Cosmoteer: 宇宙を駆ける艦隊 偉大なる建造者そして偉大なる指揮官に

Cosmoteer: 宇宙を駆ける艦隊 偉大なる建造者そして偉大なる指揮官に

Maltis Game Overhaul Core Mod
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更新: 9月3日 @ 10時40分

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..

更新: 9月2日 @ 20時32分

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)

更新: 9月2日 @ 8時50分

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.

更新: 8月31日 @ 7時28分

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

更新: 8月27日 @ 9時10分

Update 0.9.9.9.8.5.2:
- Rebalanced factory energy usages and speeds. (mostly buffs)
-> Especially the efficient steel and coil factories are working faster.
-> Also energy indicators should be displayed when having less energy than needed
-> Energy storage capacities have been adjusted to minimize downtimes while still keeping the higher energy consumption.
- Other minor improvments

更新: 8月26日 @ 18時27分

Update 0.9.9.9.8.5.1:
Factory Rework:
- Adjusted all factory animations so that they do now match both, the process speed (even with boosted speeds) and also do indicate the new conversion rates.
- Added new factory visuals for the custom factories like the mining gadget part factory.
- Increased the enegry consumption of many factories
- Some factory speed changes (base speed, buffs remain the same)
- Increased the EMP energy usage of each EMP capable weapon.
- Fixed a wrong stat for the EMP provider module
- Decreased the local magazine storage of hyperium weapons. (~50%)
- Improved all cockpit lights
- Fixed an issue where sometimes crew was stuck getting energy from the modded reactors. (for some time - until a new task has (automatically) been assigned again)

更新: 8月24日 @ 22時05分

QoL Update 0.9.9.9.8.5.0:
Bigger visual rework and improvments of many parts.
Especially for the buff providers which got a huge visual upgrade.
But also for reactors and more.

- Added new/improved icons for custom buttons/features
- Improved Buff displays
- Improved Small Laser Blaster Mk2 + 3 bullet visuals
- Reballanced the EMP Ability damage
- Reworked the EMP Ability Module which basically now has a built in Energy Provider for connected weapons (their emp module). Which is now consuming some energy while shooting. The energy is being transferred directly from the EMP Module to connected weapons.
- Removed the extra capacitor from the energy provider -> Slightly nerfed since it can run out of energy a bit faster.
-> Also can not/should not be able to delivery energy to other energy providers.
-> It is now less effective against shields but highly against armor/hulls (energy drain wise).
- Added a new (strong) enemy for Tier 15 / Tier 13 Boss
- Multiple general quality of life Improvments

更新: 8月23日 @ 8時03分

Update 0.9.9.9.8.4.8:
- Added the new faction to the custom map sizes.
- Further improvments on the tesla turret visuals
- Updated some enemy ships
- Added 1 new enemy ship variation

更新: 8月21日 @ 21時21分

Update 0.9.9.9.8.4.7:
- All 3 Maltis Heat Weapons do now utilize the new heat generation system and are so on more efficient against armor.
- buffed the flame thrower hull damage
- Added a new Enemy ship at tier 14/tier 2 boss
- Added a new icon for the nuclear beam recharge state and overall improved it's indicators
- Improved the sound of the rapid fire laser blasters
- Minor improvments

更新: 8月21日 @ 3時10分

Update 0.9.9.9.8.4.6:
- Fixed an issue where the beam point defense beam wasn't visible anymore (caused by changes of the latest cosmoteer patch)