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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115371 times)

00lewnor

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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1125 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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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1126 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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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
« Reply #1127 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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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
« Reply #1128 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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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
« Reply #1129 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 »
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Bastion.Systems

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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
« Reply #1130 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.  :'( Could you maybe add it back in as a flightdeckless variant?
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MShadowy

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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2b
« Reply #1131 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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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2b
« Reply #1132 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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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« Reply #1133 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 »
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Gul Dukat

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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« Reply #1134 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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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« Reply #1135 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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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« Reply #1136 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 ;D
« Last Edit: July 15, 2017, 01:34:56 AM by Bastion.Systems »
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MShadowy

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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« Reply #1137 on: July 15, 2017, 10:56:18 AM »

Hmmm... while I'd rather not drop the sweep effect, it sounds like some adjustments are in order at the very least. I'll try cutting the total sweep arc by about half, which should both give ships less time to raise their shields/result in less friendly fire and concentrate the damage a bit more.
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Schwartz

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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« Reply #1138 on: July 15, 2017, 01:28:53 PM »

Two things about the Shamash:

It will seldom engage. Do an autopilot run in the sim and see what it does. It seems it properly phases around to aim at the enemy's tail, but then most of the time simply stays phased while it gains too much distance to use its weapons - then vents.

Also, when it happens to do an aggressive decloak, it often destroys itself with its own Phasegun AOE.

These two might be symptoms of the same problem. The ship AI doesn't seem to be comfortable with its built-in weapon.
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Midnight Kitsune

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Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« Reply #1139 on: July 15, 2017, 09:25:41 PM »

Hmmm... while I'd rather not drop the sweep effect, it sounds like some adjustments are in order at the very least. I'll try cutting the total sweep arc by about half, which should both give ships less time to raise their shields/result in less friendly fire and concentrate the damage a bit more.
Having the weapon pips show where the beams start would be great.
Another idea would be to do the reverse: Start out as a single beam that spreads out. Easier to aim and you can still do decent damage but it still spreads out the damage
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