V0.87
31/01/2015
New content:
- Keto Siege Carrier: A capital sized 4 decked carrier equipped with a built-in Astrapios artillery canon capable of disabling several ships at once from standoff range
- New Lamia class destroyer design and weapon layout: more compact, has slightly better armor but it's shield is now frontal.
- Armored Lamia: a Lamia destroyer with a 3 part modular armor on the front and sides. It looses the missile mount but the frontal armor hold an Enhanced focus beam (akin to the Armored Sthenos cruiser). The side armors also have anti-missiles launchers.
- Argus destroyer sized carrier: converted "old" lamia into a carrier with a medium missile launcher for support roles. Slightly slower than the Lamia to avoid endless kiting. It can launch and rebuild a pair of support drones equipped with light miniguns.
- Drones: all drones have been changed to something... different. More in line with the rest of the ships, bigger but also tougher.
Weapons re-balancing:
- Small Autonailer: range decreased from 350 to 300, flux requirement increased from 50 to 100.
- Small Flak: ammo increased from 40 to 60, turn rate decreased from 40 to 30 deg/sec.
- Medium burst nailer: reduced the total damage from 1800frag to 1000 but increased it's precision, range decreased form 650 to 600.
- Hacking Commlink: detonate missiles after a second, the explosion can take out nearby missiles.
- Vibrating Beam now become Burst Repeater Beam: a PD weapon with long range, limited charges and a clip reload mechanic
- Energy blaster: buffed the emp damage per shot from 20 to 50, decreased the turn rate from 50 degrees/second to 20, increased the recoil recovery rate from 0.05 deg/sec to 1, increased the range from 450 to 500.
- Penetrator Railgun: buffed ammo from 120 to 200, reduced the turn rate from 30 to 10, decreased it's precision and slightly reduced it's range from 850 to 700
- Slasher Beam: increased range from 600 to 800, raised ammo count from 40 to 60, High-explosive damage from 700 to 1000, energy consumption from 950 to 1500.
- Focused Pulse Beam: added 200 EMP dps while firing, raised the turn rate from 10 to 20deg/sec, ammo count from 32 to 48, energy damage from 1000 to 1250, energy usage from 1500 to 2000.
- Small mortar gun: increased it's range from 450 to 600, damage per shot reduced from 250 to 200, increased it's fire rate from 30 to 48 shots per minute, increased it's precision and ammo count from 100 to 120, and it's projectile speed from 550 to 650.
- Medium mortar gun: reduced it's turn rate from 30 to 20, increased it's range from 600 to 700, it's fire rate from 20 to 30 shots per minute, it's ammo from 50 to 90, it's projectile speed from 550 to 600, DPS reduced from 275 to 250.
- Large mortar gun: increased it's fire rate from 15 to 30 shots per minute, increased it's ammo from 50 to 180, slightly reduced it's precision, DPS reduced from 650 to 500, flux reduced from 1250 to 1000.
- Small kinetic accelerator: increased it's range from 450 to 600, increased it's ammo count from 90 to 180, fire rate reduced from 60 to 48, flux usage reduced from 250 to 240, projectile speed reduced from 1000 to 800.
- Medium kinetic accelerator: increased it's range from 600 to 800, reduced the turn rate from 30 to 20, added perfect accuracy, raised ammo count from 60 to 90, fire rate reduced from 30 to 24, flux usage reduced from 400 to 350, DPS reduced from 250 to 200, projectile speed reduced from 1100 to 900.
- Large kinetic accelerator: reduced the turn rate from 20 to 10, added perfect accuracy, raised ammo count from 80 to 180, fire rate increased from 20 to 24, flux usage reduced from 1000 to 800, DPS reduced from 500 to 400, projectile speed reduced from 1000 to 900.
- Ricochet gun: since the secondary shot is a medium mortar projectile, it gain the same buffs as that weapon, range increased from 850 to 1000.
- SCPB: reduced it's flux build up from 1500 to 1000, increased it's EMP damage from 67 to 330, it now use a clip mechanic instead of a continuous ammo regeneration.
- ORION Artillery: prevented the friendly fires for good this time!
- Area Scorcher now has a proximity detonation.
- Rockets: raised their health from 50 to 150 hit-points.
- Laser Torpedoes: Reduced the spreading of the lasers for the medium and large versions, detonation range reduced from 500 to 250, damage per beam reduced from 500 to 150, emp per beam reduced from 150 to 100, number of beams increased from 5/7/9 to 8/10/12.
- Manticore Swarm Missiles: kinetic damage raised from 250 to 300.
- Manticore Phased Torpedo: energy damage raised from 1000 to 2000, launching range increased from 2500 to 6000.
- Siren main gun: raised kinetic damage from 1000 to 2000, and ammo count from 15 to 30, allied AI ships no longer teleport the ships if they hit the hull but deal EMP damage.
- Reduced the effectiveness of the damage reduction from modular armors
Other changes:
Improved descriptions for most weapons. Huge proofreading everywhere.
Increased the collisions radius of most ships for a better AI behavior.
Removed the Hydra's flight deck that was redundant with the new Argus destroyer.
Corrected the engines animation not properly restarting after a flame-out.
The Manticore carrier now a drone ship-system.
Changed the recovery cost for most combat ships, down for the frigates and cruisers, up for the destroyers.
Seriously reduced the recovery cost of all wings.
Custom AI for the Precision Gears ship system.
New venting AI, less prone to vent just next to an enemy.
Slightly raised the venting rate of most ships.
Somewhat made the frigates more fragile (still very dangerous with the weapon boost).
All ships with modular armor now have the High Maintenance hull-mod built-in.
The position of Acheron is now more random due to the presence of many more modded systems.
Loot fleets spawned if the player fall in Acheron out of fuel are now scaled along the player level and fleet size.
Acheron and Tartarus systems reworked, all planets now have proper names.
New hull-mod icons