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Author Topic: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17  (Read 159187 times)
MesoTroniK
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Posts: 1040


I am going to destroy your ships


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« on: August 17, 2013, 09:57:53 PM »





Download Exigency 0.7.2
(Requires GraphicsLib 1.0.4)
(Requires LazyLib 2.1b)

Recommended Mods
Audio Plus
Autosave
Combat Chatter
Common Radar
Console Commands
DynaSector
Nexerelin
Save Transfer
Ship/Weapon Pack
Simulator Overhaul
Starsector+
Steiner Foundation
Underworld
Upgraded Rotary Weapons
Version Checker

Features
- Two factions that both employ unique tactics and technologies
- Twelve ship classes and eight types of fighter wings
- Dual ship systems on many vessels
- Twenty-three modular weapons and many built-in weapons
- Insane campaign rig
- Supported by DynaSector and Nexerelin
- Original soundtrack


 



The Exigency Corporation



Somewhere in the distant extremes of our galaxy lies the Exigency Corporation's headquarters. Long forgotten in the vast depths of space, the Exigency Corporation bided its time, waiting for an opportunity to enter the Sector. Tasserus gave them that opportunity, and their arrival is not a peaceful one. The Exigency Corporation uses a policy of draconian displays of power in order to carve out a foothold in the Sector and establish their presence and authority. Their advance is methodical and brutal, sparing few and ignoring none. The Tri-Tachyon Corporation, in particular, occasionally cooperates with Exigency forces, despite their tenuous relationship. Some speculate as to why the two powers tolerate each other, including the belief that the founders of both factions were associates before the Collapse, but there is no official confirmation of this. Whatever the case may be, the Exigency Corporation remains a dangerous and powerful presence within the Sector.

                       

- Biomechanical Hulls that self heal during combat and repair faster in the campaign layer
- Below average durability and vulnerable to beam weapons
- Above average mobility
- Lack shields but instead use a special Repulsor ship system capable of reflecting projectiles
- Every vessel features a unique right-click ship system
- A focus on swarm tactics with fighter centric fleets and mini-missile volleys
- Unique specialist ships with different play styles designed to complement each other
- No base of operations you can visit yet


--


The Ahriman Association



Several cycles ago, in a gesture of rebellion, a group of rogue Exigency Corporation employees fled their employer, taking valuable technologies and secrets with them. After arriving in the Sector, they formed the Ahriman Association and used their technological prowess to run a series of successful pirate operations. As it stands, the Ahriman Association is a new and sophisticated pirate faction, presenting a credible threat to the Sector's establishment by rallying common rabble underneath their banner and outfitting them with competitive combat hardware. Their ships employ hybrid designs, sharing traits of both Exigency Corporation and Mastery epoch technologies, presenting an extreme degree of danger to any fleet they come across. Their primary base of operations is a station situated in hyperspace, where privateers can purchase their hybrid vessels and the occasional stolen Exigency Corporation ship or weapon module. Ahriman Association fleets present an extremely dangerous environment due to collateral damage; the Exigency Corporation does not tolerate foreign use of their technology, and will actively hunt down and destroy any who are involved in these illegal acts.

           

- Below average mobility
- Ships have both shields and Repulsor ship systems
- A focus on fleet based tactics and overwhelming mini-missile volleys
- Also utilize ships and weapons from vanilla / ExigencyCorp
- Base of operations is located in hyperspace and is mobile



Original sound track by Psiyon, Kazi, and Cycerin






Donations will allow me to devote more time to modding


Changelog
0.7.2

- The TL;DR: *** with pretty much everything (except the sprites).
- Changed (shortened) mod name to Exigency.
- Updated for 0.7.2a compliance.

Campaign stuff:
- Updated campaign rig overall.
- Nexerelin Corvus Mode is now supported.
- Redesigned Illegal Tech event to allow the player to own Exigency and Ahriman ships, higher rep levels allows larger and more powerful ships, and the event no longer applies to Nexerelin games of either mode.
- Updated faction relationships.
- Improved and changed the Tasserus star system with devious hints to the future. Check it out!
- Massive changes to Avesta Station, it now moves in a more specific manner through hyperspace, deploys waves of fleets with custom scripted AI at certain locations, and no more placeholder sprite. Check it out!
- All mod content is no longer blocked from being manufactured at the Omnifactory.

Ship stuff:
- Adjusted slot types on many ships.
- Removed ECCM hullmod from all fighters.
- Updated campaign layer stats for all ships, such as 0.7.2a compliant logistics and burn speed stats etc.
- Tweaked ship hull style colors.
- Tweaked ship engine signature colors.
- Exigency ships now have 50% resistance to area of effect damage dealt by disabled vessel explosions.
- Exigency and Ahriman ships larger than fighters now have a volatile death if they are completely vaporized while the Repulsor system is active.
- Active Repulsor ship systems now display on the Combat Radar in a similar manner to shields (will crash without v2.3 or newer).
- Improved Repulsor and Burst Repulsor ship system status icons.
- Slightly adjusted the volume of several ship system sounds.
- All right-click ship systems now have an improved UI widget, added custom system status icons and active status information, removed system ready sound, and they no longer cause a multitude of anomalous AI issues.
- Most ship variants adjusted.
- Exigency ship EMP resistance increased to 50% from 30% and the out-of-combat repair rate bonus increased to 100% from 30%.
- Irithia-class combat carrier OPs increased to 170 from 169, max flux increased to 8000 from 7200, flux dissipation increased to 650 from 640, min crew increased to 350 from 250, max crew increased to 600 from 450, fuel increased to 600 from 500, its Tethys Drive right-click system cooldown time increased to 30 from 25 seconds, range reduced by 33%, flux cost increased by 25%, now has a proper UI sound and status indicator when the system is charged and ready and attempted to activate without a target or an invalid target, fixed bugged BALLISTIC_AS_BEAM shot teleportation, fixed "stretched" projectile and missile trails when being teleported, and improved visuals and overall behavior.
- Pergon-class gunboat OPs increased to 60 from 55, flux dissipation increased to 350 from 300, mass decreased to 600 from 700, min crew increased to 80 from 70, max crew increased to 140 from 130, and cost decreased to 70000 from 96000.
- Nasir-class light carrier OPs decreased to 25 from 26, max flux increased to 1000 from 550, flux dissipation decreased to 100 from 180, max crew decreased to 130 from 140, cost decreased to 25000 from 27000, added High Resolution Sensors hullmod, its Missile Jammer right-click system no longer will interact poorly with some types of custom missile AIs, will now sometimes cause MIRVs and proximity fuzed missiles to detonate prematurely, and massively improved its scripts and overall behavior.
- Zephos-class destroyer OPs increased to 50 from 44, max flux increased to 2500 from 1200, flux dissipation increased to 200 from 190, min crew increased to 35 from 30, max crew increased to 50 from 45, cargo decreased to 50 from 70, its Thalassa Drive right-click system fixed bugged BALLISTIC_AS_BEAM shot teleportation, fixed "stretched" projectile and missile trails when being teleported, when the the Repulsor system is on it can no longer repulse objects during the teleport sequence, and improved visuals and overall behavior.
- Indra-class combat frigate OPs increased to 25 from 18, hitpoints increased to 1400 from 1300, max flux increased to 750 from 600, flux dissipation decreased to 200 from 220, and cargo decreased to 20 from 30.
- Yria-class frigate OPs increased to 25 from 18, fleet pts decreased to 6 from 7, hitpoints increased to 1400 from 1250, max flux increased to 1200 from 500, flux dissipation decreased to 120 from 195, max speed decreased to 110 from 125, min crew increased to 15 from 10, max crew increased to 30 from 25, cargo decreased to 30 from 50, fuel decreased to 40 from 60, cost decreased to 15000 from 23000, and its Reactive Hull right-click system now provides 50% EMP resist like it does to all other damage types and no longer prevents the ship from firing.
- Elhiur-class corvette OPs increased to 15 from 10, fleet points decreased to 3 from 4, hitpoints increased to 900 from 800, max flux increased to 500 from 300, max crew decreased to 18 from 19, and fuel increased to 40 from 35.
- Naithyr-class gunship hitpoints increased to 800 from 780.
- Azata-class heavy interceptor max flux decreased to 550 from 600, mass decreased to 45 from 55, and its refit time decreased to 10 from 14 seconds.
- Naxos-class standoff bomber refit time increased to 15 from 12 seconds and cost decreased to 16000 from 18000.
- Tarujan-class strike bomber hitpoints increased to 525 from 450, armor increased to 65 from 55, mass increased to 40 from 35, refit time increased to 15 from 12 seconds, and cost decreased to 10000 from 12000.
- Kaivor-class (all three variants) AI profile / internal classification changed to FIGHTER from SUPPORT, turret arc decreased to 150 degrees from 360, max flux increased to 350 from 250, and max speed increased to 135 from 130.
- Glynado-class interceptor max flux increased to 300 from 50, flux dissipation increased to 40 from 13, mass decreased to 9 from 12, and refit time decreased to 5 from 6 seconds.
- Ahriman ships are now immune to burn speed and sensor range debuffs from hyperspace terrain.
- Gehenna-class mobile outpost OPs increased to 155 from 154 and cost decreased to 200000 from 240000.
- Harinder-class cruiser OPs decreased to 120 from 121 and cost decreased to 60000 from 77000.
- Kafziel-class light carrier cost decreased to 20000 from 26000.
- Azryel-class destroyer OPs increased to 65 from 64 and cost decreased to 25000 from 36000.
- Rauwel-class frigate OPs increased to 20 from 18 and cost decreased to 10000 from 15000.
- Azazel-class heavy fighter flux dissipation increased to 100 from 90.
- Saraph-class interceptor max flux increased to 150 from 25 and flux dissipation increased to 20 from 13

Weapon stuff:
- Added weapon slot covers for Exigency and Ahriman ships.
- The impact stat of most weapons were adjusted for 0.7.2a compliance.
- Improved visuals of the heat glow effects and blinking lights slightly.
- Tweaks / upgrades / fixes to all custom missile AIs including 0.7.2a compliant retargeting behavior, and slightly improved the launch / engine / on hit visuals of all missiles.
- Adjusted projectile visuals / muzzle flash visuals / lighting / sound effects volume of many weapons.
- Added 0.5 second arming timer to the Big-Bang Torpedo, Big-Bang Bomb, and Bolo Mini Torpedo weapons.
- Mx missile damage (all variants including ones deployed from MIRVs) decreased to 250 from 300 and hitpoints decreased to 15 from 25.
- Mx10 burst cooldown increased to 9.4 from 7 seconds, ammo / sec decreased to 0.48 from 0.75, ammo capacity decreased to 30 from 40, flux to fire per missile increased to 20 from 1 (200 per burst).
- Mx4 burst cooldown increased to 10 from 7 seconds, ammo / sec decreased to 0.193 from 0.25, ammo capacity decreased to 12 from 30, flux to fire per missile increased to 20 from 1 (80 per burst).
- Lancet ASM missile damage increased to 800 from 500, launch speed decreased to 225 from 300, anti clump logic improved, engine acceleration decisions relative to target angle improved, lead intercept accuracy bonus from ECCM hullmod reduced, 0.2 second arming timer added, improved launch sound, and custom on hit visuals / sounds were added.
- Lancet ASM Launcher (Nasir-class built in) fire delay increased to 8.5 from 7.5 seconds.
- Lancet ASM Pod tier decreased to 1 from 2 and cost increased to 1300 from 1200.
- Lancet ASM (Single) tier decreased to 0 from 1 and cost increased to 110 from 100.
- Avenger Missile Pod renamed to Avenger Missile Rack, OP cost decreased to 4 from 6, tier decreased to 1 from 2, missiles self destructs at 1 instead of 2 seconds past engine fizzle out, acceleration and deceleration decreased substantially, AI logic improved for better engagement of narrow and odd shaped ships, hitpoints decreased to 75 from 100, cost decreased to 220 from 600, and has new launch sound.
- Bolo Mini Torpedo Rack tier decreased to 0 from 1, torpedo AI logic improved for better engagement of narrow and odd shaped ships, and has new launch sound.
- Stinger Rocket Launcher renamed to Spike Rocket Launcher, rocket acceleration increased to 300 from 200, and hitpoints decreased to 50 from 75.
- All CIGEN projectile types push force now interacts properly with ships that use TwigLib and improved the projectile visuals when bypassing shields.
- CIGEN Cannon ammo capacity increased to 6 from 5 and ammo/sec regeneration rate increased to 0.1 from 0.08.
- CIGEN Autocannon OP cost decreased to 15 from 16, ammo decreased to 50 from 300, ammo/sec increased to 1 from 0.47, now regens ammo in clips of 5 instead of 1 at a time, and burst cooldown increased to 1.45 from 1 seconds.
- Morning Star Assault Guns have new firing sound.
- Repulsor Blaster OP cost decreased to 14 from 15, projectile visuals significantly improved, and also now creates the normal on hit effect when it is "absorbed" by some exotic ship systems in other mods.
- Twin Sabot Cannon renamed to Twin HVC Cannon, OP cost decreased to 14 from 16, damage per shot decreased to 150 from 180 (x2 twin shot linked), flux per linked shots increased to 300 from 200, reloading / diminishing DPS returns mechanic removed, slightly reduced accuracy, turn rate decreased to 15 from 20.
- Sabot Cannon renamed to HVC Cannon, OP cost decreased to 8 from 10, damage per shot decreased to 150 from 180, flux per shot increased to 150 from 110, reloading / diminishing DPS returns mechanic removed, slightly reduced accuracy, turn rate decreased to 25 from 40, and cost decreased to 800 from 1000.
- Sidewinder Battery damage and flux per shot decreased to 115 from 120, missiles self destruct at 1 instead of 2 seconds past engine fizzle out, hitpoints reduced to 20 from 25, and the weapon animation now respects rate of fire bonuses from ship systems.
- Horizon LRM improved MIRV accuracy slightly, fixed bug where it would sometimes MIRV far off target, added 1 second arming timer, decreased missile hitpoints to 50 from 150, improved its AI script overall, hit force of the submunition reduced to 10 from 20, and has new launch sound.
- Kestros MIRV reduced AOE damage to 80 from 250, reduced outer radius to 75 from 200, reduced inner radius to 50 from 150, added 2 second arming timer, decreased missile hitpoints to 75 from 150, launch speed increased to 250 from 100, and has new launch sound.
- Interceptor PDM Launcher missile direct hit / AOE explosion damage increased to 100 from 75, now regens ammo in clips of 3 instead of 1 at a time, missile hit points reduced to 20 from 25, improved targeting logic for missiles with EMP damage, cost decreased to 2400 from 3000, and its was launch sound improved.
- Flail flux to fire increased to 520 from 450, refire delay increased to 2.89 from 1.8 seconds, cost decreased to 2300 from 2600, will no longer split on ships in phase, and fixed its scripted muzzle flash not working.
- Mace flux to fire increased to 160 from 140, refire delay increased to 1.1 from 1 seconds, will no longer split on ships in phase, and cost decreased to 350 from 400.
- Sweeper Autocannon OP cost increased to 12 from 11 and turn rate decreased to 15 from 20.
- Duster Autocannon OP cost increased to 6 from 5, turn rate decreased to 20 from 30, and cost increased to 375 from 300.
- Mini Duster Autocannon OP cost increased to 3 from 2, turn rate decreased to 30 from 50 and cost increased to 110 from 90.
- Azata Minigun range decreased to 600 from 700, burst cooldown increased to 0.75 from 0.55 seconds, and doubled accuracy.
- Vindictive Array, Vindictive Battery, and Vindictive Autogun flux per shot tripled.
- Vindictive Battery tier was decreased to 0 from 1.
- Ball Lightning Gun changed into a burst beam which is slightly more effective against single targets but worse against swarms, OP cost decreased to 7 from 12, reduced the frequency of arcs when sweeping between different targets, will no longer arc to ships in phase or missiles that use CollisionClass.NONE, and has a new sound for when the AOE effect is triggered.

Miscellaneous stuff:
- Improved faction flags, crests, and intel icons.
- Added two new portraits for ExigencyCorp, four new portraits intended for future content (available as player choice right now) and slightly improved all old portraits.
- Added some custom ship names for both Exigency and the Ahriman Association to use expanding upon the existing vanilla choices they already utilize.
- Added a notification to the hullmod blocker system.
- Remastered 'Catastrophic Systems Failure' combat song.
- Added 'Time Sensitive' combat song.
- Added 'Unidentified Contact' combat song.
- Added 'Dead Gods' combat song.
- Added 'Dyson Sphere' campaign song.
- Improved descriptions for various things.
- Prolegomenon mission was tweaked.
- Improved the Random Battle missions.
- Refactored, optimized, improved, and made fixes to virtually all of the scripts in manners that are too numerous to list.
- Small random changes to nearly everything in the mod that are so minor as not to be worth mentioning the specifics of.
- This changelog does not do the scope of the changes justice, much of it is things that would not be obviously player facing but were still important.
- Probably some things I don't recall.

0.7.1b

Balance changes / bug fixes / other random tweaks:
- Tasserus black hole texture was reduced in resolution to decrease VRAM usage and resolve possible compatibility issues on very old hardware.
- Repulsor ship system was optimised some as it now only creates particle effects if you would be able to observe them.
- Zephos class destroyer Thalassa Drive right-click system rebalanced in the following manners, max teleport range reduced to 900 from 1250, flux cost reduced by 20%, cooldown period reduced to 4 from 5 seconds, AI was improved and should suicide less often and in general use it more wisely, and should no longer fail to return to normal space in some rare edge case scenarios.
- Pergon class cruiser designation changed to Gunboat from Artillery Cruiser.
- Kestros MIRV Pod was rebalanced in the following manners, range reduced to 5000 from 10000, missile lifetime reduced to 43 from 86 seconds, leading accuracy reduced, reloads 2 missiles at a time instead of 1, ammo regeneration rate increased to 3 from 1.5 per minute, ammo capacity reduced to 6 from 16, shots per minute (twin missile linked salvo) reduced to 3 from 3.5, total submunition count reduced to 20 from 25, and the submunitions will now track multiple targets.
- Avenger missile (same missile fired from several different weapons) was rebalanced in the following manners, self destructs at 2 instead of 3 seconds past engine fizzle out, second stage activates at 1000 range instead of 750 and now scatters out in a semi-randomized fan spread that tends to hit the frontal aspect instead of spreading out and then converging to attack the flanks of the target.
- All CIGEN weapon projectiles have improved hit detection.
- Big Bang Torpedo reloading mechanic was adjusted for clarity, no balance change.
- Improved descriptions for various things.
- The Ahriman Association had some vanilla portraits added to their possible captain choices.
- Probably some things I don't recall.

New / changed visuals and audio:
- Big Bang Torpedo has new and improved on hit visuals and the launch sound volume was lowered.
- Bolo Mini Torpedo has new and improved on hit visuals and the on hit sound effect volume was lowered.
- Repulsor Blaster projectile loop sound now fades out more smoothly and the on hit sound effect was adjusted slightly.
- Slight improvement to the CIGEN Cannon projectile sprite.
- Mx missile trails were made slightly more obvious.

0.7.1

New content:
- Now supported by the Nexerelin mod.
- Added ship graveyard campaign interaction location to the Tasserus system.
- Added Naithyr class gunship fighter.
- Added the Repulsor Blaster as a medium modular gun.
- Added the Mini Duster Autocannon as a small modular gun.

Balance changes / bug fixes / other random tweaks:
- ExigencyCorp attack fleet spawn rate now scales with the number of markets present (only relevant when many mod factions are installed).
- Changes to many combat scripts so that Exigency weapons / ship systems are compliant with Scy ships and any future mods that use TwigLib.
- Flares no longer trigger the Repulsor / Burst Repulsor activation AI.
- Right-click ship system UI widget should no longer vanish intermittently.
- Irithia class capital ship Tethys Drive right-click system now cannot activate while the vessel is at full burn and it should no longer be possible for recalled vessels to end up on top of ships or asteroids.
- Pergon class cruiser crew requirements raised to 70/130 from 60/120.
- Nasir class light carrier Missile Jammer right-click system activation AI improved and it will no longer show graphics effects on munitions caught in its effective radius that are not supposed to be affected by the jamming field.
- Zephos class destroyer Thalassa Drive right-click system should no longer end up on top of ships or asteroids when teleporting.
- Yria class frigate Reactive Hull right-click system activation AI improved.
- Azata class heavy interceptor main gun now has a 5 degree traverse arc.
- Azazel class heavy fighter max burn stat reduced to 4 from 5.
- Added a new variant of the Kaivor class fighter.
- Added several ship variants.
- Mounting the Azata Minigun on a hidden weapon slot will no longer crash the game.
- Ball Lightning Gun will no longer create false EMP arcs in some situations.
- Mx missiles now self destruct when it is impossible to hit the target they are tracking, this is a nerf via reduced battle saturation that does nothing but block shots and distract PD while not actually doing damage, this also substantially reduces the load on the CPU, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Sidewinder Battery weapon now fires in two round bursts while regenerating ammo with a two round clip instead of one at a time and its AI was changed in the following manners, the missiles now always weave even when no targets are available (range nerf), each subsequent missile now properly alternates weave direction, and if their target is destroyed and no new ones are available it will turn back to the original facing it was fired at, also the animation is now controlled by a script for a more polished look, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Horizon LRM missile second stage is no longer triggered by ships in phase and the hit force of the submunition was reduced to 20 from 30.
- Interceptor PDM missiles now weight EMP damage in their targeting decisions and no longer have their proximity fuze triggered by ships in phase.
- Optimisations, improvements and fixes to many of the scripts that are too numerous to list.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- Probably some things I don't recall.

New / changed visuals and audio:
- The Exigency engine style for all Exi and AA ships with the exception of fighters was made a bit more subtle.
- Dynamic lighting now interacts with ExigencyCorp ship blinker lights and right-click ship system glows in a more subtle manner.
- Indra class frigate Burst Repulsor ship system charge up stage visuals were adjusted.
- The engine signature colors of all missiles were changed.
- The sprites of all missile and bomb projectiles were improved slightly.
- The Big-Bang Bomb projectile now has a blinking light on it to aid in visual recognition.
- Both The Exigency Corporation and The Ahriman Association now have full sets of faction music for fleet and station interaction.
- Added 'Desolation' campaign song.
- 'Exigency' combat song was remixed.

0.7

New content:
- When you personally pilot an Exigency Corporation ship there is now a small custom UI element to signify the status of their right-click ship systems, this was placed next to the vanilla ship system status readout. When it is colored bright green it is ready, orange is in use (this color is only used on the Yria's Reactive Hull system), and dull green is recharging.
- Added the Azata class heavy interceptor.
- Added the Horizon LRM Pod as a medium modular missile launcher.
- Added the Kestros MIRV Pod as a medium modular missile launcher.
- Added the Interceptor PDM Launcher as a medium modular missile launcher.
- Added the Azata Minigun as a medium modular gun.
- Added the Flail as a medium modular gun.
- Added the Sweeper Autocannon as a medium modular gun.
- Added the Vindictive Array as a medium modular gun.
- Added the Mace as a small modular gun.
- Added the Duster Autocannon as a small modular gun.
- Added the Bolo Mini Torpedo Rack as a small modular missile launcher.
- Added the Lancet ASM (Single) as a small modular missile launcher.
- Added the Vindictive Battery as a small modular gun.

Balance changes / bug fixes / other random tweaks:
- Complete rewrite of the campaign, Tasserus was moved more centrally, mechanics behind the Exigency Corporation detecting illegal tech is now far more intelligent, too many changes to list but I recommend visiting Avesta Station in hyperspace.
- Campaign layer stats for all ships were adjusted for Starsector 0.65.2a balance compliance.
- Irithia class capital ship's right-click ship system the Tethys Drive was corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly.
- Nasir class light carrier's Missile Jammer right-click ship system has vastly improved AI activation behavior and no longer creates visual effects on unguided rockets caught in its effective radius.
- Zephos class destroyer fleet point cost was increased to 12 from 11, (hopefully) fixed an extremely rare bug where it would fail to return to normal space while using its right-click system the Thalassa Drive which was also corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly.
- Indra class frigate had the High Maintenance hullmod added, the Burst Repulsor ship system bug when sometimes the sounds failed to play properly was fixed, it should no longer fail to repulse certain esoteric custom missile AI properly, and has improved logic for projectile redirection.
- Elhiur class corvette fleet point cost was increased to 4 from 3.
- Tarujan class bomber was buffed via having two Bolo Mini Torpedos added to its armament package and wing size was reduced to 3 from 4.
- Kaivor class heavy fighter is now "modular" and is separated into two differently equipped variants.
- Azryel class destroyer fleet point cost reduced to 11 from 12.
- The Repulsor ship system was corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly and has improved logic for projectile redirection.
- The Biomechanical Hull built-in hullmod common to every Exigency Corporation vessel now only repairs the hull during combat up to 99%, now has a flat regeneration rate of 0.5% of the base hitpoints per second during combat rather than 0.5% of the base + modifications value, and now increases the out-of-combat repair rate by 30%.
- The Electrostatic Armor built-in hullmod common to every Exigency Corporation vessel was buffed to provide 50% beam resistance from 30%.
- All Ahriman Association ships now have a built-in hull mod that does "something".
- Many new ship variants for both factions and adjustments to the old ones.
- Many weapons were adjusted in various manners for Starsector 0.65.2a balance compliance, and custom missile and autofire AI were improved.
- Lancet ASM missile (same missile fired from several different weapons) now has custom AI that favors straightforward but imperfect lead intercept trajectories.
- All Exigency Corporation missile / rocket / bomb weapons now have a self destruct fuze.
- Wargames mission was renamed to Prolegomenon.
- All random single battle missions were vastly improved by being based on and modified from the ones from the ICE faction mod (thank you for the permission and code Sundog).
- Optimisations, improvements and fixes to most of the scripts that are too numerous to list.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- Improved descriptions and name tweaks for various things.
- Probably some things I don't recall.

New / changed visuals and audio:
- Tarujan class bomber sprite updated.
- Naxos class bomber wing mounted missiles are now placed underneath the wings.
- Repulsor and Burst Repulsor ship systems have vastly improved visuals.
- Tethys and Thalassa drive right-click ship systems have improved visuals.
- Exigency Corporation and Ahriman Association ships now have customised hull style damage decals.
- Exigency Corporation and Ahriman Association ships now have custom hull style sounds.
- Exigency Corporation engines on both their own and Ahriman Association vessels and missiles have had their visuals tweaked for improved looks and slightly better optimisation.
- The Ball Lightning Gun when it creates EMP arcs between adjacent targets now causes the beam itself flash to brighter.
- All CIGEN weapons now have custom on hit sounds and improved visuals.
- Added combat songs: Cloak and Dagger and Panic.
- Added "Spacer" songs, silence with the combat shuffle list getting a 15 second one and campaign 20 seconds.
- Fixed a bug with abrupt stopping of music playback (probably).

0.6

Please note this will break save games, and REQUIRES both ShaderLib along side LazyLib now. If your computer cannot handle the system requirements of ShaderLib or you dislike the aesthetic, open the settings.json in the ShaderLib mod folder and disable or adjust the options. Now optionally supports LazyWizard's Version Checker mod, which informs you if you are using obsolete versions of mods if they support it.

New content:
- Added the Tarujan class bomber and its Big Bang Bomb weapon.
- Added the Saraph class interceptor (Ahriman Association vessel).
- Added the CIGEN Autocannon as a medium modular weapon.
- Added the Lancet ASM Pod weapon as a medium modular missile launcher that holds 15 rounds, this is is a variant of the old Lancet ASM Launcher which is built into certain ships, and the Lancet ASM which is the single shot version that is unique to the Naxos class bomber.
- Added the Avenger Missile weapon as two different versions, the Avenger Missile Pod which is a modular small weapon with 8 shots, and the Avenger Missile which is a single shot version that is mounted on the Naxos class bomber.
- Added two random battle missions for the Ahriman Association, one where you play as them against vanilla ships, and the other is the opposite of that scenario.

Balance changes / ship system additions / other random tweaks:
- Irithia class capital ship now has the Tethys Drive ship system on right click (recall teleporter with some extra tricks), and its repair %/day stat was reduced to 3 from 4.
- Pergon class cruiser now has the CIGEN-EX ship system on right click (fires a more powerful shot out of the built in CIGEN Cannon).
- Nasir class light carrier now has the Missile Jammer ship system on right click (causes hostile missiles to fly in drunken circles), and its max speed was buffed to 55 from 50.
- Zephos class destroyer now has the Thalassa Drive ship system on right click (teleporter with some extra tricks), its repair %/day stat was increased to 8 from 6, and its flux dissipation rate buffed to 190 from 170.
- Indra class frigate had its fleet point cost reduced to 14 from 15, its Burst Repulsor ship system was buffed by reducing the chance to fail deflecting weapons fire to 10% from 20%, the Evasion Jets AI hints were tweaked slightly, its crew requirements were raised from to 12 / 26 from 8 / 22, its hull was buffed to 1300 from 1260, and its armor was buffed to 240 from 230.
- Yria class frigate now has the Reactive Hull ship system on right click (50% damage resistance), and a built in forward facing Vindictive Autogun was added.
- Elhiur class frigate now has the Rapid-Loader ship system on right click (instant missile reload), a built in forward facing Vindictive Autogun was added, its fleet point cost increased to 3 from 2, and its designation changed to Corvette from Frigate.
- Naxos class bomber had its Stinger Rockets replaced by the new Avenger Missile weapon, its CR to deploy stat increased to 9 from 7, its supplies/day stat increased to 1.75 from 1.5, and its designation changed to Standoff Bomber from Strike Bomber.
- Kaivor class heavy fighter had its supplies/day stat decreased to 1.25 from 1.5.
- Glynado class interceptor had its supplies/day stat decreased to 0.4 from 0.5.
- Gehenna class capital ship repair %/day stat reduced to 3.5 from 4.
- Azryel class destroyer supplies/day stat increased to 5 from 4.
- Azazel class heavy fighter had its CR to deploy stat increased to 7 from 5, and its supplies/day stat decreased to 1.25 from 1.5.
- Older variants were adjusted and renamed in various manners and some new ones were created.
- The pricing of most Exigency Corporation and Ahriman Association ships were adjusted (for the most part they were lowered).
- The Beam Resistant Armor hull mod that is common to every Exigency Corporation ship and fighter had its name changed to Electrostatic Armor, and now on top of the 30% beam damage resistance it also negates 30% of EMP damage.
- Sabot Cannon weapons were nerfed by significantly reducing the rate at which they regenerate ammunition. The small version can now fire for roughly 15 seconds before its effective DPS halves and it takes about 20 seconds to regenerate from 0 to full capacity if firing is halted. The medium version can fire for roughly 25 seconds before its effective DPS halves and it takes about 25 seconds to regenerate from 0 to full capacity if firing is halted.
- CIGEN Cannon projectiles now have a push force upon impact with objects, and also corrected the bug of any variant of CIGEN weapon being able to hit friendly fighters and drones.
- Repulsor Beam weapon was nerfed by reducing its range to 800 from 1000.
- Mx10 and Mx4 built in missile weapons had their AI changed (both variants of missiles that are fired simultaneously out of each kind of launcher) to have a subtle inaccuracy that causes them to spread out slightly, and now when significantly off target they coast on inertia while course correcting rather than decelerate. Both of these changes causes them to be less effective against fighters and frigates while being slightly more PD resistant at the same time (it also looks cooler). They also now generate a tiny amount of flux upon firing, this prevents the ships from spamming missile attacks while retaining the zero flux speed bonus but it is too little to have any other consequences.
- Lancet ASM missile (same missile fired from several different weapons) was buffed by having the hit points of the missile itself increased to 210 from 160.
- Lancet ASM (single shot version mounted only on the Naxos class bomber) was reclassified as a small weapon, and the Naxos had that mount changed to a small from a medium to match.
- The Vindictive Autogun was changed to fire a four round burst of projectiles instead of two while retaining an identical overall rate of fire and flux stats, its projectiles changed to normal BALLISTIC instead of BALLISTIC_AS_BEAM (to fix some inherit inertia quirks), and it now has a turret under sprite (not on the hardpoint version).
- CIGEN Repeater weapons had their projectiles changed to normal BALLISTIC instead of BALLISTIC_AS_BEAM (to fix some inherit inertia quirks).
- Stinger Rocket weapons now have custom autofire AI that dramatically improves hit probability via firing at imperfect lead intercept trajectories.
- Repulsor / Burst Repulsor ship systems no longer deflect munitions that are heading away from the ship. Also friendly missiles after their engines fizzle out are now deflected so less friendly fire occurs then in the past when they were ignored. Note that NPC AI will activate the Repulsor systems for friendly fizzled missiles but not for friendly projectiles as they will not be affected in any way (you really do not want them to be).
- Tier values were added to the weapons in preparation for the next Starsector update, and the prices of the most of the modular weapons were adjusted (for the most part they were lowered).
- Small random changes to some of the weapons balance that are so minor as not to be worth mentioning the specifics of.
- Small optimisations and improvements to some of the scripts that are so minor as not to be worth mentioning the specifics of.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- The Exigency Corporation as always starts neutral to the player, but now if you acquire any ExigencyCorp or Ahriman Association ships they become hostile to you and a message is displayed when this occurs.
- The Exigency Corporation faction is now friendly with the MAIs Drones faction (from the Gedune mod).
- The Ahriman Association faction is now hostile to the player by default.
- The Ahriman Association faction is now friendly with the Mayorate faction (from the Mayorate mod).
- The descriptions for some things were improved / rewrote.
- All of the missions were tweaked / improved in various manners.
- Probably some things I don't recall.

New / changed visuals and audio:
- Mod now uses ShaderLib dynamic lighting on weapons and ship systems (hmmm, delicious material, normal, and surface maps Smiley), and REQUIRES ShaderLib along with LazyLib. If your computer cannot handle the system requirements of ShaderLib or you dislike the aesthetic, open the settings.json in the ShaderLib mod folder and disable or adjust the options.
- The sprites of the Naxos, Kaivor, Glynado, and Azazel class fighters were improved in various manners.
- Color and opacity of the charge up stage of the Burst Repulsor ship system was adjusted.
- Color and opacity of the Evasion Jets ship system was adjusted.
- The visuals of the Ball Lightning Gun's beam were changed to be more crisp and distinct.
- The Vindictive Autogun had the visuals of its projectiles made a bit more subtle.
- The running lights on the Irithia, Nasir, and Gehenna class ships now use additive blending, always render underneath other weapons, and uses a script to make sure they shut off when the ship is destroyed (until now they continued to play the animation even after the ship was hulked).
- The Stinger Rocket firing sound was lowered slightly.
- New songs by Psiyon:
Campaign; 'Sovereignty', 'Mobilization', 'Ambush', and 'Hostile Waters'.
Combat; 'Skeleton Crew', 'Fusillade', 'Veiled in Dust', 'Relics', 'Undying Legacy', 'The Flagship', and 'Condottiere'.
- The following songs from prior updates were remastered, edited, and improved in various manners by Psiyon:
'Stellar Remnant', 'Catastrophic Systems Failure', and 'Exigency'.
- All music was volume corrected to be much more in-line with vanilla music volume levels and is now at a higher bit rate.
- The songs 'Gliese 411 B', 'Rust', 'Into the Black', 'The Expanse', and 'Steel Rain' were removed. Note that Kazi made 'Into the Black', 'The Expanse', and 'Steel Rain' and they are still available in his faction mod; The Mayorate.
- Added a sound when you are defeated in battle, due to some limitations of Starsector itself this only works in single battle missions. It will function in the campaign later when Starsector has music control exposed in the API, along with leveraging the other songs in a manner more interesting than just two shuffle play lists.

Final notes:
The right click systems are very complex scripts and are essentially hacked in to bypass the normal Phase AI, it took a very long time to debug and polish them but it is still possible that some issues were missed. So any oddities you observe during gameplay or just general balance or other comments that are forwarded to me would be greatly appreciated.
Please inform me if you feel the volume levels of the custom music are off relative to vanilla music.
I also recommend that you read the codex entries for Exigency Corporation vessels and ship systems. The right click ship systems are not listed on the vessel's stat card like normal ones. But instead referenced in each ship description text and described in detail in the codex along with the rest of the ship systems... Or just find out what they do the hard way during gameplay.

0.59b "More Speed"

- Complete redesign of the Mx series missile launcher weapons, instead of using vanilla missile AI profiles they now have custom ones that behave slightly different in combat but are much more optimised. Approximately 50% less CPU time is required to process the Macross Missile Massacres!
- Most of the scripts were updated to Java 7 standards, cleaned up and commented more thoroughly, and packed into a .jar for even more optimisation.
- Overall if your computer cannot maintain 60fps in combat with Exigency's missiles barrages and other scripted gimmicks, 0.59b is roughly 6fps faster than 0.59a. For point of comparison 0.59a was about 5fps faster than 0.58d. For all intents and purposes, during combat this mod is no slower than vanilla now.
- The Ahriman Association station now has Veteran Crew added via the resupply script (forgot that before).
- Corrected some minor mistakes in all of the the .SHIP files.
- Corrected minor mistake in the sounds.JSON.
- Moved the Tasserus star system westward so it is spaced farther from the Kadur system (from another mod). Now located at -2450, 14500 was previously at 2060, 14500.
- Buffed the Repulsor ship system slightly by improving the reaction time of the AI for it by a small amount.
- Twin Sabot cannon and Sabot cannon weapons were nerfed slightly by reducing the muzzle velocity to 1000 from 1200.
- Stinger Rockets were buffed slightly by no longer having a self destruct fuse.
- Removed some duplicate weapons that are no longer needed due to script changes.
- Some file / folder structures were rearranged.
- Changed listed difficulty of the Wargames mission to HARD.
- Minor changes to all of the missions.
- Two new portraits are available to the player that will also be used for the mysterious third faction somedayâ„¢.
- Minor change to the Lancet missile sprite.
- Probably some things I don't recall.

0.59a "Chaos reborn"

Please note this will break save games if anyone is still using 0.58d.

New content:
- Added a new faction called the 'Ahriman Association'. They are rogue Exigency Corporation employees that took technologies and secrets with them starting a new sophisticated pirate faction in the Sector, with common rabble  rallying under them. They wield hybrid designs that share the traits of both Exigency Corporation and Mastery epoch technologies and are extremely dangerous opponents. They have a station out in hyperspace where you can purchase the hybrid ships and low tech vessels. This will also be the only location to purchase genuine Exigency Corporation vessels and modular components in small quantities (they will still appear in the Askonia system station until that "feature" of vanilla is corrected). Anywhere the Ahriman Association is present will be a extremely dangerous place to be, as the Exigency Corporation does not tolerate the use of their technologies in foreign hands.
- Added Gehenna class capital ship (Ahriman Association vessel).
- Added Harinder class cruiser (Ahriman Association vessel).
- Added Kafziel class light carrier (Ahriman Association vessel).
- Added Azryel class destroyer (Ahriman Association vessel).
- Added Rauwel class frigate (Ahriman Association vessel).
- Added Azazel class fighter (Ahriman Association vessel).
- Added Nasir class light carrier.
- Added Indra class frigate and its special built in CIGEN Repeater weapon, Burst Repulsor ship system, and Evasion Jets ship system (yes two ships systems, Evasion Jets are activated with right click).
- Added Naxos class bomber.
- Added Lancet ASM Launcher and Lancet ASM, mounted on the Nasir class and Naxos class respectively.
- Added 'Insider Trading' mission.
- The Exigency Corporation now launches a massive invasion fleet every 40 days that randomly chooses a single star system to attack. They will fight there until they are destroyed, low on supplies, or forced to withdraw.

New / changed visuals and audio:
- Added new portrait 'Audio Only' (Ahriman Association).
- Added new portraits 'Cigarette Woman', 'Generic Guy #2', and 'Admiral Von TroniK'.
- 'Cigar guy portrait' is removed.
- All mod portraits are now usable by the player with the exception of 'Audio Only'.
- Massive improvements to the sprites of all Exigency Corporation vessels (except for the Ulrith and its special Repulsor drone which are slated to be added into the mod in a future version).
- Enhanced the sprites of all Exigency Corporation turret weapons and missiles (except for the Hunter Killer Launcher which is slated to be added into the mod in a future version).
- Replaced all weapon and ship system sounds with custom ones made by Cycerin.
- Added customised explosion graphic to the Big Bang Torpedo with unique detonation sound also.
- Removed the custom engine sounds as the quality of them was not up to par and they conflict with other mods, this will be a correctable issue in the next update of Starsector when new and improved ones will return.
- Volume corrected the campaign song 'Stellar Remnant' from the last update, while also playing it a higher quality.
- New songs by Psiyon:
Campaign; 'Unknown'.
Combat; 'Exigency', 'Catastrophic Systems Failure', and 'Gliese 411 B'.
- New songs by Kazi:
Campaign; 'Fear Machine', 'Into the Black', and 'The Expanse'.
Combat; 'Steel Rain'.
- New combat song 'Rust' by Curtis Schweitzer, used under the Creative Commons License. https://soundcloud.com/curtis-schweitzer/if-i-scored-rust-i-think-id-go
- Changed the Exigency Corporation's faction color on the campaign map to a much more intense blue to further distinguish them from other mod factions.

Balance changes / other random tweaks:
- Changed values in the ship_data.csv to fit the new standards for the 0.6.2a update of Starsector.
- Rebalanced the prices of all ships, before some were way overpriced for what they are. But in the end they cost more than vanilla ships since all Exigency Corporation and Ahriman Association vessels have many built in weapons. So they should cost roughly the same as a fully equipped vanilla ship after the few modular weapons slots on the mod vessels are filled.
- Expanded the list of possible ship names in the campaign.
- Rewrote the descriptions.csv and all writing in general to a much higher standard.
- Ball Lightning Gun was nerfed by decreasing the frequency of consecutive EMP arcs by roughly 62% and the Energy / EMP damage done by the arcs to 40 / 40 from 50 / 50. Also reduced the Energy / EMP damage done by the beam  itself to 40 / 40 from 50 / 50.
- CIGEN Recoilless-Cannon had its damage nerfed to 1100 from 1300. Also improved the visuals with an enhanced shell sprite, while also adding a glow effect to it to make it more visible on the battlefield.
- Stinger Rocket was renamed to Stinger Rocket Launcher, to clear any possible confusion with the new twin shot version which uses the old name and is mounted on the Naxos class bomber.
- If you use LazyLib 1.8c (1.7 is obsolete now) along with all the changes in this update of Exigency Incorporated, generally combat will be less taxing on your computer.
- All deprecated methods in the scripts have been replaced.
- Repulsor ship system has been improved greatly in the following manners:
Now creates a visual effect and plays a custom sound when weapons fire is deflected.
Memory leak was fixed.
Rare bug when it would refuse to activate was fixed (probably).
Slowdown caused by deflecting weapons fire was optimised some.
Improved the AI so it activates it in more intelligent manners to provide a more effective defense.
- Tweaks to the shield piercing script, behaves the same in combat but creates the visual and sound effects more accurately (it used to sometimes make them even when the shells were not inside a shield).
- Sidewinder Missile AI now sends the missiles in even more chaotic flight paths while now properly reacting to flares, character skills, and the ECCM hull mod and is much more efficiently coded.
- Mx10 / Mx4, Sidewinder, and Stinger missiles now have a fuse that causes them to self destruct harmlessly two seconds after the engine fizzles out. This reduces the load on your computer during combat as they fire so many missiles, prevents players from exploiting the range of them via careful micromanaging that is something the AI can never do, and also decreases the chances of friendly fire incidents which were very common before.
- Exigency Corporation vessels are no longer restricted from mounting the Expanded Missile Racks hull mod.
- Changed the method for preventing shield hull mods from being put on Exigency Corporation ships. Rather than modify the vanilla hull mods to prevent installation to begin with which can cause issues if other mods are using the same method, it now removes the banned hull mods instantly after installing them in the refit screen. This can cause slight confusion if you are not aware of this, but it is a necessary method to ensure maximum compatibility with other mods.
- Added faction specific Beam Resistant Armor hull mod (-30% beam damage to both armor and hull) to all Exigency Corporation ships / fighters as a standard built in.
- Reworked the ship bounds of all vessels, moved engines, and moved hardpoint weapons to more closely mirror how vanilla ships are rigged.
- Reworked all variants so that some weapons are on alternating instead of linked firing modes now, and the order in which some of them fire is different. This was done to "shape" the missile salvos into formations and firing intervals to maximise the chance of successfully penetrating point defense grids.
- Irithia class capital ship had its max turn rate and turn acceleration stats nerfed substantially, its fleet points cost raised to 29 from 28, and its hitpoints and armor rating stats nerfed slightly.
- Zephos class destroyer had its max turn rate and turn acceleration stats buffed substantially, and its armor and hull stats buffed slightly.
- Yria class frigate now costs 7 deployment points instead of 8, and its armor and hull were buffed slightly.
- Elhiur class frigate had its turn acceleration stat buffed substantially.
- Glynado class interceptor was nerfed by reducing the excessively wide firing arcs of its guns.
- Tweaks to the Wargames mission to be more interesting while including the new ships.
- Tweaks to the random battle missions to be more interesting while including the new Exigency Corporation ships and the new vanilla 0.6.2a Starsector ships.
- Moved the Tasserus star system a bit closer to the center of the map. Now located at 2060, 14500 was previously at 360, 17500.
- Increased the difficulty of attacking the Tasserus star system by adjusting the composition and the number of Exigency Corporation fleets active at once. They also patrol the system in more intelligent manners that make kiting or avoiding them much harder, while also preventing you from getting ambushed by 12 fleets simultaneously as soon as you pass through the jump hole (they no longer just clump around the planet).
- Changes to virtually everything in the mod, so numerous were these tweaks that I will just provide quick summary:
Added proper faction prefixes to literally every single file name and in the data and scripts themselves (was mostly just on graphics and sounds before).
Random changes in almost all the data files and scripts to tweak so many things I cannot possibly remember all of them.
Reduced the file size of the mod slightly by compressing and resizing some of images where that could be done without any noticeable loss of quality (but it is actually larger now because the mod has more of everything).
- Probably some things I don't recall.

Final notes:
To those that have been following me and enjoy the mod I apologize that it took so long to complete this update. There was much feature creep, and some on again off again work done to it. But in the end consider this the a complete relaunch of the mod as literally nothing was left untouched or improved in some manner.
There also might be hints of unexpected things intended for the future if you dig through the mod files...

0.58d "Go time"

- Now 0.6.1a compatible.
- Changed the way some scripts work to avoid conflicts with other mods scripts, if they are using deprecated methods that pre date LazyLib.
- Exigency now has their own star system to use as a beachhead in the Sector.
- Added custom campaign song 'Stellar Remnant' made by Psiyon, that shuffles with the default one.
- Improvements and redesigns to the sprites of all Exigency vessels.
- Improved 'Brain in a jar portrait', added 'Generic Guy' one also.
- Rewrote the descriptions.csv to improve the codex entries for many things.
- Sidecar fighter has been renamed to Kaivor.
- Minor improvements to the Ball Lighting Gun, and Repulsor Beam's beam sprites.
- Shortened the name of the CIGEN Recoilless-Cannon to just CIGEN Cannon to avoid clipping on the in game HUD, retained the long version in the codex description.
- Improved the CIGEN Recoilless-Cannon shell sprite.
- Improved the sprites of all Exigency turret weapons.
- Adjusted sound effects for Exigency weapons and ship systems.
- Added custom Exigency engine sounds.
- Added custom Exigency Hull_Style.
- Added the information to the ship_data.csv for the new game mechanics.
- Added Sidewinder Battery weapon.
- Added Elhiur class Interdiction frigate.
- Added Zephos class destroyer.
- Corrected Repulsor ship system flaws:
Massive optimization to the code so it is less taxing on your computer.
Now when controlled by AI ships it will be activated when under threat from projectiles also, not just missiles and proximity to hostile vessels.
No longer deflects enemy weapons fire vast distances (depends on range from which it was originally fired from).
Deflected projectiles now face the direction they are flying instead of being sideways some of the time.
The trajectory in which weapons fire is deflected is substantially more accurate.
Now works against Mx Array missiles, Hurricane MIRV sub-munitions, and Sabot SRM's.
Now able to "ping pong" weapons fire back and forth between two Repulsor equipped ships.
No longer crashes when hit by scripted weapons without requiring specific workarounds for each one to correct it, and also able to deflect scripted weapons fire now.
- Removed burn drive ship system from the Glynado interceptor.
- Rework of most Exigency ships secondary stats, repair rate, supply usage etc. etc.
- Exigency vessels can no longer mount the Expanded Missile Racks hull mod (thank god).
- Adjusted the collision radius of all Exigency ships to enhance the effectiveness of the Repulsor field ship system. By creating a larger stand off distance from the edge of its effective radius and the hull of the vessel, and having more even coverage on every side.
- Fixed Exigency weapons misalignment issues when mounted on hard points.
- Fixed the quirk of the Heat Seeking Mx Array missile and direct guidance variant types having different sized sprites.
- Fixed the offsets of Mx10 Array weapon so some of the missiles no longer fire from outside the launcher visually (some ships still clip slightly, nothing can be done about that).
- Slight reduction to the range and missile life time of the Mx10 and Mx4 Array weapons.
- Fixed the offsets of the Stinger Rocket weapon so they align with the firing ports better.
- Minor buff to the CIGEN Recoilless-Cannon's damage.
- Reduction to the CIGEN Recoilless-Cannon's ammo regen rate.
- Slightly reduced the rate of fire and ammo regen rate of Big Bang torpedoes.
- Reduced ammo capacity, and increased flux generation of the Vindictive Autogun.
- The Biomechanical Hull mod is now built into Exigency vessels instead of being removable.
- Added Integrated Targeting Unit, and Resistant Flux Conduits hull mods to the stock variants of pre-existing Exigency ships (Yria did not get Integrated Targeting Unit).
- Adjusted Ordinance Points value of all of Exigency built in weapons to try to get their auto resolve effectiveness in line.
- All Exigency built in weapons are no longer invulnerable to weapons fire.
- Changed Stinger Rockets to high explosive damage type, and increased rate of fire.
- Removed unused .wpn file.
- Most Exigency ships had their armor and hit points increased some (still low relative to conventional designs).
- Adjusted deployment point cost of most Exigency ships.
- Reworked Wargames mission to be more interesting.
- Added mission pitting random Exigency Incorporated ships vs a random stock fleet.
- Added mission pitting random stock ships vs a random Exigency Incorporated fleet.
- Probably some things I don't recall.

.58b "moar dakka"

- Added Yria class frigate.
- Added Glynado class interceptor.
- Added Vindictive Autogun.
- Added Stinger Rocket weapon.
- Added two additional small turrets to the Pergon Strike Cruiser, and six built in Stinger Rocket launchers.
- Added Repulsor Beam weapon.
- Buffed Mx Array missile speed.
- Improved firing logic for Mx Array missiles and Big Bang torpedoes.
- Lowered fleet point costs for some vessels.
- Changed all turret mounts to universal type.
- Repulsor ship system now effects asteroids and ship wrecks.
- Exigency vessels now have to manage flux.
- Exigency vessels can no longer equip shields via hull mods.
- Probably some things I don't recall.

.57d "Fixes"

- Fixed crash error from script conflict between MShadowy's Shadowyards Heavy Industries Pandora Array weapon and Exigency's Repulsor ship system.
- Corrected spelling mistakes.

.57c "First public build"

--

Contributors
Ahriman Association ships courtesy of HELMUT
Supplementary art assets and assistance from Psiyon, Tartiflette, Soren, and Shellster
Thread banner by MShadowy
Sprite quality control courtesy of GenBOOM
Custom sound effects by Cycerin, Psiyon, and SniZupGun
Original sound track by Psiyon, Kazi, and Cycerin
Scripting assistance courtesy of LazyWizard, xenoargh, silentstormpt, Ravendarke, Trylobot, Uomoz, Sundog, Debido, Dark.Revenant, Histidine, and Deathfly
Miscellaneous assistance courtesy of Midnight Kitsune
« Last Edit: April 11, 2017, 11:54:01 PM by MesoTroniK » Logged

Foxer360
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« Reply #1 on: August 17, 2013, 11:43:50 PM »

Ah, we meet again...
Anyways, I will download it and try it out tommorow! Sorry I couldn't contact you earlier, I was busy stomping around Yosemite. Damn bears, I wish I had a big bang torpedo to learn 'em real good a lesson on rightful property. (Stealing food ain't cool)
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MShadowy
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« Reply #2 on: August 18, 2013, 04:40:06 PM »

Alrighty, time to test these missile lovers out, eh?
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MesoTroniK
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« Reply #3 on: August 19, 2013, 12:53:41 AM »

Updated, grab the new version from original post.


Code:
0.57d "Fixes"

- Fixed crash error from script conflict between MShadowy's Shadowyards Heavy Industries Pandora Array weapon and Exigency's Repulsor ship system.
- Corrected spelling mistakes.
« Last Edit: January 02, 2014, 10:46:00 PM by MesoTroniK » Logged

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« Reply #4 on: August 19, 2013, 10:52:08 AM »

Tried them a bit. I found them surprisingly underpowered for now. The cruiser lost a duel against a venture while the Irithia got shredded against an Onslaught. However after reading the weapons descriptions, they seems to be made to deal with opponents with high shield efficiency and low armor, so i'll have to try them against the TTY.

But from what i have seen yet, they really lack proper firepower. The capital ship can only rely on his frontal torpedoes to deal damage and the AI is very reluctant to use them. The cruiser main gun also lack the punch to tear trough armor even though it can bypass shields. I expect them to be the faction that "stay the on other side of the map and shower everything with missiles".

So i'll wait for 0.6a to see how they fare against everyone in a proper campaign mode as i'm not sure right now. Pretty sure Thule's Legacy and Antediluvians will be their absolute nightmare though.

Aside from this, i think this is an extremely interesting faction. I really love all the little tricks and weird mechanics they use. From now on i'm going to follow this treads very closely

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MesoTroniK
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« Reply #5 on: August 19, 2013, 09:26:02 PM »

The Irithia is supposed to lose against an Onlsaught at least under A.I control, it's a compromise vessel meant to fight at stand off ranges which it's arsenal for that scenario is not quite yet complete. The Pergon is also not yet had all of it's weapons fitted. They are sort of Tri-Tachyon's nemesis so they do love tough shields and flimsy hulls, and I agree that they are bit underpowered for now and fixing that is on the list.

Upcoming stuff might include: Interceptor, Frigate, Logistics Vessel, Vindicator AutoGun, Hunter Killer Missiles, Stinger Rockets, Repulsor Beam, enhanced and improved Repulsor ship system.

And thank you for the feed back, "when the time comes you'll know..."

« Last Edit: September 29, 2013, 12:47:09 AM by MesoTroniK » Logged

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« Reply #6 on: August 26, 2013, 02:41:08 PM »

Updated, grab the new version from original post.

This update was intended to fix the underpowered feel of the faction but the large missile launcher intended for the Irithia Carrier is not yet complete. I can assure you though that it will be something special Wink

I would greatly appreciate any feedback you can provide about their performance now.


Code:
0.58b "moar dakka"

- Added Yria class frigate.
- Added Glynado class interceptor.
- Added Vindictive Autogun weapon.
- Added Stinger Rocket weapon.
- Added two additional small turrets to the Pergon Strike Cruiser, and six built in Stinger Rocket launchers.
- Added Repulsor Beam weapon.
- Buffed Mx Array missile speed.
- Improved firing logic for Mx Array missiles and Big Bang torpedoes.
- Lowered fleet point costs for some vessels.
- Changed all turret mounts to universal type.
- Repulsor ship system now effects asteroids and ship wrecks.
- Exigency vessels now have to manage flux.
- Exigency vessels can no longer equip shields via hull mods.
- Probably some things I don't recall.
« Last Edit: January 02, 2014, 10:46:15 PM by MesoTroniK » Logged

HELMUT
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« Reply #7 on: August 27, 2013, 12:36:41 PM »

I think they are much more able to deal with enemy fleets now. Yet their ships are incredibly stressing to play, you don't have much armor nor health and you never know if the repulsor will repel every shots. You have to be incredibly cautious when you approach the gun range. However they are very good at attrition battle with their regenerative hull and ammunition. Not too much to be broken but just enough to have the edge during long battles.

I have a question though. Does the repulsor regenerate faster if you don't use it for the whole duration? I tried to enable the generator to deflect some bullets and vented afterward in the hope i could use it sooner next time, but i'm not really sure if it lower the countdown.

Oh also, i love the fancy whirling PD beam on the Yria.

BTW, will you try to make a campaign integrated version soon?

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MesoTroniK
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« Reply #8 on: August 27, 2013, 11:25:59 PM »

As far as them being very high risk vs reward in combat and being good in a attrition battle I do believe it is working as I intended Wink

The Repulsor ship system should not behave any different if you forcibly shorten the pulse duration. About the Repulsor Beam, I like it a lot also but it does not behave as a point defense weapon unless you control it manually. If you want to see something really hilarious try putting a bunch of them on some capital ship that has a lot of energy slots. But it really is only useful on the Yria frigate in my opinion as it has such low survivability in close combat. When fired from other vessels it just limits it's ability to attack other ships to much.

As stated in the OP I will most likely not put them in the campaign until .6a, the issue being that much of their offensive and defensive power comes from scripts which is not represented in auto resolve combat at all so they do really badly vs more conventional vessels. In .6a it will be possible to buff and nerf ships abilities in auto resolve combat separate of their capabilities in real time combat.

If you don't mind me asking you, how do you feel they perform in the newest incarnation vs low tech, midline, and high tech vanilla designs?
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HELMUT
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« Reply #9 on: August 28, 2013, 01:32:00 PM »

Ok, here's how it went.

First i tried duel between the Irithia and the Conquest. The Conquest didn't have enough point defense to protect itself against the swarm of Mx10 and with its very bad shield efficiency, it can overload quickly, making it a perfect target for the torpedoes. One thing i found effective to deal against it was to close in with the repulsor on. The Mjolnirs and autocannons shells will bounce back to the Conquest to make it overload quicker. It didn't have the chance to use its reapers though, which was lucky for me as the Irithia don't have the PD necessary to deal against 4 reapers plus all the pilums with it.

Still, quite an easy win.

Against the Odyssey. It was much tougher as it got more PD and three pilums, which is enough to go through the PD. Also with its good shield, it's much harder to keep the pressure on it and the Autopulse, even with repulsor, hurt a lot. I managed to destroy it, but it is much trickier to get close to land the final blow without getting killed.

I have yet to take down an Onslaught. With its thermal pulse and the Mark IX, it can shoot you from very far. He may overload very quickly but the barrage of annihilator prevent you to close the distance and will block the torpedoes's path. So far i only find a way to damage it, you just have to keep your distance and force it to empty his annihilators (while taking autocannons and thermal pulse shots). Then you can get close and launch the big bang. I'll try it again, but the Onslaught is definitely a hard nut to crack.

Paragon, can't even scratch it. Tachyons lances wreck everything. And even without them, you still have to deal with the fortress shield.

I also tried the Pergon. Against an Eagle, if you go into the graviton beams range, you're toasted. The only tactic i found remotly efficient was to raise his flux from afar with the Mx10, then close in and unleash Stingers on it. And by doing it enough time, you might take it down. I'm not sure to understand why the Stingers are labelled fragmentation weapons when explosive would be much more efficient.

The Aurora was much easier. While the MIRV was scary, it just didn't have the range to be a real treat. And its low armor make it a vulnerable against the gigen.

The Dominator can be either relatively easy or very scary. It work like the Onslaught but less brutal. The support variant can hurt from afar with Mark IX and pilums while the other two don't have that much range. The battle become a very long fight where the gigen strip slowly the armor of the Dominator. The biggest danger come from the missiles. Either pilums who can overload your PD system, either reapers who hurt like trucks but easier to intercept, either annihilators who are easy to avoid but still a treat.

The Venture was also quite easy. Only the harpoons were dangerous but fortunately, it quickly run out of ammo.

When played with Vanilla ships against EI ships. Battles are very one sided. Sometimes AI have some trouble using the repulsor on the right time and given they are glass cannon it is a synonym of death... The only ship that really struggle against them is the Conquest, its shield is so bad that it is constantly flux-locked and it don't have the armor to tank all the Mx10.

Haven't tried other ships in 1v1 scenario... However i have yet to see how they far in fleet vs fleet battle. The biggest weakness of EI for now is, i think, the repulsor countdown. You can get horribly, horribly murdered if your timing is off when you face an enemy with a lot of ballistic. Actually no, their biggest weakness are beams. They work at long range and are impossible to deflect. Is it possible to make a hull mod that reduce damage, or even better, make them bounce when they reach the armor?

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HELMUT's sprites factory:

MesoTroniK
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« Reply #10 on: August 29, 2013, 09:48:57 PM »

Thank you for that detailed write up Helmut, I'm working on some more stuff to improve them.

Quote
Is it possible to make a hull mod that reduce damage, or even better, make them bounce when they reach the armor?

Well you could equip the vanilla heavy armor hull mod but I don't plan on having anything like that on the standard variants custom or otherwise. And as far as bouncy armor, it just is not something that I feel like would fit the design and play style of the faction. They really are meant to be glass cannons that are difficult to use but have high agility, overwhelming missile firepower (still working on new missiles and tweaks to existing ones), and other quirky weapons and technologies.




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Gotcha!
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« Reply #11 on: August 30, 2013, 04:09:46 AM »

I would just like to say that I really love all the non-standard weapons and systems in your mod.
After things are balanced out and when they're put into the campaign this'll be a great mod. Smiley
*thumbs up*
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xenoargh
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« Reply #12 on: August 30, 2013, 09:47:47 PM »

Quote
Is it possible to make a hull mod that reduce damage, or even better, make them bounce when they reach the armor?
The first will be possible in 0.6, the second no, unless Alex decides to let us create Beams on the fly in 0.6.
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Vinya
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« Reply #13 on: September 30, 2013, 04:56:29 PM »

Sorreh the anim00ting is taking so long, I'm rather busy lately.


Doors on the front of the tubes should open to the side or top/bottom?
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If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.
MesoTroniK
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I am going to destroy your ships


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« Reply #14 on: October 16, 2013, 10:26:49 PM »

Greetings everyone, I wanted to bump this thread to show that progress is not dead.

Many new art assets have been completed with more on the way. Currently the real issue is some troublesome preexisting scripts; the plight of a faction that breaks many of the vanilla combat rules to be unique to play yet still being balanced against them. I really could use assistance from someone who is very good with weapon scripts to correct some troublesome custom missile AI, and a couple of other random things. If you would like to assist with that the best way to communicate is on Skype (name there is MesoTroniK).

Well anyways back to work and always remember. "Space is big, so you need a big missile. Or lots of really tiny ones..."

Edit: Found someone to help with the scripts Smiley
« Last Edit: October 20, 2013, 12:40:53 AM by MesoTroniK » Logged

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