changelog since 1.85
KNOWN ISSUE
- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.
RC3
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CONTENT CHANGES
- Add a jitter effect to launching ship while Phase Missile System active.
BALANCE CHANGES
- Phase Missile System
-> Missiles now exiting to normal space with a lower speed. So they will more easier to be dodged by small ships.
BUG FIX
- Fix a crash when TheEND got disabled or destroyed while launching or landing fighers.
- Fired the employee who mis-tagged Grinder class with a 400K price tag.
RC2
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BUG FIX
- Now Neutrino weapons now properly appear on market.
RC1
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CONTENT CHANGES
- Compatible with 0.9a
- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%
- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.
BALANCE CHANGES
- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.
- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.
- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.
- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25
- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)
- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)
- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.
- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.
- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)
- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).
- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)
- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350
- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)
- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.
- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.
- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.
- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.
- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)
- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.
- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.
- TheEND
-> Peak timer reduce to 360.
- Maul
-> Large energy turret firing arc reduce to 120 degree.
- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy
- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver
- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.
- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.
- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead.
- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.
- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
Advance target analysis system increase 10% damage done to capital ships or stations, and 5% damage done to cruisers.
Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.
- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.
- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.
- Floh
-> DPS limited to 100.
- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.
- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.
- And a lot of minor changes I missed.
changelog since 1.84
RC3
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CONTENT CHANGES
-A new ship system AI for Siege mode. That should make AI take advantage from range boost.
-Siege Fusor now fires a really shiny shot.
-Photon Torpedos now have a trail VFX.
BALANCE CHANGES
-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.
-Dual Giga Pulse Laser
-Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)
-Disruptor
-Damage type change into KINETIC
-Rate of fire increase to one shot per second.
-Antiproton Beam
-Now has an Ion Beam like on hit effect.
-DERP Launcher
-Reload speed increase to one 3 shots clip per 9 second.
-AOE reduced to 110.
-Will no longer flight out of the range too much.
-Neutrino Sigma Upgrade
-Shield arc increase to 60 degree.
-Will leads to a small chance of weapon malfunction when combined with Safety Override.
-Neutrino Tau Upgrade
-Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
-An assault refitting set for close range assault.
Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
But increased engine output will interferes sensors and reduce 10% weapon range,
-TheEND
-Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
-Assign as a combat carrier.
-Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).
-Schwarm
-The core drone now randomly switch with its child drone ones per 1.5 second.
This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
-Max roamer range reduced to 2000.
-Overall DPS reduce 33%.
-FOR THE SWARM!
-Gepard
-Add a Pulse Beam Gun.
-Ship system change into Decoy Flare Launcher
-Schwarzgeist
-Now have Decoy Flare Launcher
-Drache
-Ship system change into Active Swarm Flares
-Floh and Moskito
-Flux capacity reduced to 500.
-Banshee
-OP increase 10 (to 270)
-Max speed increase to 50
-Banshee Norn
-Max speed increase to 50
BUG FIX
-Correct the Antiproton Beam targeting behavior.
RC2.2
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BALANCE CHANGES
- Antiphotons Beam
->Beam track behaviour charged. Should more likely to aim at different targets in arc.
-Gepard Eins
->Misery on it now have a clip mechanism so only hold 12 shots and reload at half of the firing rate.
-Schwarzgeist
->Fix that armor rating typo, they should have 150 armor instead of 200150.
->Photon Torpedo Launcher (Precharged) ammo reduced to 4 (from 5).
->Sapper SRM Pack ammo reduced to 6 (from

.
RC2.1
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BUG FIX
- Fix up Nexerelin compatibility.
RC2
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CONTENT CHANGES
- Compatible update with 0.8.1a (OK, in fact I done nothing but the compatible checks).
BALANCE CHANGES
- Most fighters' HP reduced. But I change those too many times so can't remember what have done now...
- Banshee and Banshee Norn speed increase to 50 su
- Jackhammer, Hildolfr, and Mammut speed increase to 30 su
- Miter
->PPT reduced to 360 sec(from 420)
->Armor reduced to 500 (from 600)
->Speed increase to 35
- Pile-Driver(C) remove the built-in Drohne wing and a flight deck.
- Reaction Control System
->Have 4 changes max.(was

->Regenerate 1 change every 4 seconds (was 1 every 3 sec)
->Moving behavior changed. Have a much greater acceleration but will loose acceleration after 0.1 sec.
->Max speed bonus now is 600% max speed.(was flat 400su)
- Misery and Bane will target missiles while there is not enemy ships in range (like the Devastator Cannon)
- Floh now have fighter role that will make it more aggressive.
BUG FIX
-Fix some potential ID miss match issue that may cause CTD occasional.
-Fix the CTD related to Mammut by cover the shield into module.
RC1
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CONTENT CHANGES
- Compatible update with 0.8a
- New destroyer, Miter class. An unshield fast destroyer design for pursue.
->Have 1 large enery hardpoint, 2 medium energy hardpoints, 1 medium energy turret and 2 small enery turrets.
->Armer with Reaction Control System.
- Banshee's broadside small synergy hidden slots removed.
- Hildolfr's slot count reduced to 2/6/8(L/M/S)
- Unsung's hideout now procedural generate.
- Corona Australis move to -15200, -3400.
- Colossus ranamed as Mammut
BALANCE CHANGES
- All ships fuel usage and capability rebalanced.
->Neutrino ship cost more fuels then vanilla ship in general.
- All ships op count rebalanced to meet the vanilla charge.
-More inline with vanilla ships.
-Some burn speed change in line of vanilla.
->Banshee and Banshee Norn now burn 8.
->Jackhammer and Hildolfr now burn 7.
->Nausicaa and Mammut now burn 6.
-Singularity and Criticality now burn 10.
- Antiphotons Beam
->Turn rate increase to 30
->Now fire a shorter 400 damage burst.
-Heavy Pulsar Beam
->Fire rate reduced, DPS reduce to 350
-Bane
->DPH reduce to 75
-Advance Photon Torpedo
->Sub warhead speed increase.
-Javelin Torpedo
->Max speed increase to 350. Maneuverability reduced.
-Fighter wings rebalance
-> Drache wing now have one bomber per wing. Gepard how have 2 fighters wing and 4 fighers wing. Floh now one corvette per wing.
-> Schwarzgeist now carrying 5 shots of Photon Torpedo and 8 shots of Sapper SRM.
-> Drache's Graviton Inversion Device damage reduced to 5000.
-Banshee
-> Own a figher bay.
-> Ship system replaced by Missile Autoforge
-Hildolfr
-> Ship system replaced by Reserve Deployment
-Pile-Driver(C)
-> Now have 2+1 figher bays, with a Drohne wing built-in.
-> Ship system replaced by Targeting Feed
-Pile-Driver
->Now have one figher bay, with a Drohne wing built-in.
->Ship system replaced by Active Swarmer Flares
- And maybe something I can not remembered.