Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Maltis Game Overhaul Core Mod
Viser 61-70 af 277 forekomster
< 1 ... 5  6  7  8  9 ... 28 >
Opdatering: 3. aug. 2024 kl. 19:50

Update 0.9.9.9.5.5
- Reworked and Reballanced therefore the Beam Defense Laser Turrets.
-> Reworked the cooldown system
-> Improved Animations for the Beam Defense Laser which now also indicate the loading and loaded status without looking at some progress bars...
-> Basically the Turrets now have a more reliable/constant cooldown and are prob better ballanced now.
-> Beam Defenses can now be boosted with Damage/Fire Rate Boosters including their cooldown mechanic and the emp ability.
- Fixed an issue where the Long Range Energy Cannons aswell as the Energy Miniguns would attack an enemy when being set to attack only with assigned target.
- Minor Bug Fixes and Improvments

Opdatering: 2. aug. 2024 kl. 22:58

Update 0.9.9.9.5.4
- Reworked the Maltis EMP Missile -> It is now a mix between the vanilla EMP and vanilla HE missile (HE-EMP). Dealing a good amount of damage aswell as keeping enemys system offline. The goal is to have it damage wise between HE and EMP aswell as less Energy drain than the EMP has per sec and a about 2 times faster fire Rate than the default emp missiles.
- Added Damage Booster Support for the reworked battle gadgets.
- Animation Fixes for the new production interval for the efficient factorys.
- The EMP Mine has more hp in its "deployed" stage and is harder to counter therefore

Opdatering: 2. aug. 2024 kl. 19:55

Update 0.9.9.9.5.3
- Swapped the time from the hyper efficient and efficient factory which is needed for producing an item (also is now a bit more standarized (6x, 8x))
- QoL Improvments for the efficient and hyper efficient factorys .-> much lager battery storages to provide longer active production cycles.
- Adjusted again some tech costs (mostly lowered laser unlock costs)
- Improved the design of the Pluto Mk2 (enemy)
- Fixed an issue which appeared since the last reactor change of the last patch and caused phantom and battle reactors to not provide batteries as they were intended to..

Opdatering: 2. aug. 2024 kl. 8:35

Update 0.9.9.9.5.2
- Improved Game Performance (FPS) when using Tesla(s)
- nerfed the tesla damage therefore increased its overall usability (faster rotate speed of the turret and higher firing angles)
- Reworked the costs of all crew corridors and conveyors.
- Crew Conveyor Mk2 has been replaced by a new armored conveyor which mixes the vanilla conveyor with the reinforced corridor. Felt like there isn't really a need for 3 speed corridors and therefore this as variation is mostl likely better.
- Buffed Crew Track HP by ~75%
- Added 2 new Enemy Ships as normal enemys and 1 as BOSS. Also reworked a existing ship layout.
- lowered the tech costs of many parts
- Increased build costs of the 10 Bed Crew Quarter (2x3)
- Minor Improvments and Bug Fixes

Opdatering: 1. aug. 2024 kl. 10:55

Update 0.9.9.9.5.1
- Added a new Submod to the Maltis Mod Collection (works also without the core mod):
Domination Reballance

-> Reworks/Reballances some of the dominations stats like right now mostly increasing the playable are and checkpoint generation
- Crew can now take +1 Battery Size at maximum when taking energy cells from a Phantom Reactor or a Battle Reactor.
- Fixed an issue where the stat from the artillery cannon was missleadingly telling you that it has infinite bullet speed which it hadn't...
- Added the new Impulse Booster to the tech tree.
- Increased the Command Point Costs of the new Impulse Booster (6->15)

Opdatering: 31. juli 2024 kl. 14:04

Update 0.9.9.9.5
- Added a new Impulse Booster which is limited to a maximum count of 2 per ship and can boost the ships speed by a lot for a short peroid until it needs to cooldown (30 sec to release)
- Buffed the Efficient Thruster Mk1 and Mk2 -> The Mk2 is now as strong as the normal small thruster but has 1 less block obstructed through its thrust. Costs have therefore been increased...
- Added new visuals for all Maltis Thrusters
- Buffed the Shield Braker: 1,33 ->1 Energy consumption per sec.
- EMP Mines will now be more efficiently used by AI

Opdatering: 30. juli 2024 kl. 14:27

Update 0.9.9.9.4.8
- Adjusted the prices of maltis ammo types (hyperium bullets and all gadget parts)
- Minor QoL Improvments like trade route optimization

Opdatering: 30. juli 2024 kl. 11:09

Update 0.9.9.9.4.7
- Added a new resource (mostly for trader bountys) which can basically converted into credits by selling it.
-> To ballance loot drop for all kind of stack mod users equally
- Increased trading chances for valuable resources
- Increased trading amount per trade for maltis weapon gadgets/hyperium bullets/mining gadgets -> Higher stocks available
- Reworked the tech tree for gadget launchers -> They now do not require the factory anymore therefore the factory requires them. (can be used much earlier in the game now)
- Fixed some wrong/undesirabled drop rates for maltis resources (gadget parts and hyperium ammo when getting destroyed)
- reworked all trader bounty ship loadouts and with the change mentioned above also the loot
(they are mostly stronger now)
- Minor Bug Fixes and Improvments

Opdatering: 29. juli 2024 kl. 16:26

Update 0.9.9.9.4.6
- Slightly changed Nebula spawn locations (max range increased)
-> With the Maltis Enemys Mod you now have even further Nebulas to match the distances of possible enemy/mission spawns
- Asteroid Fields within Ion Storms do now contain the new asteroids, too.
- Minor Improvments

Opdatering: 29. juli 2024 kl. 8:57

Update 0.9.9.9.4.5

- EMP Abilities do not consume extra energy -> The energy provider comsumes the energy. (might prob be increased in the future for the provider)
- Increased the Energy Consumption of the EMP Provider.
- Buffed the Beam Defense Lasers/Fixed a bug causing them to have about half the reload speed...
- Increased the Beam Defense Laser Range from 150 to 240
- Buffed the Damage per shot from the Beam Defense Leaser MK1 (matches the dp/s of the Mk2)
- Added extra indicators to the Beam Defense Laser
- QoL Improvments for the Beam Defense Laser
- Increased the Health of some Laser Bullets
- Added new experimental Method for showing max capable penetration/Bullet Damage with Penetration (not final yet prob)
- Reworked the Valkyrie ship class -> (reworked/improved Support Mk1 and Military Mk1 and Support Mk2 version)
-> Added a new Valkyrie Military Mk2 which can with the Maltis Enemys and Missions mod also spawn as new Boss/Enemy...