ORION Artillery has yet again changed: it is now "just" a smart gun with weak tracking. Corocotta deployment cost raised to 20 from 16. Ker bomber OP cost raised to 22 from 18. Holding fire toggles the "Lion's Hide" with improved damage reduction. New system allowing to trade range increases between offensive and defensive weapons, System changed to Missile Forge Vats from Radar Ping, Lost one large missile hardpoint, but gained a medium missile turret. Added support for Industrial Evolution. Imagine a Piranha that could hit reliably (isn't that terrifying). Limited payload but much faster than your average bomber. Phased Torpedo Launcher: Fixed NPE when mounted in hidden mount (because hidden large missile slots are a thing in some mod apparently) Discount market ship selection vastly improved in variety. Acheron's second star now properly show up in the planet list Lots of reworked muzzle and glow effects. Every single weapon was redrawn to ensure they are displayed sharp in the game. (Can't say how significant they were, but every bit helps I suppose) Restored Nexerelin random mode compatibility for 0.95a. Balius-class tanker: Fuel capacity increased to 600 from 500. Balius-class freighter: Cargo capacity increased to 350 from 250. Most PD weapons received the NO_TURN_BOOST_WHILE_IDLE tag with adjusted turn rates. Light Energy Blaster: Flux to fire reduced to 360 from 400. HEMor mk.2: Flux to fire reduced to 600 from 700. HEMor mk.1: Flux to fire reduced to 210 from 235. KAcc mk.3: DPS increased to 333 Kinetic dmg/s from 300. A smidgen more flux efficient, half the burst damage of the Heavy Needler, but a decent armor pen and causes very long overloads. Overall slightly more efficient with a cleaner stat card, fits better as a third alternative between the Railgun and LDA. Damage stats messed with (but not the arcs), Cluster Torpedo Launcher: Ammo increased to 10 from 6. Phased Missile Launcher: Ammo increased to 15 from 12. It is now only available from rare salvage, and will probably be moved to Seeker/TaDA at some point along the Light Plating, Reactive Armor and Economical Maintenance hullmods. Removed from all variants and from Scy's available blueprints. Added Civilian and fake Militarized Subsystems hullmods built-in to all civies, as a horribly convoluted workaround to the skill thresholds issue. Hopefully plugged the last memory leak from Scy. Miniguns no longer listed as benefitting from energy modifiers (they still do, but the mount type shenanigans broke the refit screen). Acheron's generation tweaked so that there is no longer so much empty space with the next procgen system. Nemean Lion system now behaves properly under AI control. Renamed the Manticore-class to Androphagos-class. Removed the civilian and raider hullmods from all logistic ships. Fixed various crashes due to 0.95.1 API changes. Cluster Torpedo Launcher: Added 3s arming time to the carrier missile. You can dive deeper into the story of the Scy Nation with these documents: They tried to rebuild their life in a remote system, away from the core worlds Collapse, but circumstances always seems to pull them back, always forcing them to take further extremes measures to ensure their survival. Using the gigantic ship as a Cryo-arch, two thirds of the population would escape the crossfire while the rest were put to the stake by Ludd fanatics for worshiping the "demonic autofactory". When the Great Collapse occurred and the gate system shutdown the colony became trapped in the Sector, its inhabitants found themselves at the unfortunate center of attention of the Tri-Tachyon Corporation, the Hegemony and the Luddic Church, all eager to get their hands on Yggdrasill's mini-autofactory and its intact pre-collapse UAC library. was a nomadic colony built inside an asteroid to travel the stars and study the universe one system at a time. The Scy Nation literally emerged from the ashes of the "Science Colony of Yggdrasil".
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