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Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 17, 2024, 02:57:12 PM »I'm quite happy with Progressive S mods but I'd love to haev the ship recovery system from this mod. Many times I've known a battle is lost but don't want to retreat because I know I won't be able to recover lost ships. How hard would it be to have just this feature of this mod?
Ok, added a (partial) setting to disable the mastery system from this mod if you'd just like the miscellaneous stuff. You'll still have to manually disable the skill changes, though, as trying to programmatically do that would just be a pain considering how little of skill stuff isn't obfuscated. Instructions can be found in LunaLib settings.
On that note, full 0.9 changelog:
Spoiler
- Added option to disable mod's main features
- Removed VariantLookup stuff from save file
- Improved consistency of post-inflation sequence, everything is now seeded based on the commander's id
- Refactored LunaLib settings, this will reset them if you modified them
- Reduced the effectiveness of the "less DP if only ship of that type in fleet" mastery effect for frigates, destroyers, and cruisers
- Greatly increased the chance that a mastered ship with lots of MP will still gain MP when competing with other ship types for MP
- Mastery effect that grants range if no other bonuses are affecting range now works with ballistic mastery and gunnery implants
- Mastery effect that grants additional ammo if EMR and expanded magazines are both installed is now multiplicative
- Fixed minimum CR mastery effect causing auto-retreat when deployed
- Fixed converted hangar effects being randomly selected for phase ships
- Fixed adding S-mods to modules not subtracting MP
- Fixed issue where recovered ships would maintain enemy commander's mastery levels and selections until game load
- Minor optimizations
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