Starfarer 0.53.1a
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Starfarer 0.53.1a
This version is out - you can download it here.
Changes as of August 16, 2012
Content:
- New graphics for Thermal Pulse Cannon
Modding:
- Improved error message when there's a problem with a weapon slot id. Example:
"Ship hull [jumper] variant [jumper_standard]: slot id [WS0001] not found for weapon [ioncannon]"
Bugfixing:
- A ship with 0 maximum armor will no longer cause autoresolve hangs (only affects mods)
- Fixed rare bug with drone launching AI where drones wouldn't be launched in some rare circumstances
Changes as of August 13, 2012
Ship AI:
- Improved friendly fire detection
- Removed a case where a frigate would try to flee in a situation where it was not a good idea
- Fixed up a few cases where a ship would turn away from the enemy without a good (armor related, or otherwise) reason
- Fixed really old bug with missile avoidance (would try to avoid dumbfire missiles fired by itself...)
- Fixed bug with incoming damage evaluation that was ignoring whether certain projectiles could actually hit the ship, leading to unnecessary evasion, shield raising, etc
- Phase teleporter and skimmer using ships better about not teleporting in front of friendlies
- Should no longer waste quite as many missiles on undefended targets like the Buffalo Mk.2
Content:
- Added new system: "Terminator Drone"
- Single high-tech drone armed with a Burst PD Laser and an IR Pulse Laser
- Has multiple hull mods to enhance its effectiveness
- Equipped with specialized, high-frequency/short range phase skimmer
- Uses the phase cloak for defense
- The launching ship is equipped with a mini-fac that allows it to slowly produce replacement drones during combat
- Tempest: changed system from "Active Flares" to "Terminator Drone". Set hangar space to 0.
- Improved pulse laser projectile graphics (changes made for all similar weapons in the game)
- Onslaught now has two free, built-in Thermal Pulse Cannons instead of the two forward-facing large hardpoints
Modding:
- Added "built in" weapons:
- Fixed per hull, can not be removed or replaced, can be seen in the refit screen, doesn't cost any OP
- type:"BUILT_IN", "mount" can be the standard range of values
- Specified in the .ship file, like so: "builtInWeapons":{"WS 016":"tpc", "WS 017":"tpc"}
- Fixed bug where a mod couldn't change a vanilla ship system ("spec of class *** already exists" error)
Balance:
- Improved Sabot 2nd stage accuracy
- Increased some of the Onslaught's weapon arcs
Miscellaneous:
- Ship tooltip shows values to two decimal places where appropriate
- Sabot 2nd stage can no longer hit friendly ships when "flamed out"
Modding:
- Phase Cloak and Phase Skimmer/Teleporter and related AIs now properly work with drones
- Rate-of-fire stats (getEnergyRoFMult(), etc) now affect burst beam burst delay
Bugfixing:
- Fixed bug with some shield hullmod effects being shown on fleet member tooltip before while the mods were still pending completion
Changes as of August 09, 2012
Ship AI:
- Improved Phase Cloak AI
- More aggressive about unphasing to use PD on incoming missiles
- Much better about avoiding overload from staying phased too long
- Fixed bug that cause it to stay phased when not threatened, in some circumstances
- Improved detection of impending enemy ship explosions (more accurate radius estimate)
- Knows to prefire a bit when enemy ships are coming out of phase
- Will use the phase skimmer to move away from a dangerous target more often
- Fighters will take armor status into account when deciding whether to return to a carrier
- Improved broadside AI (better at keeping a broadside towards the enemy)
- More conservative with firing off low ammo missile strike weapons (i.e. torpedoes) - won't instantly use all of them on the first target
- More likely to strafe while backing off to vent
- Improved the logic for determining whether the missiles fired against a venting or overloaded ship are likely to hit
- Phase skimmer and teleporter using ships will no longer overreact by teleporting away from relatively harmless asteroids
- Teleporter-using ships more aggressive about pursuing fleeing ships
- Phase cloaked ships can pass through solid objects (ships, asteroids) at low flux, but get pushed away as their flux goes up (was: always get pushed away from solid objects while phased)
- More likely to close in for the kill on a vulnerable shipp instead of backing away
- Larger ships keep shields up longer before dropping them to take some hits on armor
Content:
- Added "Front Shield Emitter" that converts omni shields to front while increasing the deployment speed and arc and reducing the upkeep cost
- Added "Elite" Enforcer variant. Shows up in the Hegemony SDF.
- Added phase ships and Hyperion variants to random battle
- Adjusted stock Aurora and Odyssey loadouts
Balance:
- Afflictor: increased phase cloak activation cost a bit, reduced upkeep cost
- Front shields now raise twice as quickly
- Maneuvering Jets: removed all flux cost, stacks with 0-flux speed boost, added 5 second cooldown (was 0)
- Phase Teleporter: increased cost to 20% of base flux (up from 10%), reduced cooldown to 0 (down from 3 seconds)
- Hyperion: increased fleet point cost to 15 (from 8 )
- Phase Skimmer: reduced charge regeneration to 1 per 10 seconds (down from 1 per 5 seconds)
- Omen: reduced shield efficiency somewhat, increased shield upkeep
- Reaper torpedoes: increased hitpoints to 500 (takes 3 Flak shots to take down instead of 2)
Miscellaneous:
- Added "x" button to close game launcher (Escape still works, too)
- Maneuvering Jets and Burn Drive can no longer be activated if the ship's engines are disabled, and will be turned off if active when a ship's engines are disabled
- Antimatter Blaster: increased damage to 1200 (from 1000)
Modding:
- API additions:
- ShipHullSpecAPI.getHullId()
- ShipAPI.getVariant()
- ShipVariantAPI.getHullMods()
- CargoAPI.getQuantity(CargoAPI.CargoItemType type, Object data)
- Drone system with multiple launch points defined on the ship will cycle through the launch points instead of launching from all of them at once
- Adding a phase cloak as a system (as opposed to shieldType=PHASE) no longer causes an error, but that should not be necessary because...
- Added "defense id" column to ship_data.csv which can be used to specify the id of the phase cloak system to use, allowing for different types of phase cloaks to be added
- Added data/config/engine_styles.json for shared custom engine styles. Can use "styleId" to point to a style in this file instead of specifying a full style using "styleSpec"
- A PHASE_CLOAK system specification no longer requires glow layers (phaseHighlight and phaseDiffuse) to be specified (note that the vanilla phase cloak still requires them)
- Removed HullModEffect.applyEffectsAfterShipCreationFirstPass() - instead, applyEffectsAfterShipCreation() is guaranteed to be called in the order that the hull mods were added. In particular, due to hull mod dependencies (via isApplicableToShip) this guarantees that FrontShieldGenerator.applyEffectsAfterShipCreation() will be called before any shield-modifying hull mods.
- Added "convergeOnPoint" to beam weapon spec to allow mods to replicate the effect of the Guardian PD System
Bugfixing:
- Fixed bug where threat from a ship system (i.e. the EMP Emitter) was not assessed correctly, leading a ship to keep the shields down in some circumstances
- Fixed bug where a system might be used to carry out a maneuver that was no longer relevant to the ship's orders (example: phase-skimming forward right after being assigned to escort duty)
- Fixed bug with flare systems erroneously showing up in weapon convoys
- Apogee's sensor drones now have their ion cannons
- Accelerated Ammo Feeder effect now correctly applies to weapons that need to charge up to fire (e.g. Railgun)
- Full Escort command takes the intended amount of ships now (the amount went down unintentionally in 0.53a)
- Fixed some issues with the lock-view-on-target feature
- Fixed view jumping when autopilot uses the Phase Teleporter while the UI is in "show video feed" mode
- Fixed bug with Fast Missile Racks not working properly when triggered in the middle of a missile burst
- Fixed bug where activating phase cloak during a weapon burst reset the burst cooldown
- Fixed bug where reactivating the phase cloak while still in phase (but coming out, and able to fire) did not incur the activation cost
- EMP Emitter can no longer hit the command shuttle
- Fixed bug where the flux damage bonus and the High Energy Focus damage bonus was being squared for blaster and pulse-type energy weapons