Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Maltis Game Overhaul Core Mod
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Update: 31 Jul, 2024 @ 2:04pm

Update 0.9.9.9.5
- Added a new Impulse Booster which is limited to a maximum count of 2 per ship and can boost the ships speed by a lot for a short peroid until it needs to cooldown (30 sec to release)
- Buffed the Efficient Thruster Mk1 and Mk2 -> The Mk2 is now as strong as the normal small thruster but has 1 less block obstructed through its thrust. Costs have therefore been increased...
- Added new visuals for all Maltis Thrusters
- Buffed the Shield Braker: 1,33 ->1 Energy consumption per sec.
- EMP Mines will now be more efficiently used by AI

Update: 30 Jul, 2024 @ 2:27pm

Update 0.9.9.9.4.8
- Adjusted the prices of maltis ammo types (hyperium bullets and all gadget parts)
- Minor QoL Improvments like trade route optimization

Update: 30 Jul, 2024 @ 11:09am

Update 0.9.9.9.4.7
- Added a new resource (mostly for trader bountys) which can basically converted into credits by selling it.
-> To ballance loot drop for all kind of stack mod users equally
- Increased trading chances for valuable resources
- Increased trading amount per trade for maltis weapon gadgets/hyperium bullets/mining gadgets -> Higher stocks available
- Reworked the tech tree for gadget launchers -> They now do not require the factory anymore therefore the factory requires them. (can be used much earlier in the game now)
- Fixed some wrong/undesirabled drop rates for maltis resources (gadget parts and hyperium ammo when getting destroyed)
- reworked all trader bounty ship loadouts and with the change mentioned above also the loot
(they are mostly stronger now)
- Minor Bug Fixes and Improvments

Update: 29 Jul, 2024 @ 4:26pm

Update 0.9.9.9.4.6
- Slightly changed Nebula spawn locations (max range increased)
-> With the Maltis Enemys Mod you now have even further Nebulas to match the distances of possible enemy/mission spawns
- Asteroid Fields within Ion Storms do now contain the new asteroids, too.
- Minor Improvments

Update: 29 Jul, 2024 @ 8:57am

Update 0.9.9.9.4.5

- EMP Abilities do not consume extra energy -> The energy provider comsumes the energy. (might prob be increased in the future for the provider)
- Increased the Energy Consumption of the EMP Provider.
- Buffed the Beam Defense Lasers/Fixed a bug causing them to have about half the reload speed...
- Increased the Beam Defense Laser Range from 150 to 240
- Buffed the Damage per shot from the Beam Defense Leaser MK1 (matches the dp/s of the Mk2)
- Added extra indicators to the Beam Defense Laser
- QoL Improvments for the Beam Defense Laser
- Increased the Health of some Laser Bullets
- Added new experimental Method for showing max capable penetration/Bullet Damage with Penetration (not final yet prob)
- Reworked the Valkyrie ship class -> (reworked/improved Support Mk1 and Military Mk1 and Support Mk2 version)
-> Added a new Valkyrie Military Mk2 which can with the Maltis Enemys and Missions mod also spawn as new Boss/Enemy...

Update: 27 Jul, 2024 @ 7:37am

Update 0.9.9.9.4.4
- Reduced spawn rate/chance of the new sulfur and iron asteroids therefore increased the rate/chance for the mixed ones
- Mixed ones can now spawn at discoverable zones

Update: 27 Jul, 2024 @ 3:54am

Update 0.9.9.9.4.3
- Increased the sizes of the new asteroid types by about x5
- Reconfigured the loot drop rates
-> Therefore added 2 new types (3 total now):
+ Mixed/Rare -> Contains all resources but no iron and sulfur
+ Sulfur -> Contains Sulfur
+ Iron -> Contains Iron
- Changed the layout of them to make them a bit more unique (f. ex. hard resistance at the edge and the core is more likely containing soft resistance parts
- Lowered Asteroid Spawn Rates by a lot

NOTICE: During the increase of asteroid sizes I have noticed that the performance when spawning them "ONCE" per system (when getting close the first time) might be very bad for like a halft second depending on your machine.
I am looking forward to maybe be able to improve it there somehow otherwise I might do a sub mod for users which do not like mining anyway to not necessarily impact their performance.
But I will collect some more feedback from you and collect some more information on my own for possible workarounds or so...

Update: 26 Jul, 2024 @ 3:54pm

Update 0.9.9.9.4.2
- Added NEW huge minable asteroids/megaroids! These contain all kind of resources at the moment and are about 2-3x the size of an XXL Rock. Intention is to provide more viable mining options for stack mod users and mainly for making the mining gadget launcher a bit more usefull.
-> Should be compatible with all kind of simmilar mods.
- Fixed and Improved Tesla Lightning (last cosmoteer patch broke it)
- Fixed an enemy ship
- Buffed energy production rate of the medium battle reactor (5.4->6.0)
- Minor Improvments and Bug Fixes...

Update: 26 Jul, 2024 @ 7:29am

Update 0.9.9.9.4.1
- Fixed the issue that Maltis Enemy ships weren't having a Battle Gadget Launcher anymore
- Changed the health of the artillery cannon projectiles (Stage1: -100% , Stage2 -50%, Stage3 + ~35%)
- Reduced Penetration Resistance of the Heavy Armor and the Carbon Armor.
- Fixed the Heavy Survivor Enemys Prism facing direction...

Update: 25 Jul, 2024 @ 11:21am

Update 0.9.9.9.4
- Lowered the overall Tech costs (many smaller and some bigger changes like all booster modules will now be unlocked at once of a special type and no longer each Mk version as an extra upgrade)
- Rearranged / add 2 new stats to indicate the max possible Damage for Bullets with Penetrations cause this often makes a huge difference. But is also depending on what you hit so isn't a static value therefore min max will be shown. The stats might also not be 100% correct for the penetration damage calculation but the normal damge is 100% correct.
- Minor Artillery Cannon Buff (more Pen for Stage 1)
- Minor Bug Fixes and Improvments