Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: [1] 2

Author Topic: [0.97a] Neoteric Advent - 0.4  (Read 19521 times)

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
[0.97a] Neoteric Advent - 0.4
« on: August 16, 2023, 02:38:54 PM »


==  NEOTERIC ADVENT  ==


Presenting the arrival of a new era, this mod offers a collection of ships and exploration content, related to in-game events which happen near to cycle 206. Can be added mid-save, star systems and fleet goods such as ships will spawn after loading the game.

Requires LazyLib and MagicLib



Spoiler


Two of the most produced ships in the Sector, now completely militarized, sporting special modifications, such as drone fabricators and improved targeting computers.




Sporting 3 modular cores, this vessel has unparalleled flexibility compared to other vessels in the Sector. Depending on which core, Elipsion can perform similarly to a Paragon, an Aurora or a Hyperion.



With 3 pairs of salamanders, and a powerful engine boost system, Tarantula can hunt down destroyers and frigates with great efficacy, while also being excellent for wolfpack tactics against capital size threats.

Trampler is a fast cruiser that is capable to outmaneuver its rivals, while also being very resilient against attacks from bigger threats. Sports a ship system which can reboot disabled weapons, while also diverting shield power to engines.

[close]




Spoiler

(Click to expand)

== Pulse Accelerator ==

== Slag Cannon ==

== Repulser ==

== Mortar Layer ==

== Electric Discharger ==

[close]




Spoiler

   

   

   

[close]




Spoiler

== To be haunted is to glimpse a truth that might best be hidden ==

(click to expand)

== The expert in battle moves the enemy, and is not moved by him. ==

(click to expand)

== Find them exploring the Sector, expect resistance ==

[close]



== CHANGELOG AND CREDITS ==

Spoiler

Version 0.4:

Remade Tempestas' boss fight, now Tempestas has ships escorting it, and no more scaling mechanics, more difficult than its last interaction;

Improved visuals from Tempestas Vanish;

Added 5 new weapons: Slag Cannon, Pulse Accelerator, Mortar Layer, Electric Discharger, and Repulser;

Added 4 new hullmods: Quantum Damper, Repulse-Field, Guerrilla Overhaul, and Safety Protocols;

Patch 0.3.1:

Fixed a bug where the Merga Wraith star system was being multiplied every time you load your save. This patch does not remove current spawned copies, only prevents more spawns.

Version 0.3:

Added Stella Tempestas

Mayawati (again :\)

Increased Breakpoint Field number of charges to 4, was 2. The system regen rate is also increased

Breakpoint field now grants protection against beam weapons while active

Improved the damage reduction at high hardflux up to 30%, was 15%

Mayawati's starsystem now has customized star and starscape, lets make the universe green

Boss fleets got loot drop fixed, you will not see duplicated Mayawatis anymore, for example

Patch 0.2.1:

Fixed boss version Mayawatis spamming EMP arcs and having wrong behavior

Mayawati boss fight overhauled, no more tri-tachyon vessels, only the cloning ships, can you handle it?

Version 0.2:

Mayawati:

- Added an alternative for Mayawati as a non-player ship, which is a switchable hullmod that turns it into a super phase
ship, removing its great DPS, tangible clones, and regenerating potential, but allowing it to be more stable in combat, adding a reliable defense, a damage per shot buff, and allowing it to arc enemies when teleporting, well suited for autopilot.

- Fixed Mayawati's tangible clones' sprites being oversized

- Breakpoint Pulser damage per shot reduced to 600 (was 800)

- Tangible clones' respawn rate now has a longer cooldown

Others:

- Fixed a crash decurrent from Converted Missile Holds due to a description being accessed from the cargo menu (when its
in the form of a schematic)

Tarantula:

- Reduced DP to 20, was 23

- Sprite tweaks

Trampler:

- Fixed a bug where the shields aren't turned off while the system is active

Hound (M):

- Fixed a bug where Automated Talons were engaging enemies at a distance, instead of keeping together with the frigate
(just like Terminators does)

- Sprite tweaks on Automated Talons

Wayfarer (M):

- Sprite tweaks

0.1.5:

Mayawati:

- Increased base hull value to 900, which was 750;

- Illusia Dive's number of charges increased to 4, which was 2 before, also this system no longer damages the ship's hull integrity;

- Illusia Dive charge regeneration increased by 50%;

- Standard venting now releases a shockwave, which is useful for destroying swarms of fighters;

- Illusia clones now disable missiles that pass through them (PS: DOES NOT DISABLE SHIP WEAPONS AND ENGINES);

- Base max speed reduced to 150, which was 180;

- Breakpoint Pulser's base range increased to 600, which was 500.

Bug fixes:

- Elipsion having an energy weapon flux cost modifier, matched values instead of a range modifier to compensate balancement.

Release: 0.1.4

- Contains 6 ship classes, which are Hound (M), Wayfarer (M), Elipsion, Trampler, Tarantula, and Mayawati

- Mayawati class Neoteric Frigate is a reward after a boss battle during the campaign

[close]

Rav0n - Mod Author;
CUTEYCAI - Forum post designing and brainstorming;
Jameson#3659 and Fennzi - Great help with parsing my english, help with brainstorming;
ShiftySilt#4833, - Beta Tester and help with brainstorming.

As always, delete/store in another place your old mod file, have a good run!
« Last Edit: April 26, 2024, 06:32:15 PM by Rav0n »
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.96a] Neoteric Advent - 0.1.5
« Reply #1 on: August 19, 2023, 12:13:27 PM »

0.1.5 Update/hotfix:

== Changes on Mayawati:

- Increased base hull value to 900, which was 750;

- Illusia Dive's number of charges increased to 4, which was 2 before, also this system no longer damages the ship's hull integrity;

- Illusia Dive charge regeneration increased by 50%;

- Standard venting now releases a shockwave, which is useful for destroying swarms of fighters;

- Illusia clones now disable missiles that pass through them (PS: DOES NOT DISABLE SHIP WEAPONS AND ENGINES);

- Base max speed reduced to 150, which was 180;

- Breakpoint Pulser's base range increased to 600, which was 500.

== Bug fixes:

- Elipsion having an energy weapon flux cost modifier, matched values instead of a range modifier to compensate balancement.
« Last Edit: August 19, 2023, 03:54:46 PM by xSevenG7x »
Logged

Ouchanrrul

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] Neoteric Advent - 0.1.5
« Reply #2 on: August 21, 2023, 07:25:53 PM »

This mod looks great dude. That super ship looks insane! Seems about as hard to use as the Excelsior from Ship/Weapon Pack. Can't wait to try this out!
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.96a] Neoteric Advent - 0.1.5
« Reply #3 on: August 22, 2023, 04:15:45 AM »

This mod looks great dude. That super ship looks insane! Seems about as hard to use as the Excelsior from Ship/Weapon Pack. Can't wait to try this out!
Heeey, thxo! Took a long time, but I could put it in pieces to work, hope that you like it for your runs
Logged

NITEGHXST

  • Ensign
  • *
  • Posts: 25
  • General of The Nite Brotherhood
    • View Profile
Re: [0.96a] Neoteric Advent - 0.1.5
« Reply #4 on: February 17, 2024, 07:57:56 AM »

That Super Ship looks absolutely insane in gameplay, seems so much fun! You know if it works for 0.97?
Logged
"We are brothers and sisters, all the same, all as one. This Brotherhood stands on group effort.
The more you bring to the table, the more you will be rewarded for your efforts.
Having said that, WHO'S READY TO RID THIS SECTOR OF THE HEGEMONY?!"

~ Rug'ger, TNB General

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.96a] Neoteric Advent - 0.1.5
« Reply #5 on: February 23, 2024, 05:31:11 AM »

That Super Ship looks absolutely insane in gameplay, seems so much fun! You know if it works for 0.97?

Yeah, it works, just change the game version in the modfile/mod_info.json and it will be good to go!
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.1.5
« Reply #6 on: February 25, 2024, 10:30:01 AM »

Mod is updated for the newest version of the game, please make sure to send your feedback about suggestions and reports, everything increases the mod's quality, thank you!
« Last Edit: February 25, 2024, 11:26:11 AM by xSevenG7x »
Logged

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 515
  • No longer drinking (Alcohol that is)
    • View Profile
Re: [0.97a] Neoteric Advent - 0.1.5
« Reply #7 on: February 28, 2024, 02:42:32 PM »

Hey 7G7, does the Elipsion's core system allow swapping out for a different core, by removing the hullmod associated with the ship in loadout screens?

(Just putting a quick edit here to say that it indeed works this way, hence the modularity of the ship.)
« Last Edit: February 28, 2024, 02:53:33 PM by Takion Kasukedo »
Logged
Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.1.5
« Reply #8 on: March 03, 2024, 07:10:16 AM »

Hey 7G7, does the Elipsion's core system allow swapping out for a different core, by removing the hullmod associated with the ship in loadout screens?

(Just putting a quick edit here to say that it indeed works this way, hence the modularity of the ship.)

Yeah, you got it right, just click to remove the hullmod that it exchange to another, thx for coming here^^
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.2
« Reply #9 on: March 20, 2024, 04:03:35 PM »

Updated to 0.2, changelog bellow:

Mayawati:

- Added an alternative for Mayawati as a non-player ship, which is a switchable hullmod that turns it into a super phase
ship, removing its great DPS, tangible clones, and regenerating potential, but allowing it to be more stable in combat, adding a reliable defense, a damage per shot buff, and allowing it to arc enemies when teleporting, well suited for autopilot.

- Fixed Mayawati's tangible clones' sprites being oversized

- Breakpoint Pulser damage per shot reduced to 600 (was 800)

- Tangible clones' respawn rate now has a longer cooldown

Others:

- Fixed a crash decurrent from Converted Missile Holds due to a description being accessed from the cargo menu (when its
in the form of a schematic)

Tarantula:

- Reduced DP to 20, was 23

- Sprite tweaks

Trampler:

- Fixed a bug where the shields aren't turned off while the system is active

Hound (M):

- Fixed a bug where Automated Talons were engaging enemies at a distance, instead of keeping together with the frigate
(just like Terminators does)

- Sprite tweaks on Automated Talons

Wayfarer (M):

- Sprite tweaks
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.2
« Reply #10 on: March 27, 2024, 03:30:06 PM »

Forum post updated, with a new design provided by CUTEYCAI, staff from Freelancer Discovery multiplayer mod, thank you very much!
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.2
« Reply #11 on: April 02, 2024, 05:39:13 PM »

Hi guys, new update is released, patching Mayawati's boss fight:

Patch 0.2.1:

Fixed boss version Mayawatis spamming EMP arcs and having wrong behavior

Mayawati boss fight overhauled, no more tri-tachyon vessels, only the cloning ships, can you handle it?

Note: These fixes only applies to new saves, although this update is save compatible with 0.2 version
« Last Edit: April 08, 2024, 02:11:59 PM by xSevenG7x »
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.3
« Reply #12 on: April 10, 2024, 02:45:22 PM »

Hi again, new update got released, here is the changelog (save compatible with older versions, but make sure to do a backup from the old version, please report any unwelcome circunstances about that):

Version 0.3:

Added Stella Tempestas

Mayawati (again :\)

Increased Breakpoint Field number of charges to 4, was 2. The system regen rate is also increased

Breakpoint field now grants protection against beam weapons while active

Improved the damage reduction at high hardflux up to 30%, was 15%

Mayawati's starsystem now has customized star and starscape, lets make the universe green

Boss fleets got loot drop fixed, you will not see duplicated Mayawatis anymore, for example

(click to expand)
« Last Edit: April 11, 2024, 06:39:53 AM by xSevenG7x »
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.3.1
« Reply #13 on: April 18, 2024, 06:47:40 AM »

Hi guys, new patch uploaded, please be sure to report any bugs and issues for me, as this can provide a better quality mod for everyone.

Fixed a bug where the Merga Wraith star system was being multiplied every time you load your save. This patch does not remove current spawned copies, only prevents more spawns.
« Last Edit: April 18, 2024, 07:16:22 AM by Rav0n »
Logged

Rav0n

  • Commander
  • ***
  • Posts: 171
  • Discord: rav0n_vii - talk to me here!
    • View Profile
Re: [0.97a] Neoteric Advent - 0.4
« Reply #14 on: April 26, 2024, 06:30:00 PM »

New update is released, brings optimizations and new content for you, see the changelog:

Version 0.4:

Remade Tempestas' boss fight, now Tempestas has ships escorting it, and no more scaling mechanics, more difficult than its last interaction;

Improved visuals from Tempestas Vanish;

Added 5 new weapons: Slag Cannon, Pulse Accelerator, Mortar Layer, Electric Discharger, and Repulser;

Added 4 new hullmods: Quantum Damper, Repulse-Field, Guerrilla Overhaul, and Safety Protocols;

Spoilers for 0.5: new ships, if everything goes right.
Logged
Pages: [1] 2