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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Tartiflette

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1
Mods / Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« on: April 09, 2023, 11:17:08 AM »


Okay, this is a big one. Wanzers have been thoroughly reworked, balancing has been polished, bugs have been patched and a new ship is making its debut. I'll let you check this unit of a changelog to get an idea of what awaits you (or don't, it can be fun that way too). In any case, I hope you'll enjoy it!

CHANGELOG
2.70

 - Added Coanda-class frontline destroyer: A heavy destroyer hull with many small turrets and a medium missile hardpoint to bully smaller ships and distract bigger ones. Has a mixed mobility+defense ship system.
 > This is to the Hayle what the Daze is to the Haze.

 - Removed non built-in Dampened Mounts hullmod.
 - Added a pair of bounties to point the player toward the Virtuous, and the Gulf if you don't have IBBs enabled.



BALANCING:

Massive balance pass that aims to make the Wanzers more usable on regular carriers, buff up a few ships that have been a bit too squishy for a while but also tone down a handful of weapons that have on the other hand crept in power a bit too far.

 * WANZERS overall:
   . Now all have default rebuild times closer to regular wings (around + 10 to 20% longer than regular fighters instead of + 100 to +200%),
   . OP costs have been spread out upward a lot.

 * Wanzer Gantry Hullmod:
   . Now exclusively built into the Storm, Gust and Pandemonium (and added to the Gulf because why the hell not),
   . Now adds one extra craft to all installed wanzer wings (instead of reducing rebuild times),
   . No longer require "wanzer-exclusive" complements to apply its effect!

 > This is an attempt at finding a new balancing paradigm for Wanzers.
 > Hopefully this will make them more usable outside of Diable ships without relying on the Gantry hullmod crutch to prevent snowballing.
 > At the same time, the Gantry has been turned into a tool to make Wanzers great on select hulls rather than an OP tax to make them usable at all on regular carrier.
 > Thus the Wanzer Gantry hullmod has been removed from several ships.
 > Mix-and-match of Wanzer and non-Wanzer wings is now possible with the Gantry, this should allow more versatility in using cheaper wings to draw fire away from the expensive units.

 - Frost trooper:
   . Covet handgun DPS doubled to 150 from 75 (stat card is also much clearer).
   . Rebuild time reduced to 12s from 26, OP cost unchanged at 8.
 > Now a solid Broadsword replacement with half the kinetic damage potential, but much more HE with the blade attacks.

 - Strife gunner:
   . Removed the Thunderbolt launcher.
   . Rebuild time reduced to 15s from 34, OP cost raised to 12 from 9.
 > There's a fierce competition in the 12OP range, I hope the reduced rebuild-time will make up for the loss of the single Thunderbolt.

 - Hoar bodyguard:
   . Gun damage per shot increased to 140 from 125 (dps of 175 per gun from 156), range increased to 600 from 500.
   . HP reduced to 750 from 950, armor reduced to 75 from 100, speed increased to 250 from 160.
   . Rebuild time reduced to 15s from 30, OP cost unchanged at 10.
 > Should now be a capable interceptor able to defend a wide area against missiles and fighters instead of an escort for big ships.

 - Avalanche shock trooper:
   . Added a two-shot Thunderbolt launcher.
   . Armor increased to 200 from 175, speed reduced to 160 from 175.
   . Main gun no longer has limited ammo, damage per shot increased to 75 from 40 but number of pellets reduced to 6 from 8.
   . Rebuild time reduced to 20s from 38, OP cost raised to 14 from 10.
 > The Avalanche was lacking in bite against armored targets, so it gets the Strife's Thunderbolt missiles to make it the improvement it should have been.
 > It now should be equivalent to a wing of Warthogs but more reliable and versatile.
 
 - Warlust sniper:
   . Main gun is now Kinetic instead of Energy, damage and dps unchanged at 400 et 200 respectively.
   . Added 200 EMP damage per shot.
   . Now has a "fighter" role instead of "support".
   . Rebuild time reduced to 20s from 42, OP cost raised to 16 from 12.
 > Basically, a fighter with a HVD.
 > It's hard to beat the Broadsword in raw kinetic output (900 dps wing wide, if only for a moment) but between the point defense support and the pin-point accuracy, the Warlust should bring something interesting to the table.

 - Blizzaia grenadier:
   . Cicada grenade launcher ammo removed, dps reduced a bit.
   . Rebuild time reduced to 25s from 42, OP cost raised to 18 from 15.
 > Removed ammo due to an issue with the new Gantry effect

 - Valiant commando
   . Cull damage-per-shot increased to 100 from 65, firerate reduced to maintain dps.
   . Rebuild time reduced to 18s from 38, OP cost raised to 22 from 14.

 - Zephyr marksman
   . Rebuild time reduced to 20s from 46, OP cost raised to 20 from 13.

 - Raven heavy trooper:
   . Glowtusk range reduced to 500 from 625, ammo removed, DPS increased to 200 from 125,
   . Grave HMG range reduced to 550 from 650, DPS increased to 325 from 260,
   . Rebuild time reduced to 25s from 60, OP cost raised to 26 from 16.
 > Now you won't wait forever for the replacement to be deployed! OP cost might require further increase because that thing is a beast without the ammo limit.


 * SHIPS


 - Draft-class frigate
   . Hull increased to 2250 points from 1750

 - Versant-class hybrid wanzer:
   . Shield efficiency buffed to 0.8 from 1.
   . Increased the damage and flux-per-shot of all three built-in Harvest weapon variants.
 > With its flux stats unchanged it should not be a ludicrous powerhouse yet, but still much better at punching through medium armor.

 - Pocket Gust-class combat carrier:
   . Deployment cost reduced to 9 from 11,
   . Maneuverability significantly improved,
   . Flux capacity increased to 4500 from 4000,
   . OP amount increased to 95 from 85,
   . Removed built-in Wanzer Servicing Gantry hullmod
 > Gantry was no longer needed, and added some thematic buffs for a ship supposed to be quick and agile but ended up folding every other battle.

 - Calm-class destroyer:
   . Reduced cargo capacity to 80 from 110,
   . Reduced fuel capacity to 50 from 60,
 > These changes are more for flavor and give a bit of breathing room to the new Coanda-class destroyer to stand out.

 - Gust-class light cruiser:
   . Deployment cost reduced to 20 supplies from 24,
   . Max speed increased to 75su/s from 65,
   . Flux capacity increased to 9500 from 8200.
   . Gets the improved Wanzer Gantry hullmod.
 > I'm trying to keep it a bit more brittle than an Eagle but about as mobile and no longer ludicrously more expensive to deploy.

 - Rime-class recon cruiser:
   . Flux dissipation increased to 300 from 250,
   . Flux capacity increased to 6000 from 5500,
   . Speed increased to 65su/s from 50,
   . Maneuverability slightly increased.
 > It's in the deployment cost range of a Falcon and while it should not be as good, it certainly should not have been hopeless either.

 - Haze-class cruiser:
   . OP amount increased to 175 from 170,
   . Maneuverability slightly increased.
 > The Haze has been outshone by the Daze, these are very minor buff to try and bring it up to parity.

 - Storm-class Battlecarrier:
   . Removed 2 medium hybrid turrets,
   . System changed to Plasma Burn from Targeting Feed,
   . Deployment cost increased to 26 supplies from 23,
   . Gets the improved Wanzer Gantry hullmod.
 > If you think this is a nerf, wait until you give it a whirl with those +1 Wanzer wings!

 - Maelstrom-class Battlecruiser:
   . Removed the Wanzer Servicing Gantry hullmod.
 > No longer needed

 - Pandemonium-class Dreadnought:
   . Oversized Hull hullmod removed,
   . Deployment cost increased to 75 supplies from 60,
   . Number of decks reduced to 3 from 4.
 > Last update added a 4th deck and it is already gone... But hey, those three with the new Gantry hullmod are worth "6" decks if you use solo wings!


 * WEAPONS:


 - Artassault revolver cannon:
   . Accuracy significantly improved
   . Damage and Flux-per-shot increased to 75 from 60,
   . DPS adjusted to 175 from 150.
 > It needed a serious buff considering the anemic 500 range for the same cost and similar offensive stats as the Light Assault Gun.

 - Artdeux Twin Cannon:
   . Flux/dmg buffed to 1.0 from 1.1,
   . OP cost reduced to 11 from 13.

 - Glowtusk Linear Rifle:
   . Flux-per-shot reduced to 400 from 500 (0.8 flux efficiency)

 - SRAB:
   . Range lowered to 800 from 1000,
   . Projectile durability halved.
 > Since it benefits from both weapons *and* missile hullmods and skills, it was a bit insane when deployed in numbers.

 - Thunderbolt Pod:
   . Fire delay increased to 6s from 3.6,
   . Burst size increased to 4 from 3,
   . Ammo reduced to 16 from 24,
   . OP cost reduced to 10 from 12.
 > Some changes to help the AI not waste missiles, others to make it less "power dense" for a single medium slot.

 - Lazyhorn Warp Projector:
   . Damage-per-shot reduced to 200 from 280,
   . Flux-per-shot reduced to 100 from 140,
   . OP cost reduced to 12 from 13.
 > Same deal, the weapon just offered too much utility out of a single slot, even for the OP cost.

 - Opfer GV:
   . Damage and Flux-per-shot reduced to 10 from 15,
   . Ammo reduced to 320 from 400,
   . Ammo regen increased to half its burst DPS.
   . OP cost reduced to 20 from 26.
 > Another weapon that was just a bit too much power in a single slot,
 > It should still be a worthwhile upgrade upon the Mark IX but no longer a massive jump in power with the OP cost as the lone meaningful drawback.

BUGFIXES/IMPROVEMENTS:

 - Added "broken" hullmod to recovered Virtuous, and resolved the crashing issue for deploying it without restoring first.
 - Removed (!) icon next to the Virtuous fleet (and the Gulf one if you don't have IBBs enabled) and added it to the post-battle wreck.
 > It confused so many people!
 - Fixed Virtuous being unreliable to recover.

[close]


Earliest save compatible version: 2.70

THIS UPDATE WILL BREAK SAVES AND DA-DEPENDENT MODS UNTIL THEY GET UPDATED


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

2
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.

3
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.

4
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.

5
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.

6
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.

7
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.

8
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?

9
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

10
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.

11
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.

12
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.

13
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.

14
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

15
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.

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