Play nicely with other mods including Dark.Revenant's
Starsector+This update will break 0.89 saves but not 0.9_DEV2 and later saves.
It took some time to wrap it but
Scy 0.9 is finally here! If you didn't tried any DEV version, you'll discover the Stymphalian Bird elite frigate, the Heavy Minigun medium weapon, the Prism Freeport high-end marker, find valuable Intelligence Chips and experience a smoother, more polished mod overall. You can check the changelog as long as my arm to the bottom. I also finished a huge Lore overhaul. You can read it by downloading these
two fancy illustrated PDF, or check the jpeg versions in the OP. Finally I set my mind on the use of
"Scy" and
"Scyan" in the descriptions: it's Scyan for all uses as adjective with the sole exception of "Scy Nation". Sorry for the changes all over the place these past DEV, any other case left would be a typo.
You should know that this is the final content update: As of now, the mod feels pretty complete to me and can stand on it's own next to any other or vanilla. That doesn't mean I'll stop working on Scy (after all, it's still version
0.9 for a reason), but there probably wont be any large update like this one in the future except for game compatibility. Instead I'll focus more on the final balancing rough spots, or improve the ship-systems AI, that kind of things. I might also resume my little talks with Dark.Revenant about a potential SS+ integration someday. In the meantime, have fun!
ChangelogSpoiler
v0.9
23/04/2015
- Added the Heavy Minigun: bigger cousin of the Light Minigun: unsuitable to point defense, but okay at pressuring shield and murderous against ships' hull once their armor gives in.
- Added Stymphalian Bird frigate: Next generation frigate of immense power but extreme rarity.
Specifically designed to take on Capital ships, fares much worse against fighters and other frigates.
(You can imagine the damned offspring of an Hyperion and a Nevermore).
- Added Dual Laser Torpedo rack for 6 OP (reduced single Laser Torpedo to 3 OP from 4).
- Nexerelin compatibility.
- Intel Chip commodity. Very valuable and only dropped by some specific Scy fleets.
- Spy fleets. Well, those fleets.
- Scy is now suspicious with most factions instead of inhospitable.
- Reworked Acheron system, with a pirate hideout and a special independent station that can sell military grade hulls from any faction at a huge mark up price.
- New backgrounds for both Acheron and Tartarus.
BALANCE
- Nerfed the Megeara:
Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds,
Phase, upkeep raised to 7.5% flux per second from 5%,
- Baliuses FP reduced from 7 to 5.
- Significantly buffed the Telchine miner ship hull and armor.
- Buffed Telchine's Deconstruction beam to reduce the target's HP 1% per second: same speed for a capital ship or a fighter. Still useless against shielded targets.
- The siren now only deploy two drones at once.
- Slasher beam flux usage reduced to 313 FPS from 645 (near 1:1 ratio), also has a new hit visual effect.
- Burst Repeater Beam reverted to Vibrating beam but now fire continuously, with a much better flux efficiency and range.
It's now a potent support weapon against frigates and destroyers, but not efficient against fighters.
- Corrected Medium and Large HeMor flux requirement.
- Slightly reduced the Focus Beam flux requirement.
- Vastly buffed the Medusa frigate's EMP Nova ship system:
In addition to overloading every ships in a 1500 SU radius, the EMP also disable some weapons and engines, causing flameouts and confusion in the enemy fleet...
And your own allies too if you didn't took care to hold them back!
- Interceptor fighters flak now fire continuously.
- All Atfi wings received short range missiles instead of coasting missiles.
- All prices have been adjusted to be in line with vanilla:
Frigates and destroyers are slightly more expensive,
Cruisers are less expensive,
Weapons are far cheaper.
- Reduced the OP cost of small missile weapons across the board.
- slightly nerfed the Coasting missiles health and speed toward Harpoons values (250 speed instead of 300, 175hp instead of 250).
- Slightly buffed the rockets health from 50 hp to 75 hp, reduced the acceleration from 250 su.s-2 to 100.
- Increased rocket damage from 100 to 200 High Explosive damage.
- Severely reduced the OP cost for mounting EMP sweeper missile from 15 to 10.
- Increased Laser Torpedo Launcher's ammo from 10 to 15 missiles, decreased the reloading delay from 10s to 6s.
- Reduced the OP cost for mounting Heavy Modular Swarmers from 26 to 20.
- Singularity Torpedo Launcher's ammo raised from 8 to 15 missiles, OP cost reduced from 30 to 25.
- Small flak DPS raised from 67 to 100, OP cost reduced from 8 to 6.
- Small KAcc and HEMor OP cost reduced from 8 to 6.
- Medium KAcc OP cost raised from 12 to 13.
- Changed the Khalkotauroi's main weapon from a burst beam to a normal beam,
- Changed the damage type to Energy, was High Explosive for the base 200dps and Energy for the bonus 600 dps from the Accelerators pods.
- Raised the base damage without accelerators from 200 to 400 dps, reduced it's flux produced from 2000 to 400 flux/s but the accelerators now also produce flux.
- Reduced the Khalkotauroi flux capacity from 30000 to 20000.
- The Siren Teleporter gun now need to be "loaded" via a ship system in order to teleport it's target.
The system has 5 ammo and a very slow regen
If not loaded, the main gun act as an anti shield EMP weapon that deals no damage to hulls. 5 ammo with decent regen.
- Nerfed drones speed and accelerations.
- Converted the Centaurs haulers' hardpoint from medium ballistic to medium universal.
- Reduced the OP available of most ships, due to the OP cost reduction of most weapon. On average, -10 to -20.
- Light minigun now has a short charge-up, that makes it slightly less potent as a point defense as the rotation is dampened.
- Reduced dps from 250 to 200 frag, reduced flux produced from 200 to 100, raised "splinters" dps to 50 Energy from 5 High Explosive plus 20 Kinetic.
- Changed the Singularity torpedo pulling calculation, now based on ship class instead of hull mass to avoid issue with other mods' balance.
- Increased it's yield when hitting shields, nerfed the effect for objects away from the epicenter.
- Reworked Manticore's Mirv torpedo: it now drop small bombs instead of spawning 8 heat-seekers missiles.
- Reduced the Manticore's Phase Torpedo regen rate from 3s to 5s.
- Assault Shield ship-system is now time limited but much more efficient to avoid AI spamming.
- Adjusted range values for all Manticores built-in missiles launchers.
- Slightly reduced some frigates hull values,
- Slightly reduced some destroyers/cruiser flux capacity.
- Nerfed the EMP Sweeper missiles when attacking multiple enemies:
It can only deal EMP damage to a single target at once instead of all targets in range.
Still deals the same total EMP damage when dealing with a single target.
BUGFIXES/IMPROVEMENTS
- Improved feedback on the effect of various hullmods and ship-systems, smoothed some effects on activation and deactivation.
- Improved placement logic for the random position of Acheron.
- Removed the bandits fleets that pursued you if you got to Acheron without fuel (no longer relevant since you can buy fuel at the new stations).
- Some offseted hard-point sprites have been corrected.
- The Siren main gun now properly affect Twig ships.
- Hacking Commlink now properly affect Twig ships.
- Singularity Torpedoes now properly affect Twig ships.
- Miner ship's drone's GravGuns now properly affect Twig ships.
- Anti-missiles now target nearby fighters if there aren't any missiles to intercept.
- Built-in hull-mods no longer clutter the list.
- Improved AI for the Precision Gear ship-system: it no longer activate when retreating or when the targets a way out of range even with the system active.
- The Talos shield now unfold at normal speed when not using the Stasis Shield ship-system. Behavior improved and the shield can be affected by other weapons/ship systems (like some ICE weapons).
- Added SS+ "Drive Shunt" to the list of incompatible engines hullmods.
- Improved the Manticore's Phase Missile launcher animation.
- Extensive modifications and optimization of the Khalkotauroi's main weapon's animation due to the switch to a standard beam.
- Extensive modifications and optimization of the siren's main weapon's animation to prevent it from playing in full when the ship is overloaded mid-chargeup/don't have enough flux room once charged.
- Corrected a bug with the Singularity's damage that made the AI ignore it.
- Corrected the Keto's main gun appearing "on" in refit.
- Optimized blinkers, with more variations between them.
- Optimized Medusa's lightnings deco, randomized the animation.
- Optimized many weapons animations.
- All animated muzzles are now independent from their weapon and no longer create artifacts from damage decals.
- New fancy animation script for the miniguns, they spin up and down smoothly, are no longer animated while venting, and stop where they should instead of alway going back to the first frame.
- Scy ships now take incoming missiles into account when deciding if they should vent. They should also try to get farther away from Cruisers and Capital-ships before venting.
- Pierce Railgun subtle redesign.
- Custom missile AIs are now properly affected by ECCM, up to three times more precise with it (namely: Heavy Modular Swarmer missiles, Lasers Torpedoes, Coasting Missiles, Manticore MIRV Torpedoes).
- Improved weapons tooltip descriptions to be more helpful.
- Adjusted all variants "quality factor" for fleet more coherent with their market stability.
- Corrected the descriptions according to the modified Lore.
- Added new interaction image and dialogue to all Scyan stations and planets.
- New missile AI for the rockets, they should hit smaller moving targets much more reliably, especially with ECCM.
- General cleanup of unused scripts and non matching names. Lot of "under-the-hood" improvements and some preparations for future SS+ integration.