Avorion

Avorion

Keepers Of The Horizon
Showing 1-10 of 13 entries
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Update: 12 Jul @ 9:49pm

v1.1.9 - Minor update

  • Attempts to fix a bug with mission 9 where XSOLOGIZE does not communicate with the player.

Update: 12 Jul @ 9:35pm

v1.1.8 - Minor update

  • Adds some logging to story mission 9

Update: 12 Jul @ 9:26pm

v1.1.7 - Refactor and balance update

  • Limits the maximum revenant size that XSOLOGIZE can spawn. The maximum size revenant that it will spawn is 150x the sector's ship volume.
  • Minor refactor to how the mission scripts are removed when clearing campaign data via esccdbg.
  • Adds nuclear damage modifiers (Thanks Joenyan!) to the following enemy ships:
    • Horizon Battleship (x 0.5)
    • Hansel (x 0.125)
    • Gretel (x 0.125)
    • Project XSOLOGIZE (x 0.125)
  • Shortens the extra shield charge timer of XSOLOGIZE (aka you have to kill it more quickly for it to get extra shield charges)
  • Horizon stations will now no longer broadcast chat messages... mostly. (the research station has its own annoying message script, IIRC)
  • Small refactor to how the side1 / side2 mission timers are reset.
  • Changes function names in the quest utility to work better with Intellisense.
  • Changes function names in the side and story missions to work better with Intellisense.
  • Fixes a small spelling error in the story mission 2 mail.
  • Refactors how the orange marker around the crate is rendered in story mission 2 so that the prerender calls don't need to be registered / unregistered anymore.
  • Changes some of the dialogue in story mission 2 to make it more clear that you do not have to undock the container and that Mace will get the contents anyways.

Update: 5 Apr @ 3:50pm

v1.1.6 - More bugfixes and balancing

  • Buffs Project XSOLOGIZE. If you force it to start recharging its shields too quickly, it gains additional shield recharges.
  • Fixes a bug where mission 7 could send multiple failure mails.
  • Adjusts the prompt when the player is too far away from the freighter to tell you exactly how far you can get from it.
  • Attempts to fix an issue where the pirates cluster up around the shipyard and stop moving.
  • Fixes an issue where you would fail mission 8 (The Swordfish's Bill) in 5 minutes after leaving the sector. The player wasn't meant to go speed shopping here, lmao.
  • Increments required version of ESCC to 1.7.43.

Update: 2 Apr @ 4:17pm

v1.1.5 - Bugfix and balance update

  • Adds a data dump function to esccdbg.
  • Adds a script value for the research station.
  • Fixes an issue with the bulletins on both side mission 1 and side mission 2.
  • Fixes an issue with story mission 3 where the player could spawn multiple invincible ships when leaving and returning to the sector.
  • The player has to kill one more ship before the devastators show up in mission 3.
  • Small refactor to how the story mission 3 cleanup is handled. Should make the cleanup a bit more reliable.
  • Removed the feature in story mission 5 where the AWACS gets more HP on mission failure.
  • Adjusts the position of the station and the timing of the AWACS moving in to make it easier to defend it.
  • There is now a reward for keeping the AWACS above 50% HP.
  • Consolidates the three phase 3 timers in story mission 5 into a single update call.
  • Adds dialogue for if the player kills Gretel first in story mission 6 and side mission 1.
  • Hansel now has the Avenger script.
  • Hansel will now gain frenzy if the player kills Gretel first. Hansel's frenzy script is stronger than Gretel's.
  • Gretel's frenzy script scales faster in both mission 6 and side mission 1.

Update: 31 Mar @ 11:13pm

v1.1.4 - Refactor update

  • Moves all plans into a dedicated folder for this mod.
  • Adds flags for an external program.
  • Makes a small change to how the icon is set in bulletinboard.lua
  • Makes some minor changes to how the ship name / title is set in horizonutil.lua
  • Fixes a bug where horizonquestutility.lua would error out if the player completed a mission and then quickly moved across the barrier.
  • All missions auto-track now.
  • Increments the last side mission 1 time regardless of whether the player won, failed, or abandoned side mission 1.
  • Increments the last side mission 2 time regardless of whether the player won, failed, or abandoned side mission 2.
  • Fixes an issue with mission 4 where the tow ship could prematurely be declared as destroyed.
  • If the player fails mission 5 due to losing the AWACS ship, it gets more health on subsequent retries.
  • Refactors mission 7 to use the onPreRenderHud call for the phase.
  • Adds radio chatter.

Update: 15 Feb @ 9:45pm

v1.1.3 - SDK EDS Update

  • Final form of disabling SDK Extended Docking Shields

Update: 15 Feb @ 9:17am

v1.1.2 - Cleanup update

  • Side missions will now only be added to core campaign stations (see ESCC 1.7.37 notes)
  • Removes campaignsectormonitor.lua in applicable missions
  • All frostbite / horizon ships / stations will now bypass the effect of SDK extended docking shields.
  • Increments required version of ESCC to 1.3.37

Update: 7 Feb @ 12:06am

v1.1.1 - Minor update

  • Increments required version of ESCC to 1.7.31.
  • Sets the bDIsableXAI tag to true on the freighters in story mission 3.

Update: 6 Feb @ 11:32pm

v1.1 - Major update

  • Adds a better quality version of Aim (XSOLOGIZE boss fight music) and Razorback (Mission 4 music)
  • Minor refactor in bulletinboard.lua
  • Adds a random value to the radius of the wormhole created when XSOLOGIZE spawns pirates.
  • Switches an instance of getRandomEntry for randomEntry in the XSOLOGIZE script for code consistency.
  • Adds the debug module to esccdbg.
  • Adds the "bDisableXAI" tag to all frostbite / horizon ships. This will hopefully solve some issues with the Xavorion AI modules.
  • Adjusts the lasersniper script on XSOLOGIZE to always be sector weapon DPS * 125, instead of sector weapon DPS * 25 * 5. (Cleaner)
  • Refactored the horizon quest utility to make code maintenance easier (story stage is stored in one place).
  • Removes an unnecessary instantiation of globalPhase and globalPhase.timers in side mission 1 and side mission 2.
  • Swaps out per-phase no boss encounters for a global no boss encounters in side mission 1 and side mission 2.
  • Swaps getOnLocation for atTargetLocation in side mission 1 and side mission 2.
  • Removes an unnecessary instantiation of globalPhase in story mission 1, 2, 3, 4, 5, 6, 7, 8, and 9.
  • Swaps out per-phase no boss encounters for a global no boss encounters in story mission 1, 2, 3, 4, and 5.
  • Swaps out per phase no boss encounters / events for a global no boss enocunters / events in story mission 6, 7.
  • Swaps out getOnLocation for atTargetLocation in story mission 1, 2, 3, 4, 5, 6, 7, 8, and 9.
  • Fixes an issue in story mission 1 where the player could repeatedly leave and re-enter the sector and cause the ships / asteroids to keep spawning.
  • Story mission 1 will now show "Mission Updated" at appropriate points.
  • Swaps out an instance of randomEntry for getRandomEntry in story mission 2. (Code consistency)
  • Very minor comment refactor in story mission 2 dialog 3 and dialog 5.
  • Fixes an issue with the docking script in story mission 2 dialog 4 where the condition was not checked correctly.
  • Adds a miniboss script for the deadshot / bombardier in story mission 3.
  • Removes a weird ass comment in story mission 3.
  • Fixes some minor spelling issues in story mission 3.
  • Fixes some minor spelling issues in story mission 4.
  • Fixes an issue with story mission 7 where the defense controller script would interfere with the military outpost's invincibility
  • Fixes an issue with story mission 7 where the player did not fail the mission when the shipyard was destroyed in phase 6.
  • Fixes an issue in story mission 9 where the wrong location was put into the wrong mission objectives (location 2 was put in location 1's objective and vice versa.)