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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] prv Starworks v18.1 (2020-08-19)  (Read 63186 times)

prav

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Re: [0.9.1a] prv Starworks v16.1 (2020-06-10)
« Reply #90 on: July 10, 2020, 12:12:49 PM »

v17 release download and notes are on the last post of the previous page.

Does the swarm host make it's fighters stronger, or is it just a fun way to use fighters without a physical carrier?

The supply cost per wing is pretty good, and the HVB version has a Targeting Feed system. The general behavior also favors some kinds of bombers, which will have very fast attack runs, essentially immediately firing and going back to reload. (Careful with that though; reloading bombers build flux. Keeping a durable non-bomber wing in a swarm is generally a good idea.)

But otherwise no, no explicit stat buffs or the like.
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Albreo

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Re: [0.9.1a] prv Starworks v17 (2020-07-10)
« Reply #91 on: July 20, 2020, 08:58:41 PM »

A swarm host, with a bit of imaginative mod, without fighter, can be made into an almost invincible decoy. The only thing that can harm it a little is Tach-lance and it can still tank it for a few minutes.

Valljud ability is very OP against orbital station.

Gravity mine is very strong and cheap to deploy.

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onychannel

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Re: [0.9.1a] prv Starworks v17 (2020-07-10)
« Reply #92 on: August 14, 2020, 12:06:06 PM »

I encountered an issue with the Valljud in the most recent update, it appears to create the old disruption mine instead of the disruption zone. I checked the ships.csv and it is listed and the disruption mine. not sure what other info to provide atm
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prav

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Re: [0.9.1a] prv Starworks v17 (2020-07-10)
« Reply #93 on: August 19, 2020, 12:51:17 AM »

I encountered an issue with the Valljud in the most recent update, it appears to create the old disruption mine instead of the disruption zone. I checked the ships.csv and it is listed and the disruption mine. not sure what other info to provide atm

If you have distortion effects from graphicslib turned off it will look very similar to the old mine - but should still function correctly mechanically, disrupting ships that are within it's area of effect.

Beyond that, no idea.
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prav

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Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
« Reply #94 on: August 19, 2020, 12:53:46 AM »

DOWNLOAD


v18.1
- Fixed a rare crash related to memory management.

####

v18

Added the Fasfasa mission
- Take on a Tri-Tachyon blockade using a prv specops detachment.
- Watch out of the phase jammer!

Added the At the gates of HEL mission
- Fight for your life as a Rust Belt raid intercepts your trade convoy.
- The HEL are scrambling a relief force. Stay cool.

Added the Kvarts Phase Cruiser
- The Rusters have managed to steal enough phase coils and graviton cores to build their very own Doom knockoff.
- Lacking a standard shield it instead relies on a Gravity Pulse Core for protection.

Added the Plasma Agitators hullmod
- Rare hullmod that can be acquired at the Laboratory Complex.
- Causes Spattergun plasma to explode rather than burn.
-- Don't let the 50% conversion rate fool you; it's quite effective.

Added the Ramshield Adjunct hullmod
- Rare hullmod that can be acquired at the Laboratory Complex.
- A modular version of the Ramshield.
- It places some additional strain on the shield generator, but can be installed on most ships.

Ljus
- Hybrid turret arc reduced to 70°.

Tystnad
- Ballistic medium turret now faces forwards.

Jämmer Wing
- Autofit priority reduced to bomber3

Diskordant Wing
- Autofit priority increased to bomber4

Skära
- Built-in Ljungeld (Damaged) range increased by 100%.

Skrål Bomber
- Added missing system description.
- Improved system AI.

Spatterguns, all sizes
- Shield spatter damage type changed to energy.
-- Damage values are unchanged.

Spatterfire
- Damage rate reduced to 2 ticks per second.
-- Armor will be less effective at reducing the damage from heavy burns.
-- Net application rate is unchanged.
-- Exact amount per tick is ((remaining plasma damage * 0,25) + 30) * 0,5
--- Eg. 300 damage stored (one full Spattergun volley) creates damage ticks of 53, 46, 40, etc energy damage (before armor).

Studsare
- Bouncing behavior adjusted - will now behave more closely in line with the "skips on the outside of the shield" concept.
- Seeking behavior toned down, will now aim for new targets in a 45° cone from its impact angle.
-- ie it will no longer bounce backwards.
- Rate of fire increased by 12.5%.
- Trail size reduced.

Automatstudsare
- Bouncing behavior adjusted - will now behave more closely in line with the "skips on the outside of the shield" concept.
- Seeking behavior toned down, will now aim for new targets in a 45° cone from its impact angle.
-- ie it will no longer bounce backwards.
- Maximum number of bounces uncapped.
- Damage and flux per shot increased by 12.5%.
- Rate of fire increased by ~40%.
-- Net throughput is now 650/second, an increase of 57%.
- Recoil buildup and recovery rates reduced.

Gravity Shield
- Optimized AI code.
-- Exact behavior may be slightly different.

Tensor Drive
- Added special-casing when resetting the collisionclass for fighters with burned-out engines and phased ships.

Gravity Mine Strike
- Replaced with Gravity Well
- The mines will now repel objects near them while active.
- The mines will also give off a repelling blast when they time-detonate.
- Homing reduced.

EMP Cluster Mine Strike
- Updated.
- The mines will now give off light EMP arcs while active.
- The mines will also detonate into a more potent set of arcs.
- Homing reduced.

Rörsångare Torpedo
- Missile durability increased by ~30%.
- Vfx tweaked.
- Adjusted AI threat profile; enemy ships will now be more likely to keep shields up while the missile is discharging.

Ramshield
- Shield will now change color based on deployment state.
- Icon updated.

Blast Heater
- Thresholds improved to 33%/67%.
- Ballistic ROF increase and Energy flux discount doubled.
- Reduced CPU load.

Arc Smelter
- Will now keep its tracker state between save reloads, and only report smelt amounts of 1 or more.
- Improved smelting logic.
- Now leaves a message intel notification instead of a floating text.

War Syndicate
- Blueprint can now be acquired.
- Will now continue operating if controlled by a faction that matches one of the following:
-- Are the Rust Belt.
-- Have a Suspicious or better relationship with the pirates.
- Other factions will attempt to shut down the industry as soon as they are able. The success chance is based on market stability.
- Added an intel item for syndicate industry changes.

Campaign
- The Ryak HEL's Dazzling Lights condition will now add a slight increase to population growth.
- Ryak HEL volatiles reduced to 'diffuse'.
- Rust Belt fleets will now contain slightly more phase ships and slightly fewer line ships.
- The prv will now occasionally reshuffle their naval doctrine.
- Rust Belt weapon preferences updated
-- Siege Akers replaced with Storm Needler
-- Removed all ballistic weapons from the priority list; ballistics will now be fit without any particular preference.
- prv weapon preferences updated
-- Gauss Cannon access added.
-- Hephaestus Assault Gun, Assault Chaingun and Hypervelocity Driver access removed.
-- Removed the priority list; weapons will now be fit without any particular preference.
- Greatly increased the priority of Laboratory Complex and War Syndicate HQ industries when generating a random Nexerelin sector.

Console
- Added the "smeltore" console command: instantly performs one week's worth of ore processing.
- Added the "shuffledoctrine" console command: permanently shuffles the specified faction's fleet doctrine.
-- While only intended to be used on the prv, it can be used on any faction. Keep in mind that there is no reset command.
- Added the "syncrusterindustry" console command: forces a synchronization pass on all War Syndicate line industries.
-- Created to aid development. There is no reason to use this in a normal game.

Centered Eldsjäl's rear small turret.
Brand "Standard" variant renamed "Advanced".
Removed errant Kartesch BP tags.
Corrected the engine attachment point for Sidensvans submunitions.
Fixed a bug which would prevent Skrål from using their system while returning to the carrier unless they were the wing leader.
Fixed a bug which would cause the Gravity Shield safety shutoff sound to play at the wrong volume.
Fixed a bug which would cause phased ships or fighters with disabled engines to recieve the wrong collision class when reset from a Tensor Drive effect.
Fixed a bug which could cause a crash if Gravity Shield was used by a ship without a shield.
Fixed a bug which could cause a crash if Disruption Zone was used by a ship without a shield.
Fixed a bug which could cause a crash if a gravitic effect with added damage was applied to a ship without a shield.
Fixed a bug which caused Gravity Shield to display an incorrect statusinfo. Actual flux usage has not changed.
Fixed a bug which caused Remission shells to ignore muzzle the flash particle color of the targeted weapon when choosing effect color.
Fixed a bug which would let a Tensor Drive overwrite the damage of a Heavy Tensor Drive.
Improved Ruster Industry Manager code performance.
Added missing Ballebo variants to DSR.
Further reduced the spawn rate of the Gast for prv fleets.
Improved how certain gravitic effects affect certain types of projectiles.
Increased patch note vagarity.

Mod intercompatability
- Added a hullmod whitelist for the Laboratory Complex to ensure that an otherwise hidden or restricted hullmod can show up there.
- Use the "prv_lab_bp" tag to opt in.
- "prv_lab_exclude" opt-out remains.
- Added an optional .faction "custom":{"syndicateName": "your syndicate name here",},
-- Use if you want to specify a syndicate name for a faction. Otherwise one will be picked from the sector-wide name list.
-- Should work with the format "[syndicateName] have established a Raider Base at Umbra" and "There are rumors that [syndicateName] are operating a Raider Base on the Hegemony station of Tigra City."
-- Criminals know no borders.
« Last Edit: August 19, 2020, 01:36:55 PM by prav »
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EpicLancer

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Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
« Reply #95 on: August 23, 2020, 11:33:19 AM »

im not sure what exactly broke but something did. just installed it and was starting a new game. tried reinstalling but still crashed. had it set to random gen, both factions off, rust belt off, prv off, and still crashes.

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prav

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Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
« Reply #96 on: August 23, 2020, 04:03:48 PM »


I believe that's related to Free Stars Union (AicModPlugin), get the hotfix.
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wakko151

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Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
« Reply #97 on: September 09, 2020, 01:24:07 PM »

Hi, this is my first post on the forums. I registered just so I could write it. I have been playing the game for about 2 weeks now. It reminds me of Sid Meiers pirates. Loved that game. As a fulltime gamer I didn't want to learn the game vanilla. It seemed like a waste of time. So I of course downloaded every single mod that seemed relativley balanced or added something and attacked the game like my life depended on learning every inch of it. I struggled at first to find a flag ship that suited my playstyle. I just felt like none of the ships really spoke to my playstyle. I tend to be a pirate. But all of that changed when i tried out a "prv Military Commander". I was given an Aska, a wolf variant designed to be sneaky, and a potato that focused on disabling ships.

The Shadow in the Warp is a stock Aska fit with 3 Studsare Anti Armor shells that will hit a shield and bounce off of it sometimes hitting other people, friend or foe alike. I fit a bunch of cheap point defense on it and put in Missles. Doesn't matter what kind as long as they have some guidance. I tank it like crazy. Studsares are cheap to fit and low flux cost for a cruiser so you can just be firing all day with them without a care.

The first indication I even exist will be the missiles flying towards you from the edge of your view. Then you will see a giant purple gorilla slowly ploding towards you. Then it will teleport in front of you, squaring off and firing Anti-Armor rounds into your shield like an idiot. Then the missiles hit you. Forgot about them. Then you suddenly realize all your support has peeled off because the rounds are flying off your shield and smacking them at weird angles. Anyone near you is going to be hurting. Its just you and the purple ape. And then its behind you. Firing into your engines. As you spin out of control and your crew struggles to get the engines back online a ship drops out of cloak near you like a purple potato and drops an ion field which you drift through. The purple gorilla relentlessly mauls you until you explode.

Thank you for making the Aska. When i was first learning to use it I died alot to over confidence and bad fitting descions. It is an amazing ship.
« Last Edit: September 09, 2020, 01:27:32 PM by wakko151 »
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