Cosmoteer: Arquitecto y comandante de una nave espacial

Cosmoteer: Arquitecto y comandante de una nave espacial

Maltis Game Overhaul Core Mod
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Actualización: 8 AGO 2024 a las 13:14

Update 0.9.9.9.6
- Renamed the Fragment Mines -> Clusterbombs , EMP Mines -> EMP Swarmrockets
since the names make more sense when it comes to their functionality
- Fixed a wrong stat for the hyperium Machine Gun Mk2 (Damage agains Hull)
- Minor Bug Fixes

Actualización: 6 AGO 2024 a las 15:42

Update 0.9.9.9.5.9
- Buffed Flamethrower Range aswell as Shot Speed by ~20%
- Reworked the sight and radar ranges of the Small cockpits -> Sensor array is again the highest upgrade
- Lowered Efficient Laser Blaster Build Costs
- Increased Small Cockpit Mk2 Costs
- Small improvments for the mining gadgets
- increased EMP Shot hp by 100%
- Increased the Pen Resistance for all Small Laser Blasters (just the turret therefore - according to vanilla changes)
- Increased Impulse Booster Costs 20->25k
- Multiple smaller ballance changes and improvments
- Fixed an issue that the mining gadgets couldn't salvage as it has been the intention with the last update...
- New Vanilla Functionality Plus Update

Actualización: 5 AGO 2024 a las 17:44

Update 0.9.9.9.5.8
- Mining Gadgets can now be used for salvaging
- Reballanced/lowered some generator costs
- Buffed the energy production rate of the fighter generator
- The Biofuel generator is now much cheaper and does not require uranium anymore
- Energy Efficiency Booster is now a bit cheaper
- EMP Mines will now be fired no matter what roation your ship has to the enemy
- Increased the Speed of Fragment Mines -> Easier to hit and a bit less spread and less chance in flying in your own mines when shooting them while accelerating
- The Battle Gadget launcher can now be buffed with a fire rate buff provider
- Minor Improvments/Ballance changes

Actualización: 4 AGO 2024 a las 15:29

Update 0.9.9.9.5.7
- Added new Difficulty Settings which are adding new difficultys but also kinda offer new simmilar ones as vanilla has but focused on having longer fights (reduced damage for both player and ai)
- Reworked some enemys which have been heavily using the Long Range Laser Blasters and the Energy Miniguns since they now have higher Crew requiremens
- Improved Battery Capacity of the Volley Laser Turret Mk1 (2->4) -> less chance of having a downtime
- Added new visual effects for battery indicator of the Experimental Volley Laser and another slightly different new effect for the Volley Laser Turret Mk1
- Fixed am issue where the Energy Efficiency Buff Provider was operating when the capacitor has been set to "off" -> capacitor might be removed but I kept it for now since it can be usefull for better comparison of the effect since the crew do stay at the part when having it turned off

Actualización: 4 AGO 2024 a las 8:18

Update 0.9.9.9.5.6
- Increased the trade rate of high value crafted materials like enriched uranium or processors to have higher stocks available for purchases.
- Increased overall trade cargo amounts per trade ship a bit
- All long Range Laser Cannons aswell as the Energy Miniguns do require now 1 active crew for manning/operating them.
- Increased Iron and Sulfur Megaroid Drop Rates by x2
- Increased the Mixed Megaroid drop rates by a bit

Actualización: 3 AGO 2024 a las 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

Actualización: 2 AGO 2024 a las 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

Actualización: 2 AGO 2024 a las 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..

Actualización: 2 AGO 2024 a las 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

Actualización: 1 AGO 2024 a las 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)