* NPC Cathedrals will not respect the effect of D-mods on modules, as a result. Fixed a bizarre Starsector bug related to module-ships that would crash the game in certain situations Added support for more factions in Custom Battle Added workaround for Luddic Path faction file to get the LP Enforcer to spawn Possible fix for yet another Cathedral bug Reduced Vindicator and Vindicator (S) OP by 5 each * Zenith shields improved to 0.7 efficiency from 0.8, arc increased to 210 from 180, flux capacity reduced to 12000 from 13000 * Vindicator flux dissipation increased to 400 from 350 (S) variant increased to 450 * Increased Eos speed to 60 from 40, increased accel/decel accordingly * Reduced Circe peak performance time to 360 from 420 Increased Flak Drone weapon range to 600 from 500 * Albatross now has two wings of flak drones instead of one, and Canister Flak x5 instead of Damper Field * Vulture supply cost reduced to 17 from 18, flux dissipation increased to 350 from 325 * Trebuchet OP reduced to 24 from 28, damage increased to 900 from 750 ![]() * Punisher hull increased to 8000 from 6000 * Liberator's shield upkeep reduced to 150 from 250 flux/sec, crew min/max reduced to 500/1000 from 600/1200, acceleration slightly increased, deceleration greatly increased Victory Jets can now be toggled off (like with Burn Drive) * Victory maximum crew reduced to 1000 from 1250, frontal shield arc increased to 120 from 90, base speed increased to 35 from 30 * Klutotekhnes flux per shot reduced to 80 from 120 * Plasma Flamer type changed to Hybrid (Ballistic stats) * Flare Gun type changed to Composite (Missile stats) * Heavy Ion Blaster OP increased to 15 from 14, flux cost reduced to 900 from 1500 * Aegis Flak Cannon damage increased to 400 from 300 * Falx engagement range reduced to 6000 from 8000 * Cathedral fuel per light year reduced to 20 from 30 * Added Rugged Construction to shieldless ships * Fixed a crash when Prism's High-End Seller tried to sell Killer Bee * Various minor-to-moderate optimizations using the new Starsector API changes * Lightning Gun is now truly hitscan (no more framerate-related bugs or ghost projectile) * Fixed the calculation/obscurement of some area-of-effect damage * Integrated various new campaign features into existing content * Caliber supply cost reduced to 8 from 9 * Caliber armor increased to 800 to 600, hull increased to 5000 from 4500, other stats tweaked slightly * Caliber now has Damper Field instead of shields, Rugged Construction built in Boosts PD range by 25%, damage by 25%, hit strength by 50% Increases the ordnance point cost of point-defense weapons by 1/2/4, depending on size Causes all point-defense weapons to behave like standard anti-ship weapons * Added new hullmod: PD Assault Conversion Extreme Modifications (obviously) cannot be built-in Extreme Modifications' fighter refit time penalty is reduced to 20% from 30% Extreme Modifications now adds a sliding 10-50% chance increase of critical malfunctions (per malfunction) when CR reaches 40% or less Extreme Modifications' chance for weapon malfunctions is increased to 3% engine malfunctions are reduced to 1.5% (from 2/2) Extreme Modifications becomes permanent if you install that additional built-in hullmod Extreme Modifications no longer grants an OP bonus instead, it allows you to install an additional built-in hullmod * IBB ships are generally always recoverable * Iron Shell, Star Federation, and Roider Union have joined the IBB ![]() * Defeating an IBB fleet awards a Story Point Stronger IBB fleets can break the usual cap of 2 bonus fleetwide skills, level 5-6 officers, 1-2 officer elite skills, 12-20 total officers, etc. * Reworked IBB scaling, with regards to s-mods, officer levels/counts/elite skills, commander levels/elite skills, and commander fleet skills * Added Story Point option to the IBB bar event to roll a different bounty target and make the original less likely to show up again * Numerous general improvements to the Excelsior look, feel, and UI * Profoundly improved Excelsior AI competence * Huge UI improvement to the Excelsior's system ![]() * Beam weapon impacts now directly raise the Excelsior's flux * Various small tweaks to the Excelsior system and weapon behavior Appears as a unique "Super Ship" choice for the Free Start and Own Faction options * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission) * Added new MagicBounty scenario that involves fighting the Excelsior (if you have MagicLib)
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