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Messages - Tartiflette

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16

Minor update with some long needed polish.

Changelog
0.17

NEW CONTENT

 - Migrated the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods from Scy.

BALANCING:

 - Lightweight Plating:
   . No longer affects the deployment cost.
   . Lowered the armor rating cost to -30% from -50.
   . OP cost lowered to 3/6/10/15 from 5/10/15/20
 - Triple Mortar:
   . OP cost reduced to 6 from 7,
   . DPS increased to 150 from 125.
 - Pilum Wave (High-tide built-in):
   . Renamed Hasta Wave since the behavior is different from the vanilla Pilum,
   . Increased base ammo count to 15 from 10,
   . Projectile hitpoints increased to 75 from 50.
 - Bully-class:
   . Increased OP amount to 100 from 80,
   . Missile Ready Racks system has a much shorter cooldown and regen delay.

BUGFIXES/IMPROVEMENTS:
 - The Lightweight Plating, Reactive Armor and Minimal Preparation hullmods now use merged modSettings.json entries to define incompatibilities. Their tooltips display that list.
 - Whirlwind-class's Gravitic Hook system:
   . Now pushes ships, missiles and shots *away* in a narrow cone. Can reflect ordinance back to the shooter.
   . Improved distortion FX.

[close]


This update should be save compatible

Requires LazyLib and MagicLib


To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update TaDA and/or change it however they want.

In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.

17
Modding Resources / Re: [0.95.1a] MagicLib v0.45.2 (2023/01/07)
« on: January 07, 2023, 11:56:16 PM »
The game's version requirement is supposed to be a "at least" check, but as you can see it never worked quite right.

18
Mods / [0.95a] Scy V1.66rc1 (2023/01/07)
« on: January 07, 2023, 06:12:29 AM »

This is a minor update to iron out a few remaining kinks.

Changelog

1.66

 - Removed the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods, moved them to the Torchships And Deadly Armaments mod.
 - Added two tiny outpost stations in vanilla sectors to increase Scy's presence outside of Acheron, particularly with Nexerelin.

BALANCING:
 - Mild miscellaneous buffs to:
   . LVDS (range)
   . Laser Torpedo Rack (op)

 - Siren-class cruiser:
   . Base number of special teleporting shells reduced to 4 from 5. (regeneration unchanged at 50s per ammo)
   . Toggling off the Siren ship system without firing returns the unused charge and negates the cooldown.
   . Teleporting shell now only deals Frag damage. (to make it more usable to save an over-extended allied ship)

BUGFIXES/IMPROVEMENTS:
 - Added a stat display to the Modular Armor hullmod
 - Fixed missing stealth mechanic for the player fleet.
 - Hopefully finally fixed the Keto's main gun crash.
 - Fixed missing system for the Aklys fighter.
 - Clarified many short descriptions and stats.
[close]


THIS UPDATE IS NOT SAVE COMPATIBLE!
Earliest save compatible version: 1.66

Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Scy and/or change it however they want.

In the meantime, Scy's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.

19
Mods / [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
« on: January 07, 2023, 05:25:40 AM »

This is a small (and very late) maintenance update to fix a few minor outstanding issues.

Changelog

0.95

BALANCING:

 - All ships with maneuvering systems now have reduced base acceleration.

 - Sempiternal Repeater: Range increased to 700su from 600.

BUGFIXES/IMPROVEMENTS:

 - Eschewal Projector / Invocation Launcher:
   . Fixed a typo that made the slowing effect much more pronounced that it should have,
   . Added a multiplier that increase the effect with skills and systems that increase Energy weapon damage.
 - Prayer Sender missiles are now much smaller, more in line with their damage potential.
 - Fixed an error with the Xeno-Warfare Design hullmod that always gave the max debuff for asymmetric loadouts.
 - The Xeno-Warfare Design hullmod now displays the current engine debuff when using an asymmetric loadout.
[close]

Earliest save compatible version: 0.92


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib



To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update ORA and/or change it however they want.

In the meantime, ORA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.

20
Modding Resources / Re: [0.95.1a] MagicLib v0.45.1 (2023/01/07)
« on: January 07, 2023, 04:47:50 AM »

This is way too late of an update with some bug fixes:

Important disclaimer: This will be my last update for that mod as I have become an unreliable maintainer which is prohibitive for a library. From now on Wisp will be the custodian of MagicLib, and I am grateful for his eagerness to pick up my slack.

I have to apologize to all modders and players that had to use a flawed mod for months when I should have arranged this a lot sooner. For that I am sorry.

changelog
0.45.1

MagicAsteroid plugins updated for SafaryJohn

MagicCampaign/MagicBounty: Finding target objects now supports defaulting to any system if requested themes could not be found.

0.44.1

Added MagicAsteroid plugins to restore functionalities related to asteroids that have been removed in the vanilla game (by SafaryJohn)

MagicIncompatibleHullmod:
   - Now handles hullmods with scripted incompatibilities that have been S-modded by removing the incompatible hullmod added instead of itself. (Thanks to Timid)

MagicCampaign:
   - createFleet now handles fleets that have a spawn location but no assignment target.

MagicBounty:
   - Hopefuly fixed the log spam after a bounty expired.

[close]

This update is save compatible.

Always DELETE the old version before extracting the new one
Requires LazyLib

21
Blog Posts / Re: The Pilgrim's Path
« on: July 23, 2022, 11:56:34 PM »
Blog post here.
I love these new pieces! Great job!

22
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 20, 2022, 12:09:57 AM »
You need to still be friendly with Diable, other than that it should be always available.

23
Mods / Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« on: May 07, 2022, 12:04:27 AM »
"+10% acceleration" translate to a multiplication by "1 + 10%/0.01" so to speak, or 1.1 in the end.

24
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 07, 2022, 12:01:22 AM »
I'm sitting on a half finished update that will change Wanzers in major ways. Unfortunately I had to move away from modding Starsector for a while because I was pretty close to a burnout. I'm making a mod for Nebulous now, once that is done I'll certainly come back around.

25
Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: May 06, 2022, 11:57:32 PM »
Small exploit in MagicBounty: discovering a bounty locks in the fleet composition, but not any FP-scaled credit reward. Version 4.2.1rc3.

1. Leave all your ships in storage.
2. Look at a FP-scaling bounty, but don't accept it.
3. Add ten paragons to your fleet.
4. Bounty reward is now sky-high, while the target fleet is still small.
Expected: Credit reward matches bounty fleet size.

There's a "min_fp" attribute to deal with that: it prevents the bounty from showing up under a certain player fleet size.

26
Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: May 01, 2022, 11:10:36 PM »
I think I found a bug in the spawnFleet method of MagicCampaign

Right, actually the method assumes that the fleet will have a target defined, and can optionally be spawned somewhere else (it defaults to spawning on the target if a location isn't defined). But both can be left null to not spawn the fleet and just use it in special cases such as displaying it in the bounty board.

Long story short, put garnir as the target, not the spawn location. (I added a failsafe for the next MagicLib update)

27
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 20, 2022, 11:15:59 PM »
Sure, I have no issue with that!

28
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 07, 2022, 01:46:05 PM »
You can fly Wanzers using the Gust's system.

29
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 06, 2022, 11:35:57 PM »
Created an account just to say this is my favourite faction mod.
Thanks!

What's the third transforming ship? I found the other two, but can't find that one.
You can find the last one in Outer Terminus, guarding the planet.

30
Modding / Re: I love the Versant-Class from Diable Avionics but...
« on: April 01, 2022, 06:34:45 AM »
Oo

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