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News:

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

Poll

What would you like to see in Blackrock?

More ships
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1424


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790569 times)

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #825 on: December 06, 2013, 06:52:53 AM »

Hahah, I do that all the time. Sorry for getting your hopes up.

All of these ships are either new or have changed. Some changed fundamentally, others subtly, both in terms of gameplay, balance and the sprites. I think Cetonia/Typheus fans (if there are any) will appreciate the considerable makeover those ships have gotten.

IMAGINOS

REVENANT

BULWARK DRONE

CONVERGENCE

CETONIA

TYPHEUS

SCARAB

DESDINOVA

NEVERMORE




In addition to that, we have some new/changed weapons.

SHARD GUN
- A smaller version of the Shard Cannon that fires continously with low range. You've seen it on the Sentinel Drone, but now it can be mounted on anything.
MICRO ARGUS
- 5OP Argus Beam with long recharge time.
VOIDSPEAR SRM/POD
- A plasma missile that needs to be charged before firing, building flux. Short range, powerful engine, deals energy damage. A very flexible missile.
LINEAR PULSE GUN
- Changed to simply be a low range high ROF energy weapon. Brutal at close range, insane flux demands.
QUILL ROCKET LAUNCHER
- More ammo, rockets accelerate slower, lower damage. More of a suppression weapon now.

Some misc *** I did yesterday:
- The Karkinos' inner medium mounts are now universals
- The campaign now uses a completely random variant selector thanks to Uomoz
- Changed campaign faction color
- Added lots of codex lore especially for Karkinos havers
- All the *** I'm forgetting to list here
- Get hype.
« Last Edit: December 06, 2013, 06:57:43 AM by Cycerin »
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #826 on: December 06, 2013, 08:01:47 AM »

SO CLOSE TO FULL SHARD LOADOUTS, SO CLOSE.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #827 on: December 06, 2013, 10:34:52 AM »

Do you really need shard PD? ;D
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Gothars

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #828 on: December 06, 2013, 10:57:32 AM »

Oh wow, the Convergence is so sexy!
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #829 on: December 06, 2013, 11:06:34 AM »

No wonder people say BRDY should be implemented by Alex in Vanilla Starsector, they look gorgeous.

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Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #830 on: December 06, 2013, 03:15:43 PM »

damn right. I cannot WAIT to play this. All of the new ships! ALL OF THEM! :D
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #831 on: December 06, 2013, 11:19:55 PM »

Perhaps not really need, but want? Oh my, yes.

The Sharp Bit Towards Enemy must fly.
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Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #832 on: December 07, 2013, 01:51:51 AM »

"Fly me closer, I want to hit them with my Sunjets!"
-BRDY sponsored Captain Ashlis
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #833 on: December 07, 2013, 10:51:00 AM »

Ok, I have one irksome thing holding me back from releasing. The Kurmaraja AI has stopped working, so AI ships will never use the ship system. If someone has enough java competence to help me take a look at this, drop me a PM asap so I can work it out.

The Asura will be released with the placeholder system. Sorry about that, but I'm sure you don't *really* mind that much. :P
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #834 on: December 07, 2013, 03:54:53 PM »

Nevermind that, Trylobot to the rescue.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #835 on: December 08, 2013, 02:40:52 AM »

Just dropping by to say the latest Blackrock release is already in the USS patch Uomoz uploaded yesterday. The standalone mod will be updated and changelog published later today.
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Mazuo

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #836 on: December 08, 2013, 03:53:03 AM »

Great news to hear.  Been checking on this probably daily for a while now.  Really enjoy this mod, keep up the good work.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #837 on: December 08, 2013, 04:32:09 AM »

New release!

Big thanks to Trylobot for all the java assistance/work he's put into the content in this release.

Spoiler
Blackrock Drive Yards Changelog - Mod Version 0.5

General:
NEW CONTENT
New ship - Imaginos-class Dimensional Frigate
A frigate with a Scalar Deracinator, nuff said
New ship - Convergence-class Support Cruiser
A venture-esque cruiser with two flight decks
New ship - Asura-class Monitor
A phase ship on the interim between destroyer and cruiser, features the Flux Ejector system for high-pressure combat
New ship system - Bulwark drone
New ship system - Flux Ejector
New ship system - Scalar Deracinator (small)
New weapon - Shard Gun
New weapon - Micro Argus
New weapon - Voidspear SRM
New weapon - Ironweaver
Revenant, Typheus, Cetonia and Stenos redesigns
Campaign now uses a completely random Variant selector - each ship spawned can be any stock variant
New mission: BRDY Big Battle - a huge fight vs a vanilla fleet. Features absolutely all BRDY content in one mission.
Redesigned Kurmaraja Interdiction Array - now slows ships and completely stops ballistic projectiles and missiles. AI now activates the system as appropriate.
Added a bunch of variants
REDESIGNED CONTENT
Updated all ship sprites with custom turret mounts and misc adjustments
Changed a huge bunch of sound effects and added new ones
Changed all variants
Rebalanced all ships/weapons to varying degrees
Changed Cetonia and Typheus sprite/loadout
Added aux engines to Krait fighter for burst jetting
Changed Nevermore rear turret to 360 and moved to middle of ship
Added more turret mounts to Gonodactylus
Stenos redesign
Changed middle medium mounts on Karkinos to be medium universals
Changed faction color
Renamed Antiplasma Blaster to Scalaron Blaster
Added a bunch of Codex lore and simplified descriptions to focus more on gameplay
Added particle effect to AM Lance chargeup
Added particle effect to AM Lance explosion
Changed Linear Pulse Gun sprite, effect and stats
Changed Fury-class torpedo to deal Energy damage and require flux to fire
Plasma missiles (Fury and Voidspear) have a custom explosion effect and sound
MISC/FIXES:
Fixed Exerelin integration
Fixed Sentinel Drone behavior
[close]
« Last Edit: December 08, 2013, 04:34:39 AM by Cycerin »
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Gothars

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #838 on: December 08, 2013, 05:13:39 AM »

This is almost as exiting as a new release of the main game! Thanks for your hard work :)
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The game was completed 8 years ago and we get a free expansion every year.

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Bjørn_in_the_Sector

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #839 on: December 08, 2013, 06:01:36 AM »

^ seconded, with a vengeance! :D
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