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.
- 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
Colony integration is always good
- 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?
- 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
- 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?
- 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.
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?
- 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.
- 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?
- 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....
- 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.
- 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.
- 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.
- Reduced the flux cost of all Fire Support Missiles by ~50%.
Awesome. Lets see if this makes them too powerful now.
Bug Fixes
- Corrected issues with rockets sending flamed-out ships launching away at large speeds.
Snerk. How did this happen anyway?
- 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.
- Fixed Templar Strike variant's weapon groups.
- Corrected Hegemony and Adamantine Consortium ship size in fleet doctrine.
Can't say much here.
- 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?
- Corrected OP of Condor(A) variants.
- 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.
- 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*
- 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.