Avorion

Avorion

Extra Ship Classes Core
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Update: 27 Jul, 2022 @ 5:28am

v1.7.10 - More Baleful, More Xsotan, More Update

  • Turns debug off on a few scripts. Sorry for the message spam.
  • Makes a bunch of changes to lasersniper.lua
    • Fixes a bunch of client-side errors on lasersniper.lua. There are still a couple left that I'm not sure I can do anything about, but I'll be working on fixing those over the next few weeks.
    • Adds a method to reset the TimeToActive on lasersniper.lua
    • Changes how the default target priority is set on lasersniper.lua - if it ias added to a xsotan ship it will default to the xsotan target priority.
  • Reduces the scaling of the oppressor script after 30 minutes.
  • The frenzy buff applied to the overdrive script is now correctly multiplied by the overdrive multiplier (defaults to 2 - can be set on initialization)
  • Adds reanimator.lua
    • This script will, by default, create a Xsotan Revenant out of a nearby ship wreckage every 30 seconds.
    • A Xsotan revenant has long-range cannons / missiles.
    • It may or may not be able to maneuver on its own - the wreckage plan is infected (adds hull blocks) but used as-is otherwise, so who knows what it could be missing?
    • Revenants are not flagged as Xsotan (the same behavior as minions)
    • By default, the reanimator script is limited to creating 5 revenants in a sector. This limit is shared between all instances of reanimator.lua.
  • Adds secondaryweapons.lua
    • This script will keep track of how much firepower a ship initially has.
    • Once that drops down past a certain threshold, it will spawn a set of chainguns / bolters on the ship.
    • The script can be set to only spawn bolters, and the chainguns / bolters can be customized - values include the # of turrets, weapon range, weapon damage mutiplier, and minimum damage
    • This is good for large, tough custom bosses that have turrets that are easily shot off by the player.
    • I'm looking at you, Baleful Katana.
  • Changes how the default target priority is set on stationsiegegun.lua - if it is added to a xsotan ship it will default to the xsotan target priority.
  • Adds a method to reset the TimeToActive on stationsiegegun.lua.
  • Makes the same changes as above to TorpedoSlammer (default target priority / reset TimeToActive)
  • Buffs the Baleful Katana somewhat.
    • The Baleful Katana now has the frenzy and secondaryweapons script in addition to the adaptive defense and overdrive script.
  • Makes a bunch of changes to esccdbg:
    • Adds buttons to spawn pulverizers and warlocks.
    • Adds a button to spawn a ship with the secondary weapons script.
    • Adds buttons to run a scratch script of your choice.
    • Adds buttons to dump sector dps and upgrade values.
    • Changes where the "respawn xwg" button is located - it is no longer under the Long Live The Empress tab.
  • Adds a function to esccutil that will return all entity types in a table.
  • Adds new functions to shiputility.lua - functions to add artillery turrets for pulverizers and revenants.
  • Adds new types of Xsotan:
    • The Warlock - a Xsotan that reanimates local ship wreckages into an enemy.
    • The Revenant - an infected and reanimated ship corpse equipped with long-range artillery.
    • The Pulverizer - a "normie" Xsotan similar to the jostler / bombardier - Pulverizers are equipped with cannons that impart a massive amount of force to their target.
    • The Hierophant - a Xsotan that acts as both a Summoner and a Warlock.
  • Nerfs the Xsotan Longinus somewhat - it now does half the amount of damage that it did before and takes roughly 33% more time to target the player.
  • Adds a function to the Xsotan table that will return a list of functions to spawn "normal" special Xsotan - this includes the Oppressor, Sunmaker, Longinus, Ballistyx and Warlock.
  • Adds a function to create a generic weaponless Xsotan ship.
  • Updates the documentation on defense controller a bit.
  • Updates the readme.

Update: 13 Jul, 2022 @ 8:21am

v1.7.9 - The Great Xsotan Update

  • Updates mod version to 1.7.9.
  • Makes the following changes to lasersniper.lua:
    • Adds a new parameter called _TargetPriority. LaserSniper has two target priorities available:
    • 1 - Pick a randomly chosen enemy.
    • 2 - Pick a randomly chosen Non-Xsotan entity.
  • Adds oppressor.lua:
    • Oppressor gets an exponential damage buff every minute for the first 30 minutes, and then an additive damage buff afterwards.
    • The value of the exponential damage buff can be adjusted by adding _Multiplier to the _Values table. It defaults to 1.25.
    • The number of ticks that the exponential damage buff lasts for can be adjusted by adding _MaxTicks to the _Values table.
  • Makes the following changes to stationsiegegun.lua:
    • Changes _UseEntityDmgMult to _UseEntityDamageMult for consistency with TorpedoSlammer and LaserSniper.
    • Adds a new TargetPriority
    • 8 - Pick a randomly chosen Non-Xsotan entity.
  • Updates tankemspecial.lua accordingly.
  • Makes the following changes to torpedoslammer.lua:
    • Adds a new TargetPriority
    • 3 - Pick a randomly chosen Non-Xsotan entity.
  • Adds five new types of Xsotan:
    • Infestor - A stronger summoner that drops better loot.
    • Oppressor - A standard xsotan ship with the oppressor script added.
    • Sunmaker - A xsotan ship with a siege gun script attached - does 1500 * the sector's DPS every 30 seconds.
    • Ballistyx - A xsotan ship with the torpedo slammer script attached - fires a randomly chosen torpedo type once every 4 seconds.
    • Longinus - A xsotan ship with the laser sniper script attached - does 500 * the sector's DPS every tick.
  • Updates esccdbg to allow for the spawning of the new Xsotan types.

Update: 30 Jun, 2022 @ 1:49pm

v1.7.8 - Major overhaul / stability update

  • Removes 1.3.8 support.
    • Sorry. Needed to remove more includes for stability's sake and 1.3.8 support was adding around 10 unnecessary instances of it.
  • Removes unnecessary includes from the following scripts:
    • afterburn.lua
    • avenger.lua
    • eternal.lua
    • overdrive.lua
    • phasemode.lua
    • esccutil.lua
    • shipmentcontroller.lua
  • Adds frenzied to the list of possible buffs that allybooster.lua can hand out.
  • Adds frenzied.lua
    • frenzied.lua will increase the damage of a ship under 33% health.
    • Unlike the Avenger script, this is an additive buff and does not multiply expoentially.
  • Adds music scripts for a couple of the .ogg files.
  • Adds "TimeToActive" to lasersniper.lua - this will allow for a delayed activation of the script so it is not active immediately.
  • Fixes a bug where megablocker and terminalblocker can be bypassed.
  • Adds "TimeToActive" to stationsiegegun.lua - this will allow for a delayed activation of the script so it is not active immediately.
  • Adds functions to esccdbg to test the out of sector attack scripts and material rarity probabilities of a given sector.
  • Gets rid of ESCCUtil.compatibleJumpAnimation. This was causing unnecessary includes in a number of scripts.
  • Changes some of the ESCC logging to remove a redundant [ESCC] in the messages.
  • Reduces the amount of loot that Prowlers, Pillagers, Devastators, and Executioners drop.
    • Prowlers now do not drop any extra loot.
    • Pillagers now drop 2 extra turrets. (Down from 3 extra turrets + 1 extra system)
    • Devastators now drop 2 extra turrets and 1 extra system. (Down from 3 extra turrets + 1 extra system)
    • Executioners now drop 3 extra turrets and 1 extra system. (Down from 4 extra turrets + 1 extra system)
  • Makes an adjustment to how far apart defense controller waves spawn (was 200 distance apart - now is 250)
  • Moves some music files to this mod.

Update: 22 Feb, 2022 @ 5:42pm

v1.7.7 - Balance / stability update

  • Another major update on a patch version. Lucky you! (:
  • Turns off debug mode on absolutepointdefense and lasersniper. Oops!
  • Removes esccdebuglogging.
  • Removes dependencies on esccdebuglogging from the following files:
    • supply.lua
    • escctimeddelete.lua
    • asyncpirategenerator.lua
    • asyncshipgenerator.lua
    • esccutil.lua
    • shipgenerator.lua
  • Removes a number of extra includes from esccbossutil.lua
  • Some scorchers now have new icons.
  • Jammers now have new icons.
  • Changes the mod description.
  • Adds a readme.

Update: 18 Feb, 2022 @ 10:38am

v1.7.6 - Major update

  • This SHOULD be version 1.8, but I got tired of people whining whenever I updated the minor version # so you get a patch version instead. Don't you feel lucky!
  • Rewrites the Absolute Point Defense script to take a _Values instead of a series of arguments. This script has not changed otherwise.
  • The following changes have been made to adaptivedefense.lua:
    • It now takes a _Values argument! So you can customize exactly how resilient the ship is.
    • This now works the way that I originally intended it to work, providing both shield and hull resistance. The hull resistance is 10% better than the shield resistance. This is a buff to both the Baleful Katana and the Vigilant Shield.
  • Made the following changes to allybooster.lua:
    • This will now stock up charges and boost an ally for each charge accumulated when there are allies to boost.
    • The maximum # of charges defaults to 0, which means that it will attempt to immediately boost an ally if one is around, then discard the charge if there are no allies available.
    • Fixes a bug with how it adjusts ship titles. My bad on letting that stay broken for so long.
  • Made the following changes to lasersniper.lua:
    • This now takes three additional arguments, _IncreaseDamageOT, _IncreaseDOTCycle, and _IncreaseDOTAmount.
    • _IncreaseDamageOT will enable / disable a mechanism for increasing the amount of damage per frame the laser sniper script does when hitting the player.
    • _IncreaseDOTCycle provides the time cycle over which you wish to buff the laser - for example, setting this to 60 will cause the laser's damage to increase every 60 seconds.
    • _IncreaseDOTAmount provides the amount of dmaage that you wish to buff the laser by - for example, setting this to 60000 will cause the laser's damage to increase by 60000 every _IncreaseDOTCycle seconds.
  • Added some usage examples to torpedoslammer.lua's comments.
  • Updates esccdbg to add a mechanism for testing allybooster's charge stacking.
  • Updates pirategenerator to account for the _Values arg of the APD script.
  • Makes the following changes to the ESCC boss ships (Increasing Threat / Core Encounters):
    • Fixes a bug where Vigilant Shield would spawn without weapons.
    • Re-introduced the RNG controller for the Relentless Hellcat.
    • Made the range of the Relentless Hellcat's primary weapons slightly shorter.
    • Rewrote both the Steadfast Hunter and Vigilant Shield's spawning code to account for the APD script changes.
    • Made the range of the Steadfast Hunter's turrets shorter.
    • The Steadfast Hunter's laser will now increase its damage per frame by 15000 every 30 seconds.
    • Adjusts the Devish Goliath's torpedo slam rate to 2, since realistically speaking the torpedoslammer can't do fractional updates anymore.

Update: 13 Feb, 2022 @ 8:52am

v1.7.5 - Minor update

  • The ships spawned by the DCD script spawn farther apart now.

Update: 10 Feb, 2022 @ 4:57pm

v1.7.4 - Iron Curtain rework

  • Fixes the tankem and iron curtain script so that hopefully they will perform better.
  • Adds a button to spawn Swenks by himself to the LOTW tab in escc dbg.
  • Adds a button to spawn a phaser enemy to escc dbg.

Update: 6 Feb, 2022 @ 12:00pm

v1.7.3 - BulletinBoard, Debug, and Balance update

  • Increases the minimum damage of the Relentless Hellcat's lasers.
  • Renames the 'Executioner' tab to 'Boss Ships' and adds a button to clear LOTW values to esscdbg.
  • Adds logging functions to BulletinBoard.lua

Update: 5 Feb, 2022 @ 6:13am

v1.7.2 - Torpedoes and Transports update

  • Adds a special texture for Torpedo Slammer enemies.
  • Slightly increases the minimum damage of the Vigilant Shield's cannons.
  • Significantly increases the minimum damage of the Scouring Phoenix's cannons.
  • Increases the damage and block penetration of the Steadfast Hunter's railguns.
  • Adds functions to the ship and async ship generator to create a Civil Transport - these work similarly to the Prison Transports / Cruise Ships from Boxelware's scripts.
  • Adds a plan generator function to create a Civil Transport - again, this works similarly to Boxelware's.
  • Changes how the pirate titles are set so that they work similarly to boxelware scripts.
  • Moves some buttons in esccdbg.
  • Changes ESCC boss util so that the 6 bosses will not drop their ridiculously overpowered attached turrets.
  • Fixes a bug with torpedo slammer where setting it to too slow of a fire cycle would cause it to not activate in time.
    • i.e. setting it to a fire cycle of 9 and a scriptActive value of 10 would cause the script to activate after 18 seconds because it would update every 9 seconds.
  • Adds an AI script where you can effectively order an enemy to relentlessly target an enemy with a certain script value (getValue(""))

Update: 29 Jan, 2022 @ 2:30pm

V1.7.1 - Torpedo Slammer rewrite

  • Rewrites Torpedoslammer.lua to use a table for arguments instead of a list.
  • Trust me, it's better this way.
  • Adds two new parameters to Torpedo Slammer - a target priority and a target script value.
    • Use _TargetPriority and _TargetScriptValue to set these.
    • 1 targets the highest firepower entity in the sector - special scripts not included.
    • 2 targets entities with a specific script value set by _TargetScriptValue.