5.2 "Escalation" - Haste - 10-05-2024
Discovery Freelancer 5.2 "Escalation" update patch notes
Art
- Updated: Nightmare Torpedo and Desolator Missile
- Updated: Battlecruiser Melter Turret
- Updated: Nova Torpedo
- Updated: Incapacitator Torpedo
- Updated: Cruiser Hybrid Mortar
- Updated: Hellfire Rocket Pods
- Updated: Battleship Volley
- Updated: Heavy Mortar
- Updated: Hessian Battleship/Cruiser Primary Projectile
- Updated: Cruiser Marauder Missile
- Updated: Battleship Hurrrrrrricane Torpedo
- Updated: Nomad Battleship Annihilator
- Updated: Volumes of Gun Fire/Impact Sounds
- Updated: Explosion Arch of the Hegemonster to Battlecruiser Explosion Arch
- Updated: Downscaled Antimatter Impact Sizes
- Updated: Akhetaten effects updated, reverse thruster effect added. Made by @'Kage Tenshi'
- Updated: Edge warning for Omega-58 anomaly adjusted.
- Updated: Lib. Blackmarket (ex-hf) weapons effects updated.
- Added: Placeholder Coalition Pulse effect for Dischargers and Sapper weapons
- Added: New Corsair Heavy BC engine effect, along with a reverse thruster.
- Added: Effects for shield hardening mechanic and explosion. Varies from Snub to Battleship.
- Added: SFX for Battlecruiser Melter Turret
- Added: SFX for Cruiser Hybrid Mortar
- Added: SFX for Nightmare Torpedo Impact
- Added: SFX for Battleship Explosions
- Added: Death Fuses for Transports
- Added: Death Fuses for Cruisers,Battlecruisers and Battleships
- Added: Original Fuses to Vanilla Battleships
- Added: Explosion Effect for Nomad Capital Ships
- Added: Fuse to Insurgency Battleship
- Added: Nightmare Torpedo and Desolator Missile
- Added: Gunboat Railgun
- Added: Cruiser Railgun
- Added: Battlecruiser Dual Railgun
- Added: Battleship Heavy Railgun
- Added: Fighter Codename "STELLAR"
- Added: Fighter Codename "HOWLER"
- Added: Gunboat Codename "SEPARATOR"
- Added: Cruiser Codename "Crimson Blaster"
- Added: Battlecruiser Codename "Hailfire Turret"
- Added: Battleship "Executor" Mass Driver Battery
- Added: Nomad Cruiser Deflector
- Added: Nomad Battlecruiser Deflector
- Added: Battlecruiser Mortar
- Added: Battlecruiser Trebuchet
- Added: Battlecruiser Battlerazor
- Added: Battlecruiser Avalanche Turret
- Added: Battlecruiser Breacher Turret
- Added: Battlecruiser "Harpoon" Cruise Missile Launcher
- Added: Battlecruiser Codename "Particle Turret"
- Added: Battlecruiser Codename "Revenant Cannon"
- Added: Battlecruiser Codename "Energy Shell Barrage"
- Added: Battlecruiser Codename "Concussion Turret"
- Added: Nomad Battlecruiser Heavy Cannon
- Added: Nomad Battlecruiser Light Annihilator
- Added: Synth Foods jingle
- Added: Holo adverts for various corporations and House flags.
- Added: Custom planetscape for Clisham Research Complex.
- Fixed: Hellfire Legion Laser alchemy file, previously was corrupt. Now the Liberty Blackmarket (ex-hf) weapons use the flash.
- Fixed: Gallic Flak effect fix. No longer shows up as squares (missing texture)
- Fixed: Omega-58 Pulsar will no longer spawn missing textures ("squares")
- Fixed: Nomad Capitals not having proper Fuse
- Fixed: Arbiter Secondary Turret not having proper arcs
Balance
New Mechanics
Burst Fire Guns / Magazine System:- Some guns (and missiles) have been added or altered to shoot projectiles at a faster rate with a cooldown that activates after the allotted amount of shots have been expended.
- These burst fire weapons can be manually reloaded via setting up a key found in the controls tab of the options menu designated "MANUAL RELOAD".
[Picture here showing burst magazine + cooldown after shooting ]
Missile Changes:- Some missiles now have a top speed associated with them where they have a maximum velocity that they are allowed to reach. This has allowed us to more precisely tune their accelerations.
Shields, Shield Boosting and Shield Batteries:- Shield batteries have been buffed: 120 shield regen -> 180 shield regen. Shield battery counts have been adjusted for various classes, like Battleships, to keep the number of full shield restores in check.
- Shield Boosting:
- Regenerating a certain amount of shields with your shield batteries will activate a shield boost effect for the three different types of shields that is in the game. The exact shield boost duration, strength, minimum and maximum duration are listed in shield infocards.
- Graviton:
- Highest damage reduction with the highest base stats.
- 75% damage reduction during shield boost.
- Positron:
- Lowest shield capacity, middle-of-the-pack shield regeneration rate.
- 50% damage reduction during shield boost.
- Produces an explosion that does scaling damage depending on how much damage you have taken to your shields during the shield boost duration. Depleting the shield during its boost prevents the explosion from being triggered.
- Molecular:
- Highest shield capacity, worst shield regeneration rate.
- Has 50% mine damage reduction and 10% missile reduction to shields.
- 65% damage reduction during shield boost.
- Auxo shields are Positrons. Nomad and AI shields are Gravitons.
- FRENZY and BERSERKER shields are hybrids Molecular-Positron shields, featuring Molecular's explosive damage reduction and Positron's shield explosion.
- ROSEGUARD is a highly defensive Positron variant, with high recharge and energy drain, but low capacity. Its explosion does increased energy (shield) damage, but no hull damage whatsoever.
Snub weapons and changes
Snub Weapon Efficiencies:- Gun efficiencies have been re-balanced with a focus on tuning down high alpha weapons like SNACs and high velocity weapons, like most lasers. "Hybrid" hull-busting weapons like TREMORS, QUASARs and Class 1 fighter guns are now less penalized in terms of power usage for their hybrid nature.
Class 1 Weapon Changes:- Class 1 fighter guns are now 150 m/s faster across the board, in return for a 20% reduction in damage output.
Mines:- Screamer mines are now Ion mines and do 50% less damage to shields (They do 25% damage to molecular shields).
- Swatter mines have been re-designed: instead of relying on manual detonation with weapons, Swatter mines now self-detonate three seconds after deployment. Arming time prevents the explosion for the first 2.5 seconds of their lifetime.
- Shredder mine arming time reduced from 0.333s to 0.1s.
Light Fighters:- Shield Battery & Nanobot counts have been slightly adjusted. A Light Fighter with full nanobots can now repair during its death fuse.
- Battery counts for Light Fighters with previously low battery counts have been increased, while the high end remains largely the same.
- LF shields rebalanced focusing on an increase in capacity.
Bombers:- Powercore recharge values increased; shield recharge rates increased; shield power draw increased. Bombers now have more recharge with shields toggled off, and less with them on. In return, however, they are significantly quicker to recharge.
Freighters:- Similarly to Bomber shields, Freighter shields are now significantly stronger, but draw more power. Freighter powercore recharge has been increased.
CODENAMES:- HOWLER SNAC added (POB Buildable)
- STELLAR added (POB Buildable)
- SURIEL reworked (POB recipe added)
Capital weapons and changes
Gunboats:- Vandal Missiles and Silencer Missiles have been reworked. They are now vertically-launched swarm missiles.
- CODENAMES:
- IFRIT Gunboat CODENAME (POB Buildable)
- Gunboat Railgun (POB Buildable)
- Gunboat shields have received a significant balance pass. All Gunboat shields now draw power to recharge. Gunboat powercore recharge has been increased by 5,000 as a compensation buff.
- Gunboat primaries have received a balance pass. Their fire rates are generally higher, and damage-per-second has been increased. Their efficiency has been slightly reduced.
Cruisers:- Engine component armor values have been adjusted, and mostly increased. Unusually difficult (or easy) to hit engines have had their hitboxes adjusted, and in some cases protective fins or armor plates can now be shot off, exposing more of the engine.
- Desolator Missile Silos have been reworked and re-introduced. They are now vertically-launched burst-fire Ion missiles.
- Nomad Cruiser Deflector (Flak) added.
- CODENAMES:
- Cruiser Railgun (POB Buildable)
- Cruiser Crimson Blaster added (POB Buildable)
- Cruiser Repeater Turret reworked
- Cruiser Defense Mortar now droppable in encounters
Battlecruisers:- Battlecruisers have been adjusted to be more focused on agility and offence: -20% armor (including components and their corresponding damage fuses); -5000 mass; +10 m/s thrust speed; +10% maximum turn rate. Powercore recharge increased, including redistributors. Battlecruiser shields now draw power to recharge.
- Battlecruisers can no longer use Cruiser Heavy Turrets, and instead use new Battlecruiser Heavy Turrets. These are more powerful and, more importantly, have significantly longer maximum ranges. Previous "Battlecruiser Heavy Turrets" have been renamed to "Battlecruiser Main Batteries".
- CODENAME HEAVIES:
- Battlecruiser Revenant Cannon (POB Buildable)
- Battlecruiser Particle Turret (Encounter Drop)
- Battlecruiser Energy Shell Barrage (Encounter Drop)
- Battlecruiser Concussion Turret (Encounter Drop)
CODENAME MAIN BATTERIES:
- Battlecruiser Hailfire Turret (POB Buildable)
- Battlecruiser Dual Railgun (POB Buildable)
Battleships:- Light Battleships impulse speed increased from 90 to 110 m/s.
- Medium Battleships impulse speed increased from 90 to 100 m/s.
- Battleship strafe forces have been reduced, reducing strafe speed.
- Battleship shields now draw (significant) power to recharge.
Coding
Inventory
- IDs are no longer put on the sell window during ship purchase process.
Infocards
- Added information about missile top speed.
- Added information about Shield Boosts.
- Fixed display of shield damage for explosives not taking Weapon Type into account
- Adjusted display for additional power generators, such as BC Fire Control system.
Keybinds
- Next/Previous subtarget keys no longer attempt to select dead collision groups, causing the subtargeting to drop completely.
- New Keybinds: Manual Reload - force reloads any partially spent burst-weapons.
Combat
- Gun focus range in no-snap mode (purple reticle) is now equal to distance from the reticle. This means that if someone is flying in a straight line, all your guns have the same speed and your aim is true, all your shots should hit the target even with snap disabled.
- Implemented Shield Boosting and Shield Discharge.
- Missiles can now have a Top Speed defined.
Player Owned Bases
- Bases immediately turn hostile to ships who hit them with siege weaponry.
- POB cooking rate is now a floating point instead of an integer, and consumes commodities based on their volume, not quantity. Cooking rate now accumulates between ticks if it spills over or processed cargo's volume is too large. For example, processing 1 piece of 50 volume cargo with cooking rate of 10 will take 5 ticks, aka 5 minutes.
- Implemented IFF requirement for POB recipes. For example, the new Corsair "Consul" CommandBattlecruiser will only be craftable on Corsair IFF POBs.
Loot
- NPC on NPC kills no longer cause cargo drops.
- New functionality: Destroying a cargo compartment collision group now reduces a ship total capacity and forcefully ejects surplus cargo. Currently limited to Bulwark.
Radiation
- Radiation Reworked, no longer deals damage to equipment.
Economy
New Mechanics
- Commodity volume can now be adjusted based on the class of ship purchasing it.
- Human passenger commodities now have much higher volumes to reflect the commodity being changed to large, modular cabins. Class 10 ships (liners) have this volume halved to reflect their specialty adaptations. Prices for these commodities are calculated based on the lower volume.
- Vacationer routes have largely been removed on a temporary basis due to a lack of time to fully implement. Additional commodities similar to the current Passenger system will be implemented in a post-patch hotfix.
- Prices for unlawful and Nomads / Wild pilots now scale based on distance from their closest base. This system is currently experimental and will likely need a lot of adjustment.
- Cargo can now be dropped / destroyed by blowing up components on transports. This is currently being trialled exclusively with the Bulwark Heavy Frigate.
- Player Owned Base recipes can now substitute outputs based on the IFF of the owning station. This means Red Hessians refining Diamond Ore will produce Blue Diamonds, while Mollys or Corsairs mining Gold Ore will produce Wildcat Gold.
- Player Owned Base recipes can now accept variable inputs for some recipes. For example, rather than having three refining recipes for different fuel types, there is now a single recipe that will accept any of the three fuels as a valid input. The recipe will list situations where this is the case.
Mining System
New Price Generation System
- The economy calculator has been overhauled to use a system of 'bundles' of commodities for allocation to bases. This allows us to more consistently add commodity consumers to stations based on their purpose, and seamlessly fully integrate new commodities by adjusting bundle contents. For example, adding Agricultural Machinery to bundle_agriculture means every station using that bundle type will now buy that Machinery.
- All bases have been assigned a type. Types apply price bonuses that are either large (+1.15%), medium (+1.10%), or small (+1.05) to commodities with the correct category. This allows us to boost (or reduce) prices for entire classes of commodity to a particular station based on its lore-friendly level of demand. For example, Manhattan has the types planet_population_center, resort_station, black_market to reflect that it is a very wealthy, fashionable destination where all the contraband goes.
New or Restored Commodities
- Abductees: Produced on Wild bases, purchased on Altair Research Complex, or human stations interested in illegal research. Volume 5, base value $375, contraband HRC.
- Agricultural Machinery: New. Produced on Riverside Station. Base price $15.
- Black Market Blasters: Gallic BM Munitions. Produced on Beaumont Base (IDF). Base value $75, contraband HRC.
- Black Market Munitions: Restored. Produced on Kaiserslautern Depot. Base value $75, contraband HRC.
- Black Market Side Arms: Restored. Produced on Rochester Base. Base value $75, contraband HRC.
- Bretonian Refugees: Restored. Produced on Planet Erie and Planet Holstein, purchased in Bretonia and various other locations. Volume 500, reduced to 250 on liners. Base value $10,000. Passenger HRC.
- Criminal Cells (regional): Bretonia, Gallia, Kusari, Liberty, Rheinland variants. Volume 500, reduced to 250 on liners. Base value $10,000, passenger HRC.
- Cryocubes: Restored. Produced on Planet Amiens. Base price $30, HRC.
- Enfer Blasters: Gallic Side Arms. Produced on Fleury-Merogis Prison Station. Base value $30, HRC.
- Holotainment Bands: Restored. Produced on Planet Orleans. Base price $30, HRC.
- Hybridised Equipment: Produced on Altair Research Complex, purchased on Wild bases or human stations interested in illegal research. Volume 5, base price $375.
- Hypnotainment Bands: Restored. Produced on Salbris Base. Base price $75, contraband HRC.
- Kemwer Technologies: Restored. Produced on Akabat. Base price $75, contraband HRC.
- Military Surplus: New. Produced on Gateshead Station. Base price $30, restricted HRC.
- Optical Chips: Restored. Produced in New Tokyo. Base price $5
- Passenger Cabins (regional): Bretonia, Border World, Edge World, Gallia, Kusari, Liberty, Rheinland variants. Volume 1000, reduced to 500 on liners. Base value $20,000, passenger HRC.
- Pineal Amulets: Restored. Produced on Shasta Orbital Skyhook. Base price $30, HRC.
- Slog: New. Produced on Planet Carlisle, purchased in high crime / impoverished / low tech labor bases. Base price $75, contraband HRC.
- Shigeakiki: Restored. Golden Chrysanthemum unique POB recipe produced in the Legitimate Warehouse. Combines Cardamine and BM Pharmaceuticals.
- Side Arms / Light Arms: Restored. Split into separate Liberty / Rheinland commodities again. Base price $30, HRC.
- Tobacco: Restored. Produced on Planet Orleans. Base price $15.
- Tungsten: Restored. Produced on Planet Orleans. Base price $7.
- Volograd Ordinance: Restored. Produced on Zvyozdny Gorodok. Base price $75, contraband HRC.
- Wildcat Gold: New. Produced on Arranmore. Refined from Gold Ore on POBs with Corsair or Molly IFFs. Base price $90.
Price and Status Adjustments
- Ablative Armor: Now produced exclusively in Rheinland. Base price increased from $25 > $30.
- Azurite Gas: Price scaling formula boosted to make it more valuable.
- Black Market Augments: Promoted to HRC. Base price increased from $50 > $75.
- Black Market Pharmaceuticals: Promoted to HRC. Base price increased from $2 > $75.
- Biodome Materials: Promoted to HRC. Volume 2, base price increased from $20 > $60.
- Blue Diamonds: Moved to Freital due to integration with mining system.
- Bio-Neural Processorsr: Base price increased from $29 > 30
- Casualties: Volume 500, reduced to 250 on liners. Base value $10,000, passenger HRC.
- Cigars: Base price increased from $29 > 30, HRC.
- Counterfeit Computerware: Promoted to HRC. Base price increased from $17 > 75, HRC.
- Engine Components: Promoted to HRC. Produced on Yokohama Shipyard. Base price increased from $17 > 30.
- High Temperature Alloys: Promoted to HRC. Produced on Wichter Station. Base price increased from $11 > 30.
- Industrial Materials: Base price increased from $7 > 10.
- Light Arms: Base price increased from $29 > 30.
- Light Arms: Base price increased from $28 > 30.
- Superconductors: Promoted to HRC. Produced on Pueblo Station. Base price increased from $7 > 30.
- Super Alloys: Promoted to HRC. Produced on Scarborough Shipyard. Base price increased from $7 > 30.
- Titanium: Base price increased from $8 > 10.
- Trade Lane Parts (Li+Ga): Base price increased from $100 > 300.
Shipyard PoB Modules and Ship Construction
- Can now be built on Core 4 Player Owned Bases and higher.
- Will be used to manufacture shipyard components for the construction and assembly of ships.
- Ship recipes can be locked to specific IFFs so only that faction can construct them.
- Each component has a regional bonus for manufacturing that incentivizes collaboration across different Houses and IDs.
- Primary bonuses for relevant House groups are a 50% reduction in material cost. Smaller, secondary bonuses apply to groups that operate in multiple regions, such as Bristol and IMG.
- Avionics: Kusari and Liberty.
- Interior: Gallia and Liberty.
- Propulsion: Kusari and Rheinland.
- Superstructure: Bretonia and Rheinland.
- Reactor: Bretonia and Gallia.
- Exotic: Core, Order, Technocracy and Corsairs.
SHIP CRAFTING LIST:- HEGEMON
- LIBERTY HEAVY FRIGATE "LONGHORN" - Liberty exclusive
- BRISTOL HEAVY EXPLORER "BULWARK" - Bristol exclusive
- KUSARI PROTOTYPE DESTROYER "IKAZUCHI" - Kusari exclusive
- LIBERTY ADVANCED BATTLECRUISER "AKHETATEN" - Liberty exclusive
- CORSAIR COMMAND BATTLECRUISER "CONSUL" - Corsair exclusive
Systems
System Changes
- Update: Ile-de-France overhauled. Layout, numerous station models and infocards altered.
- Update: Orleanais minor layout change and system rotation so jump connections point in correct direction.
- Update: Picardy minor layout change and system rotation so jump connections point in correct direction.
- Update: Burgundy minor layout change and system rotation so jump connections point in correct direction.
- Update: Overhaul of New London to restore lore-friendly war debris and showcase cleanup work. Addition of BAF staging ground for invasion of Dublin. Overhaul of all NPC spawns, including a PVE battleground.
- Update: Overhaul of Dublin, including addition of unstable O48 JH, updates to base models, reconstruction of all NPC spawns.
- Update: Overhaul of Tau-31, including addition of Clisham Research Complex at Planet Harris, updates to base models, removal of Charost Depot and expansion of NPC spawns.
- Update: Partial overhaul of Tohoku. Experimental Jump Bridge now operates between Hokkaido and Tohoku. Heaven's Gate transferred to KOI. Wild Aonyobo Annex added to Heaven's Gate. KOI Ichigaya Drydock added.
- Update: Liner Hausbruch no longer a dockable base. Wedel Base now partially restored and dockable.
- Update: Hinsdale Refinery Construction Site now dockable.
- Update: Syracuse Station model updated.
- Update: Oerlikon Observatory now Oerlikon Refinery; sold to GMS, model and infocard updated.
- Update: Holo-flags added to more things.
- Update: Engine effects added to many stationary ship objects.
- Update: New Tokyo orbital bazaar progression
- Update: Ames Research Station local environment
- Update: GOLDEN BLADE loot drop location
- Update: Monte Carlo Freeport model
- Update: Dresden Minefield exclusion zone around the gate is a bit bigger
- Update: Removed PvE battleground around Bautzen, added new Corsair v Hessian PvE battleground in the Schwefelnebel.
- Update: Alaska Minefield exclusion zone around the supergate is a bit bigger
- Added: Wrecks, solars and news to reflect the Stuttgart Showdown event.
- Added: Wrecks, solars and news to reflect the Snake Eyes event.
- Added: Wrecks and solars to reflect the Sleeper Awakens event.
- Added: Major expansion to Leeds Memorial.
- Added: Multiple base modules hardpointed and loadouts added.
- Added: New Berlin snack ship
- Added: New York Newark snack bar
- Added: Colony Conflict Collector Cards (hidden RP items)
NPC Changes
- KOI and Wild set to neutral-nodock.
- CR set to neutral-nodock with IMG.
- LWB faction restored. Expanded NPC spawn pool options.
- Removed Rheinland / LWB ships from FA spawn pool.
- Expanded Molly NPC spawn pool options (transports + Hegemonster battlecruiser proxy)
- Expanded Gaian NPC spawn pool options (transports + freighters).
- Expanded Wild (Kusari) spawn pool options (covert KNF / KOI ships)
- Expanded KOI NPC spawn pool options (Kusari Prototype Destroyer)
- Expanded Junker NPC spawn pool options (Pilgrim + Salvager)
- Expanded Red Hessian NPC spawn pool options (Hegemonster battlecruiser proxy).
- Expanded Bowex and Gateway NPC spawn pools (Passenger and Refugee liner variants).
- Unleashed co_ni_jingle_beast, god help us all.
- Changed Rare NPC Special Cloak Effect to Standard Cloak Effect
- AI Changes for Encounter Fighters/Gunboats to reduce ramming
- Encounters now have unique formations
- Fixed Outcast Dreadnought spawning too close to Station in Omicron Theta Outcast Encounter
- Encounter Stations Explode Faster
- Removed Rare NPCs from Encounters
- Loadout Changes for Encounter NPCs
- Gun AI changes for Encounter Battleships/Cruisers
- Anti-Capital/Cruiser AI now have 2200m target range for Fighter Class (1500m for Freighters)
- Added % drop chances to unique weapons (drops from the NPCs carrying it) @Aingar
- Added Battlecruiser Energy Shell Barrage drop to Sigma-15 Rheinland Encounter
- Added New Encounter to Omicron Psi
CREDITS
Developers:
@Aingar' - Coding
@Alex. - Keeping It All Running
@Antonio - Systems, NPCs
@Chxlls - Infocards.
@CuteyCAI - Art
@Erremnart - Infocards
@Haste - Art, Balance, Economy
@HonourWolf - Balance
@jammi - Art, Economy, Infocards, Systems, NPCs
@Kauket - Art
@pillow - Balance, NPCs
@Sombs - Systems, Infocards, Art
@Titan* - Art, Encounters, NPCs
@Wildkins - Systems, Art: Liberty "Longhorn" Heavy Frigate model
@Jaypate - Art: Finalizing Liberty "Longhorn" Heavy Frigate model; Battlecruiser Main Battery turret base models
Community:
@Skorak - Infocards, Systems, Art: Bristol-Kress "Bulwark" Heavy Explorer model
@Fab - Art: Corsair "Consul" Command Battlecruiser model(s); Corsair Battlecruiser Primary Turret model; Nightmare Torpedo model; Gunboat "VLS" Missile Launcher model; new Cruiser Silo Missile Launcher model
@Goddess Astra - Art: Technocracy "Nightjar" Very Heavy Fighter model
@firesilver - Infocards
@Petitioner - Infocards, Economy
@Tenshi - VFX
@Weapon - VFX
RE: 5.2 "Escalation" - Goddess Astra - 10-05-2024
NIGHT
JAR
NIGHT
JAR
NIGHT
JAR
NIGHT
JAR
RE: 5.2 "Escalation" - Fab - 10-05-2024
It's time to T-pose.
RE: 5.2 "Escalation" - Haste - 10-05-2024
No it isn't, you have to build it first Fab.
RE: 5.2 "Escalation" - Nika - 10-05-2024
(10-05-2024, 03:04 PM)Goddess Astra Wrote: NIGHT
JAR
NIGHT
JAR
NIGHT
JAR
NIGHT
JAR
Not sure if I should be happy or upset to think it's a poor choice.
RE: 5.2 "Escalation" - Geno - 10-05-2024
Patch when?
Jokes aside, great work as always. Thank you for once again spending several hours out of your days for our amusement.
RE: 5.2 "Escalation" - rwx - 10-05-2024
Quote:This means Red Hessians mining Gold Ore will produce Blue Diamonds
Now I know, why people ask weird questions in discord.
RE: 5.2 "Escalation" - Akhetaten - 10-05-2024
YALL ADDED AN NPC THAT LITERALLY STREAMS MUSIC IN SPACE IM DYINGGGGGGGGGGGG
RE: 5.2 "Escalation" - The_Godslayer - 10-05-2024
I need a synth jingle trap remix on my desk PRONTO, PARKER
RE: 5.2 "Escalation" - Antonio - 10-05-2024
While Haste & co are fixing the update release here's a piece of patch notes missing from the original post. These are changes implemented by me personally for 5.2, apologies for any notes already mentioned.
Balance:
Added: Rage Torpedo ammo sellpoints.
Infocards:
Fixed: Gaians IFF now lists BMM as enemies.
Fixed: Irra infocard typo.
Fixed: All cases of the adjective "Kusari" wrongly referenced as "Kusarian".
Fixed: Asco Torpedo ammo infocard.
Fixed: Gallic engine infocard typos.
Fixed: Dresden wreck infocard typo.
Fixed: Stuttgart wreck font misalingment.
Fixed: Dresden Rheinland GBs missing an infocard.
Fixed: Omicron Theta jumphole infocards.
Fixed: Languedoc minefield lane exclusion zone extended.
PvE:
Fixed: Sigma-15 encounter now spawns properly.
Fixed: Cologne encounter not spawning.
Systems:
Highlights:- Radiation Damage Rework: Percentage max health radiation, logarithmic scaling, damage scalability relative to the distance from source of radiation zone, and more. Many radiation zones reworked to fit the new model, specifically all the custom-tailored instakills which will now feel more fair. Virtually all zone-based instakills, which were necessary evil up until this point due to the disparity in hull between capital ships and snubs, have been replaced with % based damage. Explore ahead!
- Coronado layout reworked.
- Tau-23 layout reworked.
- Tau-44 layout softly reworked.
- Tau-31 flavor added.
- Tohoku flavor added.
- Omicron Zeta visually reworked.
Added: Shilleagh Destroyer ship dealer.
Added: Omega-48 - Dublin Unstable Jumphole.
Changed: Wiretap scanner cargo expenditure 25 -> 20.
Changed: Sigma-13 Helium-3 gas pockets' damage adjusted to be energy-only.
Changed: Planet Dover moved slightly below plane due to Kensington's proximity to the planet.
Changed: New Haven Snub -> New Haven Capital connection jumphole tunnel duration reduced to 1 second, for easier Conn transfers.
Changed: Hessian Cruiser wreck in Thuringia re-positioned.
Changed: Baffin nav map location slightly adjusted.
Fixed: Cologne north asteroid field aesthetics' issues.
Fixed: San Diego voiceline.
Fixed: Thuringia-Earhart jumphole de-stabilized. Barge trading via Earhart exits is no longer possible.
Fixed: Destroyer Insidious sellpoints.
Fixed: Fort Sommerda undock issues.
Fixed: Tsukishima now correctly sells the Interspace ID instead of the Samura ID.
Fixed: Tritonis entry name error.
Fixed: Champagne NPCs getting stuck.
Fixed: Several NPC zones not spawning correctly.
Fixed: Battleship Delos undock issues.
Fixed: Sigma-13 Gas Miner NPC Zone now shoots properly.
Fixed: Kyushu middle tradelane orientation.
Fixed: Dresden NPC patrol paths flying through mines.
Fixed: Manchester -> Newcastle gate NPC spawns.
Fixed: New London BIS NPCs.
Fixed: Omicron Pi AI Minefield Scan Interference Issue.
Fixed: Xenos Hideout on Pittsburgh now has a Mining Array for sale.
Fixed: Royalist GB equipment added to Battleship Resurgent.
Fixed: Sci data anomaly spawns in certain locations.
Fixed: New Haven snub undock issue.
Removed: Menacing Molly Bullmastiff patrols in Dublin.
Removed: Out-of-place asteroid band from the west Tau-37 field.
Removed: Olympia wreck. She has finally vaporized in the sun's corona.
Outside contributors:
Groshyr (Omicron Zeta initial visuals)
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