Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Maltis Game Overhaul Core Mod
Showing 51-60 of 282 entries
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Update: 1 Sep, 2024 @ 11:52am

Update 0.9.9.9.7.9:
- Minor Bug Fixes/Code Improvments

Update: 23 Aug, 2024 @ 6:11am

Update 0.9.9.9.7.8
- Fixed an issue for the clusterbomb and the emp swar missile mines that they couldn't be shot in some circumstances
- Fixed an reload issue where the laser hmg was only reloading every 2cnd reload interval - faster fire rate

Update: 18 Aug, 2024 @ 4:39pm

Update 0.9.9.9.7.7
- Fixed an issue which caused the mk1 mining mine to hit in some cases the own ship
- Mining Mine Explosion Sound Rework

Update: 15 Aug, 2024 @ 3:29pm

Update 0.9.9.9.7.6
- Fixed an issue where the mining mine mk2 was able to deal significant damage to enemys (same as for salvaging)
- Reballanced Mining Gadgets for Battle porpuses -> they kinda are worth considering since they can deal some kind of damage to the enemy and more important start fires on the enemys ship at high chances and far behind the armor.
- Changed the explosion sound of the Mining Nuke Mk2
- Nerfed the Clusterbombs (damage - 15%, when shooting mines directly into an enemy they spawn now just 8 instead of 24 projectiles [last patch was 12 for this case] - Overall projectile count is the same for the normal usage [when not exploding on direct impact])

Update: 15 Aug, 2024 @ 3:03am

Update 0.9.9.9.7.5
- Small ballance roundup patch...
- Fixed some wrong animations for the hyperium blaster (small one)

Update: 13 Aug, 2024 @ 1:12pm

Update 0.9.9.9.7.4
- Fixed an crash issue when repairing the Armored Moving Walkway
- Slightly buffed shield damage of the burst laser turret Mk1
- Slightly buffed shield and ship damage of the experimental burst laser tower
- added some kind of additional randomness to the clusterbombs
- Reballanced Battle Shields -> They now are less resistant against emp during their smaller energy capacity of the capacitors. Almost doubled the recharge rate but not the energy consumption. Slightly less total HP but due the faster recharge that becomes obsolete.
- Lowered the HP of shield Generators (Maltis ones) a bit since they had up to x4 the vanilla HP.

Update: 12 Aug, 2024 @ 2:37pm

Update 0.9.9.9.7.3
- Fixed wrong weight for heavy armor 2x1
- Fixed fire rate buffer for the new heavy twin laser turret
- Buffed the Nuclear beam/started a small rework. It already is much more viable but still some work need to be done there.
- Slightly Increased the Battle Shield Energy Consumption and added more detailed stats for both energy usage modes.
- Small Bug Fixes and Improvments

Update: 11 Aug, 2024 @ 7:40pm

Update 0.9.9.9.7.2
- Buffed the explosive charge mk2 by a good amount
- Improved QoL features for the Eplosive Charge Mk2 aswell as some visuals.
-> You can now trigger the explosion with a hotkey or directly in the ship menu by a new button
- Improved Performance when using fragment based weaponry (mostly clusterbombs)
- Minor Bug Fixes and Improvments

Update: 11 Aug, 2024 @ 12:51pm

Update 0.9.9.9.7.1
- Added new alarm when destroying vanilla reactors (same as for maltis ones in the last patch)
- Improved Alarm Sound and added a new Laser Turret Sound Variation for the new Twin Deck Laser Turret.
- EMP Mine/EMP Swarmmissles improvments
- changed Heavy Twin Laser Projectile size
- Minor Bug Fixes and Improvments

Update: 10 Aug, 2024 @ 5:32pm

Update 0.9.9.9.7
- Added a new self made deck cannon -> Heavy Twin Laser Turret
- EMP Battle Gadgets do not deal friendly fire anymore, reduced damage from "damage porpuse" gadgets for friendlies.
- Increased the Build Costs of the Battle Shield Generators
- Increased HP of the Heavy Efficient Laser Blaster
- Added new sound effects when a maltis reactor gets destroyed (prob in future [with vanilla plus mod] for vanillas too)
- Minor Bug Fixes and Improvments