Well, it took way more time that I liked, but:
Also require this temporary fix version of TwigLib while Debido update the main one:
Some of the major changes with this update:
- Scyan ships are now as stealthy as their lore suggest. That is they get an instant 33% stealth boost while laying still in ambush. Their engines however emit a distinctive signature that makes them 33%
more visible when moving around.
- A few ships have been removed, mostly old and rare variants that were only present because of nostalgia. Namely the Medusa, the Lamia Prototype, the Advanced Orthrus, the Manticore Extended Carrier and the Unfinished Nemean Lion.
- A fair few Universal mounts are now Hybrids, which allowed me to convert the Slasher Beam and the Focused Pulse Beam into Energy weapons.
- And last but not least, all descriptions have been thoroughly corrected thanks to the intervention of the ever awesome Mesotronik!
Full changelog:
Spoiler
SCY
v0.98
Compatible with Starsector 0.7.1a:
- Terrain effects in the numerous rings and asteroid fields of Tartarus and Acheron.
- Random location of the system adjusted to never end in Deep Hyperspace.
- Hybrid mounts on a lot of ships, Armored version generally have more versatile weapon mounts types.
- Slasher Beams and Focus Beams are now Energy weapons.
- Scyan ships are 33% stealthier when still, but 33% more visible when moving.
- Massive proofreading thanks to Mesotronik
NEW CONTENT
- Replaced all the "Assault Shield" ship-systems by the new "Engine Jump-start" system:
. Allows to instantly restart your flamed out engine.
. Only one charge with a long cool-down.
. Can fail at low CR.
. Applied to the Manticores cruisers, Armored Stheno, Orthrus, Balius freighter/tanker and Lealaps frigate.
- Replaced the Burst Nailer with... a much angrier Burst Nailer:
. 8 shots clip of buckshot fury that can be unloaded in under 4seconds.
. Very high burst FRAG damage but long reload time and anemic range.
. Do NOT point on self!
- Minimal Preparation hull-mod:
. Halve the maintenance cost of the ship out of CR recovery.
. Halve the repair rate.
. Reduce the maximum CR by 33% and clamp it at 39%.
- Intelligence Broker markets: Sell high value Intelligence chips, but require a very good standing get access to.
REMOVED CONTENT
- Medusa frigate: redundant name, extremely specialized use with little reward.
- Lamia Prototype: old design.
- Orthrus Advanced: overpowered.
- Manticore Carrier extended: redundant.
- Nemean Lion Unfinished: useless.
BALANCING
- Most Scyan ships now have OMNI shields.
- Reduced the "Scyan Engineering" hull-mod buff to the engines health and repair rate to 25% from 50%.
- Standard Orthrus has now the Secondary Thrusters hull-mod.
- Reduced the turn speed and turn acceleration of all ships by roughly 50/40/30/20%. (still above vanilla afterward!)
- Reduced the turning damping of the "Secondary Thrusters" ship-system to -75%, from -90%.
- Stymphalian Bird frigate: Raised the amount of OP from 40 to 45, raised it's flush flux ability when venting in Overcharge mode.
- Minor OP reduction for the non-combat ships, variants adjusted.
- Most beams weapons now have a growing speed matching vanilla.
- Converted Heavy ENB:
. Ammo raised to 18 from 9,
. Regeneration rate reduced to 20 ammo/min from 30,
. OP reduced to 18 from 20,
. Slightly raised it's precision,
. Raised it's turn rate to 10 deg/s from 5.
- Heavy ENB: raised it's turn rate to 7 deg/s from 5.
- SCPB: raised the ammo to 4 from 3.
- Manticore Swarm missiles:
. Damage reduced to 200 Kinetic per missile from 300,
. Increased range by 20% to 3000,
. Reload in 6 missiles clips,
. Removed the energy cost to fire.
- Manticore MIRV:
. Re-written the deployment script to ensure most sub-shots will actually hit the target,
. Subshots damage raised to 300 from 200,
. Removed the energy cost to fire.
- Manticore Phase:
. Missile damage raised to 3000 Energy from 2000,
. Reloads in 8 seconds from 5.
- Pierce Railgun:
. Now fire 10 bullets instead of 5.
. Damage per bullet reduced to 100 from 200. (burst DPS maintained).
. Ammo reduced to 6 shots from 10.
. Clip regen slightly reduced at 12 sec from 10.
. Flux per shot raised to 1750 from 1400. (still slightly more efficient than the average Scyan weapon)
. OP cost raised to 16 from 14.
- Medium KAcc:
. Damage per shot reduced to 450 from 500.
. Flux per shot reduced to 750 from 875.
. OP cost reduced to 10 from 11.
- Large KAcc:
. Damage per shot reduced to 450 from 550.
. Flux per shot reduced to 1500 from 2000.
. OP cost reduced to 20 from 21.
- Singularity Torpedo:
. Raised the pull effect against non-fighters entities 4 times, and 2 times for Fighters.
. Smoothed out the falloff range
. Raised the range at which fighters get flamed out to 400 from 200.
- Rockets:
. Raised their damage from Medium sized launchers to 300 from 250.
. Raised their damage from Large sized launchers to 350 from 250.
. Reduced the cool-down of the Pod launchers by 2 seconds.
- Coasting Missiles:
. Raised their damage from Medium sized launchers to 800 from 750.
. Raised their damage from Large sized launchers to 850 from 750.
- Laser Torpedoes:
. Improved the detonation range calculation. (explode closer to ships with their shield down)
. Reduced the damage of the Large ones to 3600 from 5000.
. Reduced the damage of the Medium ones to 3300 from 4000.
BUGFIXES/IMPROVEMENTS
- Fixed an issue with the Nemean Lion's system allowing regenerating weapons to reload more ammo than their maximum.
- Minor graphic update for the Anti-missiles.
- Graphic update for the SCPB beam.
- Improved missiles AI:
. Benefit a lot more from ECCM.
. Closer to vanilla flight pattern.
. Better target selection when the launching ship doesn't have one.
. Much better precision for the anti-missiles.
- Completely rewrote the Slasher Beam to fix a recurrent issue where it wouldn't slash on fast turning ships.
- Randomized the starting position of the Miniguns' barrels, added some minor random variations in their spin-up and spin-down rates.
- Rewritten all the hull-mods descriptions with actual numbers instead of adjectives.
- Prevented an issue occurring when the Telchine's beam dealt the last hit on very high HP targets.
- Corrected a mistake that made the Erymantian Boar's dish rotate extremely slowly.
- Adjusted some erroneous collision radii, especially with Twig ships.
- Somewhat reworked the missions that were balanced for a much earlier version of the mod.
- Fixed a crash occurring when no weapon were mounted in the Keto's missile slot.
- Prism Freeport's High End market now require a neutral relationship or above.
- Prism Freeport's High End market tariff now decrease as your reputation with the Independents rises. From 200% when Neutral to 100% when Cooperative