Usually I don't post if I have nothing relevant to say, I do lurk and check replies (heh, I probably should change my profile picture to a
lurker, I've thought of doing so several times...), but since I'm posting...
Thanks for the feedback, I'm taking it into account, even if I don't reply as soon as it is posted.
I'll be attaching the current changelog for the next version, keep in mind that this does not mean I'm not adding more stuff or stopped balancing some stuff, this is strictly what is already in the game coded and functional, but perhaps lacking a bit of polish (as an example Orchids do not have new graphics yet).
Nor should you expect this update to come any time soon; honestly, if there's a major game crashing bug/exploit I'll stop the new content development, fix the issue and update the mod as version 1.5.0, otherwise I'll just keep developing until I'm happy enough on how far I've progressed with my large TODO list (sorry keeping that a secret, because I like spoiling stuff when it's nearer to completion, so I have something to show)... or the game updates, whichever happens sooner.
Patches are a different thing though, but those won't include balance changes or new content; they would be named version 1.4.1, and would be saved for stuff like a sudden incompatibility with another mod that can/should be fixed on my end, or small easy to fix bugs that are still noteworthy (unlike the autofit exploit, mentioned below).
Changelog:
v.1.5.0 DEV
Spoiler
-Implemented "timed expiration" system for weapon spawned drones:
-Affects Kulbeda, Corvo and Kabura-ya drones.
-Does not affect Caltrop-class phase mine drones.
-Drones affected by the system loose their CR constantly (even if there are no enemies on the map) at about 1% per second.
-CR dependent effects:
-CR = 0%: drone gets a high random chance to explode on the spot(adds a bit extra randomness so they don't all explode exactly at the same time).
-CR ? 1%: drone suddenly stops functioning.
-CR ? 5%: drone will try self destruct by ramming into a nearby enemy vessel, doing low kinetic damage (mostly visual).
-CR > 5%: drone behaves normally.
-Renamed Chakram's "Ion Pulser" to "Ion Micropulser"; the name change was reverted accidentally and went unnoticed.
-Added the Ayllo-class Frigate, a scout/surveying themed drone tender ship that uses built-in weapon spawned drones.
-Added the Kabura-ya-class Scout Drone, a built-in weapon spawned drone, it lacks the "Low Resolution Sensors" hullmod found in the other weapon spawned drones.
-Added the "Drone Swarm" shipsystem, the system reloads the drone spawner weapons; currently used by Ayllo and Kestros classes.
-Added "Kamikaze" shipsystems for Kulbeda, Corvo and Kabura-ya drones.
-Added Dmod "Damaged Particle Conduits", a milder version of "Unreliable Subsystems" that also blocks "Hardened Subsystems" and "Integrated Particle Conduits" using hullmods, used by (P) skins and can be rolled in recovered TSC ships.
-"Integrated Particle Conduits" hullmod blocks "Hardened Subsystems" hullmod.
-Fixed autofit hullmod installing minor exploit (not sure why would someone want to run a TT Amentum with fleet server when it will only give you a debuff for 25 OP; guess getting a TT skin with Graviton Lensing or similar hullmod works).
-Corrected OP values for carriers; was using outdated formula for launch bays.
-Added Kulbeda Drone Pod Launcher weapon, a large sized missile weapon that deploys several Kulbeda drones.
-Added Corvo Drone Pod Launcher weapon, a large sized missile weapon that deploys several Corvo drones.
-Added Orchid-class Torpedo Launcher weapon, a small sized missile weapon with 2 Orchid Torpedoes, each torpedo does about 55% the damage of a Lotus Torpedo.
-Added new graphical effect to Plasma Lance and Warden PD System projectiles.
-Balance Changes:
-Claymore-class Battlecruiser:
-Removed "Plasma Jets" shipsystem.
-Atatl-class Carrier:
-OP decreased to 275. (Class adjustment OP set to +100)
-Kestros-class Cruiser:
-Built-in fighters and launch bays removed.
-Replaced "High Energy Focus" shipsystem with "Drone Swarm" shipsystem.
-Added 6 built-in reloadable, single drone, launchers.
-Amentum-class Carrier:
-OP decreased to 105. (Class adjustment OP set to +25)
-Removed "Reserve Deployment" shipsystem.
-Angon-class Cruiser:
-Added "Civilian-grade Hull" built-in hullmod.
-Angon (D):
-Removed "Shielded Cargo Holds" built-in hullmod.
-Sabre-class Destroyer:
-OP decreased to 90.
-Replaced rear facing medium energy turret mount with a small mount.
-Reduced central large energy turret mount movement arc to 270°.
-Added "Oversized Turret Mounts" built-in hullmod.
-Sabre (D) renamed to Sabre (P).
-Sabre (P):
-Changed central medium energy turret to large.
-Energy mounts replaced with ballistic mounts.
-Added "Damaged Particle Conduits" built-in hullmod.
-Can't be restored to base hull anymore.
-Sagaris-class Missile Destroyer:
-Sagaris (D) renamed to Sagaris (P).
-Sagaris (P):
-Changed central medium missile hardpoint to large.
-Energy mounts replaced with ballistic mounts.
-Added "Damaged Particle Conduits" built-in hullmod.
-Can't be restored to base hull anymore.
-Labrys-class Destroyer:
-Labrys (D) renamed to Labrys (P).
-Labrys (P):
-Restored central large missile hardpoint as large ballistic.
-Energy mounts replaced with ballistic mounts.
-Added "Damaged Particle Conduits" built-in hullmod.
-Added "Ill-advised Modifications" built-in hullmod.
-Removed "Destroyed Weapon Mounts" built-in hullmod.
-Can't be restored to base hull anymore.
-Woomera-class Escort Carrier:
-OP decreased to 85. (Class adjustment OP set to +25)
-Adze-class Transport:
-OP decreased to 35. (Class adjustment OP set to +0/+15 if not used for logistics)
-Supplies/month increased to 5.
-Added "Civilian-grade Hull" built-in hullmod.
-Cost increased to 30000.
-Transport stats: (note comparisons are according to hullsize)
-Crew: 75 (with modular hullmod: 300) closest vanilla equivalent: Valkyrie: 300
-Cargo: 100 (with modular hullmod: 300) closest vanilla equivalent: Buffalo: 300
-Fuel: 80 (with modular hullmod: 320) closest vanilla equivalent: Phaeton: 600
-Koncerz-class Frigate:
-OP decreased to 50. (Class adjustment OP set to +20)
-Central turret mount changed from synergy to missile.
-Konccerz (D) renamed to Koncerz (P).
-Koncerz (P):
-Energy mounts replaced with ballistic mounts.
-Added "Damaged Particle Conduits" built-in hullmod.
-Can't be restored to base hull anymore.
-Adarga-class Heavy Frigate:
-Adarga (D) renamed to Adarga (P).
-Adarga (P):
-Restored rear small energy turrets.
-Energy mounts replaced with ballistic mounts.
-Added "Damaged Particle Conduits" built-in hullmod.
-Removed "Destroyed Weapon Mounts" built-in hullmod.
-Can't be restored to base hull anymore.
-Ranseur-class Frigate:
-Ranseur (D) renamed to Ranseur (P).
-Ranseur (P):
-Energy mounts replaced with ballistic mounts.
-Synergy mounts replaced with composite mounts.
-Added "Damaged Particle Conduits" built-in hullmod.
-Can't be restored to base hull anymore.
-Scimitar-class Corvette:
-OP cost increased to 25.
-Reduced central medium energy turret mount movement arc to 120°.
-Javelin-class Heavy Bomber:
-Replaced Lotus-class Torpedoes with Orchid-class Torpedoes.
-Kulbeda Drone Rack:
-Increased chargedown time to 45 seconds. Under normal circumstances this means that per weapon you can have up to 6 drones active (2 groups of 3) at a time.
-Doubled drone count.
-Corvo Drone Rack:
-Increased chargedown time to 90 seconds. Under normal circumstances this means that per weapon you can have up to 4 drones active (1 group of 4) at a time.
-Doubled drone count.
Keep in mind that this changelog can, and most likely will, change; some of the stuff included here is WIP, specially the Drone racks drone "ammo" count, since I'm considering adding reloading to them. A lot of the stuff is also depending on things I've wanted to make for a long time, like the Drone pod launchers, balancing them depended on adding the timers, otherwise they get too spammy; the Kestros drone's reimplementation, which is now much closer to my original design/intention for it (it still needs its own unique combat drones though).
Some WIP changes are not listed, like reverting Plasma Jets to Maneuvering Jets for the Claymore-class, or giving Targeting Feed to the Amentum, in both cases I would like to go for something more unique.
For the Scimitar I don't think I'll nerf it further (OP cost not subject to statement), since I would rather keep it at about the same strength it currently has, but further changes will happen, I've planned for quite some time to give it a new modular weapon, a new TSC medium energy weapon, which at the moment there are none, this will likely end reducing its alpha strike capacity, but that's desired.
Feel free to comment regarding the WIP changelog, feedback is always appreciated, even regarding WIP stuff, someone might probably see issues I'm just ignoring.
Also adding some mildly spoilery WIP images...
Spoiler
New Plasma Lance projectile effect, slowed down massively for testing purposes (set to 50 IIRC).
Recover screen showing the Damaged Particle Conduits dMod in a freshly combat damaged Aspis-class destroyer; note the lack of Integrated Particle Conduits, and the automatic removal of Graviton Lensing IPC dependant hullmod (although that's not apparent from the screenshot).
Refit screen showing the Damaged Particle Conduits dMod in a freshly combat damaged Labrys-class destroyer; again, note the lack of Integrated Particle Conduits, and the automatic removal of Graviton Lensing IPC dependant hullmod (although that's not apparent from the screenshot). And, yes this can be restored to mint condition, built-in hullmods and all.
A Corvo (top), Kulbeda (right), Kabura-ya (left) ramming a target.
@Eji1700:
Don't worry it was obvious from the context, still parsed that as action points though, but then I usually parse OP as Over Powered.