Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Maltis Game Overhaul Core Mod
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Aggiornamento: 9 set, 7:13

Update 0.9.9.9.8.6.1:
- Improved AI Usage of all modded weapons.
- Buffed the mining Tesla Damage and Range:
Damage ~x2, Range 7m->9m
- Minor Improvments

This will be prob for at least about a week be the last update.

Aggiornamento: 8 set, 19:02

Update 0.9.9.9.8.6.0:
- Reworked the Tesla Turret a bit again:
- -> It can now damage junk and asteroids within a short range to the tesla turret. This can be helpfull for clearing out asteroids or junk when being stuck in your ship.
But can now also be used for Mining
- -> New additional visuals for mining with the tesla
- -> Direktly hitting stuff with the tesla turret will increase the efficiency. You will get an indicator if you do so...
- The normal AOE Damage has been decently nerfed since it was very strong at the moment.
- The price has been changed: 8k->12k
- Performance Testing of the Tesla is going on. Let me know if you have issues using it.

- Updated some enemy/predesigned ships
- Heavy shield building costs: 15k -> 17.5k
- Many sound improvments for shields and other stuff like the manipulator beams

Aggiornamento: 7 set, 5:56

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Update 0.9.9.9.8.5.9b:
- Minor improvments to the new shield overclocking.

Aggiornamento: 6 set, 21:35

Update 0.9.9.9.8.5.9:
- All Energy Based Weapons do now recieve the electron cloud buffs. This wasn't compatible with the damage booster module in previous patches...
-> The electron clouds are now 100% supported in their functionallity when it comes to the modded parts
- The Battle Shields (both variants) can now be overclocked for x3 Recharge Rate and 50% EMP Resistance. Recharge is heating them up not incoming damage unlike the vanilla one.
- Improved the Hyperium Machine Gun Sounds (replaced by own ones)
- Added Scorched effects to the battle shields. Other ones will be added to the completed list with their overclocking update.
- Minor Improvments

Aggiornamento: 4 set, 3:14

Hotfix 0.9.9.9.8.5.8:
- Fixed an crash (caused by the todays patch - factories)

Aggiornamento: 3 set, 20:05

Update 0.9.9.9.8.5.7:
- All Modded Factories are now overclockable! They do not consume extra energy per conversion but generate a fair amount of heat. Can be combined with the factory boosters
- Added Overclocking for the Modded Cockpits for extra sensor range (visual)
- Slightly increased the hyperium machine gun costs
- Added Scorched effects for the factories and cockpits.
- Improved the hyper efficient thruster graphics (smoke)
- Added better information about the different game settings for career coming with the mod. Also adjusted one crew/fame option since it was kinda too similar to an existing one.
- Some Description improvments
- Nerfed the Pen Resistance of all Modded Shields which is now at worst case as good as for the vanilla one (25) but goes up to 50. (nerf ~50%) As comparision the strongest pen shield is now the large shield (vanilla) with 75. I will test this a bit on my own but I don't think it makes that much of a difference.
Also I am now thinking of the shield overclocking.
Might add some unique overclocks for the different shield types.

Aggiornamento: 3 set, 10:40

Update 0.9.9.9.8.5.6:
- Fixed a bug which caused the big lasers not to stack in the default lasers category
- Reworked the weight of the hyperium machine guns.
- Minor changes..

Aggiornamento: 2 set, 20:32

Update 0.9.9.9.8.5.5:
- Cleaned up the editor groups to offer a much better game experience/building experience
- Lowered some laser blaster building costs
- Added 2 new Enemys as mid-late game enemys and bosses.
- Added new Mining/Transport Pre-Built-Shiploadouts to the ship list
- Reworked some existing ship designs (smaller improvments)
- FTL Beacons can now spawn at the full system range (when having a bigger system with the enemy mod extension)

Aggiornamento: 2 set, 8:50

Update 0.9.9.9.8.5.4:
Balance Changes have been made for:
- Heat Laser (small/big) -> Deeper Pen but less potential damage (prob equals out in same real dmg)
- Slightly buffed the max potential damage of the small hyperium blaster
- Tesla -> Damage Nerf: ~25%
- Laser HMG -> Damage Nerf: ~20%
- Heavy Armor -> Weight and Cost have been increased
- Light Armor +1 Pen Resistance
- Tri Armor +1 Pen Resistance
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Added Heat resistance/weakness (-25%) for all modded armors. (might vary in the future...)
-> Stat has also been added

Improved the Vindicator Star Destoryer Loadouts a bit.
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I am planning to rework the carbon armor/add a new one, so it will most likely cost coils and steel in the future (with renaming of course) which are much easier to aquire in career.
Tho I then would prob take this new one as an EMP resistant armor which currently the tri armor is trying to be. So I will prob swap the functionallity of these. I am trying to find a way to not mess up saved ships during this process but I can not say that for sure yet.

Aggiornamento: 31 ago, 7:28

Update 0.9.9.9.8.5.3:
- Improved the trading state -> stations will now empty themself faster again.
-> The stock quantitys of the more expansive building materials have been a bit increased, so you most likely have them available for purchase at stations
-> Because of that traders might have less materials for purchase but can buy more materials from players. I will test this a bit on my own and if it feels too off I will most likely edit some values again...

- Added 2 new T6 enemys
- Buffed the Health of the Tesla Turret and the Flame Thrower
- Minor Improvments for some visuals