No more bug? I suppose I can release it then:
Compatible with Histidine's
Nexerelin, including
Corvus mode.
For those that didn't follow the progress closely:
- Two new large weapons (Energy and Balistic): both are up-scaled Triple Energy Blasters but with it's unique flavor.
- New Ordinance Point balance: instead of being expensive to mount inefficient short-ranged but damaging alternatives to vanilla weapons, Scyans weapons are now
cheap to mount inefficient short-ranged but damaging alternatives. That should make them competitive on vanilla ships, if you are willing to cope with the flux requirement.
- In the same idea, Scyan ships now have much less OP available, making top tier vanilla weapon much less attractive on them.
- Scyan weapons now have Light info for those who use Shaderlib (witch is NOT required to run the mod).
- Shields have been tweaked around, slightly buffed for the large ships and nerfed for some frigates, though passive flux dissipation while they are up has been further reduced.
CHANGELOG:
Spoiler
V0.96
03/08/2015
NEW CONTENT
- Added the Heavy ENB: An up-sized energy version of the Triple Energy Blaster that can fire continuously for moderate damage. Used as a cheaper Plasma cannon with constant pressure.
- Added the Converted Heavy ENB: A ballistic conversion of the Heavy ENB in the same fashion as it's medium sized counterpart. Short-ranged and ammo limited, but higher burst damage and very easy to install. Used as a Mjolnir knock-off with better armor penetration.
BALANCING
- Significant weapon balance tweaks:
. The combat stats of most weapons didn't changed, however their OP cost has been lowered to low-tier vanilla.
. Scy weapons are now cheap to install but short ranged and very flux hungry.
. This should make them competitive alternatives to vanilla weapons, powerful but sharply raising the risk of overloads.
- All Scy ships have had their OP amount reduced accordingly, making them a bit starved when installing higher tier vanilla weapons.
- Significant shield balance tweaks:
. All shields are now in line with vanilla in the amount of damage they can soak. A bit down for the frigates (except for the Talos), slightly up for the cruisers, significantly up for the capital-ships.
. Passive Flux dissipation while the shields are online further reduced.
. Given the now reduced OP that scale less with the Player levels, this should makes Scy ships better in the early game but equivalent later on.
- Euryale's "Networked targeting system" is now passive with an explicit AOE visual cue. The ship now has a drone ship-system. Small buff to it's effect: 25/20/15/10% damage and range bonus from 20/15/10/5%.
BUGFIXES/IMPROVEMENTS
- Corrected a CTD inducing error when the Modular Armor hullmod applied it's bonus to a ship that had all it's armors stripped off in a previous engagement.
- Removal of deprecated features, CSV clean-up, sounds clean-up.
- Slight graphic upgrade for the Triple Energy Blaster, the Focused Pulse Beam, the Enhanced Focused Pulse Beam, the Anti-missiles launcher, the Burst Nailer, the SCPB.
- Significant cleanup in the scripts, should result is a small performance improvement during large battles, less particles clipping and more consistent effects with unstable frame-rates.
- Reworked missiles flight pattern for the Coasting Missiles, the Heavy Modular Swarmer and the Anti-Missiles. Small performance improvement.
- Added lights info for ShaderLib users.
- All fighters variants have their own hull with the weapons built-in to prevent those from (rarely) dropping in the post-battle loot.
- Changelog cleanup. (because why not?)