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Do you prefer fighting or helping the Crystanite?

Helping; the trinkets haven't done anything wrong!
- 14 (38.9%)
Depends; what pays more at the moment?
- 16 (44.4%)
Fighting; those xeno should be crushed like the glass they are!
- 6 (16.7%)

Total Members Voted: 36


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Author Topic: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]  (Read 132461 times)

RandomnessInc

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Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« Reply #135 on: August 07, 2017, 09:16:50 AM »

Oh god they're coming back, whelp, time to have reapers on ALL my ships
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May the fry be with you.

Nicke535

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Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« Reply #136 on: August 07, 2017, 12:44:21 PM »

Good news; as long as no serious bugs appear, i should have the new version up within 24 hours. Along with it will come a blog post explaining all new mechanics in detail (there are quite a few of them).

I can inform you that the new version will require EzFaction, as i have not yet been able to figure out the new campaign code to an extent i am comfortable with.


EDIT: Not even a minute later, i find a major campaign exploit... oh well, i still think its fixed within 24 hours.

Ahne

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Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« Reply #137 on: August 07, 2017, 12:51:01 PM »

Nice, some aliens coming back to SS.
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Jojo_195

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Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« Reply #138 on: August 07, 2017, 01:40:03 PM »


As for the other mods; a nameless dragon faction


Dragon faction? As in reptilians or like fantasy dragons? Because I'd love a creepy reptilian alien faction.
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Nicke535

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Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« Reply #139 on: August 07, 2017, 02:01:25 PM »


As for the other mods; a nameless dragon faction


Dragon faction? As in reptilians or like fantasy dragons? Because I'd love a creepy reptilian alien faction.

Those kind of dragons, though they would pilot relatively "normal" ships. Depending on how much free time i get during university i might revisit them (they would be a lot simpler to code than the Crystanite [or the Vass for that matter])

Tommy

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Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« Reply #140 on: August 07, 2017, 02:06:35 PM »

Depending on how much free time i get during university...

Rember to invest some of that in dating as well  ;D
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Jojo_195

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Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
« Reply #141 on: August 07, 2017, 04:26:42 PM »


Those kind of dragons, though they would pilot relatively "normal" ships. Depending on how much free time i get during university i might revisit them (they would be a lot simpler to code than the Crystanite [or the Vass for that matter])


Do you have anything about them that you can show us already? Any sprite or anything.
If you're taking ideas then I'd say their ships could have a scaly theme, kinda like the Kurmajara from Blackrock Driveyards. They could also tend toward High Explosive weapons and very good armor, subpar speed but with a good speed burst ability to let them catch up with their prey quickly.
On an unrelated note, I'm just waiting for this mod here to update to begin another playthrough.  ;)
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Nicke535

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #142 on: August 08, 2017, 12:16:39 PM »


After almost 14 months of suspended development, the Crystanite are making their return. I have been out of the circle for quite a while (and i honestly still think i have spent at least 5x the amount of time modding this game rather than playing it), but i am finally back! The Crystanite will continue to recieve updates for at least a while (i dont know how much time university will eat up, but i already have two major features down the pipe), and i will try my damnedest to at least keep it working for the newest version.

The Crystanite have changed in numerous ways, so i would like to go through the changes in detail in this post. If you wish to remain "unspoiled" regarding the Crystanite's capabilities, avoid reading the spoilers! As always, there is a (hopefully) full changelog at the bottom of the post.


Hullmods
Spoiler

The Crystanite now have two built-in hullmods on (almost) all of their ships: the Crystanite Core Systems, and the Crystanite Armor.

Crystanite Core Systems are completely permanent, and is built-in on every Crystanite ship. It represents the fundamental design differences between human and Crystanite technology. It increases sensor profile, reduces venting speed, but most importantly it also prevents any non-crystanite hullmods from being installed on the ship. This means that the Crystanite can now only add their own hullmods to ships, which in turn are incompatible with any other ships.

Crystanite Armor is built-in on almost all ships, and represents the powerful exo-skeletal structure of the Crystanite armor. It grants EMP immunity, changes damage from certain damage types and grants in-combat immunity to coronas. It should be noted that this hullmod may not necessarily be permanent; it will be able to break from combat damage, turning it into a lesser d-mod version of itself (not fully implemented yet).

The Crystanite have also recieved some other nifty hullmods that you will have to discover yourself! Only Crystanite markets sell these mods, so stealing them or befriending them are the only two ways of getting hold of them (yet...).
[close]

The Unity Relay
Spoiler

Some advanced Crystanite ships now have the built-in Unity Relay. This unique piece of tech allows the ship to increase its flux dissipation as long as allied Crystanite ships of equal or greater size are nearby (this stacks for each ship). The current bonus is displayed to the left of your HUD.

There is also a certain hullmod capable of rewiring this relay for more... sneaky benefits.
[close]

The Thor
Spoiler

The Thor has recieved a weapon up(side?)grade. It now only has about half the power normally. However, it also powers its weapon using the light-energy reactors of nearby Crystanite ships, drastically increasing its firepower for each nearby ally.
[close]

The Payback
Spoiler

The Payback has recieved a new mechanic for its Prism Bender Device. It now cannot be used near enemy ships, meaning it is worthless as an escape tool. It still functions when teleporting to enemy ships, though, and even unleashed an EMP blast to everything near the drop-zone.
[close]

Full changelog:
Code
Version 1.8: United Crystal
Additions:
*Added 0.8.1a compatibility
*Added the Cargo Drone Bay hullmod, which allows destroyers and cruisers to be escorted by Cargo drones and thus gain extra cargo capacity (at the expense of higher crew requirement)
*The Worker, Preserver, Halo and Halo mkII now has the new Unity Relay hullmod. This hullmod increases the flux dissipation of the ship by 5% for each nearby allied ship (only counting ships of their own size or bigger)
*Added the Disruptor Relay hullmod: replaces the ships Unity Relay with an ECM boost
*Crystanite ships always break apart when destroyed; they can still be salvaged, though
*Added descriptions to all hullmods explaining why they cannot be installed (if they cannot be installed)
Changes:
*Split the Crystanite Armor hullmod into two separate hullmods; Crystanite Core Systems and Crystanite Armor. All crystanite ships have Crystanite Core Systems, but they do not all necessarily have to have Crystanite Armor (pirate vesrsions, for example, lack it)
*Crystanite ships can no longer use normal Hullmods; they can only use their own
*Crystanite hullmods are now locked by default, and must be purchased from Crystanite markets (or stolen!)
*Reworked all Ordnance Points for crystanite hullmods and ships (may need a second balance run)
*The Thor-class's main cannons now draw power from nearby allies to power itself. It is only about half as powerful alone, but in a fleet, its power quickly scales upward
*New mechanic for the Payback-class's Prism Bender; can no longer activate when near enemy ships (this will be indicated by a red effect around the ship), however upon teleporting it unleashes an EMP discharge to nearby enemy ships
*The PD-37 cannon has som minor behavior changes and had their cooldown halved
*The Blizzard Cannon now fires twice as many shots, at half the damage and 0.6 times the flux cost
*The White Dwarf Cannon now fires 50% faster, at 0.7 times the damage and flux cost
*The Janus no longer has built-in Light Crystanite Armor; mobility increased to compensate
*Broken Crystanite Armor is now considered a D-mod
Fixes:
*Updated all descriptions
*Minor tidy-up of code in a variety of places
*The Janus will now properly state that time has STOPPED, rather than just the fact that the time flow is altered
Removed:
*Removed the Mercury and its main armament, the Heavy Shard launcher. They did not fit in thematically nor mechanically

Ahne

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #143 on: August 08, 2017, 12:46:33 PM »

Wow, the crystanites are back, downloading right now. Welcome back Nicke535!

greetings
Ahne
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Jojo_195

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #144 on: August 08, 2017, 05:55:06 PM »

Any plans to make them work with Nex?  ;)
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etherealblade

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #145 on: August 08, 2017, 07:52:12 PM »

Yay non-humanoid factions GO! Glad to see they are back!
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Spoiler

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Protonus

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #146 on: August 09, 2017, 12:21:02 AM »

For some reason, a large wad of old factions suddenly came back to life.

Red, NGO, Nomads and now the Crystanite.

Spoiler
Is it Halloween yet?
[close]
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The cookies are a weird one, okay.

cjuicy

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #147 on: August 09, 2017, 09:07:31 AM »

For some reason, a large wad of old factions suddenly came back to life.

Red, NGO, Nomads and now the Crystanite.

Spoiler
Is it Halloween yet?
[close]
Is this where I start waiting for Kadur Theocracy or the Bushi to reappear?
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It's been a long time, but I still love ya!

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Nicke535

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #148 on: August 09, 2017, 12:20:11 PM »

Any plans to make them work with Nex?  ;)

Plans, but not much success. They worked pre-0.8.1, but Nexelerin has changed a lot since then. I have sent histidine a PM, so we will have to see how that goes.

Those kind of dragons, though they would pilot relatively "normal" ships. Depending on how much free time i get during university i might revisit them (they would be a lot simpler to code than the Crystanite [or the Vass for that matter])
Do you have anything about them that you can show us already? Any sprite or anything.

No sprites, since i have yet to ask permission for those (but i have some in mind). I did manage to make an "experimental weapon", though it has performance issues when used in bulk (sorry for terrible vid quality, my recording program hates Starsector sometimes)

Nicke535

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Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
« Reply #149 on: August 12, 2017, 02:22:54 AM »

After a quick chat with Histidine, i have managed to get Nexerelin to work. A new patch will be going up within a couple of days with some balance changes and Nexerelin compatibility (i would like to fix variants before releasing the Nexerelin patch, since broken variants can pretty much ruin that kind of campaign).
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