VoidExpanse

VoidExpanse

Breaching The Core
Hammish  [developer] 16 Apr, 2015 @ 2:21am
Bug Fix Requests
Go ahead and toss them in here to avoid clutter, and thanks in advance for helping to test/report!
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Showing 1-11 of 11 comments
Poison Wolf 16 Apr, 2015 @ 2:36am 
I think I found another bug. The Hades Destroyer Mk-I, The turrents don't work. The two Tier 3 can not rotate and are fixed at like a 30 degree angle .
Last edited by Poison Wolf; 16 Apr, 2015 @ 4:04am
Kotli 16 Apr, 2015 @ 3:16am 
Welldone on fixing most of the colours for items but energy is still the wrong way round (higher usage is green instead of red).

As for missing tags the Dionysus Gunship Experimental Model (Ballistic) got rocket symbols but no drone/missile ok tag.
Hammish  [developer] 16 Apr, 2015 @ 4:31am 
Okay, found and quashed all of these (I think). Both Dio variants and the Hades are fixed, as are all the energy_consumption deltas. I had forgotten that I gave rockets to the Dio at all, and thought it was just an energy-ballistic point. Thanks a ton, and the changes should be in the next build.

I may just hold off on pushing it out until I have time to go over each of the hulls in detail and look for further bugs as well as adjusting armor values. Hoping to hear back from AT before then on if we can get a shield-damage-reduction option instead of all shields having zero mitigation, as that'll influence my design choices going forward.
com_2nd_mand 23 Apr, 2015 @ 6:36pm 
Hammish, I am using the energy weapon version of the experimental dionysus gunship, and it will not let me equip missiles despite having two slots that can house all weapon types.

I love this mod! it made the game so much more fun
Thanks :)
Hammish  [developer] 23 Apr, 2015 @ 9:34pm 
Thanks for the kind words! And yeah, I'm aware of the bug on the Dio variants, the fix will be in with the next major drop I do. Upgrading to the new armor/damage system ended up involving a ton of other stuff like a pass over the hulls, skill rebalance, ect, so it's all coming at once. Huge drop this weekend, hopefully!
Hazard 3 May, 2015 @ 5:13am 
The "Hull regenerator" booster is incompatible with the mod as it still requires engineering from core game.
In general, items given by NPC's that have requirements of sorts are incompatible.
Some ships like "Fang" and i think it was "Endeavor" or "Avalanche" still show up in the shops.
Core game items can be looted from destroyed ships, like low tier engines and radars.

Small things, but just thought i would point them out. :)
Last edited by Hazard; 3 May, 2015 @ 5:15am
Hammish  [developer] 3 May, 2015 @ 7:58am 
Not small at all when I'm really trying hard to make an all-inclusive mod. Thank you!

Hadn't even thought about the NPC-handed items, since my tinkering with quests has been minimal. I'll take a look at this for the next patch! Drop loot is already being given a major overall and should be fixed with the next patch as it is. :D
Verum Jones 7 Aug, 2016 @ 3:06pm 
Standard rcs,Plasmoelectric rcs, Magnetic grappler,Standard radar,Faceted radar, Swivel autocannon mms-sse,Solar blaster fx-x,frag missiles gc30-gc20 and standard fuel tanks are still showing up.
Need the experimental and military consumables skills and more devices.The scimitar lasers on the faction turrets make it very hard to get into enemy systems.
Last edited by Verum Jones; 7 Aug, 2016 @ 5:29pm
saqib126 20 Nov, 2016 @ 9:14am 
Found some more bugs, I found Standard Fuel Tank on a pirate as loot (http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=803320783), and I found plasmoelectric rcs and swivel autocannon in a station (http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=803320904).
Last edited by saqib126; 20 Nov, 2016 @ 9:14am
Stick O' Feesh 18 Mar, 2018 @ 1:09pm 
Whenever I try to start a new game I get a "fatal local server error". I'm only running this mod and vanilla loads work fine.
CyberBatty7 25 Jan, 2023 @ 10:43am 
When I use this mod I can't start the dlc quest line with shady Mike
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