Cosmoteer : architecte et commandant de vaisseaux spatiaux

Cosmoteer : architecte et commandant de vaisseaux spatiaux

Maltis Game Overhaul Core Mod
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Mis à jour le : 30 juil. 2024 à 14h27
par Malte

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

Mis à jour le : 30 juil. 2024 à 11h09
par Malte

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

Mis à jour le : 29 juil. 2024 à 16h26
par Malte

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

Mis à jour le : 29 juil. 2024 à 8h57
par Malte

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...

Mis à jour le : 27 juil. 2024 à 7h37
par Malte

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

Mis à jour le : 27 juil. 2024 à 3h54
par Malte

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...

Mis à jour le : 26 juil. 2024 à 15h54
par Malte

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...

Mis à jour le : 26 juil. 2024 à 7h29
par Malte

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...

Mis à jour le : 25 juil. 2024 à 11h21
par Malte

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

Mis à jour le : 24 juil. 2024 à 9h36
par Malte

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...