Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

Pages: 1 2 3 [4]

Author Topic: [0.96a] Holy Covenant of Kemet 0.0.4d (Fixing2 Ed.)  (Read 26192 times)

King Alfonzo

  • Admiral
  • *****
  • Posts: 668
  • -- D O C T O R --
    • View Profile
Re: [0.96a] Holy Covenant of Kemet 0.0.4c (Fixing Ed.)
« Reply #45 on: June 10, 2023, 08:04:40 PM »

Whoops! Thanks for the catch on that.

Version 0.04b
-HOTFIX; Fixed built-in hullmods being discoverable

DOWNLOAD HERE

Wyvern

  • Admiral
  • *****
  • Posts: 3567
    • View Profile
Re: [0.96a] Holy Covenant of Kemet 0.0.4c (Fixing Ed.)
« Reply #46 on: June 12, 2023, 04:33:51 PM »

Another maybe-bug: The s-mod bonus for the Ushabti's Skin of Heka hullmod includes "projectiles move 2000% faster". I'm going to guess that was maybe meant to be 200%? At 2000%, it results in display glitches when it fires things...
Edit: On further investigation, this isn't just a display glitch; weapons with that much speed boost will sometimes shoot straight through a target without hitting it.

Edit: and a balance commentary: the sustained DPS on the small and medium net-class weapons is painfully low, to the point that I've not been able to find a use for the things beyond an occasional "Well I need something else on this Kemet hull to help boost its energy flux reduction, and this thing has a basically-negligible flux cost so it won't take away from the weapons I actually want to have firing..."
« Last Edit: June 13, 2023, 06:23:02 PM by Wyvern »
Logged
Wyvern is 100% correct about the math.

King Alfonzo

  • Admiral
  • *****
  • Posts: 668
  • -- D O C T O R --
    • View Profile
Re: [0.96a] Holy Covenant of Kemet 0.0.4c (Fixing Ed.)
« Reply #47 on: June 19, 2023, 12:26:22 AM »

Another maybe-bug: The s-mod bonus for the Ushabti's Skin of Heka hullmod includes "projectiles move 2000% faster". I'm going to guess that was maybe meant to be 200%? At 2000%, it results in display glitches when it fires things...

Well I'm an idiot.

UPDATE 0.04d

-Fixed S-mod bonus for Kermes range; projectile speed is improved by 20%, not 2000%.
-Upped the rate of fire and ammo recharge of Net weaponry, to be more useful but still bursty.

DOWNLOAD HERE.

Network Pesci

  • Commander
  • ***
  • Posts: 176
  • Hopefully, amusing you.
    • View Profile
Re: [0.96a] Holy Covenant of Kemet 0.0.4d (Fixing2 Ed.)
« Reply #48 on: July 03, 2023, 10:42:04 AM »

Well, I'm finishing up a modded playthrough with the new changes.  For roleplaying reasons (which I will get to the details of in a minute), I can't actually complete this campaign, but I'm like level 26 and I have five size six colonies, plenty of experience with the new adjusted Covenant armory and one amazing new discovery.

The Furnace series and the Heavy Urns are in a lot better place now.  I can still make use of the Furnaces, particularly using two medium Furnaces on the Onuris or Nemty and of course three large Furnaces on the Nepthys, but to make them really worth using I have to use SP to build in the combination of Armored WEapon MountS and Expanded Magazines.  The AWESEM as it might be called (if you really reach for the acronym) is especially potent with the magazine-based Covenant weapons, and combining that with the player skill that enhances PD I ended up using several different weapons to break shields on my Covenant builds, not exclusively using only Heavy Urns as the obvious option in all cases.

Nepthys Build


I only just now realized in this playthrough that I could build in Skin of Heka, and it is so so worth it.  Sure, let me have Wish.com Safety Overrides for my battlecruiser on top of my AWESEM to make it even better.  Lookit that flux ratio.  This build spews a waterfall of green and blue in every direction at once and might as well have Burst Assault Lasers for how little it cares about fighters or frigates trying to surround it.  The Hungering Furnace still gets the job done, but it has a Needler-sized magazine instead of a mounted HMG drum magazine so it might take up to fifteen seconds to Stop A Train instead of the six it took pre-nerf.  It might be worth taking off the small PD to add Accelerated Shields, but I don't care for the look of empty slots unless absolutely necessary (if I was going to fight the Mess) and this does fine.  I could solo Thousand Eyes with this build if it were actually possible to solo him with anything.  There was one fight that I couldn't beat alone with this build.  In this playthrough I had added the Luddic Enhancement mod, so when I was fighting the Gentle Fleet, their unique Train would not give me a one on one fight, he'd always have a couple of those IEDs (delightfully unfair, by the way) flank me as he opened up with his full firepower.

I experimented with various combinations of Kilns or using all blue or all green, but this particular combination was the most effective I've found at consistently putting out firepower in multiple directions if needed and keeping the shields down on whatever's directly in front so that the Hungering Furnaces can finish it off.  There may be more effective combinations, I didn't even really experiment with Tachyon Lances or Remnant Tech this go round.  I did miss the old overpowered Furnace explosion when I was going up against Sema-Tawy Station, that thing is a BEAST.
[close]

Seele Clubbing
There was a certain other boss fight from another mod that kicked my Ass(D) so bad that it broke my campaign storyline.  It's a point of honor, ever since I realized it was possible, in the main campaign story where you rescue Elissa Zal, the game expects that you might run away.  Well, if I'm wielding a Ziggurat at that point, why would I run from a bunch of free XP and loot and a challenging fight with unusual fleet composition?  That's the kind of thing I'm sitting in front of this computer for.  Now I know David was inspired by a character from a book as far as Kanta goes, but I haven't read that book, to me Kanta is basically Ma-Ma 40K with a Darth Vader implant set that fell off the back of a truck.  So when I fight Kanta's Den and a mercenary battlefleet at the same time solo with my Nepthys or Ionos or whatever you better believe I have to give my Dredd speech every time.  But I can't give my Dredd speech if it's a LIE.  So much for that campaign.

This fellow that I've described in his actual topic as "Freddy Krueger if he was a space station" has a glitch where sometimes he is twins.  In my previous campaign (.96a before the Furnace and Urn nerf) this guy was by himself.  This time, I couldn't beat him(them) with two Nepthyses, an Ionos, a Ziggurat, and Thousand Eyes teamed up, I tried to keep telling myself it was only a dream and then I dreamed I was the loudmouthed punk at the gas station in Hell Or High Water.

So next time I'm going to make use of the Save Copy function before I ever go out there and try to figure out what exactly causes that, is it my level or the size of my fleet or what.

(edit 7/11/23) I finally got them!  To be fair, I was at the helm of the Nepthys above and I was 80% carried by Thousand Eyes.  He can't control Seele, but he can temporarily disable one and then the Nepthys can tear it apart in seconds, repeat six times, game over.  Ten of me, I TOLD YA!
[close]
« Last Edit: July 11, 2023, 01:41:53 PM by Network Pesci »
Logged

Egren

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.96a] Holy Covenant of Kemet 0.0.4d (Fixing2 Ed.)
« Reply #49 on: July 30, 2023, 05:33:35 PM »

I would strongly suggest you keep a complete changelog (inside spoiler tags! think of the poor mousewheels!) in the in the first post instead of piecemeal throughout the thread like you've done so far.

The art is absolutely gorgeous btw. I love it.
Logged

Uther Phobos

  • Lieutenant
  • **
  • Posts: 84
    • View Profile
Re: [0.96a] Holy Covenant of Kemet 0.0.4d (Fixing2 Ed.)
« Reply #50 on: November 29, 2023, 04:47:28 PM »

So after some initial reservations over their rather unique weapon mechanics and their... exceptional fashion sense, the Covenant has grown quite a bit on me. But i encountered two (sort of) issues.

One, for some reason Net weapons don't seem to be able to fire beyond their base range for me, the projectiles detonating once they reach that point. Which is a problem as the AI won't understand this and keeps trying to hit things that aren't actually in range.

Two, when playing with Progressive S-Mods, the 0 cost on the Skin of Heka means upgrading it costs nothing whatsoever. Also, it shows up in the ship editor for Missions, giving a free -30% energy damage. I'm not exactly complaining about this, but balance wise it probably shouldn't work that way.
Logged
Pages: 1 2 3 [4]