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News:

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

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Author Topic: [0.96a] Volkov Industrial Conglomerate 1.6.1c  (Read 351892 times)

Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #405 on: November 27, 2023, 01:46:30 AM »

Gotta Say I am absolutely loving the new capital ship. It looks gorgeous and the weapons are awesome to look at. I have however noticed some things that might need to be tweaked a bit as not everything is currently equally viable.
Of all the XL weapons, the results have been quite mixed, with only 3 of them (in my opinion) being useful.

Lastly is another broader issue with the deployment of these weapons. I REALLY want to run several of these unique weapons at once as they are so damn cool. But being only available on a 50DP battleship really limits how many of these will ever be on a battlefield which is unfortunate as they're so cool to look at. Maybe the VIC should get some new specialized cruiser? Which features these weapons and some small to medium hardpoints so we can see more of these on the battlefield. Could be the VIC's attempt to field them on a smaller chassis which is being evaluated for front line use? Just a thought.

Thanks for the feedback! We're still monitoring the perfomance of the new ship and its weapons, but perhaps the Rokh minefield and swarm launcher version will be buffed indeed. Can't promise anything tho, still need more testing and feedback! Speaking of deployment of them, they're meant to be a capital ship only armament, so no, there are no plans for any smaller ships to be able to field them. Them being quite powerful on their own and sort of unique, to make them too prolific would take away that feel of power and uniqueness.


I love Laidlaws, especially this superheavy version. They're for using after you've punched a little hole in the enemy's armour and then taking out half their hull health in one shot. Frag weapons are generally weak and inaccurate, the Laidlaw weapons are the exception.

I've also noticed a bug with recovered Räums, I'm unable to change the built-in weapon even at VIC planets, it gives me the warning about myself or the planet's governing faction needing the blueprint.

Confirmed the bug on my end, will be fixed, thanks!
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #406 on: November 28, 2023, 06:50:58 AM »


SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

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



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« Last Edit: November 28, 2023, 12:17:52 PM by Astarat »
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
« Reply #407 on: November 28, 2023, 12:49:57 PM »

Damn I'm one stupid person.

Please redownload the latest version for the knockback nerf to be actually working. Also added IndEvo integration for Räum. And sorry for inconvenience
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Shogouki

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
« Reply #408 on: November 28, 2023, 01:20:36 PM »

Damn I'm one stupid person.

Please redownload the latest version for the knockback nerf to be actually working. Also added IndEvo integration for Räum. And sorry for inconvenience

No worries, thanks for all your work!
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Artarion

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
« Reply #409 on: November 28, 2023, 03:00:13 PM »

I am don't mind to update VIC three times in a day.
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