It took a bit more time than I anticipated to get this out, but I thing it was worth it.
So yes, load of bug-fixes and balance: No more friendly fire with missiles or the ORION Artillery, more sturdy armored ships, buffed up large weapons, significant performances improvement in large battles...
But also new content: Tankers that may become handy with SS+, torpedo bombers, modular torpedo, and a new PD weapon to replace the useless medium and large AutoNailers.
And a new feature: The armors have been slightly buffed, but now they take time to repair, and that cost resources. Also they are now accounted in autoresolve combat.
Spoiler
Yep, Debido has been hard at work once again!
Sadly, this update
WILL BREAK SAVES due to the persistent armors data.
I wanted to add one last thing: Lurking on various forum talking about Starsector in general and Scy in particular, I read some concern about how "Scy can't compete with other factions" in Dark Revenant's
Starsector Plus mod. Let me reassure you, Scy can compete alright! They lack leveled captains and random variant, but they spawn a LOT of fleets, have many powerful standard variants, and can get some help from
Shadowyard in case of a
Templar crusade. So fear not my friends, you don't have to choose between one or all the others.
I included some experimental fighter trails but they are sometime glitchy. I'm not sure if I should keep them so please do tell me if you like them or not, or could like them if they were bug-free...
Complete (and lengthy) changelog:
Spoiler
V0.85
27/11/2014
New content:
- Laser Torpedoes: slow but guided torpedo that can attack from a distance. Difficult to bloc or dodge but less damaging than direct hit torpedoes. Also have less ammo. Available in all sizes.
- Tobo wing: Bombers equipped with a single-shot Laser Torpedo, a light minigun for defense and a small frontal shield.
- Tanker Centaur and Balius: the Freight versions no longer have a large fuel capacity, and those two don't have much cargo space.
Globally reduced the fuel capacity of most ships. Now only the Telchine miner ship and the Hydra troop transport have decent mixed cargo capacity.
- Medium Burst-Nailer: Shotgun-like PD for anti swarm-missile defense. Replace the now removed medium Autonailer.
Removed the medium and large Autonailers (were useless).
Armor are now persistent: they take time and resources to be repaired. Their status is now displayed in the refit screen.
Added Modular Armor hull-mod to armored ships: reduce the damage taken while the armors are present, and increase the ship speed and maneuverability as they get shot off.
Adjusted all armor parts statistics so that they don't deal much damage to the host ship when destroyed.
Added visible muzzle flashes for the Nemean Lion armors integrated weapons.
The Nemean Lion's armors are now visible in the refit screen.
The frontal beams of the Armored Sthenos are now player controlled.
Added trails to fighters. (somewhat glitchy, please give feedback as to keep these or not)
Added trails to Sthenos cruiser, Khalkotauroi cruiser and Orthrus destroyer when using their ship-system.
Added Interstellar Imperium relationship. Adjusted some other factions relations.
Added black markets to all three small stations in Tartarus
Elysee and the Mining Colony markets are now only accessible through the stations and no longer through the planets. (to remove the no-charge refit bug)
Fixed ORION Artillery dealing a lot of friendly fire.
Fixed ORION Artillery sometimes bypassing shields.
Fixed some missiles hitting friendlies while still having their engine functioning.
Fixed a typo that prevented Scy from posting named bounties.
Fixed a crash when entering Tartarus while drifting.
Improved the Heavy Modular Swarmer AI performances.
Tweaked all missile trails to get significantly better performances.
Toned down the Acheron background to increase combat readability.
Increased the size of the Coasting Missiles for better visibility.
Balancing:
Reduced most ships FP, the Scy fleets should be a bit bigger and their ships available at lower relationship levels.
Some weapons are now available at a lower relationship.
Slightly increased the range and rate of fire of most large weapons. Reduced their OP.
Significant buff to the Large Mortar, Large Kinetic Accelerator, Area Scorcher and Ricochet Gun.
Singularity Torpedo:
- 8 ammo from 10.
- 10 sec interval from 5.
- Slightly increased the force of the pull on hull hit, slightly decreased the range.
- Halved the force of the pull on hull hit for Templars ships, halved the range.
- Divided by 3 the force and the range of the pull on shield hit, asteroid or hulk.
- Only fighter located at less than a third of the max distance get flamed out.
- Only missiles located at less than 2/3 of the max distance get flamed out.