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Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 09, 2020, 03:51:58 PM »
That would be fantastic!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I don't know if maybe I just don't understand how the XLE are supposed to fight, but I can't make their ships work for me.
I`ll be releasing a new update today. While its being prepared and tested i`d like to post a changelog here:
1. Max1045 scouped the description, tips and some other texts fixing quite a bunch of errors and typos
2. As a reward for his work Max gets a new neutral system named after him (Van Raden) with either a wrecked station or abandoned station in it
3. adjusted all missions` asteroid field sizes and density (significantly reducing asteroid hazard) as well as heights (maps now have more space for ships to jump in)
4. updated some fleet encounter scripts to match changes of 0.6.2a
5. added a new 'civilian-grade' weapon for XLE that replaces Streamguns on all their 'civilian' ships. Its an auto-fire weapon that is slightly better that 42mm advanced autocannon
6. removed Serpent from XLE civilian ships list making it unavailable for player until he joins XLE military (pirates and XLE fleets still use Serpents!)
7. fixed bug with XLE Navy starting option not properly providing a player with a military ship
8. fixed a bug with neutral faction not getting hostile after attacking its fleets
9. reduced mass of all frigates (this will force them to avoid asteroids)
10. added phasing cloaks to all AI ships, added AI ships to simulator