Well, I am back after building a new rig after my last one randomly died! Still setting it up as a work space as that takes a while as my old one was vast and highly configured with many programs.
SainnQ, I am... Surprised at that crash considering how much I test and sometimes outsource testing of my scripts heh. Sometime soon, I would like to send you a test as a fixed .jar file via private message to make sure it is fixed on your rig will that be OK? Least it works for most, but I sincerely apologize that my mod is causing you problems.
Ok so feedback heard, and truthfully it is not issues I was not aware of... The Repulsor scales badly in the campaign due to the *** stupid shot muzzle velocity increase skill as the way it works mechanically and as a simplified explanation is:
The longer the projectile is inside the Repulsor radius the greater the chance is of it being deflected, while there is a bit more to it than that in the end that is mostly it. It is a sub optimal way of doing it and I have been mulling over changing it mechanically for a while. But just like I had to cut some of my plans from the 0.7.2 update of Exi, some things just never did materialize yet. I am
thinking about adding a very weak Damper Field like damage resist to the hull while the Repulsor is active, to protect somewhat against beams, EMP arcs, AOE damage, and making shots that bypass the Repulsor less punishing. I am also
thinking about rewriting the thing almost entirely to take shot velocity out of the equation for the bypass chance. With a more complex formula that ignores shot speed, and only factors in the distance between the edge of the Repulsor radius and the hull itself along the current path of the shot... It would be complicated, but in short it would make it a bit more reliable but the plan never survives the execution totally intact after all so who knows exactly what the end product will be with something so complex.
Another thing to consider is, overall 0.8 mechanics changes will proxy buff Exi in a various ways. I could explain the reasons of the why and how, but no point really if one keeps track of the patch notes and thinks about it some but one thing I will mention in specific is. Exi is pretty much for the industry play style that will be possible in 0.8 which is interesting to say the least.
But besides some buffs here and there but more importantly
mechanics changes, I am working slowly but surely on Exi ship and weapon sprite improvements, a couple of new Exi weapons, new Exi ships, some Association weapons, and replacing all the Association ships entirely as in brand new everything so the mediocrity of their old combat modus operandi will no longer exist in any form. That list of stuff is in no particular order or promised to all appear in one patch.
Here is one replacement Association ship, wip sprite and what you see there is not exactly what will appear in game and don't look if you don't like spoilers.
But yea, working on lots of stuff and I read, understand, and appreciate all the feedback and while I knew of much of it myself additional angles are always appreciated