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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22  (Read 722449 times)

Morrokain

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Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
« Reply #285 on: February 28, 2019, 01:14:42 AM »

Sounds good! I haven't noticed any other bugs in my playthrough after about 20 cycles.

Nice! Hope the update makes that zero bugs but we'll see ;)
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Ranakastrasz

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Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
« Reply #286 on: February 28, 2019, 06:54:58 AM »


Campaign Changes/Additions
  • New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.
  • Adamantine Consortium has a capital-class carrier and a unique heavy fighter(skin) added to their fleets.
  • Nightmare-class heavy fighter is now unique to the Archean Order's fleets.
  • Pirates have unique fighter(skins) added to their fleets.
More specilized fighters, and crappy pirate fighters are good.
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  • Increased Adamantine Consortium aggression, reduced Archean Order and Trader Guilds aggression.
  • If not already present in the last patch, added Adamantine Consortium strongholds to the list of player colony threats.
Well, trader guilds are notorious for aggressive :P
Colony integration is always good
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  • Derelicts have increased in difficulty to match pirates. Pirates have had their fighter numbers considerably weakened.
Good. Pirates should be newbie's first target. Derelicts second. Everything else third. I thin?
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  • Increased the starting player fleets for any new game start to roughly match early pirate bounties in size.
  • The two changes listed above should make either salvage or bounty hunting a good starting option for any new game.
  • Added most of the new game starts available to the base game from .9 to the Normal Start option list.
Sounds good
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  • All new starts now contain a cargo freighter of some kind and a small supply of pd weapons.
Still can't fix the PD issue? Does tweaking rarity/tier not help? Maybe it has to do with OP cost?
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  • Pirates now have unique fighter craft. These are considerably weaker than standard fighter craft, but can be deployed more easily.
Die pirates die. Less overwhelming fighters will help.
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Station Battles
  • Balanced most factions' station style to match their respective technological access and doctrine.
  • Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
  • Unique station looks and/or loadouts for Hegemony, Pirates, Sci-Corps and Luddic factions

Blueprint System
  • Added Blueprint Packages for Adamantine Consortium, Trader Guilds, Persean League, Sci-Corps and Tri-Tachyon Corporation.
  • Further separation of tech tiers with more base strike craft available at the start.
  • Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.
  • Added icons to all blueprint packages.
  • New legendary blueprint packages.


Balance Changes

  • Increased OP cost of Talon to 2 from 0. Its combat effectiveness remains unchanged. Pirate version has 0 OP requirement.
How is pirate version nerfed?
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  • Hegemony now has slightly better fighter craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
  • Luddic Church and Luddic Path have new fighter craft skins with unique loadouts.
  • Higher tier fighter craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
  • Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
  • Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
  • Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
  • Hydra-class Gunship has an updated sprite.
General fighter specialization and rebalancing.
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  • Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
  • Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
Rocket Launch? is there a generic rocket launcher weapon, or is this for all dumbfire missiles, or what?
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  • Marauder, Warthog, and Gauntlet are now base bps.
  • Vanguard is now a low_tech bp (tier 1).
Not sure exactly how blueprints work, so yea....
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  • Rebalanced Luddic Church Condor variants.
  • Increased Paragon's max flux by 8000, flux dissipation by 300, and armor by 300. It was slightly too weak compared to similar tiered vessels and sometimes couldn't make use of all its weapons when surrounded.
Can't wait to try.
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  • Reduced fighter replacement rates across the board. I put an extra special emphasis on drones and interceptors that seemed to spawn continuously, and tended to only slightly increase bomber deployment rates.
Less fighters, so use them smarter.
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  • Increaed PD Beam damage by ~40%-70% accross the board. This won't interfere with missile effectiveness (other than make them better against torps which is their intended purpose).
  • Changed Advanced Optics hullmod to only increase PD beam weapons by 200su (down from 500su) to balance the large damage increase for those weapons.
  • Reduced the range bonus on PD weapons on ships equipping Super Computer hullmod by 10%.
  • Reduced the range bonus on PD weapons on ships equipping Advanced Targeting Core hullmod by 20%.
Yea, beams vs missiles as opposed to beams vs shields. Or hull honestly. Makes sense to not get as much out of PD. Linear range boosts are massive on short ranged weapons.
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  • Reduced the flux cost of all Fire Support Missiles by ~50%.
Awesome. Lets see if this makes them too powerful now.
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Bug Fixes
  • Corrected issues with rockets sending flamed-out ships launching away at large speeds.
Snerk. How did this happen anyway?
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  • All assault and strike beams now pierce fighters. Fighters now take 60% less damage from beams.
This is why you increased PD beam damage I assume.
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  • Fixed Templar Strike variant's weapon groups.
  • Corrected Hegemony and Adamantine Consortium ship size in fleet doctrine.
Can't say much here.
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  • Forlorn Hope mission's flagship is now the Escort variant of the Paragon instead of the Raider variant.
Is it possible to enable the raider/escort variants as default loadouts so I can try the Raider variant again?
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  • Corrected OP of Condor(A) variants.

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  • Fixed bug when hiring faction officers, added text for faction administrators.
  • Fixed bug with procurement missions not able to be turned in.
  • Fixed bug with some bar missions not able to be turned in.
Hurray! No more out to lunch persons.
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  • Fixed bug where your crew would not leave even if you owed them considerable debt.
Wages? Ha. You are a slave now. Get back to work! Mutiny? What do you mean? ARGHHH NOT THE AIRLOCK! AGGH><...... *Sufficates*
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  • Corrected issue with Tri-Tachyon blueprint package adding Persean League ships, fighters and weapons.
  • Fixed bug where blueprints of higher tiers were empty of hulls, weapons or wings.
Well, more blueprint stuff I haven't gotten into.
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

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Morrokain

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Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.0) Update 1/19
« Reply #287 on: February 28, 2019, 09:01:00 AM »

Good. Pirates should be newbie's first target. Derelicts second. Everything else third. I thin?

I would say major military factions like the Hegemony, Tri-Tachyon, Adamantine Consortium, etc, and REDACTED- would probably be considered fourth in the line of enemies. 3rd would be factions like Luddic Church, Independents, Luddic Path, Trader Guilds if enemies with them, or Deserter Pirates if you've done a lot of bounties.

Jumping straight from derelicts to fighting the Adamantine Consortium would be a bit of leap difficulty-wise. Especially after this update. (Just realized I forgot to implement the Malevolent's ships system.. ugh!)

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Still can't fix the PD issue? Does tweaking rarity/tier not help? Maybe it has to do with OP cost?

It's internal to unmodded Starsector and the workaround is essentially custom modifying that whole system and I wasn't in a place to do that for this release. Alex has said looking at weapon spawn rates was on his todo list for the next official Starsector update so I'm hoping that helps considerably, but if not then I will consider the alternative in future updates. I'm not completely opposed to it as a whole, it is just lower in priority when it could be fixed later when I could be implementing systems I've been meaning to for a while now, like Marine-oriented campaign mechanics and a some more encounter nuance while exploring the Core Worlds. (Don't want to spoil anything)

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How is pirate version nerfed?

It only has 3 max fighters per wing instead of 4, and replaces slightly slower as well, so over 25% reduced effectiveness overall.

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Rocket Launch? is there a generic rocket launcher weapon, or is this for all dumbfire missiles, or what?

All rockets in the mod had a high stat in the weapon_data.csv file that caused:

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Snerk. How did this happen anyway?

I changed the launch speed stat (different than the max speed, acceleration and travel speed) of rockets and increased to others. This has the same relative look and feel in the mod, but solves the issues with flameouts causing ships to be cast away at large speeds when hit with rockets.

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This is why you increased PD beam damage I assume.

Yep. :)

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Is it possible to enable the raider/escort variants as default loadouts so I can try the Raider variant again?

Yes, I can probably hot-fix that in.

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Wages? Ha. You are a slave now. Get back to work! Mutiny? What do you mean? ARGHHH NOT THE AIRLOCK! AGGH><...... *Sufficates*

XD

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Well, more blueprint stuff I haven't gotten into.

They were pretty broken in the last update anyway. They feel like they are in a good spot now and will hopefully make salvaging a lot more rewarding.
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Morrokain

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Re: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.1) Update 2/28
« Reply #288 on: February 28, 2019, 09:15:35 AM »

Wow. The RNG gods were quite kind to me that first 30 seconds into a new start as Archean Order... too bad it was for testing  >:(

Spoiler

Mine, mine, mine... *mothballs and furiously burns away from the numerous Tachyon detachments en route*

[close]
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pringdew

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too funny...killed myself saving for one of those...
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Morrokain

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too funny...killed myself saving for one of those...

lol I bet. They are pretty hard to acquire in the average game, and wow are you lucky if you get the blueprint. Legendary blueprints like the Megalith and Tachyon Lance have ~ 5% spawn chance on the best of loot rolls.

I've never even had enough time to save for one in the campaign, myself. New features require me to start new games too often and the drop rate on that hull is pretty low as far as wrecks go-- so this was a very, very lucky find. (It was already high before at 60%, but in the next update the Megalith will now have an 85% chance of breaking apart due to its size. I think that outright prevents it from being a wreck. Even if it succeeds on that roll, wrecks are not guaranteed to be recoverable, etc.)
-------------
Starting balance:
I think I am going to substantially increase the payout for fleet bounties. They are much stronger than past versions at level 0, and the derelict payout is a lot higher for often a far less demanding threat.

I'm not sure why derelict probes only spawn three frigate-class defenders, but lv 0 pirate bounties often include multiple destroyers, but I need to at least make adjustments so that either are a good choice for a new starting fleet, at least financially.
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Morrokain

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Found a pretty big bug with the latest release that I will patch by the end of the weekend. Sorry for everyone who just started new campaigns but the Sci-Corps stations will not spawn correctly because their variants were not defined correctly in the industries data. It will take a new start upon release to see the stations. Ugh, thought I had fixed everything again I apologize for the oversight and not checking new content more thoroughly. :(
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Morrokain

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A bit more additional content and the another round of bug fixes and campaign polish (including the Sci-Corps stations). Will require new games unfortunately.

I also got the ship system in that I had originally intended for the Malevolent.

Download
Main Mod Directory

Current Patch Changes: Update v1.3.2 3/4/2019
Spoiler
Content Additions
-------------
 -- New Shipsystem:
    - Phase Shell Projector (Malevolent-class Dreadcarrier).
        - 20 Second activated buff.
        - Reduces damage taken by the carriers fighters by 90% for the duration.

 -- New Strike Craft:
    - Sabertooth Gunship. (Heavy Strike)

 -- New Weapons:
    - Hailstone Rocket Launcher (Small).
    - Fury Rocket System (Large).

 -- Campaign Changes/Additions:
    - Increased base payout for starting fleet bounties (pirates) and the payout per level of higher tiered bounties (deserters).
    - Due to performance improvements in the last official Starsector release, increased default total battlesize to 200, and max total battlesize to 400.
    - Independents and Scavengers are now much less likely to use Luddic Church, Luddic Path, Pirate, or Hegemony fighters, ships and weapons.



Combat Balance/Content Changes
-------------
 - Autofit now has more variants available as goal variants than the last release for many hulls. I think this may help increase variety while still maintaining core combat effectiveness.
 - More variety in strike craft and weapons for the Lions Guard and Trader Guilds.

Bug Fixes
-------------
 - Sci-Corps Stations will now correctly appear in the campaign map.
 - Updated Fire Support missile weapon descriptions to accurately reflect the 50% flux per salvo reduction.
[close]
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Death_Silence_66

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The high resolution sensors hullmod says it increases "sensor strength by null for capital ships".
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Morrokain

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The high resolution sensors hullmod says it increases "sensor strength by null for capital ships".

Hotfix v1.3.2a 3/8/2019
https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0

-- Corrected High Resolution hullmod tooltip and it will now correctly increase capital ship's sensor range by an extra amount.
-- Corrected the implementation for a couple campaign logistics hullmods to be current with Starsector release 0.9a.
   - Solar Shielding
   - Augmented Drive Field
   - Salvage Equipment
   - Blast Doors
-- Fixed bug with Civilian-grade Hull not correctly reducing fighter deployment rates as indicated in the tooltip.

To apply the fixes, just re-download the original link and replace the mod directory (delete and replace is safer than merging in my experience).

Shouldn't break saves.
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Death_Silence_66

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I encountered an odd bug. The echo proximity mines given to the player at the start of the game don't appear when refitting ships.
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Morrokain

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I encountered an odd bug. The echo proximity mines given to the player at the start of the game don't appear when refitting ships.

Thanks it got tagged as a system. I checked and I can change that without breaking saves.

Hotfix v1.3.2b 3/10/2019
https://www.dropbox.com/sh/ovkgvk4qsdl4g81/AAC7DAaUJcqTKIdnZsjZ45zta?dl=0

-- Can now refit small missile mounts with the tier 0 proximity mines as intended.

(I normally wouldn't hotfix immediately for a single bug, but this one is pretty substantial for early game.)
« Last Edit: March 09, 2019, 11:06:01 PM by Morrokain »
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verlonxx

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....lol i brought 2 weapons in black market i get scanned by templar and they instanly attack lol.
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Morrokain

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....lol i brought 2 weapons in black market i get scanned by templar and they instanly attack lol.

They really don't like you stealing their stuff, yeah :) Not all factions will tolerate smuggling or black market activity in the same way. In .8 Archean black markets had some very high tier weapons on average, but that has been toned down a bit in .9. Even still, it shouldn't be very trivial to get phase orb launchers or phase cannons, and general black market penalties are not enough.

I do get that it is frustrating to not know that a little more upfront however. I plan on implementing more dialogue options on general encounters that will give even more detailed faction behavior descriptions, and probably introduce that concept through story arcs as well further down the development line.

*Edit* Also as some follow up advice, I'd have to double check but I'm fairly sure after a certain reputation with them they will no longer instantly attack, just incur a reputation penalty. Also, carrying AI cores will distract them from attacking if you turn them over. Even a single core I'm pretty sure can bait them away from your actual cargo like stolen weapons.
« Last Edit: March 11, 2019, 07:59:24 PM by Morrokain »
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Morrokain

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Finally got around to updating my notes, but it will likely be a few more weeks before a release is available. There is a lot of testing to be done in order to balance out all the changes to the fighter combat layer. I've also tried to add more PD options in general. Input welcome.

I will probably also add a few more ships, maybe expand the dialogue further, and finally get the Adamantine Consortium stations to have a unique look and loadout. (Its a huge effort to edit stations and balance them, so this could very likely get pushed to a later release)

Next Patch Changes: Rough ETA: A few weeks
Spoiler

Campaign Content Additions and Balance Changes
-------------
 -- New Ships:
    -

 -- New Fighters:
    - Banshee-class Heavy Interceptor

 -- New Weapons:
    - Shattercell Cannon (Small PD/Assault energy weapon)
    - Heavy Shattercell Cannon (Medium PD/Assault energy weapon)
    - Smokescreen Rocket Launcher (Small Anti-Fighter rocket weapon)
    - Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    - Twin Shockwave Launcher (Medium Strike Rockets)
    - Triple Shockwave Launcher (Medium Strike Rockets)
    - Rupture Shockwave System (Large Strike Rocket System)


 -- Market Changes:
    - Bomb Bay is no longer an available weapon in markets. It was mostly useless and was taking up valuable weapon choices when it spawned. (Now bomber only)
    - Removed slight rarity modifier of PD Cannon spawning in markets.
    - Reduced rarity modifier of Burst PD Laser spawning in markets.

 -- Faction Balance Changes:
    - Another round of dialogue polish. (Meaning as I catch things)
    - Replaced Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    - Adamantine Consortium will no longer deploy many Spectre interceptor drones, and will favor Banshee heavy interceptors instead.
    - Osprey-class Light Carrier no longer autofits. Variants for each factions have been expanded to compensate. (Too many empty fighter bays in campaign fleets)
    - Zero chance for non-standard fighters (faction-equipped variants) to be found in Independent fleets and a very, very low chance in Scavenger fleets.
    - Reduced chance for Exile-class Light Carriers to spawn in Archean Order fleets.
    - Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Corporation. (Tri-Tachyons shouldn't be using phasetech weapons)
    - Changed some factions so that when they pursue the player for smuggling or black market activity that they actively pursue the fleet instead of sometimes merely harrassing.
    - Changed some factions so that under certain varying circumstances when pursuing players for black market activity or contraband high rep will:
        - prevent contraband from being confiscated.
        - cause a negative impact to reputation rather than an outright attack.

 -- Blueprint Changes:
    - Pirate Talon is now a pirate blueprint unlock instead of a base blueprint.
    - Luddic and Pirate blueprints are no longer unlocked by tiered tech blueprint sets (lowtech in particular).
    - Bomb bay is no longer a blueprint.
    - Spectre-class interceptor drones are no longer unlocked by the Admantine Consortium blueprint package.
    - Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package.

 -- Feature Enhancements/Additions:

   Cease Fire Enhancements:
     - Adamantine Consortium fleets can be more successfully negotiated with if you hire one of their officers and so know their politics.
     - New description, dialogue and possible results when negotiating Cease Fires for:
              - Archean Order
              - Adamantine Consortium
              - Pirates
              - Luddic Path
     - Bribes
      - Bribe results and descriptions are more faction specific for some factions to shed more light on how effective bribery will be for that faction's commanders.
                - Increased base chance for bribe requests over outright refusals when attempting a bribe-free Cease-Fire.
                - Pirates will have an even greater chance to ask for credits rather than fight when attempting bribe-free Cease-Fires.
      - Pirates will accept bribes and ask for bribes over fighting even when vengeful to the Player's faction.
      - Less lawful factions like the Luddic Path, Adamantine Consortium and Pirates will now give a reputation boost for successful bribes up to a certain reputation level.

-----


Combat Balance Changes
-------------
 - Slightly increased deployment cost of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 - Increased range of Rapier SRMs. (From 900 to 1000)
 - Slightly lowered max charges for Micro Repeater and reduced the amount of charges returned each recharge cycle.
 - Nova Cannon proximity blast radius is doubled, and the fuse range is doubled, but the fuse will now only trigger on missiles.
 - Increased Nova Cannon damage by 20%.
 - Increased Machine Gun damage by 25%.
 - Increased Electron Cannon damage by 33% and increased range to 450. (Up from 400)
 - Increased Pulse Laser Damage by 50% and increased range to 450. (Up from 400)
 - Increased Assault Beam damage by ~15%.
 - Increased PD Beam damage by ~40% and increased range to 350, up from 300.
 - Increased Squall SRM hitpoints by 200%, missile speed and turn rate by ~50%, and range by 200. (Was very underwhelming in larger battles)
 - Reduced Atropos Torpedo turn rate by 40%. (I'm hoping this reduces the chances of the AI wasting it against slower fighters like gunships)
 - Changed Ion Cannon and Heavy Ion Cannon to now have regenerating charges, but they also deal more burst damage either through faster firing or damage per shot.
 - Fissure Cannon (formerly Sunder Cannon) has increased range (500 to 600). The fighter variant range remains 500.
 - Iridium Cannon has increased range (500 to 700). The fighter variant range remains 500.
 - Scythe Cannon has decreased range. (600 to 500)
 - Assault Autocannon has increased range. (600 to 650)
 - Icer Gun has increased range. (600 to 700)
 - Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They were a little too powerful and hopefully this will balance them out a bit)
 - Increased turn rate of Strike beams to help prevent the A.I from wasting them while maneuvering to evenly distribute armor damage.

 -- Overhauled flux costs of the entire rocket line of weapons:
     - Reduced flux cost of Shockstorm rockets per salvo by 50%, increased max rockets for medium variant, and increased rocket speed and range slightly. (Large buff overall)
     - Increased flux cost of Annihilator rockets (small variant) by 25%, but flux costs for medium variant reduced to match flux per rocket of the small variant.
     - Annihilator rockets (small variant) now gets 4 rockets back on reload (was 2) though reload time per rocket (DPS) remains roughly the same.
     - Reduced flux cost of Javelin rockets by 25%, and reduced their flight speed.
     - Reduced flux cost of Fury Rocket System and Hailstone rockets by 33%.

 -- Overhauled Fighter Combat Layer --    
 -- Not all of the individual changes will be documented. Here are some general points:
     - Now over 60 different fighter wings.
     - All fighters now have limited ammunition which gives them a specific combat time before some kind of rearmament is required.
     - Rearmament design-wise is intended to give ships a window of recovery between strikes and reduce fighter swarming in favor of assault wave behavior.
     - Rearmament stats are unique to each individual fighter weapon, though some general rules apply:
     - Magazines of fighter weapons only last around 5 seconds of active combat time.
          - Non-missile weapons will reload their magazines in a set amount of time, typically 12-20 seconds depending on the the fighter role. (AI can't handle finite ammo)
     - Missile weapons almost always require redocking with the carrier, and often have even more limited ammunition than non-missile fighter weapons.
     - Fighters, gunhsips and interceptors that use finite missiles will usually redock with the carrier immediately, or soon after they have used them all.
     - Mostly removed the use of flares in midtech and low tech fighters, gunships and bombers. Only the highest tiered craft will use them.
     - Fighters now deal 200% additional damage to other fighters, making interceptors and anti-fighter roles a serious threat to unescorted bombers and gunships.
     - Fighters now deal 200% additional damage to ship hardpoints (weapons and engines), up from 150%.
     - Balance pass on most fighter replacement rates. Some have increased rates, some have decreased rates depending on balance adjustments. As a soft rule, however:
          - Bombers have increased replacement times. (They also tend to have the highest strike impulse)
          - Gunships have been moved to closely match Bombers in their replacement times. (They also tend to have the longest active combat times and largest magazines)
          - Fighters have slightly reduced replacement times. (They have various specialized roles)
          - Interceptors have moderately reduced replacement times. (They are powerful bomber/gunship killers, and important escorts for your own fighter/bomber/gunship strike groups)
     - Removed Fighter Systems hullmod's effect on weapons in favor of fighter-specialized weapons. Fighter weapons are now less effective against ships.
     - Though still present for descriptive flavor, Limited Range Finders hullmod on fighters doesn't actually do anything. Range is handled through fighter weapons.
     - Reduced health and shields of high tech gunships and bombers and some midline and low tech gunships and bombers.
     - Reduced general health of the higher tiered fighters, and any fighters that use shields have much lower flux dissipation to make PD beams more effective against them.
     - Rebalanced OP cost around new fighter craft additions that were added in some of the more recent updates.
     - Reduced OP cost and efficiency of some pirate fighters even further, while balancing other weaker ones to make them useful to the player in some circumstances.
     - Many low tech fighters, bombers, gunships and interceptors now have proper OP costs considering their combat effectiveness.
     - OP to Power ratio when scrolling up and down the "equip fighter wheel" on the refit screen should now make more intuitive sense.
-----


Bug Fixes
-------------
 - Corrected issue with Cease Fire requests not working on patrols who are attacking you from smuggling or black market activity.
 - Fixed issue with overspawning faction-specific fighters in Independent and Scavenger fleets.
 - Corrected Pirate Talon bug with base blueprints.
 - Devastator Cannon should now properly hit ships along certain angles of fire that caused the proximity fuse behavior to trigger early.
 - The Nova Cannon should now effectively hit ships at all times, making it more in line with the intended dual assault/pd role.
 - Removed accidental chance for Fighter-class Light Pulse Laser to spawn in campaign markets or loot.
 - Added a description to the Archean Order station's heavy anti-capital weapon in the codex.
 - Hopefully resolved issues with Hailstone Rockets and Fury Rocket System sometimes causing the flameout slingshot behavior on ships.
 - Corrected the Adamantine Consortium Condor skin to no longer change its medium missile mount to energy.
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Misc
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 - Due to storage space, versions lower than v1.2.1b are no longer downloadable, though their patch notes will remain documented.
 - Sunder Cannon has been renamed to Fissure Cannon to avoid confusion with the Sunder-class destroyer. XD Must have been in a hurry on that one lol.
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