Reassembly

Reassembly

Industrians
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Update: 13 Aug, 2020 @ 9:24pm

Massive buffs to main battle turrets, shotguns and most explosive weapons.
I didn't playtest it much, so please let me know on your thoughts about the faction's balance.

Main Battle Turrets:
Stingray damage 1350 -> 2500
Typhoon damage 1500 -> 2750
Leviathan damage 1800 -> 3150

Shotguns:
Nimble shotgun damage 300 -> 800
Obliterationer shotgun damage 400 -> 3000
All shotguns: Added sparks that do 1 damage. Mainly for enhancing the looks. Also changed color to orange

Missiles:
Swarm missile shrapnel damage 30 -> 80
Cruise missile shrapnel damage 85 -> 145
Nuke shrapnel damage 600 -> 1666
Nuke blast radius 650 -> 666

Homing Mines:
Light damage 100 -> 300
Light blast radius 25 -> 35
Large damage 180 -> 640
Large blast radius 40 -> 90

Grenade Launcher:
Shrapnel damage 100 -> 400
Projectile size 5 -> 4
Shrapnel pattern ABSOLUTE -> SPIRAL

Update: 10 Jun, 2020 @ 5:37pm

Fixed hexagonal hex panel not having generator stats, resulting in the factories and other stations that use hexpanels barely working.

Credit to Ninjafrog77 for pointing this out.

Update: 7 May, 2020 @ 9:43pm

Update Summary: Mainly completely fixed ship distortion, but also customized a lot of explosions.

Cores: + Fixed a misplaced port

Hex Panels:
+ Made death explosions much less destructive

All Explosive Weapons (excluding Homing Mines):
/ Instead of standard explosions, explosives now release fragments that deal explosive damage more realistically. All explosives also have greatly bigger blast radius, but deal less damage the further away blocks are.

Grenade Launcher: + Grenade health per volume 6 -> 8

Update: 7 May, 2020 @ 5:13pm

Hopefully fixed issue with the building core in the Constructor's blueprint being a fully functional core, rather than a non-launched seed.

Update: 7 May, 2020 @ 3:53pm

Update Summary: Customized generators, gatling lasers and tractor beams while giving grenade launchers a projectile speed buff and adding a new laser that can move blocks/ships. Also made the major fix of resizing core posts to remove ship distortion.

Fleet and Arsenal:
+ Added Manipulator MK2
+ Changed Constructor to use the new Manipulator instead of the collector
/ Outpost: Replaced IBGs and most of the R storage with hex panels and fusion reactors. This slightly reduced the value of the design.
+ Apparently the Industrial Sattelite's stingrays were never properly replaced with grenade launchers, but since turreted launchers don't work with AI, i'm not fixing it.
/ Removed frontal laser pointer from Restrictor
/ Added RIPPLE_FIRE AI flag to buildings
+ Resized core post after being notified it was causing ship distortion

Constructor: / Fixed no commas in description

Generators:
/ Changed appearance from a power symbol to a lightning bolt
/ Changed IBG's description
/ Removed an accidental two spaces in quantum battery's description

Tractor Beams:
/ Changed appearance of Collector

Gatling Laser: / Reworked custom turret appearance

Homing Mines: / Added names to the mines

Grenade Launcher:
+ Launch Speed 400 -> 600

Update: 3 May, 2020 @ 7:04pm

P6000 Grenade Launcher's description incorrectly documented the weapon's range, so I released a quick patch to fix it.

+ P6000 Grenade Lifespan 4s -> 6s

Update: 3 May, 2020 @ 6:53pm

I have decided to start including summaries in each update.
Update Summary: Added a turreted grenade launcher, buffed swarm and cruise missiles, mostly fixed building cores often not attaching properly and some other minor balance changes.

Faction:
+ Added P6000 Grenade Launcher
/ Updated comments in shapes file
/ Removed all commas from all mod files
/ Changed explosion colors to #64c9ff and 00c8ff

Fleet:
+ Added Demolisher by Zergur Vorghiz (AI can't fire turreted grenade launchers, but I am hoping this gets patched in the future, and i'm also adding this so players can use the weapon)
+ Fixed Industrial Sattelite having no R capacity nor a tractor beam, and replaced the stingrays with grenade launchers

Constructor:
+ Added angular velocity which vastly increased the root success rate and removed the need to try to place buildings from the sides.
+ Added launcherOutSpeed which greatly increased the constructor's range and minimized the time it takes to place.

Matter Generator:
- Power Use 1,000 -> 15,000
+ Replicate Time 15s -> 10s

Gatling Laser:
/ Replaced triangle turret with a customized one

Power Beam:
/ Beam Decay Time 0.15 -> 0.25

Missiles:
+ Swarm Missile Explode Radius 15 -> 25
+ Swarm Missile Explode Damage 120 -> 140
- Swarm Missile Value 18 -> 23
+ Cruise Missile Radius 25 -> 32
+ Cruise Missile Damage 200 -> 310
- Cruise Missile Value 84 -> 116

Laser Coil:
/ Beam decay time 0.35 (default) -> 0.001

Repair Tentacle:
/ Renamed to Combat Constructor and reworked description
- Healing power 12,500 -> 11,000

Update: 1 May, 2020 @ 6:49am

Faction:
/ Replaced SOCIAL AI tag with WANDER. This is encouraging combat ships to move more, but obviously ships are now less eager to fight together.
/ Fixed some mispelled "nozzle"s here and there.

Powerbeam:
+ Charge time 8s -> 4s
+ Power use 20,500 -> 17,500

Update: 29 Apr, 2020 @ 5:27pm

Fleet and Arsenal:
+ Fixer: Added generators to fix not enough energy to fire weapon continuously, and changed the appearance slightly
+ Power Beam is now accessible in campaign (only if you have modified P limit, though)
+ Added BOSS: Prototype 10407 by Zergur Vorghiz to the fleet

/ IFR Compact: Added to the description

Power Beam:
- Resized the weapon 18x3 -> 46x5 (nozzle included)
+ Increased explosion damage 3,000 -> 15,000
- Increased power use 4,000 -> 20,500
/ Changed color to orange
- Increased reload time 1-4s -> 8s
+ Increased explode radius 60 -> 62
/ Changed nozzle color from the same as paintjob hull -> same as heavy hull
+ Increased range 2,000 -> 4,000
- Auto P value equation went a little nuts in response to the new stats

+ Leviathan: Increased range 3,400 -> 3,600

Missiles:
/ Swarm Missiles now have the same thrust color as heavy thrusters (previously purely yellow)
/ Cruise Missiles and Nukes now have the same thruster color as long thrusters (also previously purely yellow)

Laser Coil:
+ Removed turret limit since limtied point defense turrets do not work

Repair Tentacle:
+ Increased base healing power 8,500 -> 12,500

Update: 28 Apr, 2020 @ 11:06am

Fleet and Arsenal:
+ Added ship Destroyer by Zergur Vorghiz (Mod Maker)
+ T7 Cruise Missiles is now accessible in campaign
+ Long Thruster (scale 4) is now accessible in campaign
+ Tower: Added generators to fix not enough energy to fire weapon continuously

Thrusters:
/ Heavy Thrusters now have a white (#FFFFFF) and blue (#00b4ff) exhaust color. They previously had a purely yellow color.
/ Long Thrusters now have a white (#FFFFFF) and purple (#c800ff) exhaust color. They previously had a purely yellow color.

Main Battle Turrets:
+ Stingray Damage 1250 -> 1350
- Stingray Energy Use 800 -> 1200
- Stingray Value 189 -> 200
+ Typhoon Damage 1450 -> 1500
- Typhoon Value 213 -> 218
- Leviathan Power Use 1800 -> 1850

Missiles:
- T7 Cruise Missiles Lifespan 30s -> 4s
+ T7 Cruise Missiles Description: Included that the missiles have "roughly the same range as the laser pointers"

Laser Coil:
/ Removed stat bonuses from side rods, since they did not actually change the laser's stats. For now, they are purely cosmetic.