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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626944 times)

Alphascrub

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #720 on: April 01, 2016, 02:42:29 AM »

So when you say final... that mean forever? or for this patch? or other? My speculation is flying the *** handle lol.
« Last Edit: April 01, 2016, 02:45:51 AM by Alphascrub »
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ValkyriaL

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #721 on: April 01, 2016, 02:52:26 AM »

I think when he says "Final" he means that he has gotten to the point where the mod does what he wanted the mod to accomplish, so no more content, just compatebility updates.

or am i wrong?
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Taverius

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #722 on: April 01, 2016, 03:16:34 AM »

Well, the date makes me a little suspicious :3
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ValkyriaL

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #723 on: April 01, 2016, 03:34:23 AM »

You never know, all things must come to an end eventualy...
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lemski07

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #724 on: April 01, 2016, 04:48:10 AM »

Its april  :'( ne
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Surge

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #725 on: April 01, 2016, 10:21:48 AM »

I kinda wanna see this, and I kinda don't.
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Surge

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #726 on: April 01, 2016, 07:58:32 PM »

You forgot to update the visuals of the Cleric and Pope, 0/10, the mod is forever tainted and ruined.
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Dark.Revenant

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Re: [0.7.2a] The Knights Templar FINAL
« Reply #727 on: April 01, 2016, 08:23:38 PM »

You can't improve on perfection.
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ValkyriaL

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Re: [0.7.2a] The Knights Templar 0.9.5f
« Reply #728 on: April 02, 2016, 09:05:54 AM »

But you can turn perfection into a larger quantity of the same thing. ::)
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Weltall

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Re: [0.7.2a] The Knights Templar 0.9.5f
« Reply #729 on: April 02, 2016, 11:09:29 AM »

After all perfection is throned on infinity and infinity has no end! <-What?
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SpaceRiceBowl

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Re: [0.7.2a] The Knights Templar 0.9.5f
« Reply #730 on: April 02, 2016, 03:04:11 PM »

So uh, was that whole Templar Final thing an April Fools joke?
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ValkyriaL

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Re: [0.7.2a] The Knights Templar 0.9.5f
« Reply #731 on: April 02, 2016, 03:19:57 PM »

What? you really thought he would just up and quit and call it finished just like that? on april 1st of all things? ;D
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Dark.Revenant

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Re: [0.7.2a] The Knights Templar 0.9.5f
« Reply #732 on: April 02, 2016, 07:49:11 PM »

I kinda like the Clarents better this way.

What, you mean green?  Or with the balance changes.
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Dark.Revenant

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[0.7.2a] The Knights Templar 0.9.5g
« Reply #733 on: April 03, 2016, 01:13:44 AM »

Updated for 0.7.2a.


Download The Knights Templar 0.9.5g
Download Mirror
(Requires LazyLib 2.1)
(Requires ShaderLib Beta 1.2.1b) (Updated!)
(Supported by Starsector+ 3.4.0) (Updated!)
(Supported by Nexerelin 0.7.4c) (Updated!)

We also recommend Version Checker to notify you when an update is ready.

Note: This mod uses custom shader effects.  If you suffer performance issues, adjust or disable these effects in Templars/templarShaders.json

Having problems?  Visit the Mod Troubleshooting Guide!


Change Log
Version 0.9.5g
- Claim Victory exploit fixed
- Lattice Shield damage display numbers improved
- Ship sprites reverted back to the normal white color
- Pax Cannon range increase to 1000 from 700
- Pax Cannon now actually obeys conservation of momentum
- Clarent damage raised back to 2000, but range decreased to SRM status
- Bug fixes
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NCMagic

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Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #734 on: April 03, 2016, 03:56:27 AM »

What happened on april the 1st? Did the visuals change or something?
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