-Changed the mod's name to "Obsidian Void", color scheme changed to purple. This is in preparation for the Dominion mod, which will run on Ascendency's framework. It is easiest for me to have both mods merged into one, rather than to work on separate mods that share a massive amount of content.
-Changed primary font.
-Heavy Hyperon Beams now cause extensive EMP damage, and have a slight chance of causing a short overload to the targeted ship.
-Massive hullmod mechanic change:
-Hullmods are divided into 5 categories: Augmentations, Auxiliary, Support, Offense, and Defense.
-Augmentation hullmods boost the effectiveness in one area while removing effectiveness from another. They have low OP costs.
-Auxiliary hullmods provide failsafes that help rescue ships from bad situations.
-Support hullmods are more general in nature, and don't necessarily directly impact combat performance.
-Offensive hullmods directly affect the weapons of the vessel.
-Defensive hullmods directly affect the defensive capabilities of the vessel.
-New Hullmods:
-Support: Latch Points: Increases hangar space of the vessel, pending on hull size.
-Support: LIDAR Array: Increases sensor range by 50%
-Removed Vessel Militarization hullmod. Stat bonuses for weapon and engine health are now applied via plugin.
-New original music for campaign. (Note: all music in the mod is now original)
-Target drones added to simulations.
Combat overhaul:
-Anti-fighter weapons are now significantly more effective at taking down strike craft, and somewhat less effective versus larger ships.
-Critical hit system:
-Only Kinetic, Energy and High Explosive damage types can cause critical hits. Fragmentation does not.
-Basic crits occur occasionally. About a 1-2% chance for small projectiles. Higher chances for stronger projectiles.
-Moderate crits occur infrequently. Small weapons have exceptionally small chances of triggering them. Chance increases for projectile strength.
-Crippling crits occur very rarely, maybe three or four times per sizable engagement. Small projectiles have virtually no chance of triggering them.
-Basic Critical Hits:
-Armor Pierce/Secondary Explosion: deals a large amount of HE damage to the affected area. Kinetic only.
-Conduit Rupture: causes a few low-damage EMP arcs to shoot out from the damaged spot. E/HE/K
-Moderate Critical Hits:
-Can only occur if a ship is below 100% health.
-Coolant Line Rupture: Can do different things. E/HE/K
-Can reduce engine power.
-Can reduce weapon fire rates.
-Can reduce flux dissipation rates.
-Sensor Damage: Reduces sensor range, reduces autofire accuracy. E/HE/K
-Internal Fire: Skyrockets the crew loss multiplier. HE/K
-Conduit Overload: Causes a momentary flux overload. No more than 5 seconds. E
-Crippling Critical Hits: (All damage types, excluding frag)
-Can only occur if a ship is below 35% health.
-Fusion Core Breach: Speed and weapon ROFs cut drastically. If a ship has shields, they are disabled.
-Energy Containment Failure: Total overload, ~8 seconds, all weapons knocked offline.
-Shield generator destruction: If a ship has shields, they are disabled.
-Computer failure: Weapon ranges reduced by 25%, as is autofire accuracy.
-Compromised Energy Grid: Flux dissipation is 70% slower.
-Fighters now pack more of a punch with the critical hit system, but due to anti-fighter weaponry, are somewhat weaker against certain weapons.