Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Author Topic: [0.95.1a] Starfarers' Hullmods  (Read 484 times)

Lukas04

  • Ensign
  • *
  • Posts: 1
    • View Profile
[0.95.1a] Starfarers' Hullmods
« on: July 05, 2022, 04:01:56 PM »

Starfarers Hullmods
Adds a Variety of new Hullmods to the game.
The mod is currently sitting at 6 Hullmods with more coming over time.
All Hullmods are currently unlocked by default, that may change in the future.



Changelog
Spoiler

V1.2 6.7.2022
-Added "Secondary Shipsystem - Flux Void" hullmod
-Fixed a crash with Terminus and Temporal Shield that occured when a ship had no shields.
-added the mods source code in to the /jars folder.
-added compatibility with Version Checker.

V1.1 - 6.7.2022
-Fixed an incompability with Progressive-S-Mods
[close]

System Overload
Lets you use your Ships System even if its out of charges, but in exchange your own ship suffers damage.


Terminus
Slows down time if your ship suffers a critical hit, allowing you to escape or get a few more hits in to the enemy.
The hitpoints you regained will slowly drop over time, and as they reach a lowpoint, the hullmod deactivates.




« Last Edit: Today at 02:41:16 PM by Lukas04 »
Logged

Algoul

  • Lieutenant
  • **
  • Posts: 69
    • View Profile
Re: [0.95.1a] Starfarers' Hullmods
« Reply #1 on: Today at 01:44:55 PM »

impressive. Few mod can critically change how ship work.
Logged