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Author Topic: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17  (Read 314789 times)

Starasp

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #285 on: May 25, 2016, 11:13:39 PM »

I'm happy to wait, Exigency always has the coolest toys and extra stuff when it does update.

Any hints about what you've got for us this time?
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MesoTroniK

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #286 on: May 25, 2016, 11:43:12 PM »

Improved art
Improved balance / polish
Revamped campaign rig
Mechanics changes to some of the right-click ship systems
Right-click ship systems will no longer cause subtle anomalous AI issues
More ships (they really need these)
More weapons (probably)
Messing with literally everything
Other stuff?

That is more or less it for the upcoming update most likely, but that is also not a insignificant task if you understand the underlying complexities of a mod such as Exi. Least after the update gets done, the mod will get expanded at a rate that would not be described as "glacial"...

No_Chance

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #287 on: December 08, 2016, 07:31:42 PM »

Any Chance this gets updated for the upcoming 0.8a version?
These ships were by far the most fun I haver had with this game and i can't imagine getting back into it without them, honestly the main reason i took a break after 0.65.2a.
I understand it may take a lot of time to make something like this work but just wanted to show some support into something i deeply appreciate.
Thanks for your hard work.
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MesoTroniK

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #288 on: December 08, 2016, 08:12:03 PM »

The idea is to update the mod this month... What could possibly go wrong?

gofastskatkat

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #289 on: December 09, 2016, 08:20:53 AM »

The idea is to update the mod this month... What could possibly go wrong?
Good luck, this mod deserves a comeback!
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kazi

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #290 on: December 09, 2016, 03:59:06 PM »

The idea is to update the mod this month... What could possibly go wrong?

Alex releases another update.  ;)
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Az the Squishy

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #291 on: December 10, 2016, 12:31:53 AM »

Good things come to those that wait.

Bastion.Systems

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Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« Reply #292 on: December 10, 2016, 09:00:12 AM »

Really nice to see old mods getting complete facelifts (this and SCY).
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MesoTroniK

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Re: [0.7.2a] Exigency Incorporated v0.7.2 - Updated 3/19/17
« Reply #293 on: March 19, 2017, 01:00:38 AM »

Heh, this will keep 'em busy.




Oh my, they are back... Finally, hopefully my brand of insanity eases the wait for SS 0.8.

So go ahead and grab the new version from original post and if you have any comments or suggestions please let me know. For those that may not recall this mod or never played it, nothing else quite sells what it is like this one .gif of which I will never be able to record one as badass ever again.




- The TL;DR: *** with pretty much everything (except the sprites).

Changelog
Spoiler
0.7.2

- 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.
[close]

Midnight Kitsune

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Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« Reply #294 on: March 19, 2017, 01:18:35 AM »

Exigency update?! Welp, I guess I don't need sleep after all!
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Weltall

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Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« Reply #295 on: March 19, 2017, 04:10:30 AM »

O.O I really did not imagine when I read about the Major Mod update coming today at Nexerelin, that it would be Exigency. Finally!!! I have been waiting for this for sooooo long! :'D I am so happy.
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Toxcity

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Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« Reply #296 on: March 19, 2017, 06:41:10 AM »

Haven't played yet, but nice to see them back!
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CaptainWinky

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Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« Reply #297 on: March 19, 2017, 07:31:05 AM »

Awesome!  I never got to play this before so I'm looking forward to playing as the boys in blue.
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Az the Squishy

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Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« Reply #298 on: March 19, 2017, 08:40:18 AM »

THAT DAGGER!! THAT DAGGER JUST FLEW AWAY!!! HAHAHAHAHAAH!!! Space-bubbles, and beams that shove stuff away! Aoooh-hooho-hooo~! huzah!!!

cjuicy

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Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« Reply #299 on: March 19, 2017, 02:17:42 PM »

Me whenever I play this mod:
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