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

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Author Topic: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]  (Read 653047 times)

Requal

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #600 on: February 19, 2022, 04:03:38 PM »

What is the song in the top video?
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shoi

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #601 on: February 19, 2022, 04:46:18 PM »

Dubious Dealer

If you like that type of music, i'd recommend looking up Yousuke Yasui
« Last Edit: February 19, 2022, 04:49:37 PM by shoi »
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Agalyon

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #602 on: February 19, 2022, 05:06:08 PM »

Do you know if the new update will be save compatible when it releases?
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shoi

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #603 on: February 20, 2022, 02:09:29 PM »

Unfortunately it wont be. I had to remove a module from the Einhänder to get drone weapon swapping to work consistently, which is the cause.  :'(
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Agalyon

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #604 on: February 20, 2022, 02:38:32 PM »

Gotcha, ill wait for release. Thanks for the response  :)
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Space_Lettuce_OG

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #605 on: February 20, 2022, 05:46:28 PM »

If the new update isn't save compatible, then I'd say you're doing it right, by having it full of new content. That's the best way to do save-breaker updates.
I'd say you should take your time and make sure you get in all those major save-breaker changes in before release.
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shoi

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #606 on: February 22, 2022, 06:25:51 AM »

Aye. Weird that of all things was the save-breaker (though I guess WINGCOM changes technically also would have done the same)

Either way, it's not much longer now. Release will def be by the end of the month.
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Requal

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #607 on: February 22, 2022, 03:25:42 PM »

Dubious Dealer

If you like that type of music, i'd recommend looking up Yousuke Yasui

Thnx a lot!
Yeah I like it a lot.
Maybe because I am old and it just reminds me of old games lol
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #608 on: February 23, 2022, 01:36:23 AM »

If we're on the topic of soundtracks, might I suggest the Reflex soundtrack and its franchise's ?

them's bullet hell games though, so do expect some high rythm stuff....
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shoi

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Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters
« Reply #609 on: February 25, 2022, 06:17:08 PM »

updated. see the first page for details.
Quote
V2.0
--------------------
- Curvy Laser
   - Reduced number of projectiles generated by 50% to improve performance
   - Proj Speed: 525->650

- New Ship, Valkazard
   - Added new start for starting w/ (ArmaA(Pirates)) (w/ super cool special snowflake nex start text by timid! wowee)
   - Can be found via exploration otherwise
- New Ship, Broadsword(AA)
- New Ship, Warthog(AA)
- New Ship, Kouto E-Type
   - 8 DP
   - fleet support, grants damage buff to random number of enemy ships based on ECM rating
   - Gun is modular hybrid slot, but since I can't alter weapon muzzle effects done """incorrectly""" it only use weapons on a whitelist by default
      - if you want to slap anything you want on it, can edit this in modsettings by adding "ALL" to the whitelist

- New fighter, Valken(P)
   - Carries Anti-Ship Sword, HE weapon with limited uses
- New Fighter, Prodromos Battle Armor
   - Fragile but effective anti-fighter/PD unit

- Advanced Optics(AA)
   - Can no longer be built in
   - Reduced Range: 100->50
   - OP: 5-> 3
- Removed debug text that appeared when using Curvy Laser

-Laser Blade(s)
   - Increased on-hit knockback. Knockback effect is produced so long as blades are in contact with objects (so spamming blades on top of things should push you further back than just hitting a ship with the end of the blade. Hitting small objects such as fighters and missiles should produce no knockback, usually)

- WINGCOM SUITE:
   - Can now be used on standard carriers
   - Ships that shouldn't be able to equip, but somehow have it anyway, will have their fighters launched from offscreen/other carriers as other wingcom units do
      - This is determined based on weither the ship inherently has fighter bays or not
   - optimized code a bit
   - Externalized strings to modSettings
   - added dialog lines for remaining vanilla fighters
   - added dialog lines for a few mod fighters
      - Additional lines can be added with magiclibs modsettings by using "special_wing_lines" map (look at armaa's mod settings for an example)
   - Removed glow/jitter effect
   - wingmen will now use different dialog based on the character's 'voice'
   - wingmen will appear in battle as a pilot of their respective fighter
      - can also gain new skills over time and level up
   - Adjusted font colors for more uniformity with normal hullmods
   - In smaller battles where ships deploy closer to the center of the map, wingmen will now spawn a few thousand SU away instead of from deployment zone if no carrier is present
        - Max stat bonus conferred by relationship reduced to 30% (was 75% for defensive and 37% for offensive)
   - Added support for multiple wings
   - Implemented GUI for changing squad name/callsigns. Heavily based off of a butchered carcass of Nexerelin's Insurance GUI. Thanks, Histi!
   - Added random little blurbs that squadrons will blather on deployment
   - Fixed ships with WINGCOM being considered for relationship modifiers even if they did not participate in combat
   - Fixed retreated ships with WINGCOM not being considered for relationship modifiers
   - Added fluff text for characters with 'villain' voice
   - Added fluff text for characters with 'soldier' voice
   - Wingcom will now check for hullId first before resorting to baseHullId (for fighter skins)

- Strikecraft:
   - AI navigating back to carrier has been improved
   - Will now launch from valid carriers (if any) on deployment
   - Carriers can only supply as many Strikecraft as the number of fighter bays they possess (I.E. a Condor can resupply only two strikecraft at once, as opposed to an unlimited number)
   - Doubled carrier replacement rate decrease while rearming.
   - Fixed Strikecraft changing to Frigate HullSize if they took damage that frame
      - Should fix inconsistency with some onhit effects that used hullsize, fighter damage bonuses from skills, etc
   - Fixed shield damage not being displayed
   - Slightly increased retreat area 2000->2050 in attempt to fix retreat CTD caused by AI attempting to retreat while fighter hullsize
   - Hull and armor now gradually restore over time on carrier
   - Carrier Refit can now be cancelled at any time
      - HP and Armor replenish over time in carrier, so not an all or nothing decision
      - PPT and Ammo are only restored if full refit time is spent
   - added modSettings for custom configuration of refit penalties for (ideally) mod weapons and hullmods, and squadron chatter

   - Aleste
      - Reduced damage by 17%
      - No longer deals EMP damage
      - Increase Flux Cost: 350 f/s

- Aleste(S)
   - Shield Efficiency: 0.8->1
   - DP: 6->7
- Xyphos(AA)
   - DP: 5->7

- Leynos
   - DP: 6->7
   - Added Rugged Construction Hullmod
   - Now uses the better(?) Vanilla Damper AI implementation
- Gunhazard
   - DP: 3->4
   - Added Rugged Construction Hullmod

- Revised wings so each LPC has more clearly defined role
   - Valken-X: HE Fighter
   - Kouto: KE Fighter
   - Aleste: Obligatory Superfighter
   - Bihander: Obligatory Superfighter^2
   - Valken: Fodder
   - Prodromos: Interceptor
   - Gallant: KE Bomber
   - Ilorin: HE Bomber

- added legs decos to Aleste, Kouto, Valken-X, Leynos,Valken

- Fixed torso tracking problem with valkazard

- fixed missing description for valkazard system

- Revised Sprite for Kouto, Valken X

- Reduced value of Cataphract & Advanced Cataphract BP package

- Removed submarket rep/transponder requirement for gamlin

- fixed bug where player was not properly referred to using gender appropriate title(based on portrait) when landing

- fixed crashed caused by destroying altagrave module with no weapons assigned

- fixed squadron members not being generated unless wingcom hullmod was moused over

juno. mk iii
   - dmg/s: 900->800
   - chargedown: 0.5s -> 1s
-Altagrave
   -Corrected negative modifyPercent for Weapon Flux Cost Mod
   - Replaced ear killing shotgun sound for Altagrave Ex
   - Altagrave Ex: Plasma Jets -> Havoc Drive
   - Deco Left Arm: -> Laser Blade XL
   - Added two small missile mounts
      - Mounts will be destroyed/rendered unusable if backpack module is lost

- Valken-eX
   - Replacement Time: 10->13
   - OP: 10->11
   - Removed Ion Cannon (High Delay)
   - Chaingun: chargedown:1->0.5
      -Damage: 50->25
      -Flux/Shot: 0->10
      -Burst Size: 5->6
   - Laser Blade:
      -Damage: 350->400
      - Range: 45->60
   System (Right Click): Overboost -> Havoc Drive

- Kouto
   - Revised loadout for anti-shield role

- Aleste
   - Replaced Stake Driver with Rynex Pulse Rifle
   - CLAW Drone: Increased arc to 360 deg, Ship System: Temporal Shell

-Pila Drone(Built-in)
   - Removed Phase Damper special system
   - New System: Temporal Shell

- fixed outdated description for kouto

- Altagrave can now swap between Vajra and Grenade Launcher
   - Also overcompensates with a large laser blade, may remove before actual release tho
- Watchdog can now swap between Hellbore and Gauss Cannon
   - Siege Mode: Shield Damage Reduction: 50%->10%

- Einhander:
   - Drone weapon is now equipped directly on the main ship
   - Increased OP: 30->39
   - Max damage bonus from ship system: 70%->25%

« Last Edit: February 25, 2022, 06:21:04 PM by shoi »
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Agalyon

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Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters
« Reply #610 on: February 25, 2022, 10:18:12 PM »

updated.
The final infinity stone for my playthrough. Thanks for the update, I'm very excited!

EDIT: Now that I've gotten the chance to play with this some, I feel compelled to come back and say what an interesting and unique package this has become. I haven't played since 0.9, and I think Arma has become an instant classic if it wasn't already. I can see people spending their entire playthrough as a fighter pilot and the way Cataphracts feel and your WINGCOM system with the squads is incredible. Genuinely amazing work, I love it.
« Last Edit: February 27, 2022, 04:54:42 AM by Agalyon »
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Melcyna

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Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
« Reply #611 on: February 26, 2022, 07:28:12 AM »

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hydremajor

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Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
« Reply #612 on: February 26, 2022, 10:01:21 AM »

SO uh

Not sure if a bug or feature, gonna report anyway to be on safe side

There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores

Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores

Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places

is that supposed to be a thing ?
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Farya

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Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
« Reply #613 on: February 26, 2022, 11:46:11 AM »

Looks great, but I wonder if there would be any factional fighters for player to pilot? Might be great to have pather pilotable Talon or something like that.
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shoi

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Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
« Reply #614 on: February 27, 2022, 02:54:31 PM »

SO uh

Not sure if a bug or feature, gonna report anyway to be on safe side

There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores

Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores

Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places

is that supposed to be a thing ?

Probably not. I'll get that fixed.

@farya
I don't have any problem with adding faction-specific stuff. A playable talon might not be very enjoyable, though  ;D
« Last Edit: February 27, 2022, 02:57:02 PM by shoi »
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