More Combat Terrain Effects
REQUIRES LAZYLIB, LUNALIB
Adds custom combat effects to all terrain that did not have an effect previously, and spruces up the rest.
Currently implemented:
Magnetic field - Reduces weapon range, fighter range, missile maneuverability/guidance, vision range, and adds a small chance for missiles to have guidance scrambled.
Slipstream - Force SO on all ships, fighters, and MISSILES, (venting allowed but with reduced effectiveness, for things like excelsior), slowly passively generate hardflux.
Nebula (DISABLED BY DEFAULT): Nebula clouds reduce weapon range, vision, speed, and disable zero-flux boost while inside of them.
Deep hyperspace: Spawn nebula clouds. Hyperstorms will cause these clouds to zap anyone who draws near them, periodically, with a very powerful EMP bolt.
Black Holes: Drags all entities in combat towards the black hole, and increases time dilation of all ships.
Pulsars: Pushes all entities in combat away from the pulsar, reduces shield stats (efficiency, more upkeep, emp arc pierce chance), slowly generates hardflux, randomly EMPs ships, and charges all projectiles with a flat bonus to EMP damage.
Meson Field (More Planetary Conditions): Normally increases non-missile weapon range and vision range by a moderate amount, but in storms significantly increases all weapon range, wing range, system range, and vision range
Planned to implement:
Debris fields: Spawn junk. TODO: get a better damn effect
All effects follow the same rules (for the most part) as their campaign counterparts! Ex. hyperstorms strike you more often if you have a lot of mass or if you're moving fast. Conversely, moving slowly enough will prevent you from being struck at all.
NOW WITH NEXERELIN EFFECTS:
Hyperstorms - Chance per round for lightning to strike a few industries, dealing huge damage to all units and disorganizing
Pulsar - Forces all units to be disorganized, and deals chip damage over time
Now with UNGP rules!Possible effects I may do at some point:
Giving system-wide buffs for campaign-layer objectives, ex. comm relay increasing DP limit by 10
Sensor ghost interaction with combat
Safe to add and remove from saves.
Download:
https://github.com/nikothedude/MoreCombatTerrainEffects/releasesRepo:
https://github.com/nikothedude/MoreCombatTerrainEffects/tree/masterChangelog
1.7.0
Station augments support - rare augments that create terrain effects can now be found if both mods are enabled (NOTE ITS CURRENTLY INDEV)
Fixed a bug where the game would fail to spawn the talon that is blamed for hyperstorm lightning
Fixed a bug where missions were crashing
1.6.0
New lunasettings option for controlling how strong UNGP effects are
1.5.2
Fixed DEM lasers having reduced range in magfields and acting weirdly as a result
1.5.1
Meson fields now actually have extra effects in meson storms
Removed the "release" preset, as I realzied it honestly kinda sucks and really makes magfields lame
1.5.0
Clarified that the error message toggle is in lunasettings
Now has UNGP rules for applying terrain effects to all battles
The backend has been notably refactored to allow for this
Uses enums now, and a significantly different approach to instantiating effects
YOU CANNOT DISABLE MCTE IF YOU HAVE THESE RULES ENABLED! IT WILL PROBABLY CRASH
By default, the slipstream PPT mult is now very forgiving
Its more fun this way
1.4.3
Fixed a yuri expedition crash with magfields
1.4.2
Fixed a long-standing (apparantly) bug where ECCM didnt work in magfields (ugh)
1.4.1
Hotfix for a settings crash (WHY DID THIS NEVER CRASH FOR ME WTF)
1.4.0
New effect: Meson Field (More Planetary Conditions)
The field moderately increases non-missile weapon range and vision range
The storm significantly increases all weapon range, vision range, system range, and wing engagement range
Fixed terrain effects applying when fighting on a hypershunt (or a gravitational dynamo for you RAT fans)
New lunasettings config
Block effects on terrain-blocker interaction
Block effects on terrain-blocker proximity
Fixed lunasettings not updating after being changed
Fully uncoupled terrain effects from the terrain plugins
Theoretically, a mission can now be ran with terrain effects
Nex integration
Hyperstorms
Chance to strike a few industries with lightning
Does massive damage to all units and can disorganize
Holders of the industry receive less damage
Blocked by planetary shield
Pulsar
All units disorganized until the pulsar goes away
Does chip damage to all units slowly
Blocked by planetary shield
LunaSettings separated into sections
1.3.2:
Hotfix for nexerelin crash
1.3.1 (Again):
Finally using the correct version num in changelog
Now using reflection to call obfuscated functions which allows this to work on Mac and Linux
1.3.1:
Update to starsector 0.97
Disabled nebula effects by default
Too annoying
Restore settings to default in lunasettings to see this change
Added a new MCTE_settings.json preset: "Release"
More forgiving
Magnetic fields nerfed in it
Default
Old "standard" preset no longer the "standard"
1.3:
Migrated most lunalib settings to json
Allows me to change settings between versions
If you had any custom settings, migrate them, please
Some settings may have been erronously changed in this migration
You can now use MCTE_reloadSettings config in-combat and some things may change to config
New settings
Hyperstorm
MCTE_hyperstormTimesToArc: 5
The amount of arcs the final damaging arc will be split into
Higher = more spread out damage
High EMP damage values spread out across many points = devastating
Slipstream
Add SO range debuffs
If range threshold isnt modified, SO range is mimicked
Not guaranteed to always work, especially if you have psuedo-SO like forced overdrive from tahlan!
Pulsar
EMP damage of projectiles -> 70 base
You REALLY feel the damage, now
Hyperstorm
Range of arcs -> 1200 from 1000
Min/Max strike timers -> 2/5 from 5/7
Grace period -> 3 from 5
Arc emp damage -> 12000
For such a rare effect, you'd better bet the effects are gonna be pretty significant
1.2.3:
New settings:
Solar Shielding Effect Mult: Control the multipler applied to solar shielding for effects that use them
E.g. Black holes
Updated tips.json to reflect the fact we use lunalib
Default lunalib settings changed
Nebula no longer removes zero flux boost
1.2.2:
Fixes a long-standing bug with pulsars making weapons do infinite EMP damage (finally)
Adjusts hyperstorm targetting math again
Adjusts default lunalib settings, please reset your configs to default
1.2.2:
Fixes a long-standing bug with pulsars making weapons do infinite EMP damage (finally)
Adjusts hyperstorm targetting math again
Adjusts default lunalib settings, please reset your configs to default
1.2.1:
Update to newest version, again
Hyperstorm nebula creation now works better and can even arc across clouds
Hyperstorm targetting now lowers your speed-to-not-get-hit threshold if your mass is above the given threshold
New lunalib settings:
Untargetability mass threshold
Targetting coefficient: Mass
Maximum multiplier: Mass
Targetting coefficient: Speed
Maximum multiplier: Speed
1.2.0:
Update to Starsector 0.96a
Updated LunaLib config, sliders now work woo
Hyperstorm targetting is now far more random and less predictable
Hyperstorm targetting now favors fighters and missiles far less
Hyperstorm targetting now favors mass more
Hyperstorm radius doubled (Will cause a few visual errors)
Default settings to lunalib changed
New lunalib settings:
Randomness threshold for hyperstorms - Decide how "random" the targetting is
Toggle for sidebar info - No more spam in the side of your screen
Fixed a bug where slipstreams would infinitely stack speed onto SO-d ships
Fixed a bug where slipstreams would consider tangible objects intangible and vice versa
Hyperstorms are now much less likely to strike low-mass targets
1.1.4:
Once again, changed how the OS detection works to maybe fix the *** classnotfound crash
1.1.3:
Internal:
Replaces most timers with intervalutils
Features:
All effects now constantly re-apply their stat changes, to allow for dynamic changes, such as the slipstream change
Slipstreams no longer affect intangible ships
If solar shielding/ECCM/whatever changes during combat, terrain effects will now change their values to account for it
Config:
New config option: Determine if slipstreams affect intangible entities or not
Bugfixes:
Fixed a bug where pulsars kept their EMP damage increase applied even after the battle ends, and applied it to all weapons
Please watch pulsar battles for excessive EMP damage as I realized a flaw in my implementation that may still be broke
1.1.2:
Adds lunalib headers
Fixes hyperspace crashes for non-windows
Some nebula adjustments
1.1.1a:
Removes magiclib dependency
1.1.1:
SAVE COMPATABLE
Removes redundant feature that doesnt work
Adjusts some values in settings, notably hyperstorm lightning delay
Makes things like hardflux gen and gravity respect time dilation better
1.1.0:
MAYBE SAVE COMPATIBLE I DUNNO
Migrated settings to data/config/LunaSettings.csv (Press F2 to configure your settings in-game)
Added lunasettings dependency
Made the code safer and less likely to break the game
Made pulsars and black holes more intense
Deep hyperspace now spawns a ton of clouds
More changes that I do not remember! Woo!
1.0.1b:
SAVE COMPATABLE
Brute forces a fix to the NaN crashes. Give me your log if you see an error.
1.0.1a:
SAVE COMPATABLE
Fixes a rare crash with nebulae's cellsize being 0, causing division by zero
1.0.1:
SAVE COMPATABLE
Fixed a pulsar bug
Nebulae now slow you down less if you have insulated engine assembly
Misc polish
New config settings, adjusted config settings
1.0.0: RELEASE
SAVE COMPATABLE
Hyperstorm lightning now launches it's target super fast
Hyperstorms now respect mass and speed of any ship that it wants to strike
Some adjustments to hyperstorms to make the AI less likely to vent while in danger of lightning
Adjusted lightning values to do far less energy damage, as it's really annoying to watch my carriers keep blowing up to lightning because they don't know how to react
Hyperstorms now properly function when their target is no longer available to be struck
Adjusted some magfield values to make it more functional
Slipstreams now double your 0 flux boost if you already have the 0 flux boost permanently active
A few adjustments to slipstreams
The next 2 effects replace or mitigate the vanilla CR penalties, this is configurable in the config
NEW EFFECT: BLACK HOLE
Drags all entities in combat towards itself with a rather powerful pull, missiles and projectiles will drift, and slow ships will struggle. Not affected by solar shielding
Increases timeflow on all ships. This effect is reduced by solar shielding, making solar shielding affect your combat performance negatively
NEW EFFECT: PULSAR
Pushes all entities in combat away from itself with a modest push, the only things that will struggle are things like MIRV warheads. Affected by solar shielding
Decreases shield efficiency and EMP arc penetration resist, increases shield upkeep
Randomly EMPs ships that don't have a 360 degree shield
Slowly increases hardflux on all ships that arent fighters
Charges all projectiles with a flat bonus to EMP damage (vulkan spam is now VERY viable), NOT affected by solar shielding
Some more tips
0.3.3: Last update before fully release probably
I hoenstly forgot most of the changes I made
Hyperstorms now have a bit of variation in the area they do the telegraph strieks in
0.3.2:
GraphicsLib enhancements for lightning
Telegraph arcs now progressively get louder to audibly warn you of your imminent demise
Some balance tweaks
A few fixes
Interstellar Imperium hypercloud integration
0.3.1:
Significant hyperstorm backend rework
Nebulae center is now approximated using a config option
Soem hyperstorm balance changes
Possibly fixed a crash with nebulae and hyperstorms?
0.3.0:
Deep hyperspace beta
0.2.0:
Tips
A bit of backend work
Full settings integration-everything is now fully configurable, check the settings
Nebulae
0.1.0:
Slipstreams
0.0.0:
InDev release