Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Maltis Game Overhaul Core Mod
Showing 111-120 of 282 entries
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Update: 17 Jul, 2024 @ 9:32am

Update 0.9.9.8.2
- Improved almost all laser animations
- The tesla can now prefire when being in movment to prepare a volley

Update: 17 Jul, 2024 @ 8:29am

Update 0.9.9.8.1
- Fixed an issue where the new tesla wasn't shooting at enemys properly
- Minor Bug fixes/Improvments for the tesla

Update: 17 Jul, 2024 @ 6:16am

Update 0.9.9.8
- Added a new weapon: Tesla
-> It sends out electro shocks to enemy ships in range, dealing a high amount of area damage but is very weak against aoe resistances.
- Added new visuals for the flame thrower and the shield braker to make them more unique.
- Small visual improvments and bug fixes

Update: 16 Jul, 2024 @ 9:02am

Update 0.9.9.7.9
- Fixed an issue where the recommended crew wasn't counting the crew required for manning the weapons.
- Fixed/smoothed out many animations for weapons
- Reduced spread for all heavy laser blasters and also for some small ones -> Buff
- Improved Ai combat behaviour
- Doubled the amount of storable gadget parts per slot
- Started working on a new Napalm Missile/Weapon
- Fixed a bug where a heavy laser variant was shooting at the same speed with single fire as with concentrated fire.
- Minor Bug Fixes and Improvments

Update: 14 Jul, 2024 @ 6:52am

Update 0.9.9.7.8
- Slightly reworked the functionality of the fragment missile -> It does now explode ~20 meters from each enemy away and the remaining sharpnels do damage the enemy ship only. Mainly because of visual improvments but also for some ballancing porpuses.
Also increased the rocket speeds a bit (for emp missile, too)
- Lowered many part costs (mostly weapons) to match the vanilla ballance set.
- Nuclear Beam visual improvments (building costs have been reduced by ~50%)
- Buffed Fragment Mine Damage by ~50%
- Changed some part stats (new system - more will come in future patches (hyperium weapons done, shield braker done...)
- Minor Improvments

Update: 13 Jul, 2024 @ 4:29pm

Update 0.9.9.7.7
- Changed/Improved the visuals for the 2x3 Crew quarter
- Added another door option for the 2x3 Crew Quarter

Update: 13 Jul, 2024 @ 2:58pm

Update 0.9.9.7.6
- Reworked the shield braker Mk1
-> Its functionallity has been completely been reworked. -> When getting close to an enemy ship it will now trigger 3 slightly time differentiated EMP explosions which will primarilly drain energy from enemy shields but also from other energy based components. Looks also much better than before instead of having just a simple projectile ;)
- Nerfed the Beam Defences -> They do now have a small spread and therefore do not hit on every shot anymore. Also they do need a bit more energy than before. Increased the battery storage.
- Improved the usage of the energy provider -> Managed to have it more stable beeing manned/energy provided
- Fixed/Improved some stuff for the shield generators (mostly visual)
-> Some shields (most noticable on the heavy shield) do activate earlier
- Added a new stat (energy drain shields)
- Reduced EMP Provider crew requirements for being manned from 2 to 1
- Minor Bug Fixes/Improvments

Update: 12 Jul, 2024 @ 12:35pm

Update 0.9.9.7.5
- Buffed all hyperium weapons
-> Damage + ~50%
-> More Penetration Damage
- Added a new Stat for I think all Maltis Parts which indicates the crew recommended for refilling the part/weapon/... with energy/ammunition.
-> This one was basically already implemented before but has just been shown up in the total Crew required stat on the right when building. Now you can easily compare the parts while showing detailed info. But keep in mind that the total crew is beeing calculated: "theNewStat" + "CrewRequiredForManning". But also be careful that the recommended crew amount for refilling do vary per setup.
- Started to rearrange the stats (for example for the hyperium machine guns)
- Minor Bug Fixes and Improvments

Update: 8 Jul, 2024 @ 3:49pm

Update 0.9.9.7.4
- Reworked the energy provider module -> the resource sharing between the provider and the other modules is now limited to a specific bandwith.
(currently 8 energy/sec can be transferred)
Also the costs of the provider has been increased.
Some minor tweaks and ballance changes and bug fixes.

Update: 8 Jul, 2024 @ 12:44pm

Update 0.9.9.7.3
- Reworked the Hyper Efficient Thruster -> They do now have a much smaller thrust area and can therefore be used more often in certain circumstances when no space for a larger one is given
- Added a new Mk2 variant of the hyper efficient Thruster. This one has a bit more rthrust area and energy consumption therefore more thrust force.
- Thrust Ramp Up time has been reduced for both