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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - King Alfonzo

Pages: [1] 2 3 ... 46
1
I...really how now idea why it would be popping up as a virus?

Anyway;
Hazard Mining Incorporated v0.3.8f

-Fixed the Medium Xi Liu using the wrong damage and dealing way too much damage
-Buffed the Larged Xi Liu with a slightly faster firing rate

Savegame Compatible with previous version

DOWNLOAD HERE

2
Was the Fang Venture variant removed?

The Fang venture was removed for being too much bloat for little gameplay gain, I'm afraid.

Are the higher Maxwell markets intended to be single time access only? Explorer market access is maintained across visits, but Defense and Executive markets depopulate as soon as you navigate away from them.

No they aren't. This has just been brought to my attention in fact. Fix below.

HMI version 0.3.8e

-Fixed a glitch with Maxwell Markets; Previously, you'd need to spend the required relationshares to access the market, and then simultaneously also have that number of relationshares to access the market. This has been fixed; now you'll only need to pay once for 7 days access to a market.

-Applied the Nerf Bat to
  -the medium Xiu Lui Launcher; the onHit damage was reduced, projectile speed reduced, and recoil made worse.
  -the Scale Fighter; the Ngolos now fire in bursts with less damage
  -The Undertaker Drone; loses HEF and is now actually more fragile

Savegame Compatible.

DOWNLOAD HERE

3
Quote
Maxwell right now is just a neat little station where you can go and trade AI cores for goodies near Remnant systems, and three of them are around for ease of access. I have considered making the stations destructable...but I honestly don't know how to do that. Also, in the current version the markets are bugged, so you can't access the full range of goodies, but this will be fixed in the next version. Speaking of-

Perhaps instead of making them destructable, maybe make it so that when you have enough shares, like a huge of them in total over time, Maxwell will see you as a priority customer and grant your colonies in a system with a maxwell station bonuses? That way there can be incentive to interact with them without making them another faction to run over.

You are drastically overestimating my coding abilities to pull that off, I'm afraid.

Speaking of my terrible coding abilities:

HMI Supervillians "Quick"fix 0.0.5c
-Changed the dp of several ships to be more in line with their abilities.
-Applied a bandaid fix to an uncommon null error crash (occurs when all Draco and Fang colonies are removed from Gallus)

SAVEGAME COMPATIBLE, HOWEVER CRASH MAY STILL OCCUR ON OLD SAVEGAMES

DOWNLOAD HERE

4
Mods / Re: [0.97a] Hazard Mining Incorporated (Maxwell Fiddling Ed., 0.3.8c)
« on: September 13, 2024, 08:16:32 PM »
hi,
is there a (future?) reason i can't start/join Knights of Eva?

The Knights of Eva were originally Luddic Path, but due to lore reasons I split them off as their own seperate faction. I then kind of forgot about them, as I thought folks would just see them as an extra luddic path sub-faction and wouldn't press too hard. I do plan on reworking the Knights of Eva at a future point, perhaps as a Luddic counter-weight to HMI in the area, and flesh them out as a faction, but for now, I haven't done too much with them.

I noticed the Aurora (S) still uses the old Aurora sprite.

Well it is a prototype; a lot of the other prototypes use old sprites as well.

Latest update added maxwell scientific? is there anything relating to them or are they basically placeholder for now?

Though I do have to ask, is it intended that several systems have a Maxwell scientific station? I'd get it if they were a faction, but it's impossible to remove their stations...and I'm a bit possessive with my systems.

Maxwell right now is just a neat little station where you can go and trade AI cores for goodies near Remnant systems, and three of them are around for ease of access. I have considered making the stations destructable...but I honestly don't know how to do that. Also, in the current version the markets are bugged, so you can't access the full range of goodies, but this will be fixed in the next version. Speaking of-

Hazard Mining Incorporated 0.3.8c: Maxwell Fiddling

NOT SAVEGAME COMPATIBLE, but if you're currently in a save then hold off on updating; this only changes very minor things.

Changes
-Fixed Maxwell systems appearing surveyed on start of the game
-Enable access to all Maxwell submarkets (for some reason only one market was available, instead of the intended four). This should also make it clear what is required to access and use Maxwell Markets
-Fixed certain features of Maxwell Markets that were nonfunctional

-Fixed a weird fleet spawning bug in Mess and some hidden content systems

-Fiddled with fleet spawning in Obsidian a touch, should hopefully see less random capitals.

Download HERE.

So I'm trying to change the location of the Dieman system in Brighton Federation to fix an overlap with another mod, but editing the starmap.json isn't doing anything. Is the location affected by a different file?

In order to change the location of Brighton, you'll need to change it's position in the code. Which means you'll need to go to the Dieman.gen file, change the coordinates, and then rebuild the mod in a SDK.

5
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: August 30, 2024, 09:56:56 PM »
I have a very minor formatting request, born of starting a Draco Group game without remembering that they are hostile with basically everyone:

Can Do!

just a heads up for the author, but the hegemony.faction has an extra } which prevents it from using the hmi ships it is supposed to, as well as not outlawing red water, quantum liquid, and nanites.

Fixed, thanks for the catch!

Hi.

Regarding the secret hullmods (spoiler) :

I have been considering how to change the rewards of all the HMI secret things. I haven't gotten around to doing this quite yet, but I am considering a more robust reward for defeating that particular gribbly.

hey. just wanted to add a random thought/opinion. love this mod and what it adds, but i always had a problem with them sharing a color with pirates. i tweaked them for my game to make them yellow, and in my rarely humble opinion i think the color suits them VERY well.

This was kind of intended, as they are in lore and in reality barely not pirates. Also making them yellow makes them feel a little Persean League aligned, which they aren't.

"Mining Hybridization Amplifier" seems to be bugged - at least in my game. Instaling ANY hybrid laser ( even single mining pd laser ) will aplly hard flux buff to ALL other beam weapons.

I think I've fixed this in dev?

Quote
MESSENGERS and also pd lasers.

Yes, yes I've heard you, you just all got me midway into a wider development cycle. Anyway.

Hazard Mining Incorporated 0.3.8b

NOT SAVEGAME COMPATIBLE

-Reworked Remnant weapons
  -Messengers (small) no longer regenerate
  -Remnant LRPD and Remnant PD are no longer bad, but now have higher OP costs
  -Remnant IR Pulse laser now has a higher OP
  -Remnant Ion Cannon tweaked; deals practically no damage but is a meaner EMP payload
  -Remnant Burst Attack Laser has a lower flux efficiency
  -Remnant Puer Chorum has been tweaked
  -Removed Remnant Thumper
-Added Mulligan (LP)
-Scogliari Fighter weapon changed to be not trash

-Mess Mass is no longer a commodity, it's now a special item that will drop from killing Mess ships. Mess cores can be traded in like AI cores for reputation or cash.
-Mess ship behaviour changed.


-If IndEvo is installed - Fuyutsuki no longer has artillery, to help prevent Timms from instantly decivving.
-Changed Obsidian Fleet Spawning to avoid using dummy factions.
-Altered the size and behaviour of Obsidian fleets
-Changed a lot of jump points to be more sensible.

-More Magiclib Bounties
-Changed some Hidden Content
-Due to me being told previously that Vayra's Sector is currently prone to crash, I've REMOVED VAYRA'S SECTOR SHIPS.
  -On the flipside, some of these ships have been converted to hidden content.

DOWNLOAD HAZARD MINING HERE

Supervillians 0.0.5b

COMPLETE REWORK (and the reason the HMI update took so long.)
NOT SAVEGAME COMPATIBLE

Fang:
No longer the SO Damper Field No Shield Faction
Now the Angy Animal Orion-Drive faction

Fang Ships:
-Removed Venture, Dominator, Drover, Buffalo Mk II, Gemini, Currawong, Finch, Lasher, Wayfarer.
-Starliner to be a future bounty
-Added Vanguard, Eradicator, Retribution.
-Reworked Just about everything, with Burro, Caballa Loco, Mora, Charlie, Wobbie and Yowie being stand outs
-Did the Funny with the Onslaught.

Draco:
No Longer slow HEF high tech zap faction
Now the weird hightech-midline zap faction
Draco Ships:
-Removed Wolf, Tempest, Medusa, Shrike, Pangalang, Aurora, Fury, Gryphon
-Added Centurion, Hammerhead, Drover
-Reworked Just about everything, with Appeasement, Pardon, Forgiveness and Ionos being stand outs.
Draco Weapons
-Added Blink DEM (Sabot analogue, comes in small and medium version)
-Added Kinetic Ablator (Energy Sfot-Flux Needler, comes in small and medium version).

Prototypes:
-Reworked the ships to be not terrible prototypes, but into ships you'd actually want to use.
-Fiddled with spawning and prevalence; should show up rarely in TT fleets, and a lot more commonly in mercenary fleets.

-Fixed several jump points to be coherent
-Changed some other campaign layer things
-Fixed several descriptions

DOWNLOAD SUPERVILLIANS HERE

Brighton Federation 0.0.3d

Minor Update, save game compatible.

-Added some missing variants
-Changed the location of the Endeavour Station so it's harder to raid into the ground
-Fixed several wrong jump-points
-Fixed several small issues

DOWNLOAD BRIGHTON FEDERATION HERE

6
Suggestions / Actually set up a Galatia Scholarship
« on: April 06, 2024, 08:46:35 PM »
I know it's a joke answer to throw Baird off, but can we, like, actually set up a Galatian Academy Scholarship?

Could be a way to get a new officer, or maybe it's a passive bonus to indie relationships, or maybe it's just you giving money to the void for the funnies. Still, I feel if you have the option there, you should be able to do it.

7
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: March 31, 2024, 04:53:10 AM »
This post

Sorry, missed this post.

Magiclib is the only thing needed for Magicbounties.

The Andersson MG was a long range fragmentation ballistic weapon, but it was kind of unattractive. So I turned it into a Thumper/Devastator analogue, and now it's a weapon that's lore consistent with fighting the Mess / Domain drones.

HMI weapons being uncommon is more due to me rebalancing them so only the sane ones show up, but HMI markets tend to be more starved than usual, and sell smaller amounts of weapons. The Gendo market on Fuyutsuki was also nerfed to prevent them from selling silly amounts of stuff. I will have to examine the markets to see if they need a buff in some way.

I'll consider making the medium Mbeke's missiles rotate faster so you can use them from side-mounts. And the large version of the Mbeke is, essentially, the Locust SRM. Similarly, the large mining laser is essentially the High Intensity Laser.

The Xiu Lu Accumulator is a cheaper, longer ranged, weaker version of the Devastator, and it's fairly uncommon. Might need to figure out it's spawning.

For the Junk, I was talking about some of the small mounts being upgraded to medium, so slapping Toothers or Medium Xiu Lus makes it a touch more useful (and even more venomous if you slap HVDs and Maulers on them). There isn't any large HMI missiles, as the large Mbeke is the Locust, while the large Seth is the Hurricane.

Again, many thanks for playing!

8
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: March 31, 2024, 02:19:57 AM »
Brighton question:
Are the DomRes variants of Centurion/Hammerhead/Mora/Eagle supposed to be recoverable by the player if they do not have the automated ships skill?

Yes. The idea was to have automated ships that the player could use, as a fun little extra drop when fighting the DomRes.

Is this HMI content or MagicLib content?

https://i.imgur.com/TxnZymV.jpg

Whichever it is, it is not only terrible writing, it's terrible for my immersion.

Mine, apologies. The general idea is that going to HMI space and looking for bounties is terrible, because everyone is trying to stab everyone in the back for practically zero money for the dumbest reasons, like a STarsector version of Jerry Springer. Such as that one being arguably the absolute dumbest you'll encounter (and I really should add more dumb bounties). And as stupid as it is...it does have a ring of truth to it. Insane fans do all kinds of awful things to each other if they think it'll get them closer towards their obsession. I chose something suitably lurid and scummy and repulsive, and used that as the basis for the bounty. Also, the amount of pay you get for these bounties? It's nothing, because these whack jobs can barely (or you may find in some cases unable) to pay the bounty.

However, fighting these silly little bounties is a fun little diversion, with some set up to make you fight an enemy in an unexpected way, or look at a ship in a different way, or consider a different playstyle, and potentially may drop a neat, one of a kind ship.

I do apologize if this has broken your immersion Pesci, but from my perspective it's not too far off from modern day reality, and I could see it being something that occurs in the reality of Starsector.

yeeeeeeah, looking at it closer, remnand lasers are acutally completly useless now

...

you DEFINETLY screwed something up with their stats

Okay, I'll look at them again, prolly remove their capacitor function and make them more OP cheap. I envision these lasers being used to 'pin' missiles or fighters in place so other things can murder them, while also disrupting bombers. So the damage looks bad, but they should be able to completely shut down a lot of ordinance fairly easily.




9
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: March 31, 2024, 02:07:34 AM »
This entire post.

Holy moly Balordezul many thanks for playing through! I'm glad you enjoyed it. And also, many thanks for the criticism!

Just about everything you've written aligns rather well with how I envisioned HMI: Primarily Junker fleets with Techmined ships maybe being sprinkled in. What I failed to consider was the idea that there would be different Junker fleets based on speed, with a slower, carrier fleet vs a nimbler, combat junker fleet.

Your ship rankings are on point, although I was disappointed that the Techmined destroyers and frigates ships weren't slightly higher. However, i can see how their rarity, and not being able to get them reliably could be seen as a major drawback. Another thing was how much of a negative the Techmined Hullmod is. IN reality a lot of techmined ships are hilariously broken, but from your feedback perhaps the Techmine mod is too much of a drwaback? I'll consider buffing the ships by reducing the CR% loss rate, maybe make them slightly more attractive to play with.

I'll look at the Locomotive (LP) and maybe throw a large ballistic on it to satisfy the BRF mod, and look at the rangefinding. I have no idea about the SWP glitch though.

I'll check the code on fighter engagement malus, as I did at some point fiddle with the engagement range malus to only occur at 3 and 4 d-mods. The main fear is that with lots of d-mods, there's very little to prevent a player form just slapping cobras / perditions / daggers en masse on Convicts and murdering everyone. Carriers in general don't get hit too hard by d-mods in combat if they can strike at range, and thus there needs to be a drawback for that extra OP gain.

EDIT: I'm an idiot. The engagement range malus was not integrated on Not Even Salvageable. Will fix.

Your feedback on the Junk was interesting, and aligns with previous feedback a long, long time ago where someone wanted to make the Junk a ship that was completely modular in how it worked. I'll consider doing something with this - maybe just straight up buff the Junk to have more armour or hull, make it the Anchor for a Junk Fleet?

I'll consider making the Slugworth faster so it can act as a proper 'combat' carrier. Convicct however needs to be slow; for it's weight class if it were actually fast enough combined with it's DP it'll be too easily spammable. Fishkill being more of an auxilliary vessel works quite well for what it is.

Glad the weapons fit in with what you found, as I've had complaints in the past that HMI weapons (not Redacted) are terrible when they appear and have been asked to release the mod without them in it. I may need to reconsider the balance on some of the Redacted weapons however.

I'm also glad you found the Shell and Taker very useful, but sadly disappointed by the rest. I'll give them all a good look at and maybe an OP change. Form your feedback maybe the Scale and Bombardment Drones should be cheaper, the Nail buffed to have better shields/weapons, and the Scogliari maybe needs a rework. Despite it being given quite beefy weapons it still fails to be a premier 'delete enemy light craft' option, so I'll look into improving it.

Again, thanks for playing, and many thanks for the feedback!

10
Suggestions / Minor UI Improvement in Battle Command Screen
« on: February 27, 2024, 02:31:17 AM »
Would it be possible that double clicking an enemy in the Battle Command screen puts the attack command on that ship if it's an enemy, and a defend order on a ship if it's friendly?

11
Mods / Re: [0.97a] Holy Covenant of Kemet 0.0.4f (Boosting Ed.)
« on: February 11, 2024, 10:31:42 PM »
I think it makes sense for the faction to strongly favour their own tech. Personally i found myself more wanting some adaptation to make Kemet weapons more usable on non-Covenant vessels.

The problem is that a lot of Kemet energy weapons break the vanilla energy meta. Dedicated kinetic and high explosive energy weaponry is deceptively powerful on other hulls, hence why Kemet weapons are dedicated to kemet vessels, which have been balanced around them.

I have contemplated 'levelling' Kemet weaponry, but I fear that this might affect the general balance of the faction, as suddenly the flux savings from the Seshat Systems become less significant - to the point of being meaningless, and thus the faction loses it's gimmick.

12
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: February 11, 2024, 10:26:58 PM »
Dear King Alfonzo,
I started some days ago with a modded 0.97a run for which is used your old HMI version but with manually adapted mod_info.json. Your recent update to HMI 0.3.7 sadly broke my save game since you seemed to have removed some assets.
I could fix it by removing all instances of the following lines in the campaign.xml file of my save game
Code
<st>mcg_ml</st>
<st>kane_missile</st>
<st>signpost_med</st>
<st>signpost_sml</st>
Could you consider some empty placeholders for removed assets in your next update, such that outdated save files load but lose the assets you removed (ideally saving would then remove the placeholders)?

I do tend to do this - the Remnant Thumper is still there despite it, too, being destined for the scrapheap. The problem is at what point do you remove this excess content? I felt that with a new game update out, that a lot of people would start new games entirely. Hence, why this version has those removed.

I do understand if you find this particularly frustrating, but this really was the best time to remove this content.

Also

Hazard Mining Incorporated 0.3.7b

-HOTFIX: (Hopefully) Fixed rare CTD crash on generating a new Sector.

DOWNLOAD HERE.

13
Suggestions / A minor quest tweak
« on: February 10, 2024, 10:38:55 PM »
During the extraction from black site mission - would it be possible to add a dialogue option when talking to the Scientist? Specifically if you've killed all the fleets and they mention the merc fleets, you tell him you've already dealt with them and he just looks at you baffled, that there were more than just three fleets.

And then do the funny and spawn five mercenary fleets close to the player.

14
Mods / [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7a)
« on: February 10, 2024, 08:21:46 PM »
Hey, I have a small bug report for HMI Brighton.
The description of the Brighton base assembly hull mod states that it regenerates ammo 75% slower, but it actually regenerates it 75% faster. Either the description is wrong or the code should be
Code
stats.getMissileAmmoRegenMult().modifyMult(id, 1f  / (1f + MISSILE_MULT));
Thanks for making this great mod!

Whoops! Thanks for the catch!

Tried HMI only run and stumbled upon strange thing. Mbeke luncher flight time is only 3.75(600range) and Mbeke turret is 12 seconds (more than 3k range).

This has since been fixed as a part of a wider rebalancing (see below)

Curious if the following is intended:

Around Fuyutsuki there are 2 types of patrols: standard HMI patrols and then "Company Patrols" that tend to have better quality ships. The Company Patrols are always neutral to me, even if I'm 100/100 with HMI. Further they don't seem to take part in attacks on HMI. In my last game a large invasion fleet attacked and the Company Patrols did not assist with attacking the fleets or defending the station. However, they did burn straight for me when I turned off my transponder to try to hide from Ludds wraith so their AI does work, somewhat.

This is not intended behaviour, however I believe I have fixed it.

In the supervillain pack, I obtained and learned a Wolf (Assault) blueprint without problems. However when mousing over it in the ship builder, it crashed with a null pointer error. I think it has to do with the "GreenFlare" StyleID of one of the engines being undefined in the standalone mod.

Thanks for the catch on this, fixed in next version.

Hi.

Since 0.97 dropped, Anthracite, in the Obsidian system, always decivilizes after one and a half cycle. It is because its stability is almost always at 0 because it has too much industries for its size (giving it a -5 penalty to its stability). Therefore, it is "stuck" at 1 stability and any shortage of food causes it to decivilize.

It's weird because it was never happening to me before 0.97.

I've tweaked the economy so this shouldn't happen, thanks for the catch.

I know this says to not use in a pre-existing save. However, lately I have been doing that for a lot of faction mods to introduce their ships/weapons/hullmods into my game while cutting down on the markets they spawn.

Seeing as this adds a ton of markets I was wondering if adding post save would either:

a. crash my game.

b. miss out on story content (not sure if this has any)

HMI could still spawn because I turn on respawning factions in Nexerelin. I'm not a fan of randomized sector to cut down on size of markets.

I honestly don't know if the game will crash or not, but I can guarantee that you'll miss out on story stuff. I suggest that you start a new game if you want to include this faction.

SO.

NEW GAME VERSION.

NEW HMI UPDATE.

This one was more directly focused on HMI's weapons (and fighting the urge to make everything a Thumper analogue). I've gone through and done extensive thinking and analysis of the weaponry, and there's been considerable changes to some weapons, others have been cut entirely, and some have remained unchanged. This should make HMI weaponry more unique and sensible and also desirable. I've also fiddled with a couple of ships and other things in the background.

Hazard Mining Incorporated 0.3.7

-Updated for 0.97a

Weapons:

-Chimboku is now a weak, long range pd laser with a strong movement-inhibitory effect. Now comes in hybrid.

-Medium Xi Liu Projectors now fire three shots simultaneously of variable velocity per shot.
-Medium Mbeke Rocket Turrets now fire in bursts and with faster, but less longer-lived projectiles; now works like an inbetween Locust and a small Mbeke turret
-Andersson MG has been completely reworked; it now functions like a mid range, HE Flak Thumper. Very useful when fighting the Mess.
-Clyde has been resprited.
-F-Type Mining Blaster has been reworked into a mid-range HE Thumper/Mining blaster. Now comes in Hybrid.
-Mining Laser Array has been slightly nerfed in range and damage. Now comes in hybrid.

-Suzuki-Clapteryon now comes in hybrid.
-Slightly nerfed the Baffler by making it's cooldown between bursts longer.

-HK-101 Rifle is no longer modular, and only shows up on the Shell now.
-Removed Signpost, McGuyver and Kane weapons; already existing weapons fulfil the same role and better.

Ships

-Locomotive now has two large composite slots on it's rear module, and an OP increase; should help it be more competitive vs other capitals
-Junk has been buffed with larger mounts and more OP; should now be able to turn away smaller enemies easier.
-Brasher has been resprited and given a buff; should now be a lot angrier.
-Mulligan and Mulligan (P) reworked to be more in line with the Grendel; they should still be garbage ships, while also being a touch more threatening in combat.
-Khorkoi's Jackhammer now reloads
-Bombardment drone now moves faster.

General

-Added a lot of silly MagicBounties.
-Added some content if Industrial Evolution is also installed.
-Fiddled with campaign markets a touch (Thanks SelfControl!)
-Added new [SECRET CONTENT] content, and tweaked some existing [SECRET CONTENT] content.
-Drastically improve [SECRET CONTENT] hullmod effect and fixed the typos
-Fleet sizes from [SECRET CONTENT] should be more reasonable
-Moved [EXISTING CONTENT] away from the Abyss.

HOTFIX 0.3.7a
-Fixed CTD if using random sector mode.

DOWNLOAD HERE.

Brighton Federation 0.0.3c
-Updated for 0.97a
-Fixed Missile Reload being incorrect (Thanks chdcl!)
-Moved Dieman down on the star map to get away from another mod's Boss Faction system

DOWNLOAD HERE.

HMI Supervillians 0.0.4e
-Updated for 0.97a
-Fixed problems with incorrect engines on Wolf and Fury Prototype ships (Thanks vicegrip!)

DOWNLOAD HERE.

15
Mods / Re: [0.97a] Holy Covenant of Kemet 0.0.4f (Boosting Ed.)
« on: February 10, 2024, 07:05:53 PM »
I'm not entirely sure this was needed? At least for me, the way the flux cost reduction applied to everything already made the use of judiciously-selected non-Kemet weaponry exceptionally attractive; a heavy blaster or two with enough Kemet weapons to keep the flux cost reasonable, for example, packed a well-worthwhile degree of added close-range punch.

On the other hand, I'm not entirely sure it wasn't needed, and the extra range certainly opens up more options. I guess I'll just have to do some playing and see how it feels!

Hope you have fun with it!

I was also thinking on this as well - right now Kemet punishes beam weapons (so Tachyon Lances, Phase Lances, and HILs aren't incentivised) while also over-enhancing Kemet weapons choices. I was honestly contemplating just giving the 200 range bonus to all energy projectile weapons to be honest, to make other weapons more attractive to mix in, and rely just on the flux savings to incentivize Kemet weapons. Right now I think it's in a good position? I Hope?

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