version 1.4.12 (May 14 - June 22) - Intricacies
- Added Fallen Ninth. Await instructions. Work quickly. Once it's gone, it's gone.
- Scrapper - now a full-on lowtech military frigate, new layout and sprite, added to relevant major factions, increased shield arc (120 > 160)
- Improved Pigeon (XIV) paintjob
- Improved {ERROR} paintjob
- From now on, AE's high-tech ships will appear in Starlight Cabal and Outer Rim Alliance fleets
- Increased Autoblaster flux/shot (35 > 40)
- Increased Mini-Flak chargedown (0.75 > 1)
- Added a small amount of impact to the Graviton Lance, allowing it to disrupt enemy fighter maneuvering
- Adjusted position of Tremor's central hardpoint
- Daemon and Vatinae have blue engines now
- Reduced Pulse Rocket maneuverability
- Added some AE-related tips to the main menu and loading screens
- Fixed crash when mousing over Flux Reactor hullmod
- Fixed Linux imcompatibility due to filename case-sensitivity

Version 1.4.11 (Apr 22-May 12)
- Updates to Promise. Lost. Distress. Splinters. Co-operation.
- Mantidae Bomber variant replaced with Mantidae Support variant, 4 per wing, armed with a low-power tactical laser
- Mantidae now has visible weapons
- Merlon, Keeper and Lustrare spawns should be more consistent with normal Remnant and Derelict ships
- Fixed Power Redirect reducing damage by way more than intended
- Minor improvements to hullmod descriptions

Version 1.4.10 (Apr 2-17) - Vanquish
- Added Vanquish-class battleship and upgraded Borer wing
- Added Auxiliary Jets system (weaker maneuvering jets, used by Vanquish and Merlon)
- Added Power Redirect system (fortress shield analogue that's more effective against shieldbreaking damage types), replaces Torment's damper field
- Merlon has auxiliary engines that activate on system use
- Added Lance Cannon, only available in weapon caches and such
- Pikes are now available in the open market
- Parapets fire far fewer flares (say that five times fast)
- Pheonix no longer has Maneuvering Jets
- Reaver - weapons are now in different groups, shield statistic in refit is now accurate
- Adjustments to [ERROR ERROR DATA STREAM CORRUPTED] dialogue and descriptions
- Fixed Flourish's engines being off-center

Version 1.4.9 (Mar 10-22) - rest
- Added Promise
- Added Flourish-class frigate
- Removed Lasher Duelist elite skin
- Reverted Pulse Rockets to use vanilla missile AI, should make them significantly more consistent
- As such, Mantidae pulse rockets do significantly less energy damage (400 > 250)
- Reduced Torment's secondary shield's dissipation (175 > 125)
- Reduced Pheonix's speed slightly (250 > 225)

Version 1.4.8 (Jan 15-Feb 23) - Flames of Rebellion
- Added Blacksmith MRM and Blacksmith MRM Pod
- Added Phoenix-class bomber (and Blacksmith MRM Rack)
- Added Kindling-class destroyer
- New Pulse Rocket sprite
- Mini-Flak Cannon now has visual recoil
- With Lightshow, the Mimic's decoys now use Lightshow's PD laser color
- Removed elite variants Tempest Saboteur, Hammerhead Seeker, Sunder Warden, Gryphon Hunter and Onslaught Guardian. Wolf and Lasher stay for now
- Removed Thunder Multirole variant
- Player can no longer find and unlock the Micro Flux Shunt and Repair Drones hullmods. They will be limited to built-ins
- Replaced "Assault" with "Flames of Rebellion"
- Fixed Pawn losing CR extremely quickly after running out of PPT

Version 1.4.7 (Jan 1-6) - Infernal
- Added Daemon-class warp fighter and Projection system
- Autoblaster is now available as a modular weapon, firing sound has some pitch variance to avoid hemorrhaging of ears
- Assault Pulser - reduced damage/shot (100 > 85), shots per burst (24 > 16), increased flux/shot (60 > 90), reduced OP cost (16 > 14)
- Graviton Lance no longer has a period of not being able to turn the beam, increased damage/second (250 > 300)
- Reduced Brattice hull points (350 > 300)
- Wolfpups are no longer available as a standalone wing
- Pike now fires its Willows out to the sides for increased dramatic effect and both they and Swallows fire their Willows sooner
- Increased Lustrare's shield size

Version 1.4.6 (Dec 16-25) - Scales of War
- Added Peon-class bomber drone (and Mining Charge Launcher weapon)
- Reduced Mini-Flak damage (125 > 100)
- Reaver: new weapons loadout (Pulse Laser + Ion Laser), escorts are now Wasps, is considered an assault fighter (ignores enemy fighters to attack ships)
- Reduced chance of Keepers using non-Derelict fighters
- Merlon is less able to spam small missiles (some composites > ballistics, removed side missile mount), reduced OP (110 > 105)
- Reduced Artillery Swarmer ship variant damage (45 > 40) and flux/shot (50 > 45)
- IR Skittergun reworked - now a full-auto blaster, new sounds and visuals too
- Graviton Lance chargeup time removed and made into chargedown (same fire rate, more responsive)
- Asgard has slightly better shield coverage
- Slight adjustment to Tremor's weapon arcs
- Followers in Nexerelin now use AE ships
- Mid-Tourney balance stuff technically is in this update now

Mid-Tourney Balance
Round 1 (Dec 8-10)
- Improved Gryphon Hunter's flux stats and boosted OP (140 > 150)
- Artillery Swarmer partial rework - split into separate Bombardier and ship variants
- Ship variant has lower range (5000 > 3000), increased damage (25 > 45), reduced missiles/burst (15 > 8), reduced missile health (30 > 25)
- Artillery Swarmer missiles now have blue contrails, engines and explosions
- Merlon has less armor (1100 > 1000)
- Lowered Lustrare's flux stats slightly (cap 4250 > 4000, dis 400 > 380)

Version 1.4.5 (Nov 5 -22) - Spring Cleaning in November
- Added Tremor-class cruiser
- Added Hailfyre-class frigate with new Advanced Autoloader hullmod
- Removed Eagle Rumbler and Centurion Hailfyre elites, and Pincer heavy fighter
- Renamed Slammer Drive to Energised Charge
- Reaver is more expensive to mount (18>20 single, 25>35 for the twin ones you shouldn't even be able to mount at all)
- Adjusted Mini-Flak Cannon spawn rate
- Adjusted most internal IDs to have an "ae_" prefix for compatibility (internal screaming)
- Possibly some minor stat adjustments that I forgot about

Version 1.4.4 (Oct 22- Nov 3) - Phosphorous
- Added support for Version Checker
- Added Lustrare-class droneship light destroyer
- Added Cackle-class EMP fighter and Fighter EMP Emitter
- Added Pigeon (XIV) skin and Courier Jets system
- Pigeon has: two auxiliary engines that activate on system use, more armor (150 > 200), improved shield efficiency (1 > 0.8)
- Torment has: more armor (400 > 600), central medium mount is a hybrid again, penalties for generator destruction are explained in a hullmod instead of the ship description
- Lasher Duelist sprite update (little shield generator added, not a part of the actual module)
- VPR Flares system now fires 4 weaker flares to improve reliability
- Renamed Firefly fighter to Phosphor
- Phosphor nerf - removed PD laser
- Flickers now jitter while Evasive Maneuver is active
- Some rewritten fighter descriptions

Version 1.4.3 (Oct 9-19) - Tormented
- Added Firefly-class fighter drone and Flicker-class interception drones, used by Remnants (and their systems, "Flicker Escort" and "Evasive Maneuver")
- Torment rework - new sprite, replaced Flux Armor with Damper Field, has a rear flux reactor that provides increased flux stats and a second shield, but it can be destroyed by rear attacks (damaging the rest of the ship slightly, disabling the second shield, and reducing the Torment's capacity and dissipation by 30%), hybrid medium and synergy smalls are now energy only
- Brattice and Parapet no longer have Automated Ship hullmod (which caused weird AI interactions like Parapets attacking on their own, and isn't consistent with other drone fighters)
- Swallows no longer have Advanced Turret Gyros hullmod and their OP cost is now 12
- Hidden No Venting hullmod - prevents Lasher Duelist and Torment's secondary shields from venting
- Artillery Swarmer missiles have 2 seconds extra lifetime and deal 25 damage (up from 15), increased cooldown by 3 seconds
- Mini-Flak Cannons are less common on Dynasector variants
- Removed Hammerhead Seeker, Sunder Warden and Torment from pirate fleets

Version 1.4.2 (Sep 29) - Dynamic Warfare
- Weapons and fighter wings will now show up on Dynasector variants
- Added Parapet support drone
- Brattice is now a modular fighter, Keeper can mount any kind of fighter (but should only have Brattices or Parapets 99.9% of the time it's fought in the wild)
- Thunder Rumbler is now Thunder Multirole Fighter, now has the same loadout as the pre-interceptor Thunder (Harpoon, ion cannon, swarmer, no Flux Armor)
- Keeper's sprite size properly fits it (slight vram usage reduction)
- Keeper has an increased spawn rate
- Pulse Rockets have a slower missile speed and have better handling
- Vatinae has Plasma Jets just like the Mantidae
- Small buff to the Tempest Saboteur's armor
- Two of the Torment's front missile mounts are now synergy mounts, mount arcs revised, shield has a larger radius
- Phase Dash now operates on a cooldown instead of a singular charge
- Flux Armor now has a longer cooldown to prevent spam
- Brattice engines now use the fighter version of low-tech
- Fixed a typo in the Brattice's description
- Fixed some ship systems not having categories

Version 1.4.1 (June 14) - Yeah, There Are More Fighters
- Added Pincer-class heavy fighter
- Added Pike-class escort fighter, and Willow Point-Defense Missile (PDM) launcher
- Added Keeper-class drone carrier, Brattice-class drone interceptor and AI Override system
- Updated sprites for: Merlon, Hammerhead Seeker, Sunder Warden, Torment, Artillery Swarmer, Bombardier, Pulse Sprayer
- Bombardier is no longer a drone
- Pulse Sprayer now named Assault Pulser
- Swallow is now armed with Willow PDMs instead of Swarmers
- Sunder Warden has more armor
- Decreased flux cost of the Artillery Swarmer
- Micro Flux Shunt is weaker on larger ships
- Mantidae Support Bomber now just Mantidae Bomber, pulse rockets are limited, deal more damage, are fired forwards, are better aimed
- Vatinae's Ion Laser does more damage
- Improved hullmod descriptions
- Asgard-class battlestation can now be spawned as an opponent in the simulator
- If the Scrapper's flare system somehow ends up only firing in 180 degrees, it'll now fire forwards instead of backwards
- Fixed some fighter variant names

Version 1.4 (June 5) - Duelist, Mantis and Swallow
- Updated to 0.8.1a
- Replaced Gryphon Hunter's ship system with Hunter Rangefinder, which has a reduced fire rate increase and reduces movement speed but also increases range
- Added Lasher Duelist (DUL), Undershield module, VPR Flares system
- Added Mantidae adaptable fighter wing (split into the fighter, bomber and interceptor variants), Vatinae phase fighter wing (and their exclusive weapons, the Skittergun, Graviton Lance, Pulse Rocket (Mini) and Ion Laser)
- Added Swallow escort fighter wing
- Removed Minotaur and Asteroid Turret
- Reaver Heavy Fighter LPC is now a one-fighter wing, reduced OP cost, Onslaught Guardian still has 2 in its free wing
- Reaver is no longer a drone
- Pulse Rocket MRM now has a custom AI for its missile (and the fighter version)
- Slight improvements to the Pigeon's sprite
- Wolf Sentinel got back its sweet antenna
- Some adjusted descriptions
- LazyLib is now a requirement for AE to function

Version 1.3.7 (May 24) - Sentinels and Saboteurs
- Wolf Sentinel and Wolf Pup now have yellow engines/shields/LPC and venting/teleporting animations
- Tempest Saboteur and Mimic fighter now have purple engines, venting animations and LPC colour
- Centurion Hailfyre now has low-tech engines and shields
- Wolf Pup's shield is no longer a hullmod, drone no longer generates flux when firing its weapons
- Removed Light Needlers from Scrapper and Pigeon (D) variants
- All ships now have autofit variants

Version 1.3.6 (May 22) - Merlons and Crenels
- Added Merlon-class drone cruiser
- Repair Drones hullmod works properly now
- Artillery Swarmer now generates flux when fired
- Pulse Sprayer range decreased to 500 from 900 and is even less accurate
- Pulse Rocket now generates twice as much flux when fired
- Onslaught Guardian got back its built-in Reaver wing (oops)
- Reaver no longer generates flux when firing its weapons, capacity reduced

Version 1.3.5 (May 15) - Asgard
- Added Asgard-class Battlestation, and a mission for it
- Added the campaign-integrated Asteroid Turret, used only by scavengers
- Fixed some descriptions
- Decoy Mimic's 0-damage weapons can no longer drop
- Removed Interceptor Missiles entirely
- Slightly shifted the Onslaught Guardian and Wolf Sentinel weapon mount locations to be the same as the standard variants, and altered the Onslaught's side large mounts to point more sideways
- Slight tweaks to ship costs

Version 1.3.4 (May 7) - Pest Control
- Rebranded from Raccoon's Arms Pack to "Arsenal Expansion"
- Reduced the spawn rate of Pigeon (D)s in pirate fleets

Version 1.3.3 (Apr 27) - Bullrush
- Added Minotaur-class combat freighter
- Added currently unused Damper Dash system
- Added Micro Flux Shunt hullmod
- Wolf Sentinel and Mule Miner now have a Drone Bay hullmod, purely flavour for the Wolf, no more fighter refit penalty for the Mule
- Bombardier is now midline instead of high-tech
- Slight tweaks to ship costs
- Wolfpup is slightly faster

Version 1.3.2 (Apr 26) - Mimicry
- Added Pulse Rocket MRM
- Added Mimic fighter
- Nerfed Wolf (SNT) by reducing its additional sensor range to 40 units and reducing the Wingman's range to 500 units
- Wingman is now a Wolfpup fighter instead of a Terminator
- Wolf (SN) doesn't appear in pirate fleets. At all.
- Reduced price of Pawn
- Interceptor Missiles no longer appear in campaign

Version 1.3.1 (Apr 23) - Mule Miner
- Added Mule (M), as a skin of the normal Mule
- Command Center is now available in campaign mode, rarely replacing capital ships and appearing in markets.
- Command Center Platforms now have Advanced Targetting Core instead of Targetting Supercomputer
- Command Center has a slightly bigger and wider shield, base is less durable and platforms are more durable
- Pulse Sprayer fires a slightly smaller projectile
- Tempest Saboteur has a lower phase upkeep
 - "Surrounded" is more difficult, with the mod's new ships attacked to the pirate fleet
- Fixed Reaver Drone Drone, is now Reaver Drone, properly deploys PD wing
- Persean League now has modded ships
- Reduced number of modded ships in pirate fleets
- Onslaught Guardian is more expensive
- Artillery Swarmer can now appear in markets

Version 1.3 (Apr 22)
- Updated for 0.8
- All ships have different variant styles, as opposed to the same 3 previous ones
- Many ships have gotten new sprites
- Added Pigeon (D)
- Added Command Center, currently not accessible in campaign
- Removed Pawn (G), Kite (G), Gemini (G)
- Removed Pigeon (R) and Torment (R)
- Removed Omen (SB)
- Removed all drone systems, instead they are built-in fighter wings
- Wolf Guardian is now Wolf Sentinel (SNT), has "Phase Dash" as a system (phase skimmer with 1 charge), and built-in "Wingman" wing (1 terminator with IR pulse laser and PD laser)
- Onslaught Guardian (GRD) has same name, has "Engine Overcharge" as a system (burn drive but shorter)
- Gryphon Guardian is now Gryphon Hunter (HNT), has Accelerated Ammo Feeder and built-in "Artillery Wing" (Artillery Swarmer + Vulcan), new sprite for it and the drone
- Centurion Rumbler is now Centurion Hailfyre (FYR), new sprite, no Hardened Subsystems
- Hammerhead Rumbler is now Hammerhead Seeker (SKR), lowered armor and increased speed, no longer has Hardened Subsystems
- Sunder Rumbler is now Sunder Warden (WRD), large mount is back to energy, no longer has Converted Weapons Mounts or Hardened Subsystems
- Tempest Saboteur (SAB) now has Interdictor Array as a system, built in "Ion Drone" wing (1 terminator with ion cannon and PD laser)
- New weapons loadouts for different ships
- All fighter wings now can appear as LPCs in different markets
- "Surrounded" is a mission that has replaced The Guardians for now, where you must fend off a pirate horde with a small fleet and a command center

Version 1.2.5 (Apr 12th)
- Added Scrapper-class frigate
- Added Mini-Flak Cannon (appears in markets, too)
- Added Flare Swarm system
- Added Thunder (R) and a modified Flux Armor system for it to use (ineffectively, because fighter AI is weird)
- Wolf (G) and Gemini (G) are less common in pirate fleets
- Sunder (R) now does 20% less ballistic damage (first new hullmod woo)

Version 1.2.4 (Apr 5th)
- Fixed Omen (SB)'s System Hacker and re-added it, removed the ability for it to appear in markets
- Increased damage of System Hacker
- Added Reaver Drone Wing
- Reaver Drone now has the Overlord system (2 PD drones), yes, I did actually give drones to drones
- Reaver Drone is slower and has less flux capacity, fighter version has 2 capacitors
- Slight adjustments to some loadouts that didn't have proper settings or were impossible

Version 1.2.3 (Mar 11th)
- Replaced Omen (SB)'s System Hacker with an Ion Beam until I can fix it crashing the game

Version 1.2.2 (Feb 17th)
- Added Eagle (R), the (current) pillar in Rumbler oversized-gun technology, and three variants
- Minor adjustments to codex descriptions
- Removed JRE8 requirement

Version 1.2.1 (Feb 3)
- Added Tempest (SB), a phase ship!
- Added Ion Drone (not a unique drone, just a different weapon loadout for the Terminator)
- Modified Omen (SB) description to not use "modified" twice in the span of a few words
- Added some fluff to the descriptions of some drones

Version 1.2 (Jan 13-17)
- Added Kite (G)
- Added Pulse Sprayer (a pulse laser but it fires in 24 shot bursts and can't hit the broadside of a Conquest)
- Added Omen (SB), the first Saboteur variant, has stats equal to the 0.8 buffed Omen (will stay at that level when the update hits, it's just in advance)
- Added System Hacker (EMP beam)
- Currently, both new ships are Tri-Tachyon exclusive, may change in the future

Version 1.1.1 (Jan 5)
- Added Pigeon (R), with Slammer Drive
- Slammer Drive now gives a blue glow and no longer disables turning
- Pigeon now has Courier Drive, which does disable turning and also weapons
- Lowered combat stats of the Pigeon, increased storage stats so it can function somewhat as a freighter/shuttle
- Most ships have 1 extra variant (except both Torment variants, both Pawn variants, and the original Pigeon)
- Enemy fleet in "The Guardians" now has a Pigeon, Pawn and 2 extra Talon wings

Version 1.1 (Jan 4)
- Added Pigeon and Slammer Drive
- Reaver Drone is much faster and is more durable
- Sunder (R) has more armor, but has lower flux capacity and dissipation
- Updated spawning - new variants are generally less likely to spawn

Version 1.0 (release, Jan 3)
- Added Pawn, (G) variant is now a skin due to not being different enough from the standard variant
- Added Torment
- Added a mission, showing off the Guardian variants
- Removed hidden missile mounts from Onslaught (G), drones now regenerate slowly, drones are stronger

Version 0.7 (prerelease, Dec 12-Jan 1)
- Added Sunder (R)
- Added Torment (R), sprite taken from SPIRAL ARMS sprite dump and modified by me
- Remade the Hammerhead (R) sprite so it isn't stupid
- Also remade the Centurion (R) sprite so it isn't stupid
- Updated Wolf (G) sprite so it's more blue and can be better distinguished from normal Wolf-classes
- Hammerhead (R) is no longer incredibly OP (no longer has a free Hardened Shields, and downgraded extra mount to small)
- Hammerhead (R) now has Disruptor Ammo, a unique system (ish) that is like Accelerated Ammo Feeder, but instead increases weapon and engine damage
- Sunder (R) and Torment (R) have Flux Armor, a version of Damper Field that is toggled and does not disable weapons, but builds up flux
- Bulwark drone renamed to Guard Drone (curse you Blackrock), replaced light autocannon with a PD missile launcher
- Pirates now use Guardian and Rumbler frigates and destroyers (no fighter wings or larger ships)
- Added new sprite for use by Artillery Swarmer and Interceptor Missiles
- Fixed Swarmer SRM launcher using the missile speed and flight time of the Artillery Swarmer and creating an OP long-range high explosive anti-Cerberus killing machine

Version 0.6 (prerelease, Nov 26, 27)
- Added Centurion (R)
- Added Hammerhead (R)
- Added Artillery Drone Wing
- Tri-Tachyon, the Hegemony, the Independents, the Sindrian Diktat and the Luddic Church now use new variants (Tri-Tachyon does not use Rumbler variants)

Version 0.5 (prerelease, Nov 25)
- Added Pawn (G)
- Gryphon (G) now works properly
- Reaver Drone has been reworked, is now a Kite instead of Hermes
- Artillery Drone's missile launcher now fires 5 times as many missiles, but each missile does less damage and has less health

Version 0.4 (prerelease, Nov 24)
- Added Gryphon (G)
- Added Artillery Drone
- Wolf Pup Fighter Wing now uses supplies and can not theoretically have infinite wings deployed with SS+

Version 0.3 (prerelease, Nov 23)
- Added Wolf Pup Fighter Wing
- Broadsword Drone renamed to Wolf Pup, now has Phase Skimmer
- Added fancy lights to drones
- Wolf Pup has lower flux stats and a weaker missile launcher, drone version has 1 vent, 1 capacitor and 1 extra launcher to compensate

Version 0.2 (prerelease, Nov 22)
- Added Onslaught (G)
- Added Reaver Drone
- Gemini (G) now has an extra turret
- Bulwark Drone system now has 2 drones, drone shields are smaller and not broken

Version 0.1 (prerelease, Nov 20, 21)
- Added Wolf (G)
- Added Gemini (G)
- Added Broadsword Drone
- Added Bulwark Drone
[close]
Credits
Alex, David and Stian for creating Starsector
AxleMC131 for various kindly donated/free to use sprites
Medikohl and HELMUT for creating the original versions of sprites I updated
LazyWizard for scripting help
Tartiflette for some code of his I use
Nicke535 for his projectile trail code
Unofficial Starsector Discord for a lot of advice

Please post feedback! I listen to everything thrown my way.


broadcasting AI overrides. rendezvous co-ordinates set.

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