New DEV version, with a refined Stymphalian Bird frigate and a LOT of polish on things that worked less than correctly. But please be warned, this one
WILL BREAK SAVES!
WARNING This update will break saves, and some weapons will NOT be transferred using Dark.Revenant's Save Transfer mod WARNING
WARNING This update will break saves, and some weapons will NOT be transferred using Dark.Revenant's Save Transfer mod WARNING
UPDATED Require Debido's
TwigLib.
UPDATED Play nicely with other mods including Dark.Revenant's
Starsector+I still have some work before calling it complete but we are nearing it. The highlights of this new Dev are:
- The Burst Repeater Beam PD is reverted to the old Vibrating Beam, but with a major buff and better behavior. It can fire continuously and is more efficient than a Tactical Laser. On the other hand it still has troubles against any armor and is completely useless as PD.
- The Telchine Miner ship received a significant boost to it's main weapon: it now tear any ship to shred at a constant rate whether it's a frigate or a capital-ship. It's still unable to deal the slightest damage to shield however. It's still definitively a civilian ship, but an annoying one...
- The Atfi fighters are now equipped with short range missiles instead of Coasting ones. The Interceptors wings for both fighter types also received a buff to their main weapon.
- The Medusa frigate received a
massive boost to it's EMP Nova ship-system, turning it into an ace-up-the-sleeve if you can use it at the right time. It's unlikely to survive though. The system AI still need some work though.
- And finally the Stymphalian Bird super-frig has been a bit refined: the main gun has a shorter range making it more dangerous to use, but the system can be used more often.
I still need to improve the feedback of the Overcharge. done and uploaded
Did I warned everyone that this update
will brake save? They won't perfectly transfer either because I finally got around unifying all the weapons old IDs with the more recent names: the transfer won't be able to find those weapons that changed. Also the mission variants using those weapon will crash the game, please reset those.
CHANGELOGSpoiler
v0.9
WIP
- Added Stymphalian Bird frigate: Next generation frigate of immense power but extreme rarity. Specifically designed to take on Capital ships, fares much worse against fighters and other frigates. (You can imagine the damned child of an Hyperion and a Nevermore)
- Added Dual Laser Torpedo rack for 5 OP, reduced single Laser Torpedo to 3 OP from 4
- Nexerelin compatibility
- Intel Chip commodity. Very valuable and only dropped by some specific Scy fleets
- Spy fleets. Well, those fleets.
BALANCE
- Nerfed the Megeara:
Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds
Phase, upkeep raised to 7.5% flux per second from 5%.
- Baliuses FP reduced from 7 to 5.
- Significantly buffed the Telchine miner ship hull and armor
- Buffed Telchine's Deconstruction beam to reduce the target's HP 1% per second: same speed for a capital ship or a fighter. Still useless against shielded targets.
- The siren now only deploy two drones at once
- Slasher beam flux usage reduced to 313 FPS from 645 (near 1:1 ratio), also has a new hit visual effect.
- Burst Repeater Beam reverted to Vibrating beam but now fire continuously, with a much better flux efficiency and range. It's now a potent support weapon against frigates and destroyers, but not efficient against fighters.
- Corrected Medium and Large HeMor flux requirement.
- Slightly reduced the Focus Beam flux requirement.
- Vastly buffed the Medusa frigate's EMP Nova ship system: in addition to overloading every ships in a 1500 SU radius, the EMP also disable some weapons and engines, causing flameouts and confusion in the enemy fleet... And your own allies if you didn't took care to hold them back!
- Interceptor fighters flak now fire continuously.
- All Atfi wings received short range missiles instead of coasting missiles
BUGFIXES/IMPROVEMENTS
- Improved feedback on the effect of various hullmods and ship-systems
- The minigun is no longer animated while venting or at max flux.
- Improved placement logic for the random position of Acheron.
- Some offseted hardpoint sprites have been corrected.
- The Siren main gun now properly affect Twig ships.
- Hacking Commlink now properly affect Twig ships.
- Miner ship's drone's GravGuns now properly affect Twig ships.
- Anti-missiles now target nearby fighters if there aren't any missiles to intercept.
- Built-in hull-mods no longer clutter the list.
- Improved AI for the Precision Gear ship-system: it no longer activate when retreating or when the targets a way out of range even with the system active.
- The Talos shield now unfold at normal speed when not using the Stasis Shield ship-system. Behavior improved and the shield can be modified by other weapons/ship systems.
- added SS+ "Drive Shunt" to the incompatible hullmods list
- General cleanup of unused scripts and non matching names. Lot of "under-the-hood" improvements and some preparations for future SS+ integration
And now let's see how many people ask if it will break saves or complain that Save Transfer didn't worked...