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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1121367 times)

Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1395 on: October 31, 2019, 02:07:51 PM »

You were detected as unworthy for faster download. Mine was like 3.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1396 on: October 31, 2019, 07:51:31 PM »

Where the hell are you hosting this downlaod? It's beyond slow. 30 minutes? WTF??

github
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TrashMan

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1397 on: November 01, 2019, 04:01:28 AM »

Well, I dunno WTF is going on, my internet works well, I play online, download things normally...but this... nope.jpg.
Download keeps breaking.
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Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1398 on: November 01, 2019, 04:11:58 AM »

I can send you this on discord i think, it's 100mb limit there.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1399 on: November 20, 2019, 08:44:46 AM »

Shadowyards 0.9rc1 is now available; sorry for the delay on this all. This release didn't add as much as I'd initially planned, but things got a little hectic and, in addition to being just sorta overwhelmed some aspects of this became difficult for me to finish up, so they've been delayed til later.


0.9 Changelog

Spoiler
  • Rebalanced ship deployment/maintenance costs
    • Elysium deployment costs increased to 20 supplies per (from 16)
    • Charybdis deployment costs increased to 30 supplies per (from 25)
    • Scylla deployment costs reduced to 30 supplies (from 35)
    • Tartarus increased to 16 fleet points (from 15)
    • Skadi fleet points increased to 25 (from 22), deployment costs increased to 45 supplies per (from 40)
    • Lambent supply costs reduced to 3 mo/per deployment (from 6)
  • Wavepulse Cannon range reduced to 800 (from 900)
  • Scatter CEPC changed to make it more "Heavy Blaster" like
    • Now fires a single large, high damage shot with a number of ancilliary emp blasts
    • Overall damage remains the same
  • The Shrike ASM has been renamed to the Stilleto ASM
  • Added the Gugnir Lance Blaster for the Odin IBB
  • A number of weapons have had their shot colors tweaked to make them more distinct
  • Changes to the Lobatus:
    • Fixed issues with the shield failing to correctly adjust when Siege Mode was turned off (thanks Wyvern!)
    • OP increased to 110 (from 90)
  • The Carmine has been made a little tougher:
    • Flux Capacity increased to 6500 (from 6000)
    • Hull strength incresed to 3000 (from 2500)
  • Changes to the Charybdis:
    • Shield efficiency reduced to 0.8 (from 0.7)
  • The Scyllas hitpoints have been increased to 7000 (from 6000), armor increased to 1500 (from 1100)
  • Added the Kabaloi class Fleet Carrier
    • Mid sized fleet carrier equipped with an SWACS system
    • A straightforward and logistically undemanding carrier, but it lacks the Charybdis' direct combat capabilities
  • Added the Apiary Hive Missile, a multiple warhead missile specialized in breaking up enemy strike craft formations
  • Changed some of the Blackcap behavior scripting, they should be better at plotting intercepts and should clump up less
  • Fixed the issues with the Revolutionary Council skins that were preventing them from correctly acquiring the RC faction hullmod, and corrected their tech base description
  • Further Shikome balancing and fiddling
    • Flux cap reduced to 1000 (from 1500), hull to 600 (from 750), armor to 100 (from 200)
  • The Hangar module on the SRA Orbital Station and Battlestation has been reduced to 4 wings (from 6) to make them slightly less overwhelming compared to vanilla equivalents
  • Removed the Refinery industry from Jnana and the Modular Fabricator from Theramin, bringing them down to the correct number of industries for their size
  • Fixed a minor oversight that would sometimes allow fighter specific weapons to appear as loot
[close]

E: I forgot to note, this update mightwill break saves, so be wary.
« Last Edit: November 21, 2019, 07:03:07 AM by MShadowy »
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PrismaticFlux

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1400 on: November 20, 2019, 03:17:53 PM »

Yep, 'Fatal: Ship hull spec [ms_enlilRC] not found!'  :(
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Fire turtle

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1401 on: November 20, 2019, 11:10:29 PM »

Oh, my favorite mod is updated, but will the Apiary Hive Missile launch frequency be too fast? ;)
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HyperNova

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1402 on: November 21, 2019, 12:25:43 AM »

It breaks my save!  :'(

Fatal: Ship hull spec [ms_potniaTris] not Found!

Luckily I found the last verison 0.8.7rc2 on github to rollback:
https://github.com/MShadowy/shadowyards/releases/tag/0.8.7rc2
« Last Edit: November 21, 2019, 12:32:48 AM by tearofsoul »
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1403 on: November 21, 2019, 07:02:21 AM »

Yeah, the Revolutionary Council skins had to have their ids changed so that they would work with the script made to add in the faction hullmod, so it's gonna foul things up. Sorry.
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Yubbin

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1404 on: November 21, 2019, 01:57:45 PM »

I have the same issue as the person above, but for some reason the game doesn't finish launching if I roll back the save (Starsector breaks when loading, then says a ship file is missing). I am new to this kind of troubleshooting, so tell me any common sense things to help please.
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MShadowy

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1405 on: November 21, 2019, 08:55:30 PM »

That's curious; if you've rolled back the mod version it should match the uncorrected hull ids, so I'm not sure what's up with that.
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Damienov

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1406 on: November 22, 2019, 03:29:42 AM »

I suspect that he rolled back but not by removing previous files but by overwriting it. I fell to that trap several times.
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Yubbin

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1407 on: November 22, 2019, 04:32:27 AM »

I suspect that he rolled back but not by removing previous files but by overwriting it. I fell to that trap several times.
You're right, I did exactly that :(
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Captain Trek

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1408 on: November 22, 2019, 12:21:18 PM »

The DP increases for the Chary and Elysium seem like they might be a touch over-zealous, and I also think you could still stand to delete the light industry from Stillness, but very nice work on this update overall.

A few other random thoughts:

- It kind of amuses me that phase ships are both SRA and prv's "one".

- When I played the Thresher mission, it just felt awful to fly, and like it couldn't begin to measure up to something like a Falcon.

- The Enil seems kinda undergunned compared to the Wolf.

- It seems odd that the Inanna is 5 DP when the Brawler and Southpaw are 4.

- Shouldn't the Gugnir be hidden in the codex?
« Last Edit: November 22, 2019, 12:29:53 PM by Captain Trek »
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Florian

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« Reply #1409 on: November 23, 2019, 06:47:18 PM »

There is a lot of work in the ships design, balance and everything. However, some features don't blend well and break immersion IMHO, those are Musics and Portraits.

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