Space Engineers

Space Engineers

CULT Remains
Showing 1-10 of 10 entries
Update: 3 Nov, 2024 @ 3:21am

Fixed "Graf" falling from sky - Hydrogen tanks are no longer on stockpile.

Update: 10 Dec, 2021 @ 9:51am

Main feature:
- New space cargoship

Improvements:
- Used different XWM Converter as previous was converting to stereo causing "must be in mono, got 2 channels" error in log.

Update: 7 Dec, 2021 @ 10:26pm

Main feature:
- Chat message consolidation - removing redundant code.
- Testing new chat sounds.

Improvements:
- Fixed behavior for Missile drones. Drones now don't completely switch behavior profile (deprecated MES function).
- Fixed spawning Strongholds in space instead of Military Encounters by "military response" trigger.

Update: 15 Nov, 2021 @ 2:06pm

Bugfix:
- Fixed behavior for all but Missile drones. Drones now don't completely switch behavior profile (deprecated MES function).

Update: 2 Feb, 2021 @ 9:18am

Main feature:
Splited random encounters in same way as planetary installations - now there are civilian and military encounters.
- Civilian send drones only if you get too close or attack it.
- Military will send long range attacks but has significantly smaller chance to spawn.
- Added 5 new encounters. 3 of them are asteroid bases.
- There are only easy and medium encounters for the moment (no hard).
- Slightly increased range of attacks to accomodate for spawning distance of encounters.

Improvements:
- Drones and military ships no longer just chase acquired target until it becomes invalid, but also periodically check for closer targets.
- Adjustments to planetary drone and military ship autopilot which should prevent some cases of crashing to the ground.
- Drone approach speeds decreased from 90-100 m/s to 50-60 m/s. Now there will be more time to prepare for them and it will be possible to outrun them.
- Added "mole protection" to military ships (no more targeting underground players and bases).
- Minor fixes on military ships drone spawning and chat messages.

Update: 14 Dec, 2020 @ 8:57am

- Halved the distance at which attacks are launched from random encounters (7.5 - 10 km).
- There's now delay between encounter spawn and first attack.
- ThreatLevel threshold set for encounters.
- Encounters will be revisited once I have enough material to balance them properly.

- Increased ThreatLevel thresholds for larger military ships.
- Some small changes in chance of military ship spawns.
- Some fixes in damage actions of military ships.

- Fixed spawns of 2 drones.

Update: 10 Dec, 2020 @ 12:29pm

Main features:
- spawn modifications for Pertam
- added 9 drones, 3 cargo ships, 6 military ships
- enabling spawns on moons and in planetary dead-zone

Improvements:
- some fixes to military ship behavior

Update: 22 Nov, 2020 @ 2:29am

Main features:
- 3 space encounters to see how they fit in. Their behavior is combination of planetary Installations and Strongholds for now.
- 7 new space drones

Improvements:
- some typos fixed
- added ammo to Morning star (V).
- reduced amount of uranium in space ships and drones.

Update: 26 Oct, 2020 @ 9:07am

Name changed from CULT Installations to CULT Remains as it is no longer just about installations.

All behaviors were completelly rewriten! Removing all previously spawned installations and drones is recommended.

I tried to test everything, but there's a lot of changed stuff so bugs are possible. Please report them in comments.

Main features:
- CULT split into 4 branches:

  • Installations (CI) - Installations can call for patrol drones if their perimeter is breached and defense drones when they are attacked. CI no longer spawn long range attacks.
  • Civilian ships (CS) - Civilian ships fly from A to B and call for patrol drones if they feel threatened.
  • Strongholds (S) - Military installations will send long range drone raids against any enemy within their range.
  • Military ships (MS) - Heavyly armed ships that patrol CULT space hunting down any trespassers. Will assist any ship or installation upon distress call.
- Drones split into 3 archetypes:
  • Patrol - lightly armed drones that are looking for enemies in CULT occupied space.
  • Defense - well armed drones that protect CULT property
  • Attack - heavyly armed drones for long range attacks (includes bombers and suicide missile drones)
- a lot of new prefabs to fill new branches

Improvements:
- Drones no longer shoot grass because of targetting players hiding underground. Now they will wait (for some time) outside your hiding hole.
- Drones now can target both players and grids.
- Broadcasting is now relevant for targetting.
- Drones should crash less on target approach.
- Everything tested for gravity capabilities and limits were set (no crashing ships and less crashing drones). Some drones required minor redesign.
- Some nasty surprises mostly for drones.
- Stuff I already forgot because I did too much at once and it took me too long.

Update: 17 Jul, 2020 @ 10:59am