Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 9 10 [11] 12 13 ... 26

Author Topic: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17  (Read 314800 times)

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile

That new repulsor system looks great! It's much more noticeable than the last one too. All around awesome. Can't wait for it to come out!
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile






Update for Starsector 0.65.1a soon...

sirboomalot

  • Admiral
  • *****
  • Posts: 596
  • Boom
    • View Profile

Hype!
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #153 on: February 17, 2015, 07:22:06 PM »

Hype!

:)

Evening everyone, it is that time again... Perhaps it has been a little too long since the last update but here we are.
Recharged, rebalanced, a brand new campaign rig, many new weapons, a new fighter wing, improved visuals and many other changes.

So go ahead and grab the new version from original post, and try playing it with Starsector+ 2.6.1 as well.

I highly recommend visiting Avesta Station in hyperspace, check out the new weapons, and just let me know how you like it or if you have any comments on balance or general suggestions or questions.


   


Changelog:
Spoiler
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 Azata class heavy interceptor.
- Added the Horizon LRM Pod as a medium modular missile launcher.
- Added Kestros MIRV Pod as a medium modular missile launcher.
- Added 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 Coporation 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).
[close]
« Last Edit: February 17, 2015, 10:57:50 PM by MesoTroniK »
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #154 on: February 17, 2015, 07:27:15 PM »

That new banner is amazing.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #155 on: February 17, 2015, 08:43:17 PM »

I've really missed Exi. ;D
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #156 on: February 17, 2015, 09:33:59 PM »

This update is exillent! I'll show myself out.
Logged

Frelus

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #157 on: February 17, 2015, 11:39:57 PM »

Great Mod! 
Two things: What is the Angra Mainyu class ship we can vote for (and is it a reference to Fate or to its source?). 
And secondly,
Quote
the Exigency Corporation bided its time
should be "bid its time".
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #158 on: February 18, 2015, 12:35:46 AM »

Great Mod!  
Two things: What is the Angra Mainyu class ship we can vote for (and is it a reference to Fate or to its source?).  
And secondly,
Quote
the Exigency Corporation bided its time
should be "bid its time".

Thank you for pointing out that mistake, and glad you like the mod :)

Hmm, ok about Angra Mainyu here is the vague answer to your question.
http://www.pantheon.org/articles/a/angra_mainyu.html

If you want spoilers then here you go.
Spoiler
It will be a mobile base for the Association, a starbase sized construct that combines the capabilities of a supercarrier with heavy cruiser level firepower that can be projected in every direction at the same time combined with some special standoff weapons. Technically it could be acquired by the player but only via capture, but its cost of running would be so high and would have anemic mobility so there would be little point in doing so.
[close]
« Last Edit: February 18, 2015, 12:37:58 AM by MesoTroniK »
Logged

Frelus

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #159 on: February 18, 2015, 02:48:21 AM »

Thanks for the explanation!
Logged

Aklyon

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #160 on: February 18, 2015, 03:19:42 PM »

That gif reflected a reaper at a fighter and hit the fighter with it.

How in the heck did you do that.
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #161 on: February 18, 2015, 03:50:44 PM »

What do you mean exactly?

Aklyon

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #162 on: February 18, 2015, 03:55:47 PM »

Usually if I try to hit anything with a reaper it fails terribly unless I'm really close. Mostly surprised.
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #163 on: February 18, 2015, 05:30:26 PM »

Was just luck really, the Repulsor actually adds inaccuracy to any weapons fire it deflects and that recording was the autopilot doing its thing.

Sabaton

  • Admiral
  • *****
  • Posts: 523
    • View Profile
Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« Reply #164 on: February 19, 2015, 11:00:54 AM »

 The new modular guns are awesome, so is the secondary system icon, these guys need an extra measure of skill to use properly so you need all the info at your disposal.
 Theres a lack of large modular weapons and ships supporting them for these guys. Will you add some or is it their thing?
 Will the future ships youre planning support them as mounts or integrated? (like a heavy cruiser with a beastly gun like the Pergon, integrated guns are awesome, ahem Hellfire cannon in SS+ plus all other mods dont focus as much on integrated guns as these guys).
 Also do try to make all the future ships unique ,,standard,, doesnt belong in Exys dictionary. ;D
« Last Edit: February 19, 2015, 11:13:18 AM by Sabaton »
Logged
Pages: 1 ... 9 10 [11] 12 13 ... 26