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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

Author Topic: [0.97a] Scy v1.8.3  (Read 18873 times)

starficz

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[0.97a] Scy v1.8.3
« on: March 15, 2024, 01:44:46 PM »





Earliest compatible version: 1.66

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

Having problems running mods?  Visit the Mod Troubleshooting Guide!


No Stripe alternate skin pack

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Scy Nation's origin and history


The Scy Nation literally emerged from the ashes of the "Science Colony of Yggdrasil". Before the Collapse, the S.C.o.Y. was a nomadic colony built inside an asteroid to travel the stars and study the universe one system at a time. When the Great Collapse occurred and the gate system shutdown the colony became trapped in the Sector, its inhabitants found themselves at the unfortunate center of attention of the Tri-Tachyon Corporation, the Hegemony and the Luddic Church, all eager to get their hands on Yggdrasill's mini-autofactory and its intact pre-collapse UAC library. Using the gigantic ship as a Cryo-arch, two thirds of the population would escape the crossfire while the rest were put to the stake by Ludd fanatics for worshiping the "demonic autofactory".

They tried to rebuild their life in a remote system, away from the core worlds Collapse, but circumstances always seems to pull them back, always forcing them to take further extremes measures to ensure their survival.
You can dive deeper into the story of the Scy Nation with these documents:




Gameplay


   Skirmisher to the core, Scyan ships have a deep flux pool to make the most out of an hit-run, and slightly better speed to manage to disengage. On the other hand they have slightly more fragile hulls, narrow shields, terrible flux dissipation (relying on venting instead) and fewer weapon mounts. They have to rely on wolf pack tactics to kill isolated targets while the bigger enemies are tied up pursuing smaller prey. Their weapons usually have worse range than vanilla one but superior damage, making even the smallest ship a potential threat if left completely unchecked. When pursued however, they can fold very quickly due to their exposed sides and low staying power.

   This faction mixes all techs in a melting pot of advanced engineering craziness, producing ships and weapons unlike any others. It features ships with modular armor, teleporting guns, phase missiles, laser torpedoes, all sorts of miniguns and more.


Scyan Navy showcase


Spoiler

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Recent Changelogs

1.8.3
Fixed NPE Crash to desptop

1.8.2
Ship Balance Changes
 - Nemean Lion
   · 42 DP -> 45 DP

 - Keto
   · 190 OP -> 210 OP

 - Logistics ships buffed to more reasonable alternatives vs vanilla
 - Balius (F)
   · 350 Cargo -> 400 Cargo
   · 5 Supplies/month -> 4 Supplies per month

 - Balius (T)
   · 600 Fuel -> 650 Fuel
   · 5 Supplies/month -> 4 Supplies per month
   · 50 Cargo -> 30 Cargo

 - Xanthus
   · 20 DP -> 10 DP (Supplies/month were always 10)
   · 1200 Cargo -> 1600 Cargo
   · 7 Fuel/LY -> 4 Fuel/LY
   · 700 Fuel -> 300 Fuel


Weapon Balance Changes
 - Nano-needle Minigun mk.1
   · Gained PD + PD_ALSO tags by default

 - Arc Missile Rack (small)
   · Range 1000 -> 1500
   · Refire delay 10s -> 15s

 - Arc Missile Pod (medium)
   · Reload rate 15s/missile -> 10s/missile


Misc updates / Fixes
 - Faction doctrine nerfed from its 15 points to a vanilla spread of 7
 - Default aggression moved from Steady to Aggressive
 - encounter tracks switched from Tri-Tachyon to SCY market
 - AI core turn-in rewards slightly nerfed

1.8.1
Updated GraphicsLib Support (Thanks to Himemi!):
 - Updated Scy maps
 - Added new material and surface maps
Bugfixes
 - Removed KoL dependency
 - Made Singularity Torp way more rare
 - Fixed Armor paperdoll scaling issue

1.8.0
Scyan Engineering hullmod
 - Updated Text and Effect
 - Now grants double flux capactity from all sources
 - Each cap now also gives 1% higher active vent rate
 - Scyan ships have much smarter and aggressive active vent AI

Modular Armor
 - Armor module paperdoll HUD in combat
 - Modules now provide true splash damage protection vs explosions
 - Modules now are affected by all vanilla hullmods and Dmods
 - Hullmod now displays all armor/hull changes to modular armor
 - No longer bugs and displays a blank info tootip

Variants updated
 - Deprecated many old variants
 - New variants should be much more even with vanilla in campaign fights

Misc updates / Fixes
 - Nemean Lion is smarter with its system AI
 - Keto main gun animation and sound fixed
 - Safeties Switch System AI improved
 - Many weapons now have better Autofit/AI tags
 - Updated select weapons to fire through missiles/fighters when appropriate
 - Allowed markets to generate on loading a save without faction generated
 - Amity Freeport antique ship dealer is better

1.7.0
Barebone compatibility update for 0.97a

1.66
[RC3]
 - Fixed Scyan fleet effect not being removed properly.

[RC2]
 - Added a null check to prevent an obscure crash in refit related to modular armor.
 - Scyan Engineering hullmod now use merged modSettings.json entries to define incompatibilities. The tooltip diplays that list.

 - Removed the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods, moved them to the Torchships And Deadly Armaments mod.
 - Added two tiny outpost stations in vanilla sectors to increase Scy's presence outside of Acheron, particularly with Nexerelin.
 - Removed the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods, moved them to the Torchships And Deadly Armaments mod.
 - Added two tiny outpost stations in vanilla sectors to increase Scy's presence outside of Acheron, particularly with Nexerelin.

BALANCING:
 - Mild miscellaneous buffs to:
   · LVDS (range)
   · Laser Torpedo Rack (op)

 - Siren-class cruiser:
   · Base number of special teleporting shells reduced to 4 from 5. (regeneration unchanged at 50s per ammo)
   · Toggling off the Siren ship system without firing returns the unused charge and negates the cooldown.
   · Teleporting shell now only deals Frag damage. (to make it more usable to save an over-extended allied ship)

BUGFIXES/IMPROVEMENTS:
 - Added a stat display to the Modular Armor hullmod
 - Fixed missing stealth mechanic for the player fleet.
 - Hopefully finally fixed the Keto's main gun crash.
 - Fixed missing system for the Aklys fighter.
 - Clarified many short descriptions and stats.

1.65

BALANCING:
 - Cluster Torpedo Launcher: Added 3s arming time to the carrier missile.

BUGFIXES/IMPROVEMENTS:
 - Fixed various crashes due to 0.95.1 API changes.
 - Removed the civilian and raider hullmods from all logistic ships.
 - Renamed the Manticore-class to Androphagos-class.

1.64
[RC6] Fixed Nexerelin Random mode crash.
[RC5]
 - Nemean Lion system now behaves properly under AI control.
 - Acheron's generation tweaked so that there is no longer so much empty space with the next procgen system.
 - Miniguns no longer listed as benefitting from energy modifiers (they still do, but the mount type shenanigans broke the refit screen).
 - Hopefully plugged the last memory leak from Scy.
 - Added Civilian and fake Militarized Subsystems hullmods built-in to all civies, as a horribly convoluted workaround to the skill thresholds issue.

Singularity Torpedo:
   · Removed from all variants and from Scy's available blueprints.
   · It is now only available from rare salvage, and will probably be moved to Seeker/TaDA at some point along the Light Plating, Reactive Armor and Economical Maintenance hullmods.

BALANCING:

 - Phased Missile Launcher: Ammo increased to 15 from 12.

 - Cluster Torpedo Launcher: Ammo increased to 10 from 6.

 - Arc Missile:
   · Hp raised to 400 from 200,
   · Damage stats messed with (but not the arcs),
   · Rack OP cost lowered to 3 from 4.

 - KAcc mk.1:
   · Damage per shot reduced to 150 from 160,
   · DPS increased to 150 from 140,
   · Flux to fire reduced to 165 from 173.
   · Overall slightly more efficient with a cleaner stat card, fits better as a third alternative between the Railgun and LDA.

 - KAcc mk.2:
   · Flux to fire reduced to 480 from 500,
   · Now fires in bursts of 2 rounds.
   · A smidgen more flux efficient, half the burst damage of the Heavy Needler, but a decent armor pen and causes very long overloads.

 - KAcc mk.3: DPS increased to 333 Kinetic dmg/s from 300.

 - HEMor mk.1: Flux to fire reduced to 210 from 235.

 - HEMor mk.2: Flux to fire reduced to 600 from 700.

 - Light Energy Blaster: Flux to fire reduced to 360 from 400.

 - Most PD weapons received the NO_TURN_BOOST_WHILE_IDLE tag with adjusted turn rates.

 - Balius-class freighter: Cargo capacity increased to 350 from 250.

 - Balius-class tanker: Fuel capacity increased to 600 from 500.

BUGFIXES/IMPROVEMENTS:

 - Restored Nexerelin random mode compatibility for 0.95a.
 - Fixed *many* memory leaks. (Can't say how significant they were, but every bit helps I suppose)
 - Slight code optimization.
 - Fixed some typos here and there.
 - Cross-mods compatibilities updated.
 - Every single weapon was redrawn to ensure they are displayed sharp in the game. Lots of reworked muzzle and glow effects.

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You like the mod? Consider Donating to its main creator Tartiflette!


Credits:
Tartiflette for the everything up to v1.66
Big thanks to all the modders that helped to create this mod:
Cycerin, Debido, Mesotronik, Dark Revenant, Silentstormpt,
Histidine, SniZupGun, Deathfly, 19_30 and many others.

Music composed by Fastland, aka Cycerin
« Last Edit: March 15, 2024, 01:47:47 PM by starficz »
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starficz

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Re: [0.97a] Scy v1.8.2
« Reply #1 on: March 15, 2024, 01:45:23 PM »

Scy deserves to be on the mod index, which is the main reason I made this new post.
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Hatanis

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Re: [0.97a] Scy v1.8.3
« Reply #2 on: April 04, 2024, 03:28:20 AM »

I love this mod, thank you starficz for this update  :D !
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Killsode

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Re: [0.97a] Scy v1.8.3
« Reply #3 on: April 04, 2024, 06:17:21 AM »

Nice! Thanks for updating this, i'm glad i can use Scy again.

Will you be looking at adjusting some bits of balance? Scy's weapons are still very much pre 0.96 ballistics balance and uh.. well their small ballistics kinetic and explosive cannons are just bad. Their weapons, especially many of the smalls, could do with a touch up and looksie.
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Keybindet

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Re: [0.97a] Scy v1.8.3
« Reply #4 on: April 04, 2024, 06:41:07 AM »

Nice 8)
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starficz

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Re: [0.97a] Scy v1.8.3
« Reply #5 on: April 05, 2024, 06:46:36 AM »

Nice! Thanks for updating this, i'm glad i can use Scy again.

Will you be looking at adjusting some bits of balance? Scy's weapons are still very much pre 0.96 ballistics balance and uh.. well their small ballistics kinetic and explosive cannons are just bad. Their weapons, especially many of the smalls, could do with a touch up and looksie.

In what way do you believe them to be bad? I think you might be undervaluing per hit damage quite a bit.
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Killsode

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Re: [0.97a] Scy v1.8.3
« Reply #6 on: May 05, 2024, 10:09:09 PM »

In what way do you believe them to be bad? I think you might be undervaluing per hit damage quite a bit.

Sorry, i completely lost track of this thread!

Well, to start off with the small ballistic HE and KN weapons:

HE
The HEMor mk.1 has 550 range, 175 dmg per projectile and only 117 dps, for 1.2 flux efficiency and medium accuracy for 5 OP
The Light assaultgun has 700 range, 40 dmg per projectile with 160dps, for 1.0 flux efficiency and good accuracy for 5 OP
The Light Mortar has 600 range, 75 dmg per projectile and 75 dps, for 0.67 flux efficiency and poor accuracy for 2 OP

KN
The KAcc mk.1 has 600 range, 150 dmg per projectile and 150 dps, for 1.1 flux efficiency and good accuracy for 6 OP
The Railgun has 700 range, 100 dmg per projectile and 167 dps, for 0.9 flux efficiency and perfect accuracy for 7 OP
The Light AC has 700 range, 50 dmg per projectile and 100 dps, for 0.8 flux efficiency and medium accuracy for 4 OP
The Light Dual AC has 600 range, 50 dmg per projectile and 143 dps, for 0.8 flux efficiency very poor accuracy for 5 OP


In summary: they're short ranged, flux inefficient, and slightly weaker DPS wise for higher singleshot damage to what i believe to an excessive degree. I can absolutely understand the direction they go in, but they're just not quite up to snuff with modern balance. I believe this slightly off balance is unfortunately a common theme with SCY weapons, although i'm only certain that the light ballisitics as they're the ones i've looked at most and have been changed the most balance wise.
So i would suggest doublechecking that the weapon stats are comparable to vanilla equivalents. Not to make them completely equivalent, but at least comparable. I might use the KAcc, but the HEmor is just straight garbage compared to the alternatives.
« Last Edit: May 05, 2024, 10:16:09 PM by Killsode »
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MikaSempai

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Re: [0.97a] Scy v1.8.2
« Reply #7 on: May 14, 2024, 01:39:37 PM »

Scy deserves to be on the mod index, which is the main reason I made this new post.
Sorry, do you know what happened to the original mod and why it was removed?
Did you clean the mod from dangerous code or just posted it?
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Phenir

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Re: [0.97a] Scy v1.8.2
« Reply #8 on: May 14, 2024, 02:11:13 PM »

Scy deserves to be on the mod index, which is the main reason I made this new post.
Sorry, do you know what happened to the original mod and why it was removed?
Did you clean the mod from dangerous code or just posted it?
The original mod was picked up by someone who included malicious code in some other mods they had picked up. Since the original modder wasn't around to maintain the mod after that person was banned, the person that made this thread picked it up instead.
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ChocoMoo

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Re: [0.97a] Scy v1.8.3
« Reply #9 on: May 24, 2024, 03:29:59 PM »

Error caused by missing music file.
Fatal: Error loading [sounds/SCY/music//Scy_neutral.ogg] resource, not found
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A_Random_Dude

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Re: [0.97a] Scy v1.8.3
« Reply #10 on: May 24, 2024, 04:44:45 PM »

Redownload the mod and do a clean reinstall. That message typically happens when your file gets corrupted during the download phase.
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Killsode

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Re: [0.97a] Scy v1.8.3
« Reply #11 on: May 25, 2024, 05:22:09 AM »

Whenever you get a crash on load its because a game or mod file is malformed. Its basically just one of three things in decreasing likelyhood.
1. A malformed mod install. You always delete and completely replace a mod install, but everyone messes it up sometimes.
2. A malformed download. The file just got corrupted in some manner during download.
3. The supplied file is just innately malformed, which as far as i'm aware rarely happens. Unless you play on linux where file/name capitalization is important.
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Tyrak

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Re: [0.97a] Scy v1.8.3
« Reply #12 on: May 27, 2024, 02:24:49 PM »

Oh, thank you for reuploading and updating this. I was looking for it everywhere a while ago and couldn't find the dang thing to save my life. This mod rules and I'm glad to be able to use it again.
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Killsode

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Re: [0.97a] Scy v1.8.3
« Reply #13 on: May 28, 2024, 12:05:17 AM »

Oh, thank you for reuploading and updating this. I was looking for it everywhere a while ago and couldn't find the dang thing to save my life. This mod rules and I'm glad to be able to use it again.

Siren my beloved <3
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