0.9.6-rc1 Dev Changleog
https://github.com/MShadowy/shadowyards/blob/master/changelog.txt Updated the SRA's relationships on generation to include more factions, which should resolve some weirdness in Nexerelin
An error with the Nidhoggr Lance that was preventing it from properly applying the piercing effect has been resolved
TODO Adjust firing script to allow for the Lance to to be held at partial charge, which should make the AI a little less weird with it
Increased the Ninurta's monthly and per deployment supply costs to 12 (from
Increased the Cetus' monthly and per deployment supply costs to 9 (from 7)
Increased the Skadi's OP to 260 (from 220)
Realized I had not, in fact, given the Mimir (R) it's short hop version of the Lock Drive and fixed this oversight
Updated and improved the Tartarus sprite
Updated descriptions for the Modular Fabricators to remove now erroneous text referring to nanoforge compatability
Entirely replaced the sprite for the Poseidon High Value Bounty, (TODO) and gave it a custom Flux Draining system and interlinked main weapon
The System temporarily reduces the flux pool of the target vessel
The Poseidon does not directly get this flux itself, instead powering it's main weapon with it
The effect lasts about 15 seconds, but can be "reinvigorated" if the Poseidon can vampirize another ship
Stacks up to 5 times, with weapon effect increases happening at 1, 3, and 5 pips
System becomes much less accurate as number of pips increase
The basic weapon effect is a faily basic plasma bolt, decent damage, not great flux efficiency, middling RoF
Uses on hit effects to attach scripts
Every weapon effect increase adds additional subprojectiles when the weapon is fired, each with it's own effect
1 pip : Additional damage
3 pips: Huge indiscriminate EMP bursts
5 pips: Big shovey impulse blast / slight effect refresher on each hit
PARTIAL Added the Asphodel Test Bed Cruiser to High Value Bounties
Still remaining to do is to adjust it's firing script so to make it friendlier for AI use
Updated the Maleficent sprite and gave it a unique hullmod, Wolfpack Systems
WpS linearly improves weapon performance aboard the host ship for each additional ship with the same hullmod within a range of 800:
RoF of Ballistic and Energy weapons increased by 20%
Damage of Beams and Missile weapons increased by 25%
If WpS cannot network with anything else, it gives no bonus
Increased beam speed for the Kamal and Mughal to 10,000 (from 2,000)
Made the Yajna system significantly less compressed, which should hopefully help resolve some issues with patrols
Fixed an issue with unbuildable structures causing ridiculously inflated planet bounty prices in Nexerelin
Shikomes now no longer glow like the freakin' sun when under the effects of the Fighter Control Relay
Changed 12 (of 15) EveryFrameScripts that were always being loaded in combat so that they should only show up when being used
Updated the script for the SRA's faction doctrine to be more in line with the current system
Adjusted Charge Cyclers recharge increase down to 15% (from 25%)
Updated the Phase Anchor script to include the speed disruption effect in standard Phase Cloaks
The speed disruption reaches its full effect more rapidly (at 33% flux/disruption) but is not as severe (50% speed reduction)
Fixed a bug in the GAT system where the system effect was not correctly unapplying
Also generally went through and cleared out a number of old and unused scripts
Adjusted the flux dissipation on some of the Yardie derived ships:
The Southpaws flux dissipation has beeing increased to 220 (from 150)
The Potnia-bis' flux dissipation has been increased to 360 (from 300)
The Potnia-tris' flux dissipation has been increased to 240 (from 200)
Trimmed the number of missions down to five
Removed the Cloned Organs commodity from circulation, due a number of issues with its basic implementation
Fixed a typo in the world gen scripts that was preventing a particular derelict from spawning
Added a new music track to the campaign layer, courtesy of Mesotronik
CONSIDER Shuffling ships to specific factions/subfactions as a way of keeping up ship variety while reducing total number of ships
TODO Add one more Large Missile Launcher
2nd, another AoE weapon, missilized version of the Shamash's phase gun:
inital AoE damage and range is small, but ignores shields, follow up damage is from a persisting AoE DoT (explained as a "phase storm" caused by the p-mass bubble escaping
back into p-space)
duration undetermined; tentatively 4-8 seconds, randomized within a range
At ~1/2 to 2/3rds of the way through the effect it begins diminishing in size at a logarithmic/exponential pace (depending on what feels better)
sucks into the middle
greater intensity as it ends?
main elements:
main script tracking ships inside AoE and applying damage through EMP strikes at semi-random intervals
supporting elements:
scripted spawning of "wandering" non-colliding projectiles, serving as both visual elements and the purpose of AI Trickery (i.e. getting to keep their shields up)
visual elements:
scripted spawning of "wandering" invisible non-colliding projectiles to be chased by custom trail effects
scripted "phase storm cloud" effect consisting of two custom particle types
should approximately fill the effected area
mostly translucent "cloud" effect particle that is present for most of the time the effect is active; some rotation/movement?
"cloud to cloud" lightning particle; appears behind "cloud" particles at random intervals in semi-random clusters for short durations
non damaging emp arcs between random points within area of effect
SCRIPTS NEEDED:
MAIN SCRIPT - handles initial detonation, AoE damage and spawning of sub projectiles
SUBPROJ HANDLERS - directs sub projectiles and sets them to non-colliding, spawns custom trails that follow them
CLOUD HANDLER - handles the visual effects for the storm system, spawning the custom particles and timing the cloud-to-cloud lightning
TODO Trim and redo missions - PARTIAL; missions trimmed
KEEPERS - Triune, They Might be Giants, Drums in the Deep, Cease and Desist plus the Random missions and Stampede
CHANGES
TRIUNE - Expand mission events considerably with FS2 style mission expansion; at least a plot twist and some in mission dialogue
TMBG - Get ships predamaged as intended, set CR to the desired levels, change it to a pursuit mission
DRUMS - Expand mission events with FS2 style mission extension, have virus bomb attack shown in post mission success cutscene
CAD - Mission needs to be reconsidered and seriously rebalanced
RANDOM - Fix Random mission script so it actually spawns fleets successfully, solves bugs where it would sometimes fail to generate fleets (Done)
STAMPEDE - More Buffalo, more variations on Buffalo, fewer friendly ships, and fix it to make it work consistently