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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] Volkov Industrial Conglomerate 1.6.3  (Read 399528 times)

Astarat

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[0.97a] Volkov Industrial Conglomerate 1.6.3
« on: December 30, 2020, 12:23:43 PM »


"New Humanity. New Future. New Paradise"












Fully compatible with:
(also recommended for MAXIMUM FUN AND WARCRIMES)

Nexerelin
Commissioned Crews
Industrial Evolution
Combat Chatter
Substance Abuse
LunaLib



Also check out other cool mods by PureTilt: More HullMods, Ship Direction Marker and QoL Pack!


     






Background

Volkov Industrial Conglomerate - also known as VIC or simply The Conglomerate, is a quasi-religious transhumanist Megacorporation from the Human Domain era, focused on the bleeding edge aerospace solutions and genetic technologies, and hell bent on ensuring the survival and evolution of humankind through substantial DNA manipulation and breaking the universal laws. Ruthless, fearless and confident in their righteousness, they seek to impose their views on the rest of the Sector and establish the only true (in their own opinion) regime that can lead Humanity to prosperity even in the terrible reality of the Post-Collapse.





Features and Contents

- A full-fledged military-tech style faction -
- A roster of robust custom ships and weapons best suited for frontal engagements -
- Agressive and speedy, high-risk high-reward playstyle with an incentive to getting close and personal with the opponents -
- Unique shields, capable of dynamically changing their arcs depending on their position -
- Custom ship systems to bring pain and misery to your foes -
- Virus Bombardments - a custom alternative to Saturation Bombardment. Unleash the true horror upon the Enemies of Humankind -
- Revitalization Centres - change the appearance and respec skills of your commander AND your officers and administrators on VIC planets -
- And more! -


Ship and fighter preview:
Spoiler
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Screenshots:
Spoiler




[close]


Changelogs:
Spoiler
1.6.3

1.6.3 "Räumpage" Changelog


Save compatible with versions 1.6.0 and higher

Ships:
- Räum Artillery Battleship
- - Added a new XL weapon - Vodyanoy Ultra PRC. Blot out the sky with bullets.

- Apollyon Shturmcapital
- - Added improvements to the ship system AI, should be smarter and more careful about its quantum lunges


Weapons:
- Rarog Atomic Emitter
- - Swapped some stats around, now has recharging ammo reserves

- Vodyanoy Plasma Minigun
- - Increased damage per projectile from 15 to 20
- - Increased flux cost per shot from 15 to 16
- - Reduced max spread
- - Fixed the bug that made the armor penetration values for overheated projectiles incorrect

- Hungruf Armor Scorcher (both versions)
- - Re-added missing explosion sound

Bug fixes:
- Fixed the crash related to Laidlaw Hyperaccelerator's animation (game sometimes crashing when Showing Video Feed of a Räum equipped with Hyperaccelerator)
- Hopefully fixed XL weapons of Räum dropping in salvage at last
- Small description fixes



[close]
1.6.2
1.6.2 "Räumpage" Changelog


Save compatible with versions 1.6.0 and higher

Ships:
- Räum Artillery Battleship and its HVB variant
- - Added built-in hullmod "Artillery Targeting Subsystems" which increases all weapons' firing range by 20%
- - Fixed the bug that made its built-in XL weapons drop in salvage

- Stolas Ubercruiser
- - Raised base value from 125000 to 500000 credits
- - No longer possible to get the ship from the dealer (sorry!)



Weapons:
- Rokh Minefield Launcher
- - Mines' damage increased from 200 to 400 fragmentation

- Rokh Swarm Launcher
- - 2nd stage missiles' damage increased from 40 to 50 kinetic
- - Improved 2nd stage missiles' mobility

- Hungruf Armor Scorcher (small and medium)
- - Flux per shot increased from 600 to 900
- - 1st stage's and bomb's projectile hitpoints reduced from 250 to 200
- - Detached engine block's projectile hitpoints reduced from 100 to 50

- Afreet Burst Swarmer (small and medium)
- - Damage reduced from 100 to 75
- - Flux cost reduced from 30 to 20
- - Refire delay reduced from 2.5 to 2 sec
- - Reload time reduced from 5 to 4 sec
- - Projectile hitpoints reduced from 50 to 35

- Rarog Atomic Emitter
- - Range increased from 450 to 500


- Some typo fixes, bug fixes, etc., the usual stuff



[close]
1.6.1c

1.6.1c "Räumpage" Changelog

Save compatible with versions 1.6.0 and higher

- Fixed D-modded Räums not allowing to change their XL weapons when other conditions are met
- Reduced knockback on XL Laidlaw on hull hits and removed knockback on shield hits
- Added Räum to IndEvo printing/revengineering whitelists



[close]
1.6.1b

1.6.1b "Räumpage" Changelog


-Fixed the new MagicLib bounty, should be working now and show up in the bounty board correctly, oops (should work fine on 1.6.0 savefiles)
[close]
1.6.1a
1.6.1a "Räumpage" Changelog

Should be save compatible with versions 1.5.0 and higher, but a new save is advised for new campaign features

- Increased XL Laidlaw range from 1100 to 1200
- Fixed XL Laidlaw crash
- Added more fluff random facts to the hologuide and optimised their structure for less rng
- Added a note to Räum's weapons about them sometimes showing up in salvage screen (is a vanilla game bug, "fixed" via deleting said weapons once they're in player's cargo)
[close]
1.6.1

1.6.1 "Räumpage" Changelog

Should be save compatible with versions 1.5.0 and higher, but a new save is advised for new campaign features

- Added goal variants to Räum
- Fixed Räum's system effect notifications
- Fixed Rokh and Rokh Alt. descriptions
- Fixed CEO's portrait not loading on new save
[close]
1.6.0

1.6.0 "Räumpage" Changelog

New Content:
- Räum-class artillery battleship with 5 unique Ultra-Heavy weapons. Bring the ruin!
- A new fancy bounty ship! Check Tri-Tachyon's bars for this one. Thanks goes to Mr. Bultach!
- Meet Jeremy - a friendly hologuide on VIC markets ready to answer your flavour questions in bars!

New Content?:
- LunaLib integration for funi(tm) features
- Updated a couple of music tracks courtesy of Haplogynae


Weapons:
- Saih Rack Flechette Carrier (all versions)
- - Range reduced from 1500 to 1100
- Hungruf Rack Armor Scorcher (all versions)
- - Range reduced from 2000 to 1300
- Afreet Rack Burst Swarmer (all versions)
- - Damage per shot increased from 75 to 100
- - Flux per shot increased from 25 to 30
- Psotnik Interference Machinegun
- - Reduced spread

Ship systems:
- Assault Configuration
- - Damage taken increase reduced from 25% to 15%
- - Cooldown reduced from 20s to 15s
- Shield Entrenchment
- - Damage reduction reduced from 50% to 40%
- - Rate of fire reduction increased from 25% to 30%
- - Battery max damage reduction reduced from 75% to 70%
- - Battery capacity reduced from 200% to 150% of max flux

Hullmods:
- Inertia Redirection Systems
- - Significantly improved effectiveness

And lots of other small stuff like description fixes, lighting fixes, etc.
[close]
1.5.8a
1.5.8a SubAb Integration Hotfix Changelog

- Fixed the crash related to SubAb if you had no SubAb installed and clicked/moused over some industries. The mod got alcohol addiction :(

[close]
1.5.8
1.5.8 SubAb Integration Changelog

- Integration with Substance Abuse by SirHartley is a go! Have a sip of VIC-exclusive Ambrosia Nectar and decimate both your opposition and your internal organs!

[close]
1.5.7
1.5.7 Hotfix Changelog

- Fixed Stolas and Fervor Protocol hullmod crashes
- Fixed Fervor Protocol cutting down weapons' range
- Fixed Oriax's glow persisting after the ship's death
- Fixed B-series Fortress Protocol hullmod working inadequately
- Fixed some description typos

[close]
1.5.6a
1.5.6a Changelog

Weapons:
- Hungruf Armor Scorcher (all versions)
- - Fixed the bomb disappearing during the flight
- - Splitting distance reduced from 900 to 750
- - Bomb flight time increased from 4 to 5 seconds
- - Bomb will now explode at the end of flight time

[close]
1.5.6

1.5.6 Changelog

Campaign:
- New market and fleet music for VIC by the wonderful Haplogynae!


Weapons:
- Apocrypha Suicide Drone Swarm
- - Reload time increased from 20 to 25
- - Refire delay increased from 10 to 12.5
- - FLux to fire increased from 3900 to 4000

- Hungruf Armor Scorcher (all versions)
- - Refire Delay increased from 7.5 to 10 seconds
- - Increased split distance from 600 to 900
- - Reduced second stage speed from 350 to 300

- Hungruf Rack Armor Scorcher
- - Reload increased from 20 to 25 seconds
- - OP increased from 5 to 6

- Hungruf Armor Scorcher
- - Reload increased from 16 to 20 seconds
- - OP increased from 12 to 13

- Hatif Distraction Missile (all versions)
- - Flare duration increased from 5 to 7 seconds
- - Flare HP increased from 500 to 750
- - Flare amount per missile increased from 5 to 6
- - Reload decreased from 20 to 16 seconds

- Hatif Rack Distraction Missile
- - OP decreased from 3 to 2
- - Refire delay decreased from 4 to 3 seconds

- Hatif Distraction Missile
- - OP decreased from 8 to 6
- - Refire delay decreased from 5 to 4 seconds

- Falak Flux Collapse Torpedo
- - launch speed increased from 100 to 200
- - HP increased from 500 to 750
- - Max EMP damage increased 300 to 600

- Azhdaya Smart Autocannon (Focalor's built-in)
- - Range increased from 700 to 800

- Gatebreaker Shrapnel Cannon (Devotee's built-in)
- - Base damage increased from 100 to 150 HE
- - Added a 33% chance for each projectile to instead deal either 75 or 250 HE damage


Ships:
- Devotee
- - Increased armor from 1000 to 1250

- Focalor (both versions)
- - Fixed the system description to be more accurate


Hullmods:
- "Hellfire" Weapon Systems (Stolas's built-in)
- - Changed the name (Tilt, why, I'm going to moyai at you for that)
- - The base bonus is now +50% damage and flux cost for both Energy and Ballistic weapons, and +50% max ammo and ammo recharge rate for Missiles
- - Now provides stacking bonuses on destroying enemies affected by Stolas's system, with the amount of stacks depending on the size of the target
- - - Maximum 5 stacks, maximum duration 30 seconds. Each stack provides +10% damage and flux cost for Energy and Ballistic Weapons, +5% maximum speed and +5% damage taken by shields


Other stuff:
- Fixed a rare crash on Stolas spawn
- Fixed Apollyon's Quantum Lunge lacking some visual effects
- Fixed some missing tech types in weapons
- Some small description fixes
- Maybe some other fixes made by Tilt


[close]
1.5.5

1.5.5 Hotfix Changelog

     
-    Fixed the elusive "fighter" crash when fighting VIC fleets
     
-    Fixed fighter engine trails staying around for a long time
     
-    Fixed Apollyon's Quantum Lunge instigating funny accidents
     
-    Fixed the target ship variant for one of the bounties (the smaller one)

[close]
1.5.4

1.5.4 Hotfix Changelog

-    Now Stolas pilots are appropriately high-levelled aces
     
-    Fixed even more Oriax crashes
     
-    Removed even more debug UI from Oriax
     
-    Some small fixes to ship files to remove possible blurriness


Possible issues:

-    Devotee's weapons remain in player cargo if the ship was scuttled
     
-    Possible enigmatic crash related to fighter AI, being investigated



[close]
1.5.3

1.5.3 Hotfix Changelog



-    Fixed the crash related to Commissioned Crews



[close]
1.5.2

1.5.2 Hotfix Changelog



-    Fixed Falak crash on hitting missiles
-    Fixed some extra Oriax crashes and debug interface popping up



[close]
1.5.1

1.5.1 Hotfix Changelog


-    Fixed the crash when choosing Oriax for refit in campaign
-    Fixed mod version for mod managers
-    Fixed several typos and missing descriptions
-    Fixed special Nexerelin start giving a Nebula instead of a supership
-    Tweaked Stolas's system description to be more clear about its functionality
-    Fixed case sensitivity for Linux users (hopefully)


[close]
1.5.0

1.5.0 Changelog

New Ships:
- VIC-A100 Stolas and its bounty version
- VIC-M12MRS Focalor
- VIC-M12LRS Focalor


Missions:
- A new mission! With a reward for Nexerelin enjoyers


Weapons:
- Missiles! Lots of them!
- New medium ballistic - Gagana AMR-Cannon
- Old Gagana now named Qutrub and moved from ballistic to composite
- Rubezahl Thermal Lance:
- - Range incresed from 800 to 900
- Besomar Scattercannon:
- - Added trails
- - Spread changed to be more consistently random
- Psotnik Interference Machinegun:
- - Flux cost reduced from 30 to 27.5
- Upyr Autocannon:
- - FLux cost reduced from 17 to 16
- Laidlaw family
- - Projectile damage (and thus on-hit explosion damage) reduced by 20%
- - Rate of fire increased by 25%
- - Flux costs adjusted accordingly
- - Heavy Laidlaw Accelerator OP cost reduced from 30 to 26


Ships/Fighters:
- Vernier engines, omni-lunge afterimage and special engine glow now change colour with engines

#fighters
- All fighters received Overload Protection hullmod
- - Instead of overloading, fighters get their shields disabled until flux drops to 0
- VIC-F11 Shabriri:
- - Added flare laucher system which launches a single flare with large cooldown
- - Flux dissipation reduced from 50 to 32
- VIC-F25 Asmoday
- - Shields reduced from 1000 to 800
- - Flux dissipation reduced from 300 to 160
- VIC-F04 Sonneilon
- - Flux dissipation reduced from 200 to 75
- VIC-F33 Uvall
- - Armor reduced from 100 to 50
- - Shields reduced from 500 to 350
- - Flux dissipation reduced from 100 to 70
- - Proxy Mine Launcher:
- - - Reload time increased from 3s to 4s

- Skeleton crew and maximum crew of most ships were rebalanced. Now they have 40-60% less excess crew space
- Reduced cargo capacity of most ships
- Increased fuel capacity of most ships

- VIC-B19 Kobal:
- - Hull increased from 2250 to 2500
- - Flux capacity increased from 2400 to 3000

- VIC-C96 Jezebeth:
- - Hull increased from 3000 to 3500
- - Armor increased from 350 to 400
- - Flux capacity increased from 4500 to 5500

- VIC-B49 Samael:
- - Hull increased from 4500 to 5000
- - Armor increased from 550 to 600
- - Flux capacity increased from 7400 to 7500

- VIC-A33 Moloch:
- - Hull increased from 4000 to 4500
- - Flux capacity increased from 6000 to 6500

- VIC-C67 Cresil:
- - DP reduced from 25 to 20

- VIC-B62 Thamuz:
- - Speed increased from 25 to 30
- - Acceleration/deccelration and turn rate increased by ~30%

- VIC-A58 Valafar:
- - Hull increased from 6000 to 8000

- VIC-U61 Oriax:
- - Hull increased from 9000 to 10000

- VIC-A71 Apollyon:
- - Hull increased from 12000 to 15000
- - Armor increased from 1200 to 1300
- - Flux capacity increased from 20000 to 22000
- - Shield arc increased form 90 to 100
- - Abyssus Array (Apollyon's built-in missile):
- - - Flux cost reduced from 150 to 0
- - - Damage increased from 200 to 250
- - - EMP increased from 50 to 75
- - - Reload time reduced from 30s to 24s
- - - Projectile HP increased from 100 to 150


Ship systems:
- Shield Entrenchment:
- - Now uses a secondary "health pool" for the reinforced shield above 50% flux, further increasing its protective capabilities
- Flux Rupture:
- - Now passively absorbs flux from the ship and nearby vessels and discharges it against the target or random enemies on activation


Hullmods:
- Aerodynamic Design:
- - Increased ground support bonus from 10/20/30/50 to 30/60/90/150
- Laidlaw Tech:
- - Now increases the ballistic RoF by 15%
- A-Series "Shturm" Protocol:
- - Fixed setting shield upkeep to 0 if any percent shield reduction is applied
- Military-grade Genetic Modifications (Commissioned Crews hullmod):
- - Renamed to Ambitious Bravado
- - Now provides damage bonus against bigger targets (or damage reduction for capitals) at the cost of receiving more damage from smaller ones


Campaign:
- Combat chatter integration
- Reduced Virus bombardment cost scaling from planet size by 20%
- Reduced Virus bombardment genetech cost by 50%
- Fixed: Removing Transfiguration Solutions wasn't removing accessibility penalty
- New Revitalization Centre's portrait changer interface and icon
- New Empyrean background music courtesy of Mesotronik
- New market illustrations
- New ship variants spawning in fleets (thanks Avanitia)
- For Nexerelin - replaced "Stalwart" faction trait with "Devious" and added "Predatory" (have fun!)
- Some small visual changes to the asteroid belt in Empyrean


Misc changes:
- Crash fixes, typo fixes, yada yada
[close]
1.4.3

1.4.3 Changelog


Weapons:
- Vodyanoy Plasma Minigun:
- - Reworked overheating mechanic: Now overheated projectiles deal base energy damage plus additional direct damage to armor. All projectiles can become overheated at maximum heat level
- - Damage per shot reduced from 20 to 15 (DPS reduced from 800 to 600)
- - Flux per shot reduced from 16 to 15
- - Charge up time reduced from 0.5s to 0.4s
- - Charge down time reduced from 1s to 0.6s
- - Max spread increased from 10 to 15
- - Significantly reduced spread per shot, now it takes 5 seconds to get to the max spread
- - Visual improvements to effects and projectiles
- - Updated sound
- - Updated description

- Tugarin Stellar Catapult;
- - Minor visual improvements to explosion

- Laidlaw family:
- - Now explosions damage properly scales with weapon damage
- - Now explosions don't get triggered by hitting missiles and fighters
- - Minor visual improvements to explosions


Hullmods:
- A-Series "Shturm" Protocol:
- - Now doesn't crash when attempting to install Shield Shunt together with Shturm Protocol (hoozah)
- - Fixed description: now it properly says that flux dissipation increases only when shields are disabled
- - Now displays status when dissipation is increased

- B-Series "Fortress" Protocol:
- - Fixed minor text issues

- Laidlaw Tech:
- - Fixed minor text issues

- Inertia Redirection Systems:
- - Fixed status being displayed even if installed not on the player's ship
- - OP cost reduced from 5/10/15/25 to 4/8/12/20
[close]
1.4.2
1.4.2 Changelog


Changes:
- -Changed VIC ships name prefix from "VIC" to "ASCV" (Aerospace Corps Vessel)

Bugfixes:
- - Fixed crash related to B-Series "Fortress" Protocol hullmod
- -Fixed crash related to Vila Bolt Converger

[close]
1.4.1

1.4.1 Changelog


- Fixed the bug when Omni-lunge system sends the ships into Oblivion
- Removed debug text from Omni-lunge system

[close]
1.4.0

1.4.0 Changelog

Now compatible with 0.95.1a


Ship systems:
- Omni-lunge:
- - Now works more like directional plasma burn with turn rate boost
- - Distance per lunge reduced by ~40-50%
- - Max charges increased from 3 to 5
- - Time to regenerate 1 charge reduced from 10s to 5s

- Assault Reconfiguration (previously known as Adaptive Assault)
- - Removed scaling with hybridization
- - Now increases damage of ballistic and energy weapons by 50% in all cases
- - Now also increases shield damage taken by 25%


Ships/Fighters:
#ships
- All:
- - A small visual update of sprites courtesy of Nes
- - Added smoke engine trails

#fighters
- All:
- - Added engine trails to all fighters
- - Fighters in Engage mode are now forced to continuously accelerate and move at maximum speed without strafing or decelerating, resulting in a more cinematic and plane-like way of movement

- Uvall Interceptor:
- - Rarog swapped for Proxy Mine Launcher
- - Hull increased from 350 to 450
- - Armor increased from 75 to 100

#frigates
- VIC-X14 Nybbas:
- - Now uses Vanilla Phase cloak
- - Phae Upkeep reduced from 500 to 240
- - Base speed increased from 90 to 110
- - Removed Aerodynamic Design and Phase Field hullmods
- - Added Adaptive Phase Coils and Phase Anchor hullmods

- VIC-A01 Xaphan
- - Dissipation increased from 210 to 240

#destroyers
- VIC-B49 Samael
- - Armor increased from 400 to 550
- - Hull increased from 3500 to 4500
- - Turn acceleration increased from 8.5 to 12
- - Max flux increased from 6000 to 7400

- VIC-A33 Moloch
- - Armor increased from 350 to 450

#cruisers

- VIC-B62 Thamuz
- - Armor increased from 700 to 850
- - Hull increased from 7500 to 8500
- - Max turn speed increased from 12.5 to 15
- - Turn acceleration increased from 4.15 to 7
- - Max flux increased from 9000 to 11000


- VIC-A58 Valafar
- - Armor increased from 600 to 800
- - Dissipation increases from 600 to 650

#caps
- VIC-A71 Apollyon
- - Armor increased from 1000 to 1200
- - Fleet points reduced from 35 to 30

- VIC-U61 Oriax
- - Armor increased from 800 to 1000


Weapons:
- Heavy Laidlaw Accelerator:
- - OP cost decreased from 35 to 30
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.25 to 4.25
- - Flux per shot increased from 650 to 1000
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Accelerator:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 750 to 1200
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Mass Driver:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 250 to 1000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 375 to 600
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 200 to 250
- - Projectile visuals updated (again)

- Zlydzen Wave Destabilizer:
- - Changed debuff effect:
- - Ramp up time increased from 4 seconds to 6 seconds
- - Wear off time increased from 2 seconds to 4 seconds
- - Shield efficiency reduction increased from 10% to 25%
- - Shield upkeep increase reduced from 50% to 25%
- - Phase cloak cooldown increase removed
- - Phase cloak activation cost increase removed
- - Flux dissipation reduction removed
- - Reduction for armor efficiency increased from 10% to 25%

- Vila Bolt Converger:
- - Sustained DPS increased from 210 to 255
- - Fixed crash if ship dies while charging

- Balachko Cryoheat Generator:
- - Damage reduction on hull hits reduced from 50% to 35%

- Psotnik Interference Autocannon
- Psotnik Interference Machinegun

- - Added smoke trails to projectiles


Hullmods:
- "Fervor" Protocol:
- - Now increases damage dealt only if you close enough to target
- - Damage increase fall off starts at 500SU at gets to 0% at 700SU (range is from edges of collision circles so it%u2019s a bit bigger on practice)
- - Penalty from installing on non VIC ships removed
- - Range penalty removed

- PD Arc Emitter:
- - Now deals energy damage
- - Now doesn't flameout missiles
- - Description now states that Arc Emitter scales with stats for energy weapons

- Convoy drive:
- - Range increase changed from 10% increase to increase by factor of x1.25

- Laidlaw Tech:
- - Description changed a bit

- "Hellstorm" Weapon System(Xaphan build-in):
- - Now also increase ammo recharge rate of ballistic and missile weapons by 100%
- - A new icon, yay

- A-Series "Shturm" Protocol:
- - Removed capacity reduction
- - Removed dissipation increase
- - No longer changes effect of capacitors
- - Now increases shield upkeep by 100%
- - Now increases dissipation by 100% if shield is disabled
- - Range threshold changed from 500/600/800/1000 to 500/700/900/1100
- - Now Increases speed by 20/15/10/10
- - Now reduces peak performance time by 50%

- Inertia Redirection Systems (previously %u201CIntegrated Assault Systems)
- - Increases acceleration and deceleration when changing direction of movement
- - A new icon, yay

- B-Series "Fortress" Protocol (rework):
- - Can only be installed on wing shaped ships(need better name for that)
- - Reduces damage taken by shields by 30%
- - Reduces damage and flux cost for energy and ballistic weapons by 25%
- - Changes system to reduce shield damage taken by 50% and reduce damage of ballistic and  by 25%


Campaign:
- Replaced Lowtech stations for VIC with Midline ones (including in Nexerelin)
- Pristine nanoforge on Phlegethon swapped for corrupted nanoforge
- Added special condition to Phlegethon to compensate for lost ship quality
- Transfiguration Solutions 15% hazard penalty replaced with 25% accessibility penalty, also removed biolab installation mention from the description
- VIC Revitalization Center base income/upkeep reduced from 28000/50000 at size 6 to 12000/24000 at size 6
- Nexerelin starts now have Buffalo(VIC) instead of Buffalo(A)
- Station in secret system now has Buffalo(VIC) instead of Xaphan
- Removed respec option for the player in Revitalization Center (still can respec officers)
- Pelenu Laukas moved a bit to not overlap with Penelope
- Fixed the descriptions of Kalada market in Ittir system, now should actually be shown properly


Other:
- Lots of other small fixes and stuff that we might have forgotten, whoops
- A couple of spoiler portraits for future stuff
- A new hot meme artwork by Luzaitis (bless them)

[close]
1.3.3
VIC 1.3.3 - "Higher Energies" changelog:

Campaign:
   
- Fixed VIC markets not having positive growth rate     
- Fixed officer respec making officers not being affected by skills, which resulted in lesser officer levels after the respec     
- Fixed Extreme Viral Contamination not reducing size of markets over time   
- Updated Extreme Viral Contamination icon


Misc:

- Removed archive with memes     
- Added link to imgur post with VIC memes (can be found in the graphics folder)

[close]
1.3.2
VIC 1.3.2 - "Higher Energies" changelog:

Ships:

Nybbas

- Now counts as phase ship for Phase Corps skill

- Baryonic Displacement

- - Fixed description


Pruflas

- New System

- - Minelayer

- - Launches several proxy fused frag mines


Cresil

- Emergency Defense

- - Fixed sever FPS drop with some fighters


Oriax

- Hull reduced from 12000 to 9000

- Flux capacity reduced from 17000 to 15000

- Turn rate reduced from 15 to 10


 Kobal, Samael, Thamuz

- Adaptive Assault

- - Fixed description



Weapons:

Capacitons Discharger

- Damage increased from 150 to 300

- fkux cost increased from 225 to 480

- EMP increased from 80 to 160

- Max ammo reduced from 30 to 16

- Chargeup and chargedown increased from 0.075 to 0.15


Tugarin Stellar Catapult

- Refire increased from 3.75 to 4 seconds

- Flux to fire increased from 1680 to 1860


Rubezahl Thermal Lance

- Tier increased from 0 to 3

- Damage Reduced from 2400 to 2250

- Burst duration increased from 0.5 to 0.75 seconds


Zlydzen Wave Destabilizer

- Fixed rare crash


Gagana Smartdart Launcher

- Flux cost increased from 220 to 250


Abyssus Array

- Fixed rare NPE


Psotnik Interference Machinegun

- Fixed hardpoint offsets


Vodyanoy Plasma Minigun

- Fixed AI hints, now should also aim at fighters


Laidlaw family (Mass Driver, Accelerator, Heavy Accelerator)

- Fixed AI hints, now should properly shoot at frigates



Other:

- Fixed a couple of planet descriptions
[close]
1.3.1
VIC 1.3.1 - "Higher Energies" changelog:

Ships:
Jezebeth
-Defense Suppressor System
--Added description

Oriax
-Flux Rapture System
--Added description
-Power Redistributor hullmod
--Now more reliably switches modes when the ship is controlled by AI

Hullmods:
PD Arc Emitter
-Now doesn't crash if installed on a fighter (screw you gettag)((jk, we still love you))

VIC Integrated Assault Systems
-Fixed increase of PPT by 3% if stacking penalty is not applied

Weapons:
Zlydzen Wave Destabilizer
-Now effect fall rate scales with the target's time dilation
-Now effect falls off 2 times slower if the target is phased

Verlioka Field Disruptor
-Fixed field effect lagging behind

Misc:
-Changed and fixed most variants
-VIC now builds anti EVC structures if they own the market with EVC market condition(if they invade the Vbombed market or if their market got Vbombed)
-Fixed VIC being at 0 rep with remnants

[close]
1.3.0
VIC 1.3.0 "High Energies" patchnote:

Ships:

A brand new ship - VIC-U61 Oriax Battlecruiser. A versatile and manouverable capital-grade vessel, capable of everything, but not excelling at anything in particular.

VIC-X14 Nybbas:
-OP reduced from 60 to 55
-Flux dissipation decreaed from 450 to 350
-Max flux increased from 2500 to 3000
-Max speed redused from 120 to 90
-Phase activation cost reduced from 175 to 150
-phase upkeep increased from 200 to 450
-Experimental Phase Drive:
- Phase CD reduction removed
- Weapons flux cost reduction reduced from 25% to 20%
- Weapon range reduction reduced from 35% to 30%
-Baryonic Displacement:
- Flux cost removed
- Now can't be used while phased
- CD increased from 2 to 6 seconds
-New Right click system Phase Dive
- More time dilation
- More Speed
- More Flux cost
- Longer Cooldown

VIC-S85 Pruflas:
-OP reduced from 50 to 45
-Flux dissipation reduced from 300 to 240
-Flux capacity increased from 2000 to 2600

VIC-A71 Apollyon:
-Improved AI,  should be less suicidal when commencing Quantum Lunge
-Changed Abyssus Array built-in: tweaked the direction of launch, now costs flux to fire, more sustained damage

VIC-B19 Kobal, VIC-B49 Samael, VIC-B62 Thamuz:
-Adaptive Assault:
- Fixed incorrect combat status
- Fixed incorrect damage increase values
-New built-in hullmod - Convoy Drive
- Increases 0-flux speed bonus and slightly increases the range of ballistic and energy weaponry


Figher wings:
-VIC-F11 Shabriri Drone:
- Hull decreased from 120 to 75
- Flux capacity decreased from 250 to 200
- Flux dissipation decreased from 100 to 50

Weapons:

5 brand new weapons:
Rubezahl Thermal Lance - Large Energy
- Extreme HE damage
- Limited sustained fire capability
- Slow and highly visible chargeup

Zlydzen Wave Destabilizer - Large Energy
- Support-focused debuff weapon
- Applies various debuffs depending on whether the shield or the hull of the enemy are hit by the beam
- Pretty useless damage-wise on its own

Balachko Cryoheat Generator - Medium Energy
- Alternating HE and Kinetic damage, excels at bringing down enemy's defences
- Subpar hull damage

Vila Impulse Converger - Medium Energy
- Unusual projectile trajectory, perfect accuracy (if used correctly and precisely)
- High burst potential
- Low-end sustained damage

Psotnik Interference Machinegun - Medium Ballistic
- Potent anti-shield suppression and
- Very low damage per projectile


Capacitons Discharger:
-Damage increased from 150 to 300
-EMP increased from 80 to 160
-Max ammo reduced from 30 to 16
-Chargeup and chargedown increased from 0.075 to 0.15

Tugarin Stellar Catapult:
-Projectile speed no longer gets affected by the ship's speed twice as much

Strigoy Flak Cannon - reworked, now performs like a true flak cloud dispenser:
-Burst size increased from 2 to 10
-Damage reduced from 50 to 30
-DPS increased from 250 to 300
-range reduced from 400 to 350

Laidlaw Accelerators family - reworked, now perform worse against shields, but better againt hulls:
- Now deal soft flux against shields
- The fragmentation explosion damage on hits against hull increased to 200 (Laidlaw Mass Driver) and 400 (Laidlaw Accelerator and Heavy Laidlaw Accelerator)
- Heavy Laidlaw Accelerator now fires from both barrels simultaneously with perfect accuracy
- Heavy Laidlaw Accelerator OP cost increased from 30 to 35
- Improved visuals
- Improved sounds

Other weapons:
- Various visual improvements


Hullmods:
Aerodynamic Design:
-Ground support changed from 10/20/30/40 to 10/20/30/50

Laidlaw Resonance Shields:
-Renamed to Laidlaw Tech
-Now also:
- Reduces ballistic range by 10%
- Increases energy weapons range by 100 su
- Reduces beam weapons range by 100 su
- Reduces energy weapon flux generation by 10%

VIC Integrated Assault Systems:
-Weapon flux reduction changed from 5%/10%/20%/30% to 20%
-Speed bonus reduced from 10/10/20/20 to 5/10/20/25
-Projectile speed bonus reduced from 33% o 30%
-PPT penalty reduced from 33% to 30%
-OP cost increased from 4/8/15/25 to 7/11/15/25
-Now cant be instaled on non-VIC ships

VIC "Fortress" Protocol:
-Shield damage taken reduction increased from 13% to 35%
-Now reduces the chance that shields will be pierced by EMP arcs by 75%
-Shield upkeep now icreased by 25% instead of being reduced by 25%
-Shield unfold and turn speed now reduced by 50% instead of being increased by 50%
-Shield arc increase removed
-Now reduces ship max speed by 20%
-Now increases 0-flux speed boost by 15 SU
-OP cost reduced from 7/14/21/35 to 6/12/18/30
-Now incompatible with just SO and Hardened Shields
-Now cant be instaled on-non VIC ships

PD Arc Emitter:
-OP cost increased from 4/8/12/20 to 5/10/15/25
-Flux cost per arc increased from 25 to 35
-Now is inactive while venting or overloaded


Missions:
-Added custom description to the VIC Combat Simulation System mission


Campaign:
-Added VIC Revitalization Center industry:
- Now Revitalization Center services (portrait changing and skill respeccing) require "VIC Revitalization Center" industry on a planet, instead of the market just being owned by VIC
- VIC Revitalization Center requires genetech supply and good relations with VIC to operate
- Added VIC Revitalization Center to Cocytus, Yama, Yesod and Ailmar.

-Added new industry item for farming "Transfiguration Solutions"
- The item increases the farming output, but makes the industry demand genetech and increases the hazard rating of the planet
- Requires at least some organic deposits being present on the planet


-GMO farming industry was removed

-Some industries got moved around

-Now the secret (or not so secret) fancy system is a bit more secret

-Added the current VIC CEO to Cocytus - come say "Hello"


Misc:
-Added custom ship engine sounds
-Added characters for combat chatter
-Added some funny settings which you can configurate in data/config/modSettings.json :^)    (thanks, Tilt)
-Some little description changes for the genetech commodity, markets and so on, as usual
-Certainly some small changes that we might have forgotten in the process
[close]
1.2.0

Ships:
Apollyon:
-OP reduced from 400 to 380
-Quantum lunge
--Fixed some interactions with stations (still a bit messed up because, duh, stations)
--Now instead of arcs deals damage in line as it should (still has additional arcs)
--Damage on secondary arcs reduced by 50%

Omni-lunge (VIC-A01 Xaphan, VIC-A33 Moloch, VIC-A58 Valafar):
-Added more visual effects

VIC-X14 Nybbas:
-Added Phase Field and Delicate Machinery hullmods
-DP reduced from 14 to 13

VIC-F04 Sonneilon:
-Now they can't interrupt their burst

All ships:
-Now engine glow changes color if Safety Overrides are installed

Weapons:
Vodyanoy Plasma Minigun:
-New firing sound

Nawia:
-Fixed the bug that caused more flux cost per shot
-Visual effects improved

Hullmods:
"Shturm" Overhaul:
-Tier reduced from 3 to 1 (can buy it with lower rep)
-Cost reduced from 25000 credits to 5000 credits

VIC Brand Shield Emitter:
-Fixed speed penalty also been applied to 0 flux boost

PD Arc Emitter:
-Now unlocked from game start

Misc:
Viral bombardment:
-Stability penalty from Extreme Viral Contamination (EVC) is now permanent
-Ground defense penalty multiplier reduced from x0.3 to x0.25
-Accessibility penalty increased from -25% to -45%
-Now has a fleet size penalty multiplier of x0.5
-Now reduces production quality by 45%
-Grow penalty increased from 10 to (2^(colony size))*25
-Now colonies with EVC can decrease in size if they hit 0% total growth while having negative growth rate
-If colony is size 2, it gets decivilizied the next time it decreases in size
-3 New industries to counteract effects of EVC

-New market themes, all thanks to psiklaw
-Heavy industries were removed from Phlegethon and Purgatory
-Some small fixes in dialogues and descriptions (nothing radical)


[close]
1.1.0
Hullmods:
VIC "Fervor" Protocols
-Now installable on all ships, not only VIC ones
-Now gives 15% weapon range penalty
-Now if installed with other VIC-brand hullmods or on non-VIC ships, received damage penalty is doubled from 25% to 50%

VIC Brand Shield Emitter
-Now installable on all ships, not only VIC ones
-Now if installed with other VIC-brand hullmods or on non-VIC ships, decreases maximum speed by 25%

VIC Integrated Assault Systems
-Now installable on all ships, not only VIC ones
-Now does not provide weapon range bonus. Instead provides 5/10/20/30% reduction in weapon flux costs.
-Speed bonus changed to 10/10/20/20
-Adds 33% more projectile velocity
-Now if installed with other VIC-brand hullmods or on non-VIC ships, reduces peak performance time by 33%

VIC "Shturm" Overhaul:
-renamed to "Shturm Overhaul"
-Increased OP cost from 5/10/15/25 to 8/16/24/40

Loader Overdrive
-flux cost reduction removed (actually increased weapons' flux cost due to a bug, so that's actually a buff!)
-range reduction reduced from 15% to 10%

PD Arc Emitter:
-Damage per arc reduced from 150 to 50
-Flux per arc reduced from 150 to 25
-CD per charge reduced from 10/7/5/4 to 3/1.5/1/0.6
-Max charges increased from 2/3/4/6 to 6/9/12/21
-Range increased from 200/250/300/350 to 250/300/350/550
-Now properly scales with ship's stats, counts as energy weapon


Weapons:
New weapon - Vodyanoy Plasma Minigun! Rip'n'tear until it is done!
-Large energy fast-firing suppression weapon
-The longer you shoot, the better it is against armour

Capacitons Discharger:
-Range for secondary arcs increased from "range * 0.15 + 200" to "range * 0.25 + 300",  approximately 50% increase in range
-EMP on secondary arcs increased form 15% to 50%
-EMP increased from 50 to 80

Heavy Laidlaw Accelerator:
-Flux cost reduced from 750 to 650

Psotnik Interference Autocannon:
-EMP on arc increased from 50 to 60

Tugarin Stellar Catapult:
-Range increased from 900 to 950
-Projectile speed increased from 300 to 350

Verlioka:
-Now slow missiles to min of 50% max speed, multiple effects don't stack
-Damage reduced from 150 to 100
-Flux cost increased from 150 to 250

Nawia:
-Refire delay reduced from 1.74 to 1.5
-On hit pellets damage reduced from 60 to 50
-Flux efficiency reduced from 0.88 to 1.1
-Now pellets more likely to hit target

Gagana:
-Range reduced from 900 to 800

Strigoy:
-Now fires 2 shells at a time
-Damage reduced from 100 to 50
-Flux cost reduced from 40 to 25
-Refire delay reduced from 2.7 to 0.5
-Burst removed
-Projectile speed reduced from 650 to 600

Laidlaw Mass Driver:
-OP cost reduced form 8 to 7

Rarog Atomic Emitter:
-Range increased from 350 to 450


Fighters:
Shabriri:
-Shield reduced from 500 to 250
-Top speed reduced from 450 to 400
-OP cost increased from 3 to 4

Sonneilon:
-Damage increased from 100 to 125
-Shields reduced from 750 to 400

Uvall:
-Shield reduced from 750 to 500
-Armor increased from 50 to 75
-Hull increased from 200 to 350

Asmoday:
-Shield reduced from 1500 to 1000
-Armor increased from 100 to 125
-Hull increased from 500 to 650
-Description tweaked a bit


Ships:
VIC-X14 Nybbas:
-PPT reduced from 300 to 200
-Now system have 2 seconds CD
-DP increased from 12 to 14

VIC-A01 Xaphan:
-Shield effectiveness reduced from 0.7 to 0.8

VIC-C96 Jezebeth:
-Flux dissipation from 500 to 400

VIC-B49 Samael:
-In-build drone wing removed
-Top speed reduced from 60 to 50
-Flux dissipation reduced from 500 to 400
-Flux capacity increased from 5500 to 6000
-DP increased from 9 to 12
-OP reduced from 105 to 100

VIC-A33 Moloch:
-Medium missiles changed to small missiles
-Medium turrets arcs has been reduced
-Shield effectiveness reduced from 0.7 to 0.8
-OP reduced from 110 to 95

VIC-B62 Thamuz:
-Top speed reduced from 30 to 25
-DP cost increased  from 25 to 27
-Slight changes to arcs of some small mounts

VIC-A58 Valafar:
-Shield effectiveness reduced from 0.7 to 0.8

VIC-A71 Apollyon:
-Shield effectiveness reduced from 0.7 to 0.8
-DP cost reduced from 65 to 60
-Now is in the rare_bp category


Ship systems:
Omni-lunge:
-Now has 3 charges
-CD per charge - 10 seconds
-System total CD reduced from 5.25 to 1.6

Adaptive Assault:
-Now gives from 25% to 75% more energy and ballistic weapons damage
-Now have reverse loadout effect, ballistic weapons increase effect for energy and energy weapons increase for ballistic
-Now missiles reduce both effects


Other stuff:
-Fixed Virus Bombardment bug which prevented saving the game
-Graphical adjustments to all ships' sprites
-More portraits!!
-Even more edgy ship names!!
-Plot around Apotheosis thickens
-Various description fixes (Bernadian and Mithos planets in Ittir system being the main offenders)
-More memes in the meme folder (yes, it is important)
-All memes got ziped to not make VIC 120 MB Vram in eyes of VRAM-Counter
-Apollyon BP removed from "VIC High Grade Hulls Blueprint Package"
-Reduced amount of asteroids in Empyrean and Ittir which should reduce lag in system
-Cleaned some gunk and reduced VRAM requirement
[close]
[close]





"What shall the future bring us?"


- Updates to the currently available content! -
- More ships and weapons! -
- More campaign things to discover!
- More portraits! -
- Possibly, more music! -
- And, also possibly, more big things like other factions and so on! -
- Stay tuned! -





Credits

Authors: Astarat and PureTilt

Advice and help with coding: Axle, Mesotronik, Sir Hartley, Tomatopaste, Tartiflette, Nicke, Nia Tahl, twinklover420

Advice and help with spriting: Knight Chase, Alfonzo, Nia Tahl, Tomatopaste, Tartiflette, Nes

Sound effects: Mesotronik

Music: Mesotronik, Haplogynae and Psiklaw

Illustrations (formerly): Kvacm

Portraits: Quacken and various artists whose work has been found in open sources and edited for this mod for non-commercial purposes

Writing and/or editing already existing writing: JRG, Avanitia, Aurica, Silverlight, Alfonzo, Phoenix the Dreamer

Testing: Avanitia and many-many others



Extreme corporate shilling and catgirl enthusiasm: JRG, AlexAtheos, Silverlight, TitanicGuy, Phoenix the Dreamer, Luzaitis and many other Unofficial Starsector Discord degenerates users

Krinj: TechPriest (jk, you're cool and based, wish I could know you in person)



Special thanks: Alex, David and the game community itself! All of you are absolutely awesome!





Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.


And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!

« Last Edit: Today at 02:19:03 PM by Astarat »
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stormbringer951

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #1 on: December 30, 2020, 12:39:03 PM »

Congrats on the release :D
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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

Lightning Dog

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #2 on: December 30, 2020, 12:41:13 PM »

Unbelievably hype! Made an account just to say congratz on release!
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theDragn

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #3 on: December 30, 2020, 12:44:53 PM »

Finally, the most anticipated mod of the decade has arrived. Congrats on release!

AlexAtheos

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #4 on: December 30, 2020, 12:49:12 PM »

Quote
Extreme corporate shilling and catgirl enthusiam

you better believe it

seriously though this is an amazingly polished and very popular mod on the discord, get it while it's hot
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Ishman

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #5 on: December 30, 2020, 12:53:26 PM »

Lovely ships, good to see this release - I welcome Volkov Industrial Catgirls to my long-term modlist.
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SirHartley

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #6 on: December 30, 2020, 12:55:50 PM »

I waited more than half a year for this, and it was worth it :)
A really well done, polished, and proper faction with extensive campaign features and custom content.

Congratulations on the release, both to Astarat and PureTilt!
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PureTilt

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #7 on: December 30, 2020, 12:58:54 PM »

ayy lmao its me second author download MHM now
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Chairman Suryasari

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #9 on: December 30, 2020, 01:32:57 PM »

Look great, cannot wait to read all the lore in this mod, look interesting, Luddic Church will have a hard time fighting 5 front war in my modlist. They're also polar opposite of FPE, a xenophobic and eugenic society, I wonder if they'll get along. I'll probably disable Fang and Draco since they're also a big players in genetic engineering.

Thanks for the awesome work!
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"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

-Some random Youtube comment on video about Sonic OC.

ZeCaptain

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #10 on: December 30, 2020, 01:43:41 PM »

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Timid

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #11 on: December 30, 2020, 02:09:46 PM »

Contradictions rarely identify new growth ethically.

kamykrak

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #12 on: December 30, 2020, 05:04:38 PM »

just tested some of the ships out and i have to say i'm in love they fit my play style like a glove this is not leaving my load order nay time soon thanks for the mod   :D
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Rapti_Of_S.

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #13 on: December 30, 2020, 06:39:54 PM »

This is the most beautiful mod that I have never seen before.

I already have more than 80 mod, so trust me, i know what Im talkink about    :D
« Last Edit: December 30, 2020, 06:41:50 PM by Repti_Of_S. »
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Mayu

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« Reply #14 on: December 30, 2020, 08:21:58 PM »

>genetically engineered catgirls with seven layers of eugenics mastery

Say no more, it's instant download for me.
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