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Topics - Nicke535

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Bug Reports & Support / Potential bug with Entropy Amplifier visuals
« on: February 01, 2021, 08:16:17 AM »
Hello there. While searching around for an issue with some of my modded visuals, I accidentally stumbled across a potential vanilla-side issue with how the Entropy Amplifier handles its jitter. To be more specific: the entropy amplifier uses this anonymous BaseEveryFrameCombatPlugin to make sure its damage buffs stay active even if the ship carrying the Entropy Amplifier gets shot down:

Code: java
if (Global.getCombatEngine().isPaused()) return;
if ( == Global.getCombatEngine().getPlayerShip()) {
            "" + (int)((targetData.currDamMult - 1f) * 100f) + "% more damage taken", true);

if (targetData.currDamMult <= 1f || !targetData.ship.isAlive()) {;;;;
} else {, targetData.currDamMult);, targetData.currDamMult);, targetData.currDamMult);, targetData.currDamMult);

This is all fine and good, but the problem is that this does not include the target-side visual jitter graphics: those are handled slightly below that code, inside the main advance loop of the EntropyAmplifierStats file.

Under normal circumstances this doesn't cause any issues, but I've found two specific cases where this can cause bug-like visual behaviour:
  • When the ship carrying the Entropy Amplifier dies, but the debuff has yet to end (this creates a de-sync between the mechanical effects and the visuals)
  • When time-mult is involved, and high enough (This apparently causes a de-sync between the "application" and "consumption" of the jitter on a ship, causing a flicker-like effect). Hard to spot in vanilla due to time-mult increasing systems usually having their own visual jitter, but becomes clearer when adding time mult to other ships without jitter

This should be fixable by adjusting the anonymous everyframe script to also include desired jitter level and set the jitter at the same time as other debuffs and effects.

Modding / [Bug(?)/Unintended Code Behaviour] Reality breakage 101
« on: June 16, 2019, 01:08:54 AM »
(While coming up with the title, I wished I managed to get some better footage of the actual results of this behaviour, but it seems it doesn't break much in vanilla. However, I felt it needed to be pointed out anyhow)

After some confusing tours in my code where things seemed to break seemingly at random in scripts I had no control over (including other mods!) I finally found what was causing these oddities: Misc.ZERO, the zero-vector constant defined in the Misc package, is not actually a true constant. It cannot be "set", and the object reference is indeed constant. However, there are ways to affect it:
Code: java
Misc.ZERO = new Vector2f(9000f, 0f); /* This, as intended, does not work and will throw an error */
Misc.ZERO.x += 9000f; /* This WORKS, and makes all vector math that happens to use Misc.ZERO completely break down */
While this behaviour causes no issues in vanilla, and doesn't happen unless someone happens to overwrite it, it feels like an oversight that might create some strange and hard-to-find buggy behaviour down the line should it be treated as a constant. I know it took me quite the while to figure out the bug, and I only had 7 lines of code to debug!

I'm not sure how possible it is but I think that, from a coding standpoint, Misc.ZERO should probably be set as some form of "true" constant, however this would be achieved in java (alternatively, turned into a function that always returns new Vector2f(0f, 0f)).

Modding / addPermaMod isn't very permanent [SOLVED]
« on: October 27, 2018, 10:06:29 AM »
As mentioned in the title: any hullmod added via ShipVariantAPI.addPermaMod() seems to have the bad habit of disappearing every time the campaign is re-loaded (so back to main menu and into the same campaign again, or quitting the game entirely and loading a savegame). I presume this isn't intended behaviour, but I might be missing something, here.

Hello. I may have stumbled upon an issue I don't know is an actual bug or simply intended but strange behaviour, but I figured I should make a thread about it just in case (if this does in fact not belong in this subforum, I would be grateful if it is moved to the correct subforum).

Due to the nature of the problem, screenshots are hard, but I'll try: essentially, the left image is me deactivating a toggleable system (normal systems do not exhibit this behaviour) which simply displays the current effectLevel of the shipsystem via Global.getCombatEngine().addFloatingText(). The right image is the exact same thing, but now deactivated by the AI (the venting happened afterwards due to flux, the shipsystem prevents venting [i turned this off afterwards, the behaviour remains the same]).

For some inexplicable reason, it appears as though an AI-controlled ship does not run apply() at all during the charge-down phase of a toggleable shipsystem. After running some additional tests, this seems to hold true. I cannot fathom a reason for this to be the intended behaviour, so I am submitting it as a bug.

POSTSCRIPT: After writing all this, I found out an equally worrying fact: unapply() is called in the charge-down phase for AI-controlled ships, but not for player-controlled ones. This further cements my suspicion that this is, in fact, a bug.

Modding / Custom Trail Script (IMPORTANT INFO UPDATE)
« on: June 23, 2018, 09:26:52 AM »
The Custom Trail Script is no longer available, in preparation for 0.9 re-release. All the Custom Trail functionalities will be baked into MagicLib; the "loose" script is as of Starsector 0.9 declared deprecated. Up until the release of Starsector 0.9, the script is still available to use (but not available from this thread as I want to reduce the spreading of the loose script in the 0.9 modding scene as much as possible).

There are multiple reasons for migrating the script in this manner, but here are the three primary ones:
  • Performance improvements for the end-user
  • I can now add new content to the script more often than "each major Starsector update"
  • I can now bug-fix the script, should need arise, without forcing other modders to re-write their implementations

Anyone who wants to spawn these custom trails will have to use MagicLib from this point onward. I apologize for the inconvenience this may cause, but am convinced that it will overall improve this script as it can now receive ongoing support and improvement.

Mods / [0.8.1a] The Vass, Time-Manipulating mini "faction" (hotfix 31/12)
« on: December 24, 2017, 07:14:18 AM »

Since it is christmastime, i figured i should finally unveil the small project i have been developing for about two years: the Vass. The Vass is what i would want to call a "minifaction" mod: all ships follow a theme and are developed by the same shipyard, but they appear in Independent fleets, rather than as a separate faction. They use systems and weapons that work differently from normal ships, and can unfortunately not change their weapon loadouts (but can use normal hullmods).

The main defining feature for the Vass is their manipulation of time, something that affects all their shipsystems and weapons.

Ship catalogue

The Makhaira
Developed as a support ship, the Makhaira is a Vass-developed ship with shield-breaking as its sole purpose. While generally undergunned for its size, it can deal an astonishing amount of damage to enemy shields if left alone.

While the Makhaira appears to be a much simpler ship than the other Vass ships, it still contains technology with massive potential. Its definining feature, the Ahlspiess device, appears to break the very principle of causality by being able to fire ammunition that has already been fired at a different time. Many scientists have in vain tried to reverse-engineer this technological marvel, but they have all been stopped by the safety measured put in place by the Recipro corporation.

The Schiavona
The first ship ever developed by the Vass Shipyard, it has become a symbol for the the Vass corporations' mastery of time. Specifically designed as a hunting vessel, few ships has the raw speed required to outrun the Schiavona.

While its superior mobility and speed is what made it famous, its weapon loadout is nothing to be scoffed at. While much less flexible than the average ship in the sector due to the Vass Shipyard's unwillingness to abide by weapon mounting standards, it is still equipped to deal with a variety of threats. Having weapons from both Multa, Recipro, Perturba and Accel, it incorporates a wide variety of design philosophies.

The most defining feature of the ship is the Periodic Breaker, a powerful device capable of punching holes in space-time and effectively stopping time itself. This is accompanied by a red blast and a loud tearing sound, which can be heard even without any carrying medium such as air. The detailed information on HOW it achieves this is strictly regulated by its developer Accel.

The Curtana
An oddity among carriers, the Curtana was developed with a specific bomber loadout in mind. Equipped with several mid-range support weapons and a powerful defensive system, it can hold its own in direct combat with smaller ships.

After the massive success of the Estoc-class bomber, many customers asked for a dedicated carrier to field them. The Torpor corporation (until then unaffiliated with the Vass Schipyard) offered to fully sponsor the development of this new vessel, on the condition that their newly developed Time Haven Device was integrated as its core ship system. This would make it the first, and as of yet only, ship featuring technologies from all five Vass corporations.

While developed to field Estoc bombers, its landing bays can field any other fighter or bomber wing just as effectively. This would later allow it to field the Katzbalger fighters, albeit not as effectively as the Estocs it was initially designed to carry.

The Zhanmadao
A dedicated line cruiser by the Vass Shipyard. While lacking much of the mobility or utility shown in other Vass ships, it makes up for it in raw firepower and its unique disruptive ship system.

Unlike earlier Vass ships, the Zhanmadao was designed to operate in unison with other cruisers and capital ships to engage the enemy. Its weapon loadout can engage practically any threat, and its relative performance vastly increase as more enemy ships enters the area encompassed by its Chrono Disturber System. It is generally not as strong as other cruisers when alone, but in a fleet setting it can be an invaluable asset.

The Estoc
The only bomber developed by the Vass Shipyard, the Estoc-class bomber is equipped with a highly unusual payload capable of wrecking absolute havoc on exposed hull, weapons and engines. It is also equipped with the Temporal Recall system, allowing it to return near instantly to its carrier after a bombing run. Has above-average engagement range and speed.

The Katzbalger
The latest invention by the Vass Shipyard, the Katzbalger fighter fields a revolutionary time-stopping device small enough to be mounted in a fighter chassis. This however meant that there was no room for either shields or heavy armor. Katzbalger pilots are usually considered suicidal because of this.

*HELMUT, for his amazing sprites from the Spiral Arms thread
*"eflexthesounddesigner", "edo333", "gregsmedia" and "wildweasel" (all from Freesound) for their sound effects which i sampled
*"Kueller" from soundcloud, for his timestop sound effect

Version 0.1b
Bug fixes:
*Adds in two test missions that somehow disappeared in the previous version
*Adds about five new variants for Vass ships that also disappeared in the previous version

Version 0.1a
Bug fixes:
*Fixed crash due to missing missile graphic
*Fixed other crash related to devmode

Version 0.1
*Initial release version.

Modding / The Vass
« on: June 11, 2016, 05:30:11 AM »
Sometimes, you just have to take some time off...

Modding / JSON object ["order"] is not a number (Solved! (sort of))
« on: December 05, 2014, 12:01:32 PM »
I was adding a new ship to my mod, when suddenly :o

org.json.JSONException: JSONObject["order"] is not a number.
   at org.json.JSONObject.getDouble(
   at com.fs.starfarer.loading.SpecStore$1.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore$1.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.void.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

I have searched for about half an hour without finding anything, any suggestions?

Circumvented the issue.

Modding / Event Log (calling modders!)
« on: December 05, 2014, 09:03:28 AM »
So this is an idea Ryxsen originally came up with, and i thought i would give it a try. This thread is essentially for posting "events" in your mods, in time creating a plethora of information and lore for new and old modders alike to draw inspiration from. I was thinking of organizing it somewhat like this:

A "date" for the event. I am not completely sure on how to organize this specific part, since the game also sort of uses this system in-game.

Either a summary of the event, or a (not necessarily) dramatic name for it.

The meat of the text, this explains what happens. It could be a sudden invention, the start of a long war, a splinter faction appearing and anything in between. Note that this usually encompass large events, and not things such as individual battles or food shortages (those events are already in-game). Some exceptions exist, though, such as definitive battles between armadas of ships that will forever change the face of the sector.

Effect Summary
Not sure about this one. It might be used to summerize the practical effects for different events, such as new weapons being added in mods or the relationships between factions changing.

So there is that. Tell me what you think (example coming soontm)

Mods / The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
« on: October 10, 2014, 09:54:22 AM »

The Crystanite is a race of crystal-like beings, experts in armor technology. Indeed, their armor construction methods are so different, that it is totally incompatible with normal ship designs and modifications. They rely on powerful beam weapons, strong armor and unique aura-based hullmods to deal with their foes.

This comes at a cost, however. Almost all of the ships lack shield generators, and the ships are only really effective at its designated role. Their hull is also much weaker than most other ships, because of their strange armor construction methods.

Traveler-Class Scout Frigate

When the burn drive is too slow.
This ship has very few uses. It can be used to transport some personel, but is otherwise too fragile to do anything in combat. Nothing can match its speed, though.

Wanderer-Class Tanker Frigate

Even the crystanite need fuel.
A modified Treveler, treat this ship like you would any other small tanker. Has ok point defense.

Pin-Class Frigate

These scale surprisingly well in numbers.
You will be seeing a lot of these. These are the main frigate of the crystanite, with below average durability but above avarage anti-armor damage.

Haystack-Class Heavy Frigate

Go on, fire a missile. I dare you.
A heavy frigate with insane point-defense and offensive capability, this one is a big step up from the Pin.

Janus-Class Experimental Frigate

Now you see me. Now you do not.
The crystanite were missing one important thing; a phase ship. So i thought "Hey, why not take it one step further?". Thus was born the Janus frigate, a ship with both phase teleporter and phase cloak, and strike weapons to boot. It probably explodes if you breathe on it too hard, though.

Worker-Class Destroyer

Do not judge a book by its cover.
A technologically advanced ship with good anti-shield weapons. Currently the only ship with a shield generator, you have to remember that while the shield has good efficiency, it has horrible upkeep, so be careful.

Soldier-Class Support Destroyer

Tachyon Lance? Pfft.
Equipped with a Maledict-class beam, this ship rips unshielded targets to shreds. Worth of note is that this ship has some anti-shield LRMs.

Laborer-Class Combat Hauler

Note the "combat" part.
A surprisingly well-armored transport vessel. If you are playing as a trader in dangerous areas, this one is for you. Equipped with a Shard Swarm system, allowing it to burst down enemy shields.

Jupiter-Class Heavy Destroyer

Reminds me of Touhou.
Ironically the quickest crystanite destroyer, this ship has a mobility system and can fire a staggering amount of shots per second. It suffers from some flux issues, however.

Hive-Class Carrier

Probably the most heavily armed carrier in existance.
This is the cruiser/carrier/support ship combination you never thought you wanted. It fields a large amount of short-ranged weapons, several LRM launchers and a full fighter escort. This formidable firepower is further increased by its Shard Swarm system.

Grower-Class Attack Cruiser

A simple ship for a simple purpose; destruction.
Not much to say about this one, really. It is a cruiser with a lot of forward facing guns, and enough point defense to stop Annihilators. Lacks a ship system, as all the power had to be rerouted to weapons.

Lumen-Class Support Cruiser

Be blinded by your own ignorance!
A powerful long-ranged vessel with a huge energy cannon. You will need a lot of flux vents on this one.

Preserver-Class Point-Defense Cruiser

All your point-defense are belong to us.
If you have ever felt "hmm, i think i need more point defense", then this ship is for you. It has a staggering amount of point-defense weapons with insane range. It can protect several ships at once thanks to the range of its point-defense weapons. It has no direct combat ability, however.

Halo-Class Drone Controller

Drones. So many drones.
A dedicated drone ship, this ship can unleash 15 crystal minidrones, each equipped with a Light Discomfort Beam. It slowly regenerates its drones over time. Has few other merits.

Halo mkII-class Advanced Cruiser

Good ship, if you have the supplies for it.
Advanced ship, it has powerful frontal armament and a 360 degree point-defense weapon. It eats through supplies, though.

Seeder-Class Evacuation Vessel

When you need A LOT of something, and do not mind how long it takes.
For those who want a capital-sized transporter with room for both crew, fuel and supplies. This thing is probably slower than stations.

Payback-Class Battlecruiser

What rhymes with beams? More beams.
The dedicated Battlecruiser of the crystanite fleet, this ship is equipped with a lot of short ranged beam weapons, and has secondary Shard Swarm Launchers to take down shields. Uses a high flux, long cooldown teleporter to engage the enemy, but has no way of escaping if things take a turn for the worse.

Thor-Class Battlecruiser/Capital-Grade "Glass Cannon"

Sure, it is easy to kill. The hard part is killing it before it kills you.
A glass cannon of titanic proportions, this vessel can annihilate most ships before they even get in range. It suffers from severe flux and durability issues, though.

Rebirth-Class Arkship

You thought the Payback was overpowered? Think again.
Not much to say here. A huge, badass ship capable of wiping out entire swarms of frigates with its Phoenix system. Due to the risks involved (and AI limitations) Crystanite commanders will not fire the Phoenix-system, and rarely ever fields these ships in a fleet. But if you ever see one; run.

The Crystanite is an ancient race of starfaring aliens, who have been along for as long as anyone can remember.

The origins of the Crystanite have been long forgotten, lost in the great crisis from which they have suffered. The Crystanite still tell tales of "The Day of Judgement", the most tragic event in crystanite history. This event was also remembered in the old Domain, but there as the day of victory. On that fateful day the Domain fleet, spearheaded by five Onslaught-class capital ships, found the home system of the Crystanite. Over 99% of the crystanite population was wiped out, with only three Seeder-class evacuation vessels making it out.

From this day onward, the Domain considered them exterminated. But they were anything but. Bloodied, but unbowed, as the sayings go.

Crystanite are entirely made up of the non-organic matter from which they are named; "Crystanite". Crystanite is a unique material native to the crystanite homeworld, with unique properties, such as rapidly changing other materials into crystanite, when correctly stimulated. The crystanite themselves survive by absorbing solar energy and storing it within their bodies. They have developed incredible technologies involving light, and have even invented an almost perfect method of turning light energy into kinetic energy, which is how their ships are propelled forward. However, their technologies in the fields of flux usage is almost nonexistent, falling behind even hegemony technology by centuries.

Some videos of the ships in action:

Since i cant sprite if my life depended on it, i simply modified some of the sprites HELMUT gives away for free (with his written permission). Also, BIG thanks to Kazi and Tartiflette, i could not have made this mod without using their code!

Version 1.10b
Bug Fixes:
*Fixed minor error causing Evasive Manoeuvre to display twice

Version 1.10a : Drifting Crystal
*Re-added and completely reworked campaign generation: no longer requires Nexerelin or EzFaction (still supports Nexerelin and Corvus mode)
*Added the Redemption, the first Crystanite Station (currently only appears in Nexerelin)
*Some Crystanite hullmods are now acquired from Character Skills
*Several new variants have been added: Crystanite fleets should now have more variety
*Added custom personalities to Crystanite when using Combat Chatter (works most of the time, some officers in nexerelin seems to be bugged)
*Added support for Combat Chatter mechanics such as boss ships and missile ammo warnings
*Added some special mechanics when using Nexerelin
*Added the White Dwarf Overload system, which converts the firerate bonus on WD cannons into a damage bonus
*Added AI support for the Rebirth's Phoenix System
*All "Relay" hullmods now have increased range on larger hullsizes (+50% on cruisers, +100% on capitals)
*Crystanite (D) ships now only splits apart 30% of the time (non-D ships still break apart 100% of the time)
*Changed some minor mechanics in the new version of Nexerelin (fleet names etc)
*Changed the damage decals for Crystanite ships, and slightly changed vent color
*Changed the sound effect for the Lumio and PD-37 cannon
*The Splitter Shard launcher has new behavior
*The Worker and Grower now uses the new White Dwarf Overload system
*Minor adjustments to the Active Armor ship system: it is now cooldown-based rather than a toggle
*Slightly improved AI for some ship systems
*Reduced the OP costs of practically all Crystanite hullmods by around 30%
*Heavy Drone shard launcher damage down to 50 (from 75), firerate increased to compensate (DPS unchanged)
*Splitter shard launcher damage from 100 x 10 to 50 x 20 (total damage unchanged)
*Seeder flux capacity up to 7000 (from 3500)
*Lumen flux capacity down to 7500 (from 15000), dissipation down to 250 (from 500), turn rate halved
*Lumio Cannon flux-per-second down to 700 (from 1300) and damage-per-secong down to 300 (from 600)
*Communion relay ECCM-capability up to 50% (from 30%)
*Storm cannon accuracy drastically improved
*Removed the Hail cannon in its entirety; it was simply uneccessary, doing nothing in most situations
Bug Fixes:
*Fixed Drones, Heavy Drones and Cargo drones very rarily spawning in markets (they should not be bought that way in the first place)
*You can now properly equip the Melter and Modulator Maledict rewirings and the Heavy Drone Bay
*The Haystack now correctly displays the additional beams it fires as a buff, rather than a debuff

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

Version 1.9 : Resonating Crystal
*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
*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
*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 the Soldier Alpha; much of its code was out-of-date and could cause some crashes

Version 1.8h Hotfix
*Removed infinite duplication glitch related to Drone Bays

Version 1.8g: Repurposed Crystal
*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
*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)
*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

Version 1.8e : Renamed Crystal
*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
*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
*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)

Version 1.8: United Crystal
*Added 0.8.1a compatibility
*Added the Cargo Drone Bay hullmod, which allows destroyers and cruisers to be escorted by Cargo drones and thus gain extra cargo capacity (at the expense of higher crew requirement)
*The Worker, Preserver, Halo and Halo mkII now has the new Unity Relay hullmod. This hullmod increases the flux dissipation of the ship by 5% for each nearby allied ship (only counting ships of their own size or bigger)
*Added the Disruptor Relay hullmod: replaces the ships Unity Relay with an ECM boost
*Crystanite ships always break apart when destroyed; they can still be salvaged, though
*Added descriptions to all hullmods explaining why they cannot be installed (if they cannot be installed)
*Split the Crystanite Armor hullmod into two separate hullmods; Crystanite Core Systems and Crystanite Armor. All crystanite ships have Crystanite Core Systems, but they do not all necessarily have to have Crystanite Armor (pirate vesrsions, for example, lack it)
*Crystanite ships can no longer use normal Hullmods; they can only use their own
*Crystanite hullmods are now locked by default, and must be purchased from Crystanite markets (or stolen!)
*Reworked all Ordnance Points for crystanite hullmods and ships (may need a second balance run)
*The Thor-class's main cannons now draw power from nearby allies to power itself. It is only about half as powerful alone, but in a fleet, its power quickly scales upward
*New mechanic for the Payback-class's Prism Bender; can no longer activate when near enemy ships (this will be indicated by a red effect around the ship), however upon teleporting it unleashes an EMP discharge to nearby enemy ships
*The PD-37 cannon has som minor behavior changes and had their cooldown halved
*The Blizzard Cannon now fires twice as many shots, at half the damage and 0.6 times the flux cost
*The White Dwarf Cannon now fires 50% faster, at 0.7 times the damage and flux cost
*The Janus no longer has built-in Light Crystanite Armor; mobility increased to compensate
*Broken Crystanite Armor is now considered a D-mod
*Updated all descriptions
*Minor tidy-up of code in a variety of places
*The Janus will now properly state that time has STOPPED, rather than just the fact that the time flow is altered
*Removed the Mercury and its main armament, the Heavy Shard launcher. They did not fit in thematically nor mechanically

Version 1.7: Lost Crystal
*Was supposed to update several things, but the code went up in smoke

Version 1.6: Timely Crystal
*Added 0.7.2a compatibility.
*Discomfort Beam range down from 750 to 600
*Discomfort Array range down from 900 to 750
*Light Discomfort Beam range down from 750 to 350 (used by the Halo's minidrones)
*Light Discomfort Beam damage down by about 20%
*The Light Discomfort Beam is no longer a PD weapon; the Halo now has the same lack of PD that most other CSB ships have
*AI for the Shard Swarm system rewritten from scratch; it is now properly used by the ai (still WIP though)
*Reworked AI for most other ship systems (active armor in particular)
*Reworked the Janus frigate; it now practically stops time when phasing. It also has a fancy new weapon.
*Changed the sounds for some weapons (most notably the Discomfort Beam).
*Fixed clipping sounds from some crystanite weapons (most notably the Discomfort Beam)

Version 1.51
*Changed the INSANE fuel costs on Crystanite ships, which were accidentally added in 1.5

Version 1.5: Lost, Found and Repurposed Crystal
*Support for Starsector 0.7.1a
*Added Crystanite Pirates, a small pirate faction with hybrid crystanite-domain ships
*New minor features in the Baka system, will work more on this later
*Reworked burn levels and fleet composition; crystanite fleets now favour few but larger ships in fleets
*Made the Crystanite flag more flag-ish
*The Thor-class no longer only fires on full charge with its Tanngrisnir Emitters; instead, it fires at 75% charge, but deals reduced damage dpending on charge level.
*Small other bugfixes
Known Problems:
*Some of the Crystanite hullmods are no longer incompatible with vanilla hullmods. This is unintended, and can cause balance issues. Working on a fix.

Version 1.45: Patchwork Crystal
*Support for Nexerelin Corvus Mode
*Added the Retro-Fitted Discomfort beam, it is not yet available in the campaign
*Added the Grainplanter-class Gun Vessel, a pirate version of the Seeder-class (it is not availible in the campaign, either)
*The Discomfort Overcharger now produces many small lasers, instead of one vibrating (thanks Tartiflette for the code!)
*Fixed "crys_yukari_prime not found" exception on new game
*Fixed insane collision damage recieved by crystanite vessels
*Small other bugfixes

Version 1.4: Newfound Crystal
*Major rework of the entire faction
*The Haystack now has a ship system which increases energy damage at the cost of beam accuracy.
*Added the Lumen class, a vessel which can deal incredible damage at extreme range, but has a very long charge-up time
*The Active Armor system has been added, it halves damage taken by generating hard flux.
*All ships (except the Grower) now has a ship system. Most of the old systemless ships now use the Active Armor system.
*Sevaral new hullmods have been added for the Crystanite, including a shield generator and an energy-efficiency module.
*Crystanite Armor Hullmod now increases kinetic damage taken and decreases hihg-explosive damage taken. They still deal less/more damage to armor, but the difference is not as obvious.
*Most ships received a major rework of their armor and hull
*The Heavy Shard Launcher now has regenerating ammo, it regenerates 0.02 ammo per second (that means a 50-second reload).
*Curse Beams now fire in 4-shot bursts, with slightly changed stats to match.
*All Crystanite ships now has peak CR time, in accordance with the latest patch. They can typically stay in combat slightly longer than vanilla ships.
[Removed Features]
*Removed the Oddity-Class, it simply had no purpose in the mod

Version 1.3: Update Resounding Crystal
*Halo mkII added, it works entirely differently (and i think it looks neat)
*Looted Pin-class added
*Further work on crystanite pirate integration
*Added more "unique" weapon sounds
*Added race-specific music from
*Halo-class now regenerates drones (thanks HeartOfDiscord for the suggestion), it has lost its reserve drones to compensate
*Excommunicator Beam buffed from 1700 Dps to 8000 Dps (it is supposed to be a cheat weapon, after all)

Version 1.2: The "Small" update
*Added three additional frigates
*Added the Heavy Shard Launcher
*Minor rebalancing
*Started implamentation of the Crystanite Pirates (Will most likely never be fully implemented)
*Started implamentation of the Caligo Survivors (Will most likely never be fully implemented)
*Fixed for 0.65.2a

Version 1.1
*Reworked the Soldier; it now carries Splitter Shard Launchers and has a missile reloading system
*Reworked shields and system for the Worker
*Seriously reworked Payback mobility
*Added two Hegemony bases to Baka
*Reworked the Hive-class, it is now more support-oriented
*Added the Rebirth-class (MUHAHAHAH!!!)

Version 1.0
*Added the Thor-class Battlecruiser/Capital-Grade "Glass Cannon", an enormous vessel with powerful weapons and poor defenses
*Added the built-in weapons of the Thor-class, the Tanngrisnir Emitters. These bombard enemy ships with bolts of lightning, but have a high flux cost.
*Added the Halo-class Drone Controller
*Added the Jupiter-class Heavy Destroyer, a powerful ship with a mobility system
*Added the Preserver-class dedicated Point Defense Cruiser and its built-in weapon, the Photon Disruption Cannon mark 3.7 (PD-37 for short)
*Added the Cargo Drone Wing, a small fighter wing used to ferry cargo
*Added the Hail- and Storm cannons
*Reworked some ships used in the campaign (no more 5+ Laborer on crystanos II's open market)
*Added another chapter of Norona's journey
*Rebalanced existing ships slightly

Version 0.95
*Most bugs that i have found have been eliminated.
*Added named bounties to the crystanite.
*Added the Soldier Alpha, a legendary vessel using long forgotten technology. It is only availible in the test mission yet, though.
*Added the Thundercloud Beam and Excommunicator Beam, ancient weapons mounted on the Soldier Alpha.
*Added the prologue and first chapter for the the story of Norona.
*Most likely other things that i forgot.

Version 0.9: the "Civilian" update:
*The crystanite now only employ and sell their own ships
*Added "Solar Capsules" to the campaign. These are needed by all crystanite colonies, and produced by special outposts (interestingly, it seems like the tri-tachyon produces and consumes these as well)
*Added the Laborer-class Combat Hauler, the only combat vessel initially avaliable in crystanite markets
*Added the Wanderer-class Tanker frigate
*Added a slightly modified Traveler equipped with a Tow Cable
*Added a flag (the old one was an unused flag in the core game)
*Added custom interaction dialogs
*Added portraits
*Added the Oddity-class Utility Cruiser and its built-in weapon, the Heavy Wave Cannon. In addition, the Oddity acts as an repair rig
*Increased the size and influence of Sindra, the pirate planet in the Baka system
*Changed the Crystanite Coalition's relations with other factions
*Most likely other things i forgot...

Version 0.81:
*Fixed a stupid error in my files that caused instant crashes
*Added images to the mod page

Version 0.8:
*Campaign integration! Portraits and some ships are placeholders, but otherwise fully implemented! Thanks to Kazi for the code!
*The Crystanite have no need for most organical products, but they are very few in numbers.
*Reworked the scripts into a jar file, easier that way. (the "src" folder is included)
*Moved to the "Mods" page (though this is not really an update)
*Most likely other things i forgot...

Version 0.6, "Lore Update":
*Added descriptions to all assets, no more "No description...yet" messages!
*Removed all placeholder weapons and sounds
*Changed sounds for shields and flux venting (though im not that happy with the flux sounds)
*Added the Shard Swarm system, Shard Swarm weapon, installed on the Hive-class and the Payback-class respectively
*Added the White Dwarf cannon, a powerful weapon that starts out inaccurate but grows more accurate during prolonged bursts
*Added some history on the forum page

Version 0.51:
*Fixed compatibility for starsector version 0.65, slight bug fixes

Version 0.5:
*Complete Overhaul!
*Changed back to old, blue colors
*Added the Curse Beam and the Discomfort Beam, built-in weapons in the Crystanite ships
*Reworked the Crystal Drones, they now carry a Heavy Discomfort Beam
*Changed to new engine-types (thanks Sabaton for the suggestion!)

Version 0.4:
*Added the Desert-Class Heavy Artillery Vessel, as well as the Heavy, Light and Twin Light cactus artillery cannons.
*The Heavy Cactus cannon deals high explosive damage, but has a small chance of dealing extra damage to shields.
*The Light and Twin Light Cactus cannons deal kinetic damage at incredible range, but its overall dps is sub-par.

Version 0.3:
*First non-test mission! Relive the tragic day that changed the Crystanite Coalition forever.
*All basic ships are now implemented, as well as the legendary Judgement, a ship made with experimental refraction technology (still not finished).

Version 0.2:
*The mod now has a total of 7 ships, including 1 fighter wing. Still only orange ships, though.

Version 0.1
*First version.

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