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Modding / [0.96a] Unthemed Weapons Collection 0.5.2 (5/31/23)
« on: May 29, 2023, 07:58:26 PM »No hard dependencies. Soft dependency on Particle Engine. Will run without it, but some visual effects will be missing.
Weapon pack. No factions, no ships*, no faction-themed stuff. Adds 42 weapons to the game. Also adds fortified caches and a few secrets.
Some of the weapons
Ballistic

Railburst Rifle: Two-shot burst railgun. Regenerating ammo.

Demolisher Cannon: High damage per shot, for a small weapon. Regenerating ammo.

Mortar Screen: Low range, low accuracy, very flux efficient.

Spreadfire Cannon: Shotgun that gets more accurate the longer you fire.

Pummeler: Heavy fragmentation damage. Sustained fire increases fire rate.

Helios Artillery: Long range, low DPS, poor efficiency. AOE damage on hit.

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Energy

Boltgun: Terrible damage output, but cheap and long range (relatively speaking).

Mining Laser Mk.2: What even is this thing? Limited ammo HE beam weapon.

Enhanced Tactical Laser: Bigger tactical laser that also has a secondary flux-based effect on the target.

Bolt Scrambler: Long range (relatively speaking) shotgun. Difficult to use on turrets, less difficult to use on hardpoints.

Graviton Array: Instant +15% shield damage. Doesn't stack with itself or with graviton beams.

Chaos Pulser: Long range, randomized damage. The stronger a shot is, the less accurate it becomes.

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Missile

Cluster Mine Launcher: Launches a cluster of mines, as expected.

Spiker SRM: Light sustained shield pressure. Does additional soft flux damage on shield hits.

Paralyzer Rocket Launcher: High tech annihilator.

Bloom Autolauncher: Slow, guided torpedo. Low damage, but causes secondary explosions.

Stinger Swarm Battery: Energy swarmer. Unspectacular damage output, but spammable.

Ion Storm GLMRS: For when you really need to flame something out. Missiles surround the target.

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Fortified Caches
Procedurally generated caches with defenders. Defenders aren't automated (no lore reason, gameplay reason is that the player already fights enough derelict drones and remnants). These contain normal loot, though with a rewritten loot system, so quantities and types of items may be different from what you're used to seeing. Can change cache frequency in the settings; toggle off by setting frequency to 0.
Also has an option to regenerate caches. This is OFF by default, but if enabled, fortified caches that are looted will be replaced eventually. Essentially allows the player to have a theoretically endless amount of stuff to loot, allowing them to complete their blueprint collection, etc. without having to raid core worlds.
Also has an option to regenerate caches. This is OFF by default, but if enabled, fortified caches that are looted will be replaced eventually. Essentially allows the player to have a theoretically endless amount of stuff to loot, allowing them to complete their blueprint collection, etc. without having to raid core worlds.
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Version Log
- 0.5.2:
Fix: an issue where custom missile AI didn't work unless a campaign game was loaded first.
Void Ray: fixed tooltip showing wrong info
Bloom-class torpedo: base price 1000 -> 500
Electron-class torpedo rack: base price 600 -> 1000
Sprawl MRM: range 2000 -> 1800
Cluster Mine Launcher / Heavy Cluster Launcher: explosions no longer inherit mine velocity when Particle Engine is disabled
Bolt gun: DPS 83 -> 70
Pummeler: now reaches max fire rate after 10s, down from 15s - 0.5.1: Add mod thread id to version files (5/29/23)
- 0.5: Initial release (5/29/23)
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