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Author Topic: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3  (Read 381904 times)
00lewnor
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« Reply #1125 on: June 26, 2017, 02:38:12 PM »

I think I've found a bug: Kobold wings don't register as out of ordinance the way bombers, but do only when the carrier gives an engage order.

When ordered to regroup they behave fine, launching rockets until they run out then their icon goes dark, like a bomber, and then land on the carrier to re-arm however; when the carrier orders fighters to engage they continue to escort the carrier and launch rockets (not moving towards the target, intentional?) but when they run out, their icon remains illuminated and they continue to escort the carrier until the order is switched to regroup whereupon their icon blacks out and they land to re-arm.
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MShadowy
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« Reply #1126 on: June 28, 2017, 10:04:24 PM »

Blerf, alright tired but 0.6.2 is ready.


0.6.2 Changelog

  • Added Vardr-class battleship
    • Ship system: Cyclic Plasma Thrusters; stops forward momentum but greatly increases lateral mobility while up
  • Revised Morningstar sprite, making it larger and beefier
  • Revised some segments of the Mimir sprite
  • Further refined the stripe style, leaving it slightly cooler and darker and with fewer stripes
  • Berin's Stash in Anar and Maks Hole in Yajna have been removed from the campaign
  • Added a beam sweep effect to the Deva and Murti
  • Urumi base damage/sec increased to 400 (from 250)
  • Retouched many of the weapon sprites:
    • All CEPC's have had their sprites updated, as well as the Wavepulse, Heavy and Light Polarizers, Urumi, Trishula, Deva and Murti

Enjoy, mehopes.
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Zenobious
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« Reply #1127 on: June 28, 2017, 11:08:16 PM »

  • Added Vardr-class battleship
I immediately started a new game to give this thing a spin and.... it's showing up as a cruiser in-game, with cruiser costs for hullmods and whatnot. Looks like the hullsize entry in its .ship file is wrong?

Looks beautiful though. Nice to see a shadowyards ship that's more capable of brawling. Beam sweep effects are appreciated too!
« Last Edit: June 29, 2017, 12:32:33 PM by Zenobious » Logged
00lewnor
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« Reply #1128 on: June 29, 2017, 06:47:48 AM »

The Murti? beam (the medium one) doesn't sweep, instead it flickers between the two maximum points. I asume its supposed to mimic the Deva beam?
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MShadowy
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« Reply #1129 on: June 29, 2017, 07:17:14 AM »

Yeah, there was a typo that eluded me in my tired haze last night; oops. I'll have a fix up shortly.
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MShadowy
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« Reply #1130 on: June 29, 2017, 09:49:54 AM »

Alright, hotfix up!


For those of you who already have it and don't want to have to redownload the entire thing again:


0.6.2a Changelog
   
  • Hotfixes: Vardr now is correctly a battleship, error which was casuing Murti to not sweep fixed

Derp.
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Hazard
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« Reply #1131 on: June 29, 2017, 12:09:17 PM »

Looks like CEPC still has a green hit effect, despite the new projectile color.
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Kwbr
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« Reply #1132 on: June 29, 2017, 05:52:03 PM »

Vardr's system description has a typo, says 'boots' instead of boosts

also, ignore this if its intentional but the standard elysium seems a bit oddly colored.
« Last Edit: June 29, 2017, 06:02:01 PM by Kwbr » Logged
Bastion.Systems
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« Reply #1133 on: June 30, 2017, 01:37:11 AM »

I kind of liked the last patch colors more, might mod them in myself. But the new ship/weapons look real nice.

Still, rip old Hammerhead.  Cry Could you maybe add it back in as a flightdeckless variant?
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MShadowy
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« Reply #1134 on: July 05, 2017, 07:40:20 AM »

Alright, Shadowyards 0.6.2b is now ready for release; this is just a balance pass to try and deal with the minor problem of Shadowyards being perhaps a bit too well balanced (or something.) Some of these changes are somewhat experimental and may be reverted; they will be marked with TEST in the changelog.


0.6.2b Changelog

  • Charybdis Hull/armor increased to 7000/700 (from 5000/500)
  • TEST - Charybdis OP increased to 170 (from 150)
  • Elysium balance tweaks:
    • Cost reduced to 45000 (from 49000)
    • Turret facings adjusted so the class should be able to better focus firepower
  • Seski price reduced to 10000 (from 11000)
  • Clade shield efficiency improved to 0.8 (from 1.1)
  • Added missing Leage Refit hullmod to the Morningstar L
  • Changed some turret angles on the Morningstar to try and prevent it fom butt tanking shots
  • Changed all remaining UNIVERSAL slots to SYNERGY
  • Wavegun flux per shot decreased to 300 (from 400)
  • Increased Inanna side moun arcs to 90 (from 60)
  • League Refit Changes:
    • Flux malus increased for Destroyers to -250 capacity, -25 vent rate (from -200, -20) and Cruisers to -500, -50 (from -400, -40)
    • Now Reduces Speed somewhat; Frigates and Destroyers by 10, Cruisers by 15
  • TEST Neriad alterations:
    • 1 additional Neriad per wing
    • The Neriads built-in gun now has a small aoe burst effect
  • Kobold changes:
    • Inbuilt Burst PD damage/sec increased to 200 (from 125) and has had 100 EMP damage added
    • TEST Kobold mounted rocket now carries 12 rounds that it will fire in rapid succession
  • TEST - added 1 Raksasha per wing
  • Deva flux/sec decreased to 1000 (from 1400)
  • Murti flux/sec decreased to 400 (from 600)
  • Splinter damage per rocket increased to 200 (from 175)

Let me know how well this works out.
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Bastion.Systems
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« Reply #1135 on: July 06, 2017, 07:36:17 AM »

The fighter changes look interesting, I admit I usually switched SRA fighters for higher-end base game stuff.
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MShadowy
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« Reply #1136 on: July 12, 2017, 02:46:44 PM »

Alright, haven't received any feedback about the balance changes, so I guess it's fine? Anyway, here's some more stuff.


0.6.2c Changelog

    
  • Deva and Murti now do a "cross slash" behavior, walking their beams inwards across their firing angles
  • Redid Barrago sprite
  • Reduced particle count and particle lifespan for Storm Blaster flak burst effects
  • Impact of the Wraiths Crawler Beam reduced to 50 (from 300)
  • Forgot to mention; (P) type SRA vessels now have a 20% cost reduction
  • Added a sanity check to the Retro Drive AI to keep it from launching off the map

Hopefully I can get some more content set up for the next release, though we'll see if any other serious issues come up with the tournament.
« Last Edit: July 12, 2017, 05:56:38 PM by MShadowy » Logged
Gul Dukat
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« Reply #1137 on: July 13, 2017, 06:14:57 AM »

This is my first forum post, please don't hurt me.
I've been a long time fan of Shadowyards and I'm loving most of the recent changes made, the only real issue I have is the Deva and Murti and this is usually the case of my other vessels flying directly into my line of fire and being mowed down by the beam. The only way I can think of to counteract this is to make it so if you release the mouse the beam dissipates, perhaps not all at once but enough to reduce the risk of friendly fire.

Oh and keep up with making some of the best designed ships in the sector.
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peperoni_playboy
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« Reply #1138 on: July 14, 2017, 08:56:20 AM »

overall, I think balance is in a good place but there's just one thing I think could stand to be changed: the deva and murti HE beams. since you've changed them from a simple straight beam to a slashing motion, their usability has been impacted in my opinion. they're much harder to use against anything smaller than a cruiser, and even then their damage is dispersed against the entire profile of an enemy ship (potentially wasted damage) instead of focusing it on a single location for maximized damage.
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Bastion.Systems
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« Reply #1139 on: July 15, 2017, 01:22:11 AM »

The beam now can't usually damage the hull under armor. The sweep gives the enemy far more time to raise the shields, now usually I can only get the fraction of the potential damage in before the shields are raised.
Making the weapon overall very situational and closer to the Scatter CEPC in use.

BTW the "fireworks cannon" is AWESOME Grin
« Last Edit: July 15, 2017, 01:34:56 AM by Bastion.Systems » Logged
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