ARRUS Hullmods 0.7 for 0.96a-RC10 ARRUS Hullmods 0.8 for 0.97a-RC8 - 0.7 and 0.8 are functionally identical; 0.7 is for 0.96a-RC10 whereas 0.8 is for 0.97a-RC8
Balance Changes:- Standardised Emitter: Bonus Arc size and Arc size thresholds reduced.
- Bonus:- Front Bonus:
90/80/70/60 down from
120/110/100/90- Omni Bonus:
70/60/50/40 down from
90/80/60/70- Threshold: - Front Threshold:
180/170/160/150 down from
210/200/190/180- Omni Threshold:
130/120/110/100 down from
150/140/130/120- Augmentations: Credit Cost Increase- Standard: Costs Increased to
15,000 / 60,000/ 270,000/ 840,000 from
13,000 / 43,000 / 176,000 / 476,000- Notable: Costs Increased to
28,000/ 112,000 / 510,000 / 1,600,000 from
19,000 / 61,000 / 249,000 / 674,000- Superior: Costs Increased to
41,000 / 164,000 / 750,000 / 2,320,000 from
25,000 / 76,000 / 306,000 / 826,000- Exceptional: Costs Increased to
53,000 / 212,000 / 975,000 / 3,000,000 from
30,000 / 88,000 / 354,000 / 955,000- Penultimate: Costs Increased to
64,000 / 252,000 / 1,170,000 / 3,600,000 from
35,000 / 100,000 / 397,000 / 1,069,000Minor fixes and additions:- Added a few Strip protections to hullmods that cost credits, to prevent accidental loss.
- Added a settings.json file in data/config that contains various settings that can be played around with, see readme in same folder or 2nd post here for details.
- Reputation from Sundog’s Starship Legends is now completely optional as an upgrade requirement, even if you have it installed, can be changed in settings. By default, the requirement is set to false.
- Added a coloured jitter “aura” to ships with Augmentation Hullmods. Can be disabled in settings, check readme for colours. (Tried to balance for clarity and performance) By default, is set to true.
Major additions: - Augmentation Hullmods (and extra hullmods) are now added to the CPU via a randomiser with conditions. (see settings readme for more)
These upgrades are added post inflation so extra hullmods had to be added via script (the CPU otherwise just sits on it’s now expanded OP budget and does nothing with it) the hullmods tend to be generically defensive or offensive in nature avoiding most of the more specialist hullmods, like safety overrides, Missile Autoloader or any specific campaign hullmods like Auxiliary Fuel Tanks.
In theory player faction ships (not in fleet) should also be able to receive these with the caveat that they can only add hullmods that the player has learned. I haven’t actually tested this out personally yet, but as long as they follow the same inflation rules as all the other factions It should work.
For the initial release the focus is just on regular vanilla factions, there may be some weird or less than ideal interactions with other modded ships/hullmods. For example, HMI junkers with the Rapid Repair Hullmod and a high enough Augmentation hullmod will install Makeshift Shields despite it being somewhat less optimal since I haven’t written in an exception for them yet. I intend to add these exceptions over time where I can.
It also may allow for conflicting Hullmods to be installed (hullmod coding dependant) at the same time since it’s being added via coding and not a manual installation.
Initial difficulty may be off (haven’t tested fully yet) editing the settings file should hopefully allow some custom control on that front.- The Scion Control System is an under the hood hullmod that should be automatically installed on module ships and stations to push data from the parent hull to it’s modules this is mostly so some of my hullmods will treat a module as being the same hullsize as it’s parent rather than it’s actually size. Not all the tooltips have been updated to reflect this yet.
Warnings:- There may be a chance for null crashes probably involving modules. I’ve attempted to squash as many as I can find, but some may have slipped through. I would appreciate reporting any crashes preferably with the crash log.
- There may be a chance for a potential memory leak regarding the listener for the installation for the Scion Control System. I haven’t been able to replicate it reliably but so far, the only time I’ve had a leak sometimes come up is when I’ve exited a campaign and then loaded a different campaign.