Avorion
Extra Ship Classes Core
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Pembaruan: 24 Apr 2021 @ 11:25pm

v1.4.1 - Executioner Bugfixes

  • Adds addExecutionerStandardEquipment to shiputility.lua

Pembaruan: 23 Apr 2021 @ 9:06am

v1.4 - Laser Tag & Other updates

  • Implements lasersniper.lua - this script will periodically fire an IDHTX-style laser at the player.
  • Notably, it has no rotational or positional requirements of the ship it is attached to.
  • The beam will also slowly creep towards the player's position, making it harder to dodge.
  • Adds a parameter for setting the damage multiplier on overdrive.lua.
  • Adds debug logging to phasemode.lua.
  • Adds terminalblocker.lua. You can probably guess what this one does.
  • Changes the following files to make them more in line with vanilla code:
    • asyncshipgenerator.lua
    • pirategenerator.lua
    • shipgenerator.lua
  • Updates esccdbg, of course.
  • Of particular note is a command in the "Others" tab that will let you instantly repair all ships in a sector, as if you had bought a repair token for them.
  • Removes addExecutionerStandardEquipment from ShipUtility.lua.
  • Fixes some issues with the SetInvincibleOnForced value in defensecontroller.lua.
  • Fixes an issue with defensecontroller.lua where it would make a phasemode.lua defense leader vulnerable too early.
  • Renames tindalos.lua to pursuitai.lua.
  • Removed the hull adaptation in adaptivedefense.lua due to massive performance issues.
  • Fixed a few bugs in lasersniper.lua.
  • Made the beam creep in lasersniper.lua faster.
  • The beam in lasersniper.lua now does more damage.

Pembaruan: 28 Mar 2021 @ 9:40pm

v1.3.1 - Afterburners on!

  • Implements afterburn.lua
    • This script works similarly to phasemode.lua and overdrive.lua. Instead of the amped-up mode increasing damage or making the craft immune to damage, however, it greatly increases the craft's speed and acceleration.
  • Removes an unnecessary variable from overdrive.lua
  • Adds afterburn.lua to the list of possible scripts that can be added to an entity by allybooster.lua
  • Accidentally left debug mode on the Defense Controller when uploading

Pembaruan: 26 Mar 2021 @ 7:56pm

v1.3.0 - Minor update

  • Had accidentally left debug mode on overdrive.lua when publishing.

Pembaruan: 26 Mar 2021 @ 3:23pm

Version 1.3 - The Executioner Update

  • Added a debug specificer to absolutepointdefense.lua
  • Added debug logging to absolutepointdefense.lua
  • Added ability to specify rate of fire (ROF) on absolutepointdefense.lua - note that it cannot fire faster than once every 0.25 seconds.
  • Added a debug specifier and logging to eternal.lua
  • Added customization parameters for eternal.lua
  • You may now specify how much HP eternal.lua heals for (as a percentage - 0.01 is 1% HP healed per tick)
  • You may now specify if taking damage delays the regeneration of eternal.lua
  • eternal.lua now shows an animation when restoring the ship's HP.
  • Added a debug specifier to ironcurtain.lua
  • Changed the range on megablocker.lua
  • Added ability to specify a torpedo's durability modifier to torpedoslammer.lua
  • Changed a couple of lines in the addPirateEquipment function to align better with vanilla code.
  • Made a couple of adjustments and optimizations to order of operation of adding scripts.
  • Reduced the number of systems that Devastators and Executioners drop.
  • Significantly changed Executioners
    • Maximum size of executioners is halved and reached earlier.
    • HP bonus of executioners now starts earlier and scales faster.
    • Executioners will no longer use Chainguns, Lasers, Cannons, Rocket Launchers, or Tesla guns as their standard weapons.
    • Executioners now have two dedicated batteries of artillery weapons.
    • Removed the battery of Persecutor weapons from the Executioner and replaced it with addtional artillery.
    • Removed the battery of anti-shield weapons from the Executioner and replaced it with additional artillery.
    • Removed the CIWS weapons from the Executioner and replaced with an Absolute Point Defense script.
  • Made a small change to how size / damage values are calculated for Light and Heavy defenders when HET is installed in the ship generator.
  • Reduced the damage of MegaLasers somewhat.
  • Added addExecutionerStandardEquipment, which adds a set of standard equipment for executioners.
  • Allows for the specification of an absolute faction limit on defensecontroller.lua. Check the file for more information on how it works.
  • Changed a couple of lines in the addPirateEquipment function to align better with vanilla code.
  • Added adaptivedefense.lua
    • This script dynamically keeps track of how much damage an entity is taking and adjusts its shield to resist the damage type it has taken the most of.
    • It will also make the entity's shield impenetrable.
    • Once the entity's shield has dropped, it will set a hull resistance based on the amount of damage the shield has taken. Higher priority is given to antimatter damage.
  • Added afterburn.lua
    • This script is a placeholder and is not yet implemented.
  • Added allybooster.lua
    • Every 80 seconds, this script will pick a random allied ship in the sector and give them one of the following scripts, chosen at random:
      • eternal.lua
      • phasemode.lua
      • ironcurtain.lua
      • adaptivedefense.lua
      • overdrive.lua
  • Added lasersniper.lua
    • This script is a placeholder and is not yet implemented.
  • Added overdrive.lua
    • This works similarly to phasemode.lua - every minute, this script will cause an entity to flip into a "berserk" state for 30 seconds.
    • While berserk, the entity will do double damage.
    • While berserk, red particles will appear off of the entity.
  • Added esccspawnutil.lua
    • This script is a placeholder and is not yet implemented.
  • Updates mod version. Apologies for any inconvenience - this was necessary for a new upcoming mod, and new changes to Increasing Threat.

Pembaruan: 9 Mar 2021 @ 6:36am

  • Adds the entity\absolutepointdefense.lua script.
  • Adds the entity\ironcurtain.lua script.
  • Modifies the range on megablocker.lua.
  • Slight adjustments to the phasemode and torpedoslammer scripts.
  • If HET and HarderEnemys are active, the extra pirate classes (Prowler, Scorcher, Pillager, Devastator, etc.) are bigger and have additional firepower.
  • The extra firepower adjustment will only work with the HET / ESCC compatibility patch mod.
  • If HET is active, the Heavy Defender will be larger and have more firepower.
  • Adds a function to ESCCUtil to make all Xsotan ships leave the sector.
  • Adds the "addVelocityCannons" function to shiputility.lua
  • Slight adjustments to esccutil and esccdbg.

Pembaruan: 24 Jan 2021 @ 7:34pm

  • Adds the entity\eternal.lua script.
  • Adds the entity\phasemode.lua script.
  • Adds the entity\hyperaggro.lua script.
  • Adds the entity\phasemode.lua script.
  • Adds the entity\torpedoslammer.lua script.
  • Fixes a bug in the siegegunshot script where it would spam errors if _Velocity got set to nil on a reload.
  • Adds some more substance to a couple of extra functions in the shiputility script.

Pembaruan: 22 Jan 2021 @ 9:53am

  • Fixes a couple of errors with the siege gun and siege gun shot script.

Pembaruan: 22 Jan 2021 @ 9:30am

  • Adds the following files:
  • data/scripts/entity/stationsiegegun.lua
  • data/scripts/entity/ai/supply.lua
  • data/scripts/sector/siegegunshot.lua
  • data/scripts/sector/background/defensecontroller.lua
  • data/scripts/sector/background/shipmentcontroller.lua
  • The defense controller is an alternative to Boxelware's Wave Manager script that is much more customizable and more dangerous. It uses numerous ships designs from ESCC.
  • The shipment controller is a script that sets freighters to continuously spawn in and attempt to dock with a station, transferring a "supply" value - this value can be used to upgrade ships spawned from the defense controller or the siege gun.
  • The siege gun is a special script that fires a custom blob shot at the player. This shot is fairly customizable and can be configured to do massive damage to a player ship.
  • The defense controller, shipment controller, and siege gun scripts have fairly extensive documentation showing how to use them.
  • The siege gun shot script and the supply AI script are more ancillary and have less documentation. They are directly added to a sector / entity via the siege gun script / shipment controller script, respectively.

Pembaruan: 22 Jan 2021 @ 7:11am

  • Fixes some logging errors in the ship / pirate generators.
  • Adds an extra logging function to structuredmission.