Update 0.9.1Save Compatible
v0.9.1
- New Weapons
-- Laaja Spreadcannon
-- Copperhead Gun-Launcher
- Plasma Burster
-- Flux/shot reduced from 48 to 45 (0.8 to 0.75 flux/damage)
- IR Autopulser
-- Range Increased from 500 to 550
-- Flux/shot reduced from 45 to 42 (0.75 to 0.7 flux/damage)
- X-Pulse Laser
-- Flux/shot reduced from 288 to 276 (1.2 to 1.15 flux/damage)
- Rinka
-- DP increased from 8 to 10
- Enhanced Ballistic Support Package
--- Range bonus reduced from 15% to 10%
- Rinka (P)
-- DP increased from 7 to 8
- Lustre
-- Adaptive Systems description updated to list details of the applied buffs
- Niteo
-- Turn Rate increased from 30 to 35
-- Turn Acceleration increased from 50 to 65
- Ungoverned Ballistic Loader
-- Now also increases Ballistic Ammo Regeneration rate by 10%.
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Are there any ways that I could get the Auditor's bp?
The same way you'd get any other ships BP, exploration or raiding a faction that knows it. The historian is also set to be able to point you towards this particular ship BP.
A must have mod, great job!. Some feedback, Lustre and especially niteo need a serious tonedown, even a fury doesnt even have even a slightest a chance against them, especially the Niteo. Those two make early encounters with them an instant game load. There is simply no chance of winning.
Those two make early encounters with them an instant game load. There is simply no chance of winning.
At least a mod with some good Remnant ships, and you suggest to ruin it, Remnants supposed to be challenging. Only thing I would suggest, is revert Niteo back from destroyer to cruiser, it was pretty much cruiser-tier ship both armament wise and by visual size.
I like both Arkships and Remnant ships in this mod, if they will be toned down it would be a shame.
Lustre is at the balance point i intend it to be at, as is the Niteo. (and to note, the Niteo is still in the "combatLarge" (cruiser) spawn category, despite being classed as a destroyer, so if you are running into one, then it could have easily been a brilliant, or some other remnant cruiser.)
Each of them requires a bit of a specific mindset to beat, high agression/pressure, and then bursting down hull quickly when you get the chance. The niteo can also be vulnerable to fighter strikes, thunders being a good example with their mix of kinetic and emp damage.
I started a new playthrough and literally cannot find a single scarab in the shop, there always seems to be be 5+ or more invigilator's for sale at any given time. For example, Culaan had 9 of this ship for sale!!
Did some testing myself, and i have reduced the "hullFrequency" of all ships in the mod. note, that the invigilator (for example) had a rate of 4.5 (now 1), but the scarab has a rate of 10, unless you have another mod that is lowering that, i don't see why my ships should be diluting the pool.
(note that you might need a new save to see the altered ship rates in action)
Love the mod, but i have a possibly stupid question. Are the bounty ships, like the Revizor, able to acquired multiple times in one game, or are they unique? I want to make sure I don't accidently get rid of it, or reverse engineer it, if it can't be obtained again.
All of the ships that are bounty targets are one-off ships, only one per save.