Released another update for the mod. Will slow down with the content added after this one as with the current ones i explored most ideas that i wanted to.
Though maybe i'l have some sudden ideas that i want to try out after some days.
Patchnotes:
V1.5.0 (14.7.2022) (Not save compatible)
Changes & Additions- Changed the mod's name from "Starfarers Hullmods" to "Starfarers Workshop".
---> Make sure to delete the old version after installing the mod, and remember to re-enable the new one in the launcher.
- Added the "Secondary Shipsystem - Vampirism" Hullmod.
- Added a secret starsystem in to the sector that provides an alternate way to get some of the Hullmods.
- System Overloads Keybind can now be changed in "data/config/modSettings.json"
- The Mind Controls ability now draws a line between the ship and its target.
- Shortened the display name of all secondary system hullmods.
- Renamed IDs of all Hullmods to be easier to write down and to be more cross-mod compatible.
- Removed Legacy Version of Temporal Shield.
Balance- "System Overload" now also reduces the ships Peak Performance Time on use in addition to reducing Hitpoints.
- Changed the cooldown of "Antimatter Drive" from 10 to 15 seconds.
- Changed the cooldown of "Flux void" from 12 to 20.
- Changed the "Syst. Substitude - Defense" flux capacity buff from 20% to 10%.
- Reduced "Terminus" timeflow from a factor of 15x to 10x.
Fixes- Fixed an issue that caused Secondary Systems cooldowns to not correctly adjust to timeflow, causing abilities to last longer than they should.