Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Maltis Game Overhaul Core Mod
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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...

Opdatering: 27. juli 2024 kl. 7:37

Update 0.9.9.9.4.4
- Reduced spawn rate/chance of the new sulfur and iron asteroids therefore increased the rate/chance for the mixed ones
- Mixed ones can now spawn at discoverable zones

Opdatering: 27. juli 2024 kl. 3:54

Update 0.9.9.9.4.3
- Increased the sizes of the new asteroid types by about x5
- Reconfigured the loot drop rates
-> Therefore added 2 new types (3 total now):
+ Mixed/Rare -> Contains all resources but no iron and sulfur
+ Sulfur -> Contains Sulfur
+ Iron -> Contains Iron
- Changed the layout of them to make them a bit more unique (f. ex. hard resistance at the edge and the core is more likely containing soft resistance parts
- Lowered Asteroid Spawn Rates by a lot

NOTICE: During the increase of asteroid sizes I have noticed that the performance when spawning them "ONCE" per system (when getting close the first time) might be very bad for like a halft second depending on your machine.
I am looking forward to maybe be able to improve it there somehow otherwise I might do a sub mod for users which do not like mining anyway to not necessarily impact their performance.
But I will collect some more feedback from you and collect some more information on my own for possible workarounds or so...

Opdatering: 26. juli 2024 kl. 15:54

Update 0.9.9.9.4.2
- Added NEW huge minable asteroids/megaroids! These contain all kind of resources at the moment and are about 2-3x the size of an XXL Rock. Intention is to provide more viable mining options for stack mod users and mainly for making the mining gadget launcher a bit more usefull.
-> Should be compatible with all kind of simmilar mods.
- Fixed and Improved Tesla Lightning (last cosmoteer patch broke it)
- Fixed an enemy ship
- Buffed energy production rate of the medium battle reactor (5.4->6.0)
- Minor Improvments and Bug Fixes...

Opdatering: 26. juli 2024 kl. 7:29

Update 0.9.9.9.4.1
- Fixed the issue that Maltis Enemy ships weren't having a Battle Gadget Launcher anymore
- Changed the health of the artillery cannon projectiles (Stage1: -100% , Stage2 -50%, Stage3 + ~35%)
- Reduced Penetration Resistance of the Heavy Armor and the Carbon Armor.
- Fixed the Heavy Survivor Enemys Prism facing direction...

Opdatering: 25. juli 2024 kl. 11:21

Update 0.9.9.9.4
- Lowered the overall Tech costs (many smaller and some bigger changes like all booster modules will now be unlocked at once of a special type and no longer each Mk version as an extra upgrade)
- Rearranged / add 2 new stats to indicate the max possible Damage for Bullets with Penetrations cause this often makes a huge difference. But is also depending on what you hit so isn't a static value therefore min max will be shown. The stats might also not be 100% correct for the penetration damage calculation but the normal damge is 100% correct.
- Minor Artillery Cannon Buff (more Pen for Stage 1)
- Minor Bug Fixes and Improvments

Opdatering: 24. juli 2024 kl. 9:36

Update 0.9.9.9.3.9
- Fixed an issue where you weren't able to load a save game, if you were unlucky and had a battle launcher with a unlucky setup/which would cause a game crash due rearrangement of the gadget part order...

Opdatering: 24. juli 2024 kl. 5:43

Update 0.9.9.9.3.8
- Improved visuals of the artillery cannon also increased the projectile range dependent on the random spread so it does even match in worst case the max range. -> Better AI usage /QoL
- Artillery Cannon costs from 15k->25k
- Reduced loot from trader bountys
- Added new Visuals for the optimized corridor aswell as the crew track.
- removed the spread from the beam defence laser mk2 again
- Added some additional stats for weapons
- Fixed the issue where broadside shields had some weird tiny shield in the oppisite direction far away...
- Minor QoL changes

Opdatering: 23. juli 2024 kl. 13:10

Update 0.9.9.9.3.7
- Fixed an issue where the shield braker wouldn't be refilled with energy anymore.
-> Also lowered the damage per shot aswell as the energy usage and therefore increased the fire rate. It results in the same dps/energy drain per second but made it easier for crew to keep it up and running with batteries.
- Lowered Nuclear Beam Weight by 100%
- Added 1 new enemy(T9) and Boss(T6)
- Minor ballance changes and improvements

Opdatering: 23. juli 2024 kl. 6:01

Update 0.9.9.9.3.6
- Improved the Mine Gadget AI behaviour
-> EMP Mines will now shoot at any degree when a ship is in range.
-> Fragment Mines are being released faster now and therefore are easier to hit and AI can hit with them now okay to good.
- Buffed Turret Pen Resistances for the Maltis Small Laser Turrets and for the Flame Thrower and Tesla aswell as the Artillery Cannon.
- Lowered the costs of battle generators/reactors
- Reballanced armor again (fine tuning)
-> Carbon armor has been nerfed and therefore is now half as expansive as before
- Reworked some enemy ships
- Minor improvments and bug fixes.