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News: New blog post: Pirate Bases, Raids, and Objectives (06/12/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
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Poll
Question: Do you prefer fighting or helping the Crystanite?
Helping; the trinkets haven't done anything wrong! - 6 (50%)
Depends; what pays more at the moment? - 5 (41.7%)
Fighting; those xeno should be crushed like the glass they are! - 1 (8.3%)
Total Voters: 12

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Author Topic: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]  (Read 80646 times)
Nicke535
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« Reply #150 on: August 18, 2017, 06:13:21 AM »

Did anyone ask for a compatibility patch?


Download the Crystanite version 1.8e for Starsector 0.8.1a
Requires LazyLib
Requires EzFaction OR Nexerelin

The most important additions in this patch is Nexerelin and VersionChecker compatibility. Note that if you are using Nexerelin you should NOT load EzFaction, and if you want to use the Crystanite in the campaign you have to play with randomised planets.

I kinda liked the way the last update post looked, so whenever i add notable features i will post a similar one explaining the important changes. Just like in the previous post, if you want to remain completely unspoiled do not read the spoilers!

As always, there is a (hopefully) full changelog at the bottom of the post.


The Payback (again)

The Payback has recieved a rework. It now has more weapons overall but these weapons have less overlapping arcs. The end result is that the Payback can fight multiple opponents at once without losing individual damage output, but it has a hard time keeping up with dedicated capital duelers.

It also boasts a new hullmod which increases beam range by 50%, but completely removes the zero flux speed bonus. This means that the ship is essentially stationary once it has engaged the enemy.

The Drone bays

Some of you may have noticed a special hullmod in the previous version: the Cargo Drone Bay. There is now a series of Drone Bay hullmods, all available from Crystanite markets or loot.

These hullmods adds a single type of Drone to the ship, allowing more tactical flexibility and giving an alternative approach for carrier or transport fleets. A single ship can only have 1 kind of Drone bay installed, and there are additional limitations based on the type of Drone Bay.

Full changelog:
Code:
Version 1.8e
Additions:
*Added Version Checker support
*Added Nexelerin support
*Added the Drone Bay and Heavy Drone Bay hullmods; these let Crystanite cruisers and capital ships bring their own fighter escort, lightening the load on the Hive-classes of the fleet
Changes:
*Major rework for the Payback: it now has more weapons, but its firepower is spread across all angles rather than being forward-focused
*Changed all Variants to be more worthwile (and not use unsupported hullmods anymore)
*Changed icon for Disruptor Array
Balance:
*Soldier flux capacity up to 2600, from 1500 (can now actually fire its main weapon)
*Heavy Drone shard launchers cooldown up to 2,6s (was 1,6s)
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Ahne
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« Reply #151 on: August 18, 2017, 06:41:12 AM »

Great!
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Jojo_195
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« Reply #152 on: August 18, 2017, 02:55:39 PM »

Finally! Time for a new campaign.
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Sooner535
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« Reply #153 on: August 18, 2017, 03:30:44 PM »

Nice
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Nicke535
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« Reply #154 on: August 22, 2017, 12:51:28 PM »

So, quick progress update.

The next major patch will introduce D-variants of all Crystanite ships (nothing overly fancy there). However, I am slightly torn on the art style for these "looted" ships. I made two examples as an experiment:
             
The Pin, with some                   The Halo, with cracks and burnmarks added
spritebashing and additional
metal plating

Thoughts and opinions? Method A is slightly more time consuming, and may not look as good on large ships. Method B might look lazy or bad, and can look slightly weird on small ships. I am willing to consider more methods, should these not suffice.

EDIT: Also, is there any guide related to the D-versions of built in ships?
« Last Edit: August 22, 2017, 01:31:50 PM by Nicke535 » Logged

Ahne
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« Reply #155 on: August 22, 2017, 01:35:36 PM »

I would prefer entire sections/parts of the ships are replaced with normal low-tech gribble stuff ect instead of just some pipes who look out of place. Cracks in the hull and some holes or changed colors of some sections could do the trick too.
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Nicke535
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« Reply #156 on: August 25, 2017, 11:52:12 AM »

I would prefer entire sections/parts of the ships are replaced with normal low-tech gribble stuff ect instead of just some pipes who look out of place. Cracks in the hull and some holes or changed colors of some sections could do the trick too.

Something like this?


Also, I am running into some trouble implementing the D-hulls, so I will have to see if the next version will actually implement them or just the framework.
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Nicke535
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« Reply #157 on: September 03, 2017, 12:39:55 PM »


This patch introduces a (D) ship system for the Crystanite, albeit a bare-boned one at the moment (I plan on adding any missing sprites before the next major version). It also introduces some changes to hullmods, and a full visual overhaul of all hullmod icons. It also introduces some major balance changes regarding weapon durability.

Just like in the previous post, if you want to remain completely unspoiled do not read the spoilers!

As always, there is a (hopefully) full changelog at the bottom of the post.


(D) versions

All Crystanite hips now have a D version, which they turn into when stolen in the campaign. These version have been coded so that they can be changed in any way a normal ship can (like you can see with the Pin-class above, which has a weapon mount).

Eventually, all ships will have a unique D sprite, but as of now, only the Pin has one. Other ships have hullmods and stats corrected, but use the default sprites.

Maledict Rewiring

This trio of hullmods modifies the ship's Maledict-class Beam (the ship needs one to install the hullmods) in different ways. The Disruptor Rewiring adds additional damage against weapons and engines, while giving a cool blue tint to the laser. The Melter Rewiring makes the beam less flux-efficient, but adds additional High-Explosive damage (it also makes the beam a hot orange). The Modulator Rewiring reduces the weapon's flux cost, but more importantly also changes its color into a rainbow spectrum!

New hullmod icons
OLD
NEW
The hullmods in the mod have gotten a new layer of paint, making them significantly more uniform against each other (at least according to me).

I have also developed a workflow for new icons, so that they can share the same style more easily.

Full changelog:
Code:
Version 1.8g: Repurposed Crystal
Additions:
*Added (D) version for the Pin
*Added [spriteless] (D) version for the Janus
*Addd barebone (D) versions for all other ships (they only have the right hullmods and stats, no visual changes or special effects)
*Added code-based support for all Crystanite Ships to turn into their respective (D)-variants if looted
*Added the Melter, EMP and Modulator Maledict Rewirings. These change the behavior of the ships Maledict-Class Beam, but are not compatible with eachother
Changes:
*Reworked all icons for hullmods: they should now be more uniform and have less wierd artefacts. Also streamlined the process to make new hullmod icons
*The Halo mkII has been reworked, and now mounts an array of White Dwarf Cannons instead of its Welder Beams
*Drone- and Heavy Drone Bays can now be mounted on destroyers
*Changed some hints for ships (should not directly affect the player notably)
Balance:
*Reduced the Weapon Health bonus from Crystanite Armor to 100% (from 900%)
*Crystanite ships no longer exlusively have hidden mounts, meaning weapons can be disabled. This varies by ship size (Frigates no hidden, Destroyer Small hidden, Cruiser Small and Medium hidden, Capital all hidden)
*Increased the Soldier's max flux to 2600 (from 1600) to allow it to fire the Maledict without capacitors (for reals this time!)
*The Payback's Prism Bender had its enemy detection range reduced from 1500 to 1000, so that it always has some weapons in range (this is unrelated to its "lightning" range)
*The White Dwarf Cannon now grows accurate ~33% faster
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Nicke535
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« Reply #158 on: September 04, 2017, 08:03:32 AM »

I have a hotfix in the pipeline regarding an infinite duplication glitch, but the upload servers seem to be down. I recommend waiting to download the mod until the servers respond properly and the hotfix has been released.
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Nicke535
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« Reply #159 on: September 04, 2017, 08:13:59 AM »

Upload server is back up again.

Download Hotfix

I actually don't know how I missed this one. Fixes an infinite duplication glitch related to the Drone Bays.

Changelog:
Code:
Version 1.8h Hotfix
Bugfixes:
*Removed infinite duplication glitch related to Drone Bays
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Nicke535
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« Reply #160 on: December 21, 2017, 05:58:03 AM »

Here's an early christmas present!


Download the Crystanite version 1.9 for Starsector 0.8.1a
Requires LazyLib
Requires EzFaction OR Nexerelin

This update should not break saves, unless the Soldier Alpha was cheated in.


I was originally planning on releasing this patch on christmas eve, but i figured i might as well release it now. The main features of this version are new sound effects, a new mechanic for WD cannons, and a bit of eye-/lore-candy related to (D)-hulls.


As always, don't read the spoilers if you want to remain unspoiled, and there is an adequately full changelog at the bottom of the post.


(D)-drones

I realised that with the groundwork introduced in the previous patch, I can do some pretty interesting stuff with the (D)-versions of Crystanite ships. This is my first real attempt at implementing these new mechanics.

From this patch onward, if a (D)-version Crystanite ship  mounts a Drone bay of any kind, it will not gain the normal "polished" drones. Instead, it will gain (D)-versions of the drones, as well.

I plan to do much more of these sort of things later on.

White Dwarf cannons

I have always felt that the WD cannons lack definition and role within the Crystanite. Thus, i gave them a new "spool-up" mechanic; the longer a WD cannon has been firing, the higher the firerate of ALL WD cannons on the ship. This means that they can be used in several ways depending on the situation, such as burst-firing to keep flux cost low or going all out to overpower an enemy with your DPS.

Their base firerate has been decreased to compensate for this new change

New sound effects

New sound effects have been added to the mod. The biggest changes are shown in the video above. There have also been some bug-fixing related to sound.

Full changelog:
Code:
Version 1.9 : Resonating Crystal
Added:
*Added D-versions of the Drones, Heavy Drones and Cargo Drones; these are automatically used if the ship which mounts them is a (D)-version
*Finished implementing a new WD-cannon mechanic : the longer the ship's WD cannons have been firing, the more firerate they have
*Added the Communion relay, a way for smaller crystanite fleets to mitigate the effects of ECM
*Added new icon for the Moving Fortress mod
Changes:
*Changed the sounds for the Discomfort and Curse beams, Corona Defense System and WD Cannon
*Changed the algorithm for the Haystack's split-beams (they are now slightly more random)
*Revised the flux vent sounds
Balance:
*W.D. cannon firerate down from 0.8 to 1.3, to compensate for new mechanic
*The Corona Defense System fires twice as many shots per burst and twice as fast, at 0.6 times the damage and energy cost. Reload down from 6 to 4.5
*Crystanite Armor now only reduces EMP by 75% instead of 100%
*Broken Crystanite Armor now reduces EMP by 40%
*Broken Crystanite Armor now causes the ship to take 20% increased kinetic damage
Bug Fixes:
*Fixed long-lasting bugs related to stereo/mono sound
*Broken Crystanite Armor now correctly reduces logistics costs for the ship (used to increase it)
*Added proper descriptions to all (D) ships
*Fixed a bug which caused Discomfort beams to randomly sound twice as loud
Removed:
*Removed the Soldier Alpha; much of its code was out-of-date and could cause some crashes
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A Random Jolteon
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« Reply #161 on: December 21, 2017, 09:41:28 AM »

Whelp. I randomly decided to use this mod in place of the mod list for Tiandong while I wait for it to be updated...Let's see how often I die/rage quit...I guess I can tell you any bugs I find as well.
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Owl
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« Reply #162 on: December 23, 2017, 06:18:30 PM »

was working fine til I upgraded  it the other night then it made the game crap.  Running it in nexrelin
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A Random Jolteon
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« Reply #163 on: December 23, 2017, 06:59:35 PM »

was working fine til I upgraded  it the other night then it made the game crap.  Running it in nexrelin
Yeah, I had this as well. :/ Tried it with nex, without and with EZ instead, then both. Then tried without any mods but those two, and same thing happened. Glad to see it wasn't me messing something up.
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Nicke535
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« Reply #164 on: December 24, 2017, 02:23:49 AM »

was working fine til I upgraded  it the other night then it made the game crap.  Running it in nexrelin
Yeah, I had this as well. :/ Tried it with nex, without and with EZ instead, then both. Then tried without any mods but those two, and same thing happened. Glad to see it wasn't me messing something up.

Sorry for the inconvenience, the issue should now be fixed. The error didn't show up on my machine, since i always run the last dev version rather than the slightly lighter release version.

Download Hotfix

Changelog:
Code:
Version 1.9a
Bug Fixes:
*Fixed crashing error stemming from imperfectly deleted folders
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