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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1377642 times)

Tartiflette

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[0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: November 30, 2015, 02:39:10 PM »





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

Earliest save-compatible version: 2.70

Some of Diable Avionic's weapons are incompatible with any modded ship using modular hidden mounts. This type of mount is supposed to only be used with built-in weapons on fighters and causes a plethora of issues with animations, muzzle effects and barrel offsets.

Having problems running mods?  Visit the Mod Troubleshooting Guide!



   Claiming ownership over millions of people's possessions might seem like a bold claim, but that is one the Diable Avionics Corporation intends to enforce, with deadly means if necessary.

   GAMEPLAY

 The Diable Avionics Corporation plays similarly to Mid-tech: they use their superior mobility to choose their engagements and overwhelm isolated targets. The subtility they add is that their ships are generally individually slightly inferior to Vanilla ones, but synergize very well with their wings of Wanzers: mech-like strike-crafts that pack a superior punch but susceptible to enemy fire. To help them carry their missions, most ships tend to saturate the enemy's PD with swarms of micro-missiles.

 A typical successful engagement against Diable Avionics' fleets generally requires a solid phalanx of anti-fighter weapons to break the initial Wanzer and missile waves and a decisive counter-strike while their carriers are still rebuilding their strike-craft support.


Features advanced transforming ships:

       
     

SCREENSHOTS
 

[close]


Customize your fleet using one of those alternative skin pack mods. Only activate one in the launcher along with the main mod, you can swap them as often as you want without any issue.

Resources to easily make your own custom skin: https://imgur.com/a/JIYc9nQ
I eagerly await to see what others may come up with for their custom paint jobs. I will gladly feature popular skin pack mods in this collection.



(Click to enlarge)


Spoiler


Versant Teaser:


Old Valiant showcase:
[close]


RECENT CHANGELOGS

2.70
[RC3] Fixed Linux-related typo.
[RC2] Fixed issue with the Coanda-class' system that could give unlimited speed when spammed.

 - 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.


2.64

Diable now has several musical themes added to their markets, composed by Mesotronik thanks to the donations of all my generous Patrons.

BALANCING:
 - Lazyhorn Warp Repeater:
   . Minor nerfs across damage, lifetime and firerate stats.
   . Significantly more flux intensive.

 - Virtuous wunder wanzer:
   . Excision Sniper: Damage per shot increased to 1250 from 750, firerate reduced to 20rpm from 24.
   . Snowblast Shotgun: range increased to 900 from 750.

   . Roar minigun: range increased to 900 from 850.
   . Beast cannon: range increased to 900 from 800.

   . Scicle Blaster: Added 50emp damage per shot.

BUGFIXES/IMPROVEMENTS:
 - Fixed another possible NPE from MagicBoxes AI.
 - Hopefully fixed the issue with the Virtuous or the Gulf spawning to the center of the system.
 - Fixed the messed up hullmod descriptions.
 - Virtuous/Blizzaia grenade launchers should be a LOT more accurate.

2.63

(Oh I totally forgot to mention it earlier, but there is a new super-destroyer pilotable wanzer with unique mechanics in this update. How could this slip out of the patch-notes I have no idea)

[RC5]
 - Fixed crash related to Magicbox anti-missiles.
 - (Hopefully) fixed some issues related to unique ships' wreck spawning multiple times or inside stars.
 - Arbitrator interceptors now have a visually smaller booster.
 - Pirate skins are now slightly rarer.
 - Assume Control and Prière ECM Field systems now benefit more from the System Expertise skill.
 - Added a fun main menu mission...

 - Stratus:
   . Maintenance/dp reduced to 5 from 6,
   . Crew requirement reduced to 30 from 45,
   . Speed increased to 55 from 45,
   . P variant received a few mild further buffs and the Shielded Cargo-Hold hullmod.
   > Further securing its position as a compromise between Buffalo and Mules.

 - Rime P:
   . OP amount raised to 90 from 70,
   . Cargo capacity raised to 400 from 300.
   > The civilian-grade amount of OPs was a bit too much of a handicap.

[RC4]
 - Virtuous-class wunder wanzer:
   . Added a visual glow to indicate the system is ready to use.
   . Base speed increased to 85 from 60.
   . Special loadouts cannot be changed without a spaceport.
 - Stratus freighter:
   . Cargo capacity increased to 250 from 200
   > Now properly competes with the Mule as a non civilian freighter.
 - Plasma Capacitor Shunt system:
   . Active time increased to 1.3s from 1.
 - Burchel beam repeater:
   . Flux ration improved to 0.8 from 1.33.
   > Now competes with the Burst Laser at .62 ratio.
 - Glaux Beam Repeater:
   . Flux ratio improved to 1.1 flux/dmg from 1.17,
   . Sustained DPS increased to 200 from 150.
   > Should now compete with the phase Lance on equal footing.
 - State Support Beam:
   . Now a burst beam with 2s on, 2s off firing pattern, from a continuous one,
   . Firing dps increased to 400 from 200 (same sustained damage),
   . OP cost notched down to 11 from 12,
   . Range slightly reduced to 800 from 850.
   > Now offers more flexibility when choosing between not insignificant bursts, or continuous alternating beams.
 - Magicbox Anti-missiles:
   . Spread between multiple targets when fired in bulk.
   > Should be more reliable against multiple incoming missiles.
 - Thunderbolt MRM Pod:
   . OP cost raised to 12 from 10.
   > It has twice the damage potential of a Harpoon Pod so definitely required
 - Banish Torpedo Launcher:
   . OP cost notched down to 11 from 12.
   > Not really required, but it creates a smooth op gradient along Plover, Banish, Thunderbolt, Thrush
 - Lazyhorn Warp Projector:
   . Tweaked Prox fuse ranges to better deal with swarms of missiles,
   . Max damage reduced to 300 from 350,
   . Fire-rate increased to 17 salvo per minute from 12,
   . Autofiring solution vastly improved.
   > Now this is a reliable Energy mount Flak gun.
 - Warlust, Frost wanzers:
   . Removed ammo limitation on their main weapons.
 - Avalanche, Raven wanzers:
   . Added limited ammo regen to their main weapons.
   > The AI would not retreat them for rearming reliably.
 - Deep Strike Pod:
   . Wanzers should stay in combat if the pod is destroyed instead of retreating.
 - Some weapon tiers have been shuffled to try and help the auto-fitter.
 - Fixed a bunch of outdated descriptions.

[RC3]
 - Fixed a reorder issue with some S-mod and the "toggle" hullmods of the Verstant or the Virtuous.
 - Virtuous-class wunder wanzer:
   . Scicle blaster damage reduced to 250 from 300,
   . Scicle blaster regen rate significantly increased to 400 dps from 300. (now it has much shorter down times between clips)
   . Unlocked Flicker Core system flux buildup reduced to 5% per use from 10%.
   . Phase Grazer Siphon system regen time improved to 16s from 20.
   . Micro-missile Rafale system now has 2 charges on a short 5s cooldown, regen set to 20s from the previous 15s cooldown.

[RC2]
 - Pandemonium is back to 60DP and down to 1500 flux dissipation because I was getting too many private messages complaining about the changes.
 - Special fleets should despawn now when they lose their flagship.
 - Special fleets should spawn in ongoing saves.
 - Fixed Thunderbolt effect crash against modules.

 - Virtuous-class wunder wanzer:
   . Flux capacity increased to 7500 from 5000.
   . Shield efficiency improved to 0.8 from 1.
   . Grasshopper grenade launcher ammo down to 10 from 20,
   . Grasshopper grenade launcher no longer tagged as PD_ALSO to limit target switching.
   . Glaux Mk.2 beam DPS increased to 600 from 500.
   . Glaux Mk.2 now deals double damage to fighters and drones.
   . Excision sniper rifle rof increased to 24rpm from 20.
   . Snowblast shotgun range increased to 750 from 600, max accuracy lowered.
   . Scicle Blaster range increased to 800 from 750,
   . Scicle Blaster damage increased to 300 from 150,
   . Scicle Blaster fire-rate halved,
   . Scicle Blaster ammo reduced to 12 from 20.
   . Phase Grazer Siphon active time lowered to 3s from 3.5.
   . Citadel Protocol system now has a custom AI.

BALANCING:

 - Maelstrom-class:
   . Burn speed increased to 8 from 7.

 - Pandemonium-class:
   . Number of flight decks raised to 4 from 3,
   . OP amount raised to 375 from 360,
   . DP and Monthly cost reduced to 50 supplies from 60. (Oversized hullmod still applies on top)
   . Now has the Advanced Ground Support hullmod instead of the regular Ground Support one.

 - Rime-class:
   . Combat and Pirate variants now have the Ground Support hullmod built-in.

 - Strife wanzer wing:
   . Thunderbolt ammo reduced to 1 from 2.

 - Phase Grazer Core system:
   . No longer turn off shields.

 - Dampened mounts hullmod:
   . Removed both fire-rate and extra damage to weapons penalties for the built-in ones,
   . Slightly raised the base flux dissipation of ships with it built-in to compensate the increased fire-rate.

 - Versant-class:
   . Sensible Tuning hullmod now only prevent installing the Safety Overrides hullmod instead of reducing the PPT if a variety of hullmods were installed.

BUGFIXES/IMPROVEMENTS:

 - Diable Avionics' worlds will no longer appear in Nexerelin's Random Mode.

 - Thunderbolt/Plover special effect changes:
   . Now dig into the target instead of damaging it from the "exit" wound. 
   . Will no longer cause memory leaks.

 - Starbase Deep Strike capabilities are once again operational.

 - The modular Dampened Mount and Wanzer Gantry hullmods can no longer be used on top of their built-in versions.

 - The IBB Gulf now spawns in a patrol fleet if Ship and Weapon Pack is not enabled.

 - The Versant's fire selector hullmod now has a fixed order and won't move to the bottom whenever it is toggled.

2.62

Quick compatibility update for 0.95a

BALANCING:
 - Wanzer Servicing Gantry: No longer has any drawback when built-in a hull.
 - Wanzer wings: widened the refit time range, small wanzers get rebuilt faster, big wanzers take slightly more time.

2.60

NEW CONTENT:
 - Added a new set of stations.

BALANCING:
 - Hexafire/Twin-Hexafire: damage bonus now applies on soft flux instead of hard flux.

2.55

BALANCING:
 - Flux Redirection: no longer causes a loss of accuracy.
 - Storm-class carrier:
   . System changed to Flux Redirection from Targeting Feed.
 - Thrush LRM system:
   . OP cost reduced to 13 from 14,
   . AI tweaked so that it can now be reliably fired off-bore.
 - Tunderbolt MRM Pod: OP cost reduced to 10 from 12.
 - Recson V: dps increased to 175 from 160.
 - Artdeux twin cannon:
   . flux efficiency improved to 1.1 from 1.25,
   . Max recoil inaccuracy increased, but accuracy loss per shot decreased (more accurate in short burst).

BUGFIXES/IMPROVEMENTS:
 - Implemented MagicSettings.
 - Derecho Quantum Disruption Device: Added an optional missile resistance in modSettings.
 - Fixed hidden weapon crash for good this time.
 - Further attempt at preventing the Versant's swapabble built-in weapons from dropping after a fight.

2.54

NEW CONTENT:
 - Added Hoar-type 6th gen wanzer wing:
   . Extremely efficient anti-fighter,
   . Cool akimbo gunslinger swagger.

BALANCING:
 - Micro-missiles:
   . Mounting cost reduced to 3op from 5,
   . Ammo regen rate doubled to 5s per from 10s,
   . Max ammo and clip sizes reduced to 3 missiles from 5.
 - Daze-class:
   . Built-in micro-missiles now fire forward.
 - Wanzers:
   . Increased the hull and/or armor of all solo wanzer wings by up to 25%.
   . Slightly buffed Valiant's shield.
 - Haze-class:
   . OP available increased to 170 from 160.
 - Phase Grazer Core:
   . Displacement very slightly increased.

BUGFIXES/IMPROVEMENTS:
 - Lazyhorn special effect weapon glow forced off.
 - Rewrote the entire Assume Control code, hopefully that will fix some inconsistent crashes in rare circumstances.
 - Fixed Version Checker repository issue.

2.53, post tournament patch

BALANCING:
 - Winee EMPR fire delay raised to 8s from 7.
 - Nocturne EMP Array:
   . EMP and Kinetic damage increased by 66.6% (!)
   . OP increased to 12 from 11.
   . Fire delay increased to 8.5s from 6.
 - Artdeux twin cannon:
   . Base ammo count lowered to 30 from 40.
   . Clip size raised to 15 from 10.
   . Reload rate nearly doubled (sustained DPS raised to 300 from 160).
   . Added Flux-dependent extra frag damage on hits.
 - SRAB projectile hitpoints raised to 600 from 300.
 - Opfer GV base ammo count reduced to 400 from 600.
 - Glowtusk:
   . Fire delay reduced to 2.5s from 3 (200 dps from 166.6).
   . Range reduced to 600 from 650.
 - Thunderbolts:
   . Base damage reduced to 500, updated stat card to reflect previous changes in the piercing effect.
   . Rack fires missiles in pairs, ammo raised to 8 from 5, OP raised to 6 from 4.
   . Pod fires missiles in triplets, ammo raised to 24 from 16, OP raised to 12 from 10.
 - Gust-class cruiser deployment cost and maintenance raised to 24 from 22.
 - Haze-class cruiser:
   . Deployment cost and maintenance lowered to 25 from 28.
   . Shield efficiency buffed to 0.9 from 1.
   . OP raised to 160 from 155.
 - Storm-class carrier deployment cost and maintenance lowered to 23 from 26.
 - Daze-class cruiser
   . Deployment cost and maintenance lowered to 22 from 23.
   . Shield efficiency buffed to 0.8 from 0.9.
   . OP raised to 145 from 140.
 - Zephyr wanzer wing:
   . Leash range extended to 4000 from 2000.
   . Micro Glaux range increased to 650 from 550.
   . Speed increased to 165 from 150.

BUGFIXES/IMPROVEMENTS:
 - Fixed crash when looting Universal Wanzer Deck Upgrade
 - Commissioned Crew hullmod now halve the damage taken from hyperspace storms instead of reducing the ship's maintenance.

2.52

BALANCING:
 - Weapon prices lowered by 5 to 20%.
 - Ship prices and deployment cost raised by 5 to 10%.

BUGFIXES/IMPROVEMENTS:
 - Tentative fix for the banish torpedo firing every frame.
 - Wanzer Gantry tooltip fixed and clarified.

2.51

BALANCING:
 - Versant tweaks:
   . Now gets slightly debuffed PPT from using any engine mod/SO.
   . Now has multiple selectable fire modes for its built-in Harvests (auto, burst, semi-auto) that slightly alter the weapons stats.

 - Wanzer Servicing Gantry:
   . Now reduces Wanzers replacement time by 50% from 33%
   . Wanzer replacement time increased across the board to more or less compensate.
   . Replacement rate depletion debuff now 20% per fitted wing from 33% flat.

 - Rime, Rime (F):
   . Ship system replaced with Plasma Capacitors (micro fortress shield) from Plasma Burn

BUGFIXES/IMPROVEMENTS:
 - Wanzers:
   . Reduced glow from systems effects.

 - Arbitrator:
   . Booster now acts as a rocket instead of a bomb to reduce friendly fire incidents.

 - Nexerelin:
   . Improved integration.

 - Externalized the few remaining compiled strings.

2.50

NEW CONTENT:

 - New/tweaked sprites for every single ship and weapon.
 - Rime-class
   . Freighter variant is now a conversion from a military hull.
   . Military variant hull is a light cruiser.
   . 2 decks + 2 medium missile hardpoints + 1 medium hybrid turret.
   . Still very fragile.
 - Sleet-class heavy frigate:
   . Tough armor, dependable hull.
   . Moderate armament.
   . Decent shielded cargo.
   . Totally not a smuggler ship!
 - Reintroduced the Stratus (P):
   . Similar to old regular Stratus.
   . Except with a cool pirate paint-job.
   . Armed with a medium hardpoint and a bunch of built-in micro missiles.
 - Reintroduced Rime (P):
   . No flight deck but keeps those 2 medium missile hardpoints.
   . Has a cool painjob so it must be strong.
 - Artdeux twin cannons:
   . BRRRRRRRRRRRRRRT
   . BRRRRT
   . BRRRRT
 - Winee EMPR:
   . Burst Ion cannon on steroids.
 - Grave Autocannon:
   . Small burst Grave witha mean punch.
 - Blizzaia Artillery wanzer:
   . Entirely redone.
   . Beefier, meaner, but also single.
   . Equipped with a Cicada grenade launcher and a Grave Light Auto-Cannon.
   . OP cost set to 15.
 - Avalanche Assault wanzer:
   . Brings the pain up close.
   . Doesn't like to be ticked.
   . Brings A LOT MORE PAIN if tickled.
 - Added support for Commissioned Crew:
   . Optimized Operations.
   . -2 or -25% (whichever is smaller) supplies per month.
   . -15% CR recovery rate.

BALANCING:

 - Removed Advanced Avionics hullmod.
 - Wanzer Gantry:
   . Only affects full wanzer complements.
   . Increases the rate at which the fighter replacement rate decreases due to fighter losses by 33%.
   . Reduces replacement times by 33%, only with full wanzer complements.
 - All wanzers no longer get extra craft from Reserve Deployment.

--- WEAPONS ---

 - Artassault:
   . Damage per shot reduced to 60 from 65.
   . Flux per shot raised to 60 from 55.
   . Accuracy significantly increased, projectile speed slightly decreased.
 - Recson V:
   . Fire-rate increased to 24 rpm from 20.
   . Damage per shot reduced to 200 Kinetic, from 250, flux to fire reduced to 250 from 300.
 - Grave HMC:
   . DPS increased to 325 from 260.
   . Flux efficiency improved to 0.8 from 1.0.
 - Glowtusk:
   . OP cost reduced to 10 from 11.
   . Flux to fire reduced to 500 from 750.
   . Range increased to 650 from 625.
   . Firerate increased to 20 rpm from 15
   . Removed random extra damage on shield hits.
   . Projectile speed reduced by 15%.
 - Mostro Cannon Array:
   . Now fires two by two.
   . Damage per shot increased to 250 from 200, fire-rate reduced to maintain DPS.
   . Range extended to 800 from 700.

 - Burchel:
   . Range extended to 600 from 550.
   . Flux to fire reduced to 333 from 350.
 - Glaux:
   . OP cost reduced to 11 from 12.
   . Range extended to 700 from 650.
   . Flux efficiency slightly buffed to 1.17 from 1.27.
 - Hexafire Scatter Cannon (both):
   . Now an Energy weapons instead of Ballistic.
   . Removed ricochet effect.
   . Now gets up to 50% extra damage the higher the firing ship's hard flux is.
   . Fire-rate reduced to 30rpm from 40.
   . (Twin Hexafire) Range reduced to 700 from 900.
   . (Hexafire) OP cost raised to 11 from 10.
   . Flux-to-Damage buffed to 1.1 from 1.25.
 - Lazyhorn projector:
   . Now an energy weapon instead of ballistic.
   . Damage per shot raised to 350 from 200, flux per shot raised to 150 from 100.
 - SRAB:
   . Damage type changed to Energy from High Explosive.
   . Added 400 EMP damage per shot.
   . Flux per shot reduced to 750 from 900.
   . Fire rate increased to 20 rpm from 15.
   . Projectile speed decreased by 10%.
 - Nocturne EMP Array:
   . Beams growth speed increased by 20%.
 - Uhlan Siege Laser:
   . Max accuracy reduced to 5deg from 0.
   . Min accuracy increased to 15deg from 12.

 - Thunderbolt (all):
   . Damage increased to 550 from 400, extra damage reduced to 275 from 400.
 - Banish torpedoes (all)
   . Added 2000 EMP damage.
 - Plover:
   . Burst fire much quicker.
   . Damage increased to 400 from 200.
   . Fire-rate decreased to 13 from 17.
   . Ammo reduced to 50 from 60.

--- STRIKE-CRAFTS ---

 - Arbitrator interceptor:
   . New Sprite.
   . Main Artassault gun now has a 10deg arc.
   . Roaming range reduced to 6000 from 10000.
 - Arbitrator Z rocketeer:
   . Rocket range reduced to 600 from 1000.
   . Rocket spread reduced.
   . Rocket unload much quicker.
 - Frost trooper wanzer:
   . Hull reduced to 800 from 1100, armor reduced to 100 from 125, maneuverability increased by 25%.
   . Wing size increased to 3 from 2.
   . Covet sidearm changed into a Kinetic 6 shooter, from a Frag shotgun.
   . Botte Secrète system cool-down increased to 18s from 8, damage reduced by 50%.
   . OP cost increased to 10 from 8.
   . Roaming range extended to 4000 from 3000.
   . No longer triggers the "disabled" sound when deploying. (do tell me if the system miss-fires now!)
 - Strife gunner wanzer:
   . Hull reduced to 900 from 1450, armor reduced to 125 from 150, speed increased to 180 from 160, maneuverability increased by 33%.
   . Wing size increased to 2 from 1.
   . Thunderbolt rack ammo reduced to 2 from 5.
   . Grom MG damage per shot reduced to 75 from 100.
   . OP cost increased to 10 from 8.
   . Roaming range extended to 4000 from 3000.
 - Warlust sniper wanzer:
   . Hull increased to 1100 from 900, armor reduced to 100 from 115, speed reduced to 150 from 170, maneuverability increased by 80%.
   . Sniper Blaster fire-rate increased to 30rmp from 20.
   . Wing size reduced to 1 from 2.
   . Magibox PD missile salvo reduced to 1 from 4.
   . Added support drone system.
 - Zephyr wanzer wing:
   . Hull reduced to 1500 from 1850, maneuverability reduced by 15%.
   . OP cost lowered to 10 from 12.
   . Wing size reduced to 1 from 2.
   . Roaming range reduced to 2000 from 4000.
 - Raven heavy wanzer:
   . Hull reduced to 2000 from 2600.
   . Refit time raised to 45s from 30.
   . OP cost raised to 16 from 14.

--- FRIGATES ---

 - Draft frigate:
   . Arcus drone changed into a fixed module.
   . Armor module hull lowered to 4000 from 7500, armor raised to 400 from 150.
   . System changed to Arcus Armor Repairs from Arcus Drone.
   . Flux capacity reduced to 1500 from 2350.
 - Versant hybrid wanzer:
   . Gained one medium universal hardpoint.
   . Shield arc reduced to 270deg from 360.
   . OP amount increased to 45 from 30.
   . Harvest built-in guns damage decreased to 75 from 150, flux decreased to 80 from 140, fire-rate increased to 200rpm from 170.

--- DESTROYERS ---

 - Calm destroyer:
   . Removed built-in wings.
   . Changed system to Vortex drones from Flux Redirection, with added passive boost to various systems.
   . Top medium mount changed to a turret from a hardpoint, arc widened to 15deg from 5.
 - Derecho ECM destroyer:
   . Left medium mount changed to a turret from a hardpoint, arc widened to 15deg from 5.
 - Pocket Gust:
   . Added an extra sideways missile hardpoint because only one was just sad.
 - Stratus freighter:
   . Now a dedicated freighter instead of a combat freighter.
   . Removed two small turrets, replaced the small main turret by a universal hardpoint.
   . System changed to Active Flares from Passive Flares.
   . Armor reduced to 350 from 400.
   . Flux capacity reduced to 2500 from 3500, dissipation reduced to 150 from 200.
   . OP reduced to 40 from 54.
   . Speed reduced to 45 from 60.
   . Crew requirement reduced to 45 from 55, crew capacity increased to 100 from 80.
   . Cargo capacity reduced to 200 from 225.
   . Burn speed increased to 9 from 8.
   . Deployment/maintenance cost reduced to 6 from 7.
 - Cirrus troop transport:
   . System changed to Active Flares from Passive Flares.
   . Hull increased to 4250 from 4200, armor reduced to 400 from 420.
   . Crew capacity increased to 280 from 250.
   . Cargo capacity reduced to 60 from 75, fuel capacity increased to 100 from 75.
   . Burn speed increased to 9 from 8.
 - Chinook tanker:
   . System changed to Active Flares from Flicker Core.
   . Fuel capacity reduced to 400 from 550.
   . Burn speed increased to 9 from 8.
   . Deployment/maintenance cost increased to 6 from 5.
 - Fractus carrier:
   . Removed built-in Wanzer Gantry hullmod.
   . Added 2 small missile hardpoints.
   . OP increased to 70 from 60.

--- CRUISERS ---

 - Rime freighter:
   . Medium turret now hybrid from universal.
   . Cargo capacity decreased to 600 from 800.
   . Fuel capacity increased to 500 from 300.
   . System changed to Plasma Burst from Catalyzed Burn.
   . Fuel/ly reduced to 3.5 from 4.
   . Price droped to 60000 from 110000.
   . Deployment/maintenance cost increased to 10 from 15.
 - Storm battlecarrier:
   . Flight decks reduced to 2 from 3
   . Gained 2 medium missile turrets as well as 1 small hybrid turret.
   . Flux capacity increased to 9000 from 7000, dissipation reduced to 450 from 350.
   . Shield efficiency buffed to 0.9 from 1.
   . OP amount increased to 130 from 120.
 - Gulf Mod-cruiser:
   . Hull increased to 10000 from 9500, armor increased to 1000 from 950.
   . Speed reduced to 60 from 70.
   . Crew requirement increased to 205 from 165, crew capacity increased to 275 from 210.
   . Deployment/maintenance cost increased to 35 from 33.

--- CAPITAL SHIPS ---

 - Maelstrom battlecruiser:
   . Ship system switched to Phase Grazer Core from Heavy Flicker Core.
   . Removed 2 front small hardpoints, 2 rear missile hardpoints and 1 small turret.
   . layout shuffled around a bit.
   . Armor decreased to 1100 from 1200.
   . Flux capacity decreased to 18000 from 21250, dissipation reduced to 1000 from 1200.
   . OP amount reduced to 235 from 260.
   . Speed increased to 45 from 35.
 - Pandemonium dreadnought:
   . Ship system switched to Phase Grazer Core from Heavy Flicker Core.
   . Large hybrid mounts reduced to 2 from 4, but gained 2 built in Micro-missile Arrays, 2 medium universal turrets and 2 small hybrid turrets.
   . Armor increased to 1300 from 1200.
   . OP amount reduced to 360 from 435.


BUGFIXES/IMPROVEMENTS:
 - Externalized all string from compiled code to make translations easier.
 - Assume Wing Control system visual effect toned down.
 - Added DPS stats to the name of fighter only weapons, so that they show up on the fighter stat card.
 - Pocket Gust:
   . Weapons render order fixed.

[close]


Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form to leave me a comment.

Credits:
FlashFrozen for the original mod and most designs.
Tartiflette for the artworks, scripting and post 0.7 implementation.
Debido for the Thunderbolt scripts.

You like the mod? Help to make it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.



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 Diable Avionics and/or change it however they want.

In the meantime, Diable Avionics'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 both Flash-Frozen and myself are credited.
« Last Edit: April 12, 2023, 11:08:25 PM by Tartiflette »
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Toxcity

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #1 on: November 30, 2015, 02:51:40 PM »

You're like extreme makeover for mods.
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RyMarq

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #2 on: November 30, 2015, 02:54:43 PM »

Not going to lie.

Those fighters are cool as hell.
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speeder

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #3 on: November 30, 2015, 08:41:26 PM »

After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
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Tartiflette

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #4 on: December 01, 2015, 12:45:18 AM »

After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
While I LOVED making that ship, it has more work in it than a significant portion of the other ships combined. Also, I kinda dig the fact that it's unique (and super strong!): having a whole swarm of different models would be hard to follow.
Although I could maybe think about something... Bigger. But that certainly isn't any time soon, and I'll have to talk to FlashFrozen before.
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Creepin

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #5 on: December 01, 2015, 01:27:02 AM »

Tartiflette, thanks a lot for updating this mod!

After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
One of the things I always loved about Diable was how their bigger ships remind me of Zentraedi design. And now we have transforming ship as well, woot! Coincidence? :)

« Last Edit: December 01, 2015, 01:28:46 AM by Creepin »
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SeinTa

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #6 on: December 01, 2015, 02:05:11 AM »

Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

Interesting thing is that once you put on Safety Overrides on my Hayle, I got about 16 seconds of peak time and after that (suprisingly) my CR starts to go UP.
Needless to say very OP and fun.
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Tartiflette

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #7 on: December 01, 2015, 02:51:22 AM »

Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

Interesting thing is that once you put on Safety Overrides on my Hayle, I got about 16 seconds of peak time and after that (suprisingly) my CR starts to go UP.
Needless to say very OP and fun.
Yeah, they get stronger over time but it's very slow and they take forever to get back their CR afterward (because even if CR rise in combat, the ships literally break down after the fight). Overall they are more dangerous to use: you will often have a first somewhat easier fight at high CR but then if you get ambushed while recovering you will be in a very bad position. It require to be a bit more careful when picking fights. In addition, the ships stats are slightly worse than vanilla ship, they require that CR boost to get on top.

Now that being said, we intend to change that mechanic. The ships will still get stronger over time but it will be done in an independent script rather than with CR. That will create some interesting situations in long fights where your weapons will be most effective when they are about to malfunction.
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Originem

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #8 on: December 01, 2015, 06:10:58 AM »

An awesome mod i'd waited for long time
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Troika

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #9 on: December 01, 2015, 09:03:14 AM »

This is very cool. I see you are a Front Mission fan as well, judging by those 'fighters'. Though if it's in space, can it really be called a wanzer? ;)
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Ghoti

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #10 on: December 01, 2015, 12:03:26 PM »

I'm really really liking this set so far, this mod seems vanilla balanced, brings in some interesting weapons, I haven't hit anything yet that made me say "Damn, I see no reason to ever use anything else."

Style is awesome
ships are interesting
fighters are scary powerful, but I might be ok with that.

This is damn good work.
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Troika

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #11 on: December 01, 2015, 04:04:43 PM »

Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?
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Toxcity

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #12 on: December 01, 2015, 04:23:44 PM »

Played around with the mod a bit. Don't really have a lot of things to say atm, but there are a few weird things:
  • The Grave HMG is way too similar to the Assault Chaingun. Maybe it could have its DPS/Flux decreased a bit and have its range raised to 700-800.
  • The Thunderbolt SRMs onHitEffect could be a bit more noticeable, both in battle and in the description.
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Ghoti

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #13 on: December 01, 2015, 05:25:10 PM »

Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.
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Tartiflette

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #14 on: December 02, 2015, 12:12:54 AM »

Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?
Small issue that will be corrected in the hotfix (today?). Thanks.

Played around with the mod a bit. Don't really have a lot of things to say atm, but there are a few weird things:
  • The Grave HMG is way too similar to the Assault Chaingun. Maybe it could have its DPS/Flux decreased a bit and have its range raised to 700-800.
  • The Thunderbolt SRMs onHitEffect could be a bit more noticeable, both in battle and in the description.
Yeah, with Flashfrozen we had the same feeling about the Grave, and ended up with the same idea: more range and less damage to make it an intermediary between Assault Chaingun and Heavy Mauler.
As for the Thunderbolts, I'll see what I can do about it.

Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.
My mistake, it was supposed to be 8 or 9 OP. Probably 8 due to the inaccuracy and slow shots compared to the Light Needler despite the slightly longer range.

This is very cool. I see you are a Front Mission fan as well, judging by those 'fighters'. Though if it's in space, can it really be called a wanzer? ;)
FlashFrozen is, I never played any Front Mission myself. I just saw mechs in space and I liked it! ^^
(though if it was my mod, I would probably have changed the names a bit, to avoid any IP conflicts and/or takedown. Devil Aerospace doesn't sound bad either...)
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