
Removed the Cloned Organs commodity from circulation, due a number of issues with its basic implementationįixed a typo in the world gen scripts that was preventing a particular derelict from spawningĪdded a new music track to the campaign layer, courtesy of MesotronikĬONSIDER Shuffling ships to specific factions/subfactions as a way of keeping up ship variety while reducing total number of shipsĢnd, another AoE weapon, missilized version of the Shamash's phase gun: Trimmed the number of missions down to five The Potnia-tris' flux dissipation has been increased to 240 (from 200) The Potnia-bis' flux dissipation has been increased to 360 (from 300) The Southpaws flux dissipation has beeing increased to 220 (from 150)
Starsector ships ibb full#
The speed disruption reaches its full effect more rapidly (at 33% flux/disruption) but is not as severe (50% speed reduction)įixed a bug in the GAT system where the system effect was not correctly unapplyingĪlso generally went through and cleared out a number of old and unused scriptsĪdjusted the flux dissipation on some of the Yardie derived ships:

Updated the Phase Anchor script to include the speed disruption effect in standard Phase Cloaks Updated the script for the SRA's faction doctrine to be more in line with the current systemĪdjusted Charge Cyclers recharge increase down to 15% (from 25%) Shikomes now no longer glow like the freakin' sun when under the effects of the Fighter Control RelayĬhanged 12 (of 15) EveryFrameScripts that were always being loaded in combat so that they should only show up when being used Made the Yajna system significantly less compressed, which should hopefully help resolve some issues with patrolsįixed an issue with unbuildable structures causing ridiculously inflated planet bounty prices in Nexerelin Increased beam speed for the Kamal and Mughal to 10,000 (from 2,000) If WpS cannot network with anything else, it gives no bonus RoF of Ballistic and Energy weapons increased by 20%ĭamage of Beams and Missile weapons increased by 25% WpS linearly improves weapon performance aboard the host ship for each additional ship with the same hullmod within a range of 800: Updated the Maleficent sprite and gave it a unique hullmod, Wolfpack Systems Still remaining to do is to adjust it's firing script so to make it friendlier for AI use PARTIAL Added the Asphodel Test Bed Cruiser to High Value Bounties The basic weapon effect is a faily basic plasma bolt, decent damage, not great flux efficiency, middling RoFĮvery weapon effect increase adds additional subprojectiles when the weapon is fired, each with it's own effectĥ pips: Big shovey impulse blast / slight effect refresher on each hit System becomes much less accurate as number of pips increase Stacks up to 5 times, with weapon effect increases happening at 1, 3, and 5 pips The effect lasts about 15 seconds, but can be "reinvigorated" if the Poseidon can vampirize another ship The Poseidon does not directly get this flux itself, instead powering it's main weapon with it The System temporarily reduces the flux pool of the target vessel Updated descriptions for the Modular Fabricators to remove now erroneous text referring to nanoforge compatabilityĮntirely replaced the sprite for the Poseidon High Value Bounty, (TODO) and gave it a custom Flux Draining system and interlinked main weapon Realized I had not, in fact, given the Mimir (R) it's short hop version of the Lock Drive and fixed this oversight Increased the Skadi's OP to 260 (from 220) Increased the Cetus' monthly and per deployment supply costs to 9 (from 7)

Increased the Ninurta's monthly and per deployment supply costs to 12 (from 8) TODO Adjust firing script to allow for the Lance to to be held at partial charge, which should make the AI a little less weird with it Updated the SRA's relationships on generation to include more factions, which should resolve some weirdness in NexerelinĪn error with the Nidhoggr Lance that was preventing it from properly applying the piercing effect has been resolved
