Avorion

Avorion

Extra Ship Classes Core
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Update: 16 Jan @ 7:38pm

v1.7.30 - A very oppressive update

  • Makes the following changes to the Xsotan Oppressor:
    • Moves the reanimator script into the enemies subfolder.
    • It still has the exponentially scaling damage buff.
    • It now has a built-in meathook script and will occasionally drag in other Xsotan and destroy them.
    • It will then consume their wreckages for an exponentially scaling damage buff depending on how many blocks are in the wreck.
    • It is now larger and does more damage, and uses randomly generated extraordinary quality weapons.
    • It also comes with avenger.lua now!
  • Renames parthenopexsotan.lua to parthenope.lua
  • Makes the following changes to the Xsotan Warlock:
    • Moves the oppressor script into the enemies subfolder.
    • Wreckages are only reanimated when the warlock is aggroed.
    • The reanimator script now updates every second and accumulates a charge every 4-7 seconds.
    • As long as the script has charges and a suitable wreckage is present, it will reanimate a wreck.
    • The script only accumulates 1 charge by default, but this can potentially be raised via the maxRevenantCharges value, passed in when the script initializes.
  • Adds a music fadeout before registering escc bosses in the blades / despair boss scripts.
  • Removes various campaign debug modules from esccdbg. These will be handled in their own scripts in the future.
  • Makes various Xsotan undockable by default.
  • Makes a very minor change to defensecontroller.lua.

Update: 12 Jan @ 6:11pm

v1.7.29 - Xsotan adjustment

  • Moves the parthenope script into the enemies folder.
  • If the lasersniper / siege gun / torpedo slammer script are given to Xsotan, they will not start firing unless enemies are present.
  • Some other minor adjustments to lasersniper / siege gun / torpedo slammer for performance.

Update: 11 Jan @ 8:57pm

v1.7.28 - Dread Not

  • Makes the following changes to allybooster.lua:
    • Removes unused/overwritten variable declarations.
    • Fixes an issue where _HealWhenBoosting would only heal the first time the target ally was boosted.
    • allybooster is now smarter about which script it applies - i.e. it will not try to apply afterburn.lua twice.
    • allybooster's maximum charges is now set to 3 by default and not 0.
    • Adds the _ChargesMultiplier variable - set this to set how many additional charges the booster gets (normal rate is 1 charge per _BoostCycle seconds)
    • Fixes how the "Boosted" title is applied that should make it work smoothly with most enemies.
  • Adds the esccxsotandreadnought script. This will be used in an upcoming mod :) Big thanks to Hammelpilaw for giving me permission to root around with the Xsotan Dreadnought event.
  • Makes the following changes to ironcurtain.lua:
    • Removes the _SendMessage option - ironcurtain.lua will now always send a message when activated.
    • Changes the message so that it is sent via an informational popup rather than a chatter dialog box.
  • Adds some additional logging to torpedoslammer.lua
  • Vigilant Shield's allybooster now has 5 charges max instead of 3, since 3 is now the default.
  • Adds numerous bulletin missions to esccdbg.
  • Makes some changes to how the LOTW missions are added in the debug script - this will unfortunately break compatibility until I release LOTW 1.4 (coming soon!)
  • Adds some other data dumps to esccdbg, along with test code to spawn the Xsotan Dreadnought.
  • Small refactor to how the Ballistyx is spawned.
  • Adds the Xsotan Dreadnought to the Xsotan script. This is an extremely powerful Xsotan ship that summons allies, powers itself up, and in rare circumstances can boost its allies.
  • Fixes an issue in the campaign sector monitor where it tried to use Sector():deleteXsotan. There is no such method, lmao.
  • EntityType.None / EntityType.Container are now always candidates for deletion in campaignsectormonitor.lua

Update: 29 Dec, 2024 @ 3:51pm

v1.7.27 - Minor update

  • Updates bulletin missions mod script to go by mod name instead of mod ID.
  • Adds a function in civilship.lua to reinitialize dialogutility interaction text.

Update: 13 Dec, 2024 @ 6:47pm

1.7.26 - Digging it

  • Fixes a bug that would cause debug messages in withdrawatlowhealth.lua to not get logged.
  • Removes the vanilla bugfix in pirategenerator since boxelware fixed it on their end. Thanks boxelware!
  • Revises ironcurtain.lua somewhat
    • This now follows the _Values convention instead of having fixed parameters
    • _Duration controls how long the iron curtain lasts - defaults to 2 minutes
    • _MinDura controls the % HP that the iron curtain gets triggered at - defaults to 0.25 (AKA 25% hp)
    • _SendMessage controls whether or not a message gets sent when the iron curtain activates
    • Adds an animation when the iron curtain is active
  • Adds the Xsotan Parthenope
    • The Parthenope is a hybrid between the cultivator and the summoner - it summons waves of xsotan ships that are extremely powerful
    • Eventually, it will start summoning special Xsotan such as the Longinus, Ballistyx, etc.
    • The Parthenope also uses the Avenger script
  • Removes a very snarky comment in TorpedoSlammer and gets rid of some scriptside compensation that I was doing for an error in boxelware scripts (this error has been fixed)
  • Adds a method in shipgenerator to spawn a military ship by name
  • Adds methods in esccutil to set a marksman / fusilier ship - these are faction equivalents of the pirate deadshot / bombardier
  • Fixes some errors in shipgenerator.lua that would cause AI ships to generate without crew / shields.
  • Adds a method to spawn a flagship synchronously.
  • Adds tags to the various special xsotan, such as xsotan_warlock for warlocks, xsotan_longinus for longini? longinuses? longinus, plural, etc.
  • Fixes the Xsotan.createGenericShip method to be more in line with the current Xsotan spawn code.
  • Swaps out getOnLocation for atTargetLocation in structuredmission.lua
  • Clarifies a comment in defensecontroller.lua
  • Swaps the Xsotan to their own tab in esccdbg
  • Adds some code for adding various mission bulletins
  • Fixes a glitch in siegegunshot.lua that could potentially cause the explosion to not spawn

Update: 15 Nov, 2024 @ 4:20pm

v1.7.25 - New Horizons II

  • Disables a need import diagnostic in asyncshipgenerator.lua
  • Adds a bunch of ESCC campaign options to esccdbg for an upcoming project :)
  • Adds a comment to esccutil

Update: 23 Oct, 2024 @ 9:24pm

v1.7.24 - New Horizons update

  • Renames escortattacker.lua - it is now named priorityattacker.lua.
  • Adds a _TargetPriority property priorityattacker.lua - it can now be set to prefer ships with a certain scriptvalue (denoted by "_TargetTag") or player / alliance ships.
  • Adds withdrawatlowhealth.lua. (This was previously part of Long Live The Empress)
  • withdrawatlowhealth.lua contains the following options:
    • _Threshold - the HP threshold at which the ship will withdraw.
    • _MinTime - the minimum amount of time before the ship warps out.
    • _MaxTime - the maximum amount of time before the ship warps out.
    • _WithdrawMessage - the sector will broadcast this message from the entity when it withdraws. The message will be broadcast as ChatMessageType.Chatter.
    • _SetValueOnWithdraw - sets a script value on withdraw - i.e. "_ShipIsWithdrawing" would be set to true when this script activates.
  • Some miscellaneous comment changes to avenger.lua.
  • Adds esccblinker.lua.
  • esccblinker.lua is a copy of the Xsotan blinker script, but has the following options added:
    • blinkCooldown - sets a cooldown (in seconds) on time to blink.
    • blinkLimit - limit the number of times the script can blink before being removed. Defaults to 0.
  • Some miscellaneous code changes to frenzy.lua.
  • Made the following changes to lasersniper.lua:
    • Added some comments explaining _TargetPriority, _TargetCycle, and _TargetingTime.
    • Restructured the pickNewTarget function so that hopefully it will run juuuuust a bit faster and is a bit more simple.
    • Added _TargetPriority 4 - the player's current ship. This will make the script function similarly to IDHTX.
    • Fixes a bug where externally invoking a method to adjust damage per frame does not work correctly.
  • Removes meathook2.lua.
  • Some miscellaneous code changes to reanimator.lua.
  • Adds shieldrecharger.lua.
    • This functions similarly to the Shield Booster upgrades. It will recharge the entity's shield once it is depleted. Has the following options:
    • _MaxRecharges - the maximum number of times the shield can recharge itself. Defaults to math.huge.
    • _ChargeAmount - the amount of shield that gets recharges per tick. Defaults to an amount that would recharge the entity's shields in 5 seconds.
  • Makes the following changes to torpedoslammer.lua:
    • Removes ESCCUtil.
    • Renames _TargetScriptValue to _TargetTag.
    • Adds _ReachFactor - this multiplies the torpedo's range. Defaults to 1.
    • Adds _AccelFactor - this multiplies the torpedo's acceleration. Defaults to 1.
    • Adds _VelocityFactor - this multiplies the torpedo's maximum velocity. Defaults to 1.
    • Adds _TurningSpeedFactor - this multiplies the torpedo's turning speed. Defaults to 1.
    • Adds _ShockwaveFactor - this multiplies the size of the torpedo's shockwave. Defaults to 1.
    • Adds _LimitAmmo - this value will toggle whether or not the script has a limited amount of ammo before it terminates. Defaults to false.
    • Adds _Ammo - this is how much "ammo" the script has before it terminates.
    • Restructures pickNewTarget similarly to lasersniper.lua.
    • Adds _TargetPriority 5 - the player's current ship.
    • Adds _TargetPriority 6 - any pirate / xsotan.
  • Restructures esccdbg. We got tabs now baybee!
  • Adds a bunch of stuff to esccdbg to test out... some stuff. :)
  • Reorganizes esccutil.lua somewhat. Makes the following changes:
    • Adds a method to get a vector at a specified distance - i.e. get a vector 30km away from my current position. This can be either a minimum distance or a maximum distance.
    • Adds a method to replace all icons on a craft.
    • Adds a method to get a neutral smuggler faction in the Xanion area.
    • Adds a method to set talker / talker color / text color of script dialogs.
    • Adds a documentation comment explaining how getStandardWave works.
    • Adds a method to strip the civil scripts / properties off of a ship or station.
  • Fixes a vanilla bug in pirategenerator.lua where spawning a pirate carrier would cause an error.
  • Removes esccutil from shiputility.lua
  • Adds a method to esccutil.lua to add specific scalable equipment to a ship.
  • Nerfs the Longinus somewhat. It now takes longer between each shot.
  • Restructures mission.Log to not stupidly overwrite mission._Debug.
  • Adds pcall to the cleanup function, so that the game will not get an error if campaignsectormonitor.lua is not attached to a sector when it is invoked.
  • Adds none / drone / turret / anomaly / wormhole / container to the list of "all" entities in campaignsectormonitor.lua.
  • Makes the folowing changes to defenseController.lua:
    • Adds _AllDefenderDamageScale - this multiples the damage of all defenders spawned by this script.
    • Updates the withdrawonlowhealth script addition so that it takes advantage of the new options.

Update: 20 Sep, 2024 @ 9:59am

v1.7.23 - Major update

  • Turns on passive shooting in the (unused) pursuitai.lua script.
  • Adds hijackedfactionship.lua.
    • After 20 seconds, this script will cause the entity it is placed on to turn hostile and attack nearby players. This can be adjusted via the _TimeToActive value when initialized.
    • Scanning it will turn it over to a pirate faction.
    • By default, it has a 25% chance to run away when the ship is revealed as a pirate. This can be adjusted via the _AttemptToRunChance value when initialized.
  • Fixes a long-standing bug with stationsiegegun.lua where it would attempt to send the 'taunt' multiple times if sending the taunt was enabled.
  • Fixes a second bug with stationsiegegun.lua where it could target entities that were not ships or stations.
  • Decreases the velocity of the siege gun shot that tankem fires.
  • Adds a new target priority to torpedoslammer.lua - 5. Priority 5 will target the player's current ship, denoted by _pindex - _pindex should be passed to the script when it is initialized.
  • Adds a function to esccdbg to spawn a siege gun pirate.
  • Adds a function to esccdbg to test the random() random number generator.
  • Adds ESCCUtil.majorEntityTypes - an abbreviated list of entity types that encompasses most major entity types such as ships, stations, etc.
  • Adds the following methods to structuredmission.lua:
    • runFullSectorCleanup - cleans all assets from the sector. Setting cleanAll to true will clean ALL entity types. Setting cleanAll to false will clean major entity types. Leaving cleanAll nil will default to true.
    • startBossCameraAnimation - this will cause a boss camera animation to play. This functions identially to the animation on Exterminate Xsotan / Into The Rift. Does this mean I'm using it for more missions? You bet.
  • Makes the following changes to campaignsectormonitor.lua:
    • Removes the x and y params from clearMissionAssets. It wasn't used. I'll try not to make breaking changes like this in the future.
    • Makes a small optimization to how Sector() is used when clearing mission assets.
    • Asteroids are now deleted regardless of whether "delete everything" is set.
    • campaignSectorMonitor now removes itself once it is finished clearing assets.
  • Adds a method to defensecontroller.lua to increment the cycle time.
  • Adds a method to shipmentcontroller.lua to increment the cycle time.
  • Siege gun shots will now blow up multiple fighters instead of being discharged on the first target as long as the shots are not set to fragile.

Update: 10 Aug, 2024 @ 4:17pm

v1.7.22 - OnLocation update

  • Adds a handy method to structuredmission.lua to tell if the player is in the mission location or not.

Update: 6 Aug, 2024 @ 9:58pm

v1.7.21 - So, laser boats and stuff, huh?

  • Adds an icon for deadshot enemies.
  • Changes how attaching esccdbg works to make it similar to entitydbg.
  • Updates the standard and high threat spawn tables in the ESCC Util.
    • Makes the disruptor less likely to spawn and the pillager more likely to spawn at level 10 on the standard table.
    • Makes the scorcher more likely to spawn and the devastator less likely to spawn at level 9 on the high table.
  • Adds functions to ESCC util to mark a ship as a torpedo slammer or a deadshot.
  • Adds functions to spawn a Deadshot in esccdbg.