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Messages - Tartiflette

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1
Yes this bug has been reported a few times. I have not a single hint of a clue why it is happening, and why it only seems to affect Cataclysm when the other bosses are mechanically identical. I don't know if it is some weird mod interaction of some odd convergence of issues.

If you see the ship having a big hole in its armor display as it jumps in, just reload the battle, there's no killing that ship.

2
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: March 19, 2023, 04:03:58 AM »
Very late "hotfix" available for the campaign Scyan fleet effect not being removed properly.

3
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: March 19, 2023, 02:33:56 AM »


This long delayed update of Unknown Skies offers an all-reworked, vastly expanded selection of backgrounds, as well as some tweaks to the special planetary conditions.

  • The main event are the new backgrounds: 69 new system backdrops (nice), some reworked from the previous 27, but most entirely new. They are more consistent in quality, often darker and softer as to not be a distraction in combat.
  • Some of the rarer planet types and conditions have been made unique with reworked/amplified effects. These include Artificial, Magnetic and Perpetual Storm planets, Parasitic Spores, Xeno-fungus and Lingering Virus conditions.
  • One new uncommon condition has been added: Chemical Crystals can show up on toxic worlds, improving the Luxury Goods production. Now these usually undesirable planets can have at least something going for them.
  • Other miscellaneous improvements include externalized strings to ease the work of translators, and expandable background lists for 3rd party sub-mods.

This update is save compatible
(Obviously some of the changes will only show up on a new game)


Changelog

1.0

[RC2]
- Fixed Underground Tunnels tooltip.
- Added save patching code to re-assign the new backgrounds to existing systems.
 > Interestingly, this means US can be added mid-playthrough and it will add the new backgrounds.

[RC1]

- Reworked backgrounds:
   . Now includes 69 backdrops (from 27),
   . They are somewhat more consistent in art-style and darker as to not disrupt gameplay.

- Background list can be expanded through modSettings.json entries with third-party sub-mods,
- All strings have been externalized for ease of translation,
- Very rare planets types and conditions have been made unique, often with stronger effects. (Artificial, Magnetic and Perpetual Storm planets, Parasitic Spores, Xeno-fungus and Lingering Virus conditions),
- Added "Chemical Crystals" uncommon condition that can show up on toxic worlds to give them *some* colonization value from time to time.
[close]


To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Unknown Skies and/or change it however they want.

In the meantime, Unknown Skies' code and assets can freely be re-used by anyone without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I (plus Serenitis in the case of the planet textures) am credited.

4
Mods / Re: [0.95.1a] Unknown Skies v1.00rc1 (2023/03/17)
« on: March 17, 2023, 11:28:36 PM »
An update! Two years later, and worth the wait. I%u2019m very excited to play with this today.

https://www.patreon.com/posts/80147964?utm_campaign=postshare_fan

I also specifically said I wanted to have a limited release and get feedback if it worked properly before making a big announcement on the forum... Thanks.

5
Mods / Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« on: March 13, 2023, 12:36:40 AM »
I don't want to change the Laser torpedo when the next game update will introduce its own version that will completely mess up mine anyway.

6
Mods / Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« on: March 11, 2023, 10:52:10 PM »
That post was intended to go on the Diable thread. My bad.
Diable also has been consistently buffed over the years since the big rework of April 2020 that significantly changed the faction feel (and admittedly was imperfect balance-wise, thus the regular buffs). Same as ORA. I work my balancing upwards, starting from the bottom and buffing things only were needed up to the point a faction feels right, but a lot of people can't get past their first impressions from years ago.

Additionally, the Vanilla game changed a LOT too, and it can take time to identify where to catch up.

The fact there is a meme about my way of balancing doesn't make it bad. I constantly get diametrically opposed feedback about Diable, that it is OP according those who play it with it, that it is Underpowered according those that just complain about that update from years ago, or are using a lot of mods of... varying balance paradigms. I personally think Diable is almost there: the ships are very slightly under the line, the weapons are a bit over it, and the Wanzers are fine but somewhat frustrating to use, and that's why they will receive particular attention in the next update.

7
Mods / Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« on: March 11, 2023, 12:41:54 AM »
Nerfs? What nerfs? Scy has been significantly buffed for 0.95, and previously the last patch that included both buffs along with a few nerfs was 1.61 back in August 2020! What are you talking about?

8
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: February 27, 2023, 12:15:28 AM »

This update provides more fixes and improvements to the bosses. I tried to solve some odd deploying behaviors, added the missing limited descriptions when encountering them, repaired the bounties not showing up at all, as well as implementing a balance pass for their minions. I also added three new custom Nexerelin starts that hopefully will open new interesting opportunities for role-play and offer unique challenges. These are Mulligan!, Break-up Hanghover and A Knight's Tale.

Hopefully this mod will now be in a good-enough spot so that I can move my attention onto my others ones in dire need for an update!

Changelog
0.53

 - Added 3 new Nexerelin custom starts:
   . Mulligan!
   . Break-up Hanghover
   . A Knight's Tale

 - Fixed boss bounties not showing up
 - Fixed missing Siegfried description
 - Added missing limited descriptions for the bosses

 - Guru: 850 armor (+150), 7000 hull (-1000), 550 dissipation (+150)   
 - Devotee: 6 DP (+2)
 - Believer: Built-in ECCM and Expanded Missile Racks.
 - Cultist: Plasma Jets instead of Maneuvering Jets, 400 armor (+100)
 - Haymaker: hit feedback improved, 6 ammo (+2), 0 EMP (-400), 250 sustained DPS (+94)
 - Eager: hit feedback improved
[close]

This update should be save compatible.
Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

9
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« on: February 23, 2023, 11:51:07 PM »
It's not meant to be beaten in a single fight, let alone without massive losses. It repairs extremely slowly so you can attempt to fight it multiple times.

10
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« on: February 16, 2023, 01:11:20 AM »
"Hot"-fix is up!

[RC2]
 - Fixed crash related to the bosses' loot generation,
 - Fixed issue with Rampage not deploying,
 - Fixed issues related to the bosses' spawn locations,
 - Fixed issue with Plague-bearer wings not launching,
 - Fixed the Reality Drill script not being applied.

11
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc1 (2023/02/11)
« on: February 11, 2023, 10:08:40 AM »

This update technically does not provide much anything in term of new content but represents a major polish pass, notably on the end-game bosses. It should provide a much smoother experience, better rewards as well as a new ways to deal with those challenging opponents.

Changelog
0.52

BALANCING:
 - Minor and major tweaks to the Umpire Beam and Whiplash Blaster.
 - Augur-class EMP Discharge system cooldown halved down to 8s.
 - Hedone-class Time Splitter system CR cost doubled to 2% per use.

BUGFIXES/IMPROVEMENTS:
 - Fixed an issue with the Balisong system.
 - Fixed Tumbleweed's Drone system missing a description.
 - The Titanic wreck should spawn further away from blackholes.
 - BOSSES:
   . Clarified some special items descriptions,
   . Lots of improvements and fine-tuning,
   . Double wreck drops should hopefully no longer happen,
   . Added more ways to get pointed in the right directions,
   . Broke the monolithic fleets in multiple smaller ones,
   . Changed the final boss' ship system,
   . All bosses ships have exceedingly slow post battle repairs. Go at them a second time if the first assault failed without losing your "progress",
   . Boss bounties now have a 10 years deadline,
   . More goodies in salvage!
 - Plague-Bearer LCPs can no longer be mounted on non Plague-Bearer ships, removed the Quarantined Flight Deck hullmod.
 - Proofreading...
[close]

This update should be save compatible. However a lot of the refinements will only take effect on a new game.

Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Seeker and/or change it however they want.

In the meantime, Seeker's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.

12
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 23, 2023, 11:14:33 PM »
"Active" is for bounties that you are actively participating in. We are investigating the issue with Wisp, some triggers have been troublesome since the beginning.

13
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 22, 2023, 11:07:39 AM »
When selecting your starting faction you can pick one of three custom starts:
Avatar of Vengeance
Emergence
Lucky Strike

14
Mods / Re: [0.95a] Scy V1.66rc1 (2023/01/07)
« on: January 16, 2023, 12:20:55 AM »
A hotfix is available for the refit bug as well as an improvement on the incompatibilities with the Scyan Engineering hullmod.

15

Minor update with some long needed polish.

Changelog
0.17

NEW CONTENT

 - Migrated the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods from Scy.

BALANCING:

 - Lightweight Plating:
   . No longer affects the deployment cost.
   . Lowered the armor rating cost to -30% from -50.
   . OP cost lowered to 3/6/10/15 from 5/10/15/20
 - Triple Mortar:
   . OP cost reduced to 6 from 7,
   . DPS increased to 150 from 125.
 - Pilum Wave (High-tide built-in):
   . Renamed Hasta Wave since the behavior is different from the vanilla Pilum,
   . Increased base ammo count to 15 from 10,
   . Projectile hitpoints increased to 75 from 50.
 - Bully-class:
   . Increased OP amount to 100 from 80,
   . Missile Ready Racks system has a much shorter cooldown and regen delay.

BUGFIXES/IMPROVEMENTS:
 - The Lightweight Plating, Reactive Armor and Minimal Preparation hullmods now use merged modSettings.json entries to define incompatibilities. Their tooltips display that list.
 - Whirlwind-class's Gravitic Hook system:
   . Now pushes ships, missiles and shots *away* in a narrow cone. Can reflect ordinance back to the shooter.
   . Improved distortion FX.

[close]


This update should be save compatible

Requires LazyLib and MagicLib


To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update TaDA and/or change it however they want.

In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.

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