Avorion

Avorion

Extra Ship Classes Core
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Update: 10 Jun @ 8:16pm

1.7.50 - Bugfix update

  • Fixes a bug where overdrive.lua would increment the entity's damage multiplier.
  • Adjusts afterburn.lua in a similar manner.

Update: 26 May @ 2:00pm

v1.7.49 - Minor update

  • Fixes a small issue with setting Marksman / Fusilier ship titles.
  • When adding a mission bulletin to a station, esccdbg will first remove the bulletin added.

Update: 16 May @ 3:28pm

v1.7.48 - The Levinstriker update

  • Adds the following paramters to avenger.lua:
    • _EnableUpperLimit - allows the player to limit how high the damage multiplier of this script scales. Defaults to false.
    • _UpperLimit if _EnableUpperLimit is set, this will be the value that the script is limited to. Defaults to math.huge.
    • Replaces _MethodName with methodName.
  • Fixes a bug in distributor.lua where the lasers sometimes did not get deleted properly.
  • Makes a small alteration to how the damage limit is handled in frenzy.lua to make it more similar to avenger.
  • Fixes a bug in torpedoslammer.lua where all of the barrage torpedoes were spawned at the same time.
  • Adds the damageType parameter to ESCCWeaponScriptUtil.inflictDamageToTarget.
  • Adds thunderstrike.lua. This script picks a primary target and links to them. The linked target is dealt damage every second. Has cool lightning effects. Bzzt. You may modify the following values:
    • damageRange - This specifies how far away the linked target can travel before they stop receiving damage. Default is 2000. (20 km)
    • damagePerStrike - This specifies how much damage is dealt with each lighting strike. Defaults to 10000.
    • targetPrioriy - This works exactly the same way on distributor.lua. See the previous patch notes.
    • pickNewTargetCycle - Setting this determines how long the script will take to pick a new target in seconds. Defaults to 15.
    • timeToActive - Determines how long until this script becomes active and picks a target. Defaults to 10.
    • useEntityDamageMult - Works similarly to the same values in torpedoslammer / stationsiegegun / lasersniper - This will multiply damagePerStrike by the entity's damage multiplier. So a hardcore enemy would do x2 damage, etc. Defaults to false.
  • Adds ESCC debug spawns for the thunderstrike script.
  • Adds the Xsotan Levinstriker. This special Xsotan will use the thunderstrike script.
  • As of now, the tributary, caduceus, and levinstriker have not been added to the spawn tables, but one day their day will come...

Update: 11 May @ 5:31pm

v1.7.47 - Major update

  • Makes the following changes to afterburn.lua:
    • Gets rid of speedfactor. Didn't make sense to have velocityfactor, accelfactor, AND speedfactor. Just adjust the other two accordingly if you want something different.
    • Adds incrementOnPhaseOut. This increases both speedFactor and accelFactor by incrementOnPhaseOutValue each time the script goes out of the acceleration / speedup phase.
  • Moves hyperaggro.lua into the "ai" folder.
  • Makes the following changes to priorityattacker.lua:
    • Replaces _MethodName with methodName.
    • Adds the _UseShipAI value. Setting this to true will cause enemies to use their own ship AI to find enemies, rather than using Sector():getEnemies().
    • Adds the _AllowNoneType value. Setting this to true will allow the script to target entities with the type EntityType.None.
    • Adds more logging.
  • Adds the _AllowIronCurtain to allybooster.lua. This defaults to true. Setting it to false will prevent a ship from adding the iron curtain script with allybooster.
  • Does some minor refactoring of avenger.lua.
  • Adds distributor.lua. This script picks a primary target and links to them. All damage caused to the linked target from any source will then be dealt to the target's allies within a specified distance. You may modify the following values:
    • blastRadius - this determines the distance at which allied entities will be damged. Defaults to 2000 (20km)
    • blastDamageMultiplier - this determines how much damage is dealt to allies. Defaults to 0.5. For example, a target taking 1000 damage would then deal 500 damage to all of its allies within 20 km.
    • targetPriority - determines which targets the script picks. Comes with the following options:
      • 1 - random enemy
      • 2 - any non-xsotan
      • 3 - any enemy with a specific script value, i.e. "_disruptpirateminers_defenseobjective"
    • damagePrimaryTarget - setting this to true will cause the script to damage the primary target of the beam in addition to its allies.
    • damagePrimaryTargetMultiplier - determines how much damage is dealt to the primary target. Defaults to 0.1. For example, a target taking 1000 damage would then deal 500 damge to all of its allies within 20 km, and 100 damage to itself.
    • pickNewTargetCycle - Setting this determines how long the script will take to pick a new target in seconds. Defaults to 20.
    • timeToActive - Determines how long until this script becomes active and picks a target. Defaults to 10.
  • The Xsotan Dreadnought's shields are now impenetrable, and the ship is only invulnerable while charging.
  • Refactored the Xsotan Parthenope to use ESCCUTil.multiplyOverallDurability.
  • reanimator.lua will now accept the maxReanimationVolumeFactor value, which limits the maximum volume of wreckages it can reanimate. This defaults to 100, meaning it will not reanimate a wreckage larger than 100x the sector's usual ship volume.
  • Makes the following changes to overdrive.lua:
    • Refactors this to use a table of values instead of taking a single multiplier.
    • Adds incrementOnPhaseOut. This allows the script to increment the damage multiplier each time it phases out. Defaults to false.
    • Adds incrementOnPhaseOutvalue - this is the value that is increased each time the script phases out.
  • Adds rampage.lua. This script functions as sort of an inverse avenger - each time this ship kills an enemy, it will gain a permanent damage buff. Accepts the following values:
    • multiplier - The amount to buff the damage by after each kill. Defaults to 1.5
  • Adds the following values to torpedoslammer.lua:
    • _FireBarrage - setting this to true will cause the script to fire a barrage of torpedoes rather than just a single torpedo.
    • _BarrageCount - how many torpedoes are in the barrage. Defaults to 0.
    • _BarrageDelay - the length of time to pause between each torpedo in the barrage. Defaults to math.huge.
  • Updates the Scouring Phoenix code to use overdriveMultiplier and a values table rather than simply passing in the multiplier.
  • Adds a few new buttons to esccdbg.
  • Updates the explanation on how to add your own campaign tab to esccdbg.
  • Adds the following functions to ESCCUtil:
    • countEntitiesByType - provides a count of all entities in the sector that match the provided EntityType
    • countEntitiesByValueAndScript - provides a count of all entities in the sector that have a script value, i.e. "_disruptpirateminers_defenseobjective" - and a script, i.e. "torpedoslammer.lua"
    • multiplyOverallDurability - Multiplies the shield / durability max durability factor of the entity by the provided value. If the entity does not have shields it instead multiplies the value by 2 and then multiplies the durability by that.
  • Adds esccweaponscriptutil.lua. This provides several functions for handing boilerplate in scripts such as torpedoslammer.lua, lasersniper.lua and stationsiegegun.lua
  • This has not been implemented in any of the above scripts yet. My plan is to slowly roll this one out over the next few updates.
  • Updates how revenants work. If a revenant is more than 100 times the sector's ship volume, it will now receive additional turrets / a damage multiplier based on exactly how large it is.
  • Adds the Xsotan Tributary. This special Xsotan will use the distributor script.
  • As of now, the tributary and the caduceus have not yet been added to the spawn table, but one day their day will come...

Update: 6 Apr @ 2:51pm

v1.7.46 - Minor update

  • Accidentally released with debug mode turned on.

Update: 6 Apr @ 2:50pm

v1.7.45 - Bugfix update

  • Fixes an issue with the interaction between phasemode and ironcurtain
  • Renames the "Unreal" namespace in the phasemode script to "Phasemode"
  • Refactors _MethodName to methodName (again)
  • Adds some more logging to iron curtain.

Update: 5 Apr @ 11:32pm

v1.7.44 - Bugfix update

  • Fixes a bug where the Stinger's acceleration and velocity bonuses weren't applied correctly.
  • Fixes a bug where the Increasing Threat / Core Encounters bosses didn't have their velocity / acceleration bonuses applied correctly.
  • Fixes a copy/paste error when setting the nuclear damage values on the Increasing Threat / Core Encounters bosses.
  • Adjusts the velocity/acceleration multipliers of the Vigilant Shield and Relentless Hellcat.

Update: 4 Apr @ 9:58pm

v1.7.43 - Nukes, Shields, and Loot

  • Adds a few new variables to shieldrecharger.lua
    • If you specify _AddChargeIfActivatedUnder, the script will gain additional maximum recharges if the first charge is forced to activate sooner than the value specified (i.e. if you set this value to 90, the script will gain 1 additional max recharge if the shield recharge is forced to activate in 90 seconds.)
    • If you specify _FastDamageCharges, it will adjust the number of max recharges shieldrecharger.lua gets when the shield is activated too quickly.
  • Refactors thorns.lua to include _DebugLevel instead of just _Debug. Also renames _MethodName to methodname
  • Adjusts the loot dropped by the ESCC bosses. Instead of dropping drastically reduced loot if the nuke mod is active they only take 12.5% damage from the nukes.
  • Executioners only take 50% damage from nukes.
  • The Xsotan Dreadnought only takes 20% damage from nukes.
  • Adjusts the Xsotan Dreadnought so that it does not drop a legendary weapon at danger level 5 anymore (only 6+!)
  • The dreadnought now has a 25% chance to drop an exotic drop at any distnace from the core.

Update: 2 Apr @ 4:11pm

v1.7.42 - LaserSniper hotfix

  • Fixes lasersniper.lua

Update: 31 Mar @ 3:50pm

v1.7.41 - A less oppressive update

  • Hijacked faction ships can be interacted with and revealed from further away if the player's ship has a scanner booster equipped.
  • Makes the following changes to the Xsotan Oppressor:
    • Decreases the rate of passively eating wreckages.
    • Decreases the damage boost when passively eating wreckages.
    • Decreases the range at which wreckages can be passively eaten.
  • Refactors lasersniper.lua to consider _restoring.
  • Cuts the default amount of damage lasersniper.lua does per client update.
  • Adds the _DamageFactor value, which can be used to give lasersniper a global damage multiplier.
  • Small refactor to how _DebugLevel is set.
  • Any ship with lasersniper.lua is now unboardable by default.
  • Any ship with stationsiegegun.lua is now unboardable by default.
  • Refactors torpedoslammer.lua to consider _restoring.
  • esccbossutil now accounts for a couple of additional mods being installed.
  • Makes the following changes to the Dervish Goliath:
  • Increased torpedo durability.
  • Reduced weapon range.
  • Reduced weapon projectile speed.
  • Makes the following changes to the Steadfast Hunter:
  • Reduces the amount of damage its main laser weapon does.
  • Decreases the damage increase over time.
  • Makes the following changes to the Scouring Phoenix:
  • Increased torpedo durability.
  • Increases the range of Executioner weapons.
  • Fixes a number of scriping issues with the Xsotan Caduceus.
  • Reduces the amount of health the Xsotan Caduceus's linker script heals.
  • Adds eternal.lua to the Xsotan Caduceus.
  • Adds a data dump function for weapon types to esccdbg.