Reassembly

Reassembly

Heirs to the Void - Return from Exodus --OLD!!
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Update: 31 Aug, 2015 @ 12:21pm

Update Notes:

I. Correct color added to the "Spirit Seal: Triah Pattern" command module seal.
II. RCDP's have been repointed to values 1-4, down from 5P per RCDP. In addition, their R storage values have been changed to reflect this.
III. ThrusterForce values tweaked to produce more user friendly thrust characteristics.

Update: 30 Aug, 2015 @ 6:25pm

For this update I've massively overhauled the mod and reduced the Marahn defensive strength considerably while tweaking a few weapons to make them overall slightly better offensively. However, don't cringe too much reading that, the HP-Bomb Launcher was hit hard with the nerf bat and that was the worst, and maybe only, real offender for the Marahn offensive ability.

Some of the main points of this update are below. However, covering every specific detail that was changed for this update would be an intense undertaking so I...well, I just didn't :)



Update Notes: "Welcome to v2.0"

I. Massive Regions.Lua overhaul (yes, it finally happened!). This should keep the Marah from being absolutely everywhere in insane strength while playing any other faction with "Heirs to the Void" enabled (@Murdershy, thanks for the insight).

II. 3 New Ships Added!
1) Finch Wing Leader (635P): While the Marahns already have the roles "Interceptor", "Fighter", and "Advanced Fighter", it occurred to me that they did not, as of yet, have a combat wing leader and so thus the "Finch Wing Leader" was born (I'm a particular fan of the ship design :D).

2) In addition to the Finch Wing Leader, two other new ships are joining "Heirs to the Void" as "Easter Egg" content. These two ships (one gunship, one dreadnought) should spawn VERY rarely but if you keep an eye out for something new (and honestly, rather big and easy to spot if they actually were on screen) you just might see one of these ancient vessels in action. Originally these ships were going to be included in the initial release but I ended up feeling like they didn't quite fit the rest of the Marahn 'feel' and held them back. However, with the following lore addition I feel like they can now do a much better job of fitting in. I hope you guys enjoy. (Lore moved to the bottom of the update notes).

III. Factions.Lua was changed to give the Marah'Ti back their original colors!!! (I had yet to change this over since Arthur updated how tri-color factions worked). The good news for players just starting a Marah'Ti game is that the Marahns will finally be in the Blue, Red, and Gold that was intended for them. The bad news is that if you already have a game going this most likely will have shifted the colours you had personally decided on to something hideous that you now can't stand to look at. If this happened to you then you can...

1) Copy and paste this into your Windows Explorer without the quotes: "c:\program files(x86)\steam\steamapps\workshop\content\329130\492151939"

2) Once there right-click on the file "factions.lua" and open it with Notepad. Inside you will see a few things but you're only here for the colours. You'll want to change them as below:

from:
,color0=0x000000
,color1=0x000000

to:
,color0=0x60639a
,color1=0xa73b31

3) Save the file and close it. Make sure not to accidentally change anything else because that would be bad!

4) Once you've done this rejoice! You've just reinstated those masterful colours you had going before this update happened :)

Note: Hopefully Steam won't re-download the mod data and re-write over the factions.lua unless I push an update. If it DOES re-write over the factions.lua soon after you change it then let me know and I'll (very reluctantly) consider leaving that wretched green color on the default Marahns so you can keep your colours how you like them.

IV. Literally EVERY ship and station was tweaked along with nearly every system in the mod, weapon or otherwise, and I imagine a few of those changes will be fairly noticeable though I believe most will probably be easily overlooked.

V. HP-Bomb Launcher Re-balance: The HP-Bomb Launcher was massively OP in its previous incarnation and thus has received a significant nerf with the release of v2.0

1) Bomb block shape changed to SQUARE_HALF which I believe about quadruples it's size. This change makes it much easier for point-defense weapons to have some sort of chance to attempt to shoot them down before they get too close.

2) HP-Bomb durability lowered to 0.200 from 0.500; this makes point-defense weapons be able to deal enough damage to detonate one of the bombs before they get too close.

3) Thruster force reduced from 17160 to 10000; this along with the new larger size (and thus mass) of the bombs slows them down quite a bit and again, gives point-defense weapons a better chance to take them out before they insta-kill their target as they once used to do.

VI. Along with all of the tweaks and other changes just about everything has been re-pointed and a new system or two has been added here or there.


So, if you're new to "Heirs to the Void" I hope you have a great time playing what should be a much more balanced version of the mod and if you've been around for awhile then I hope you agree with and enjoy the balancing changes and new additions here in version 2.0

As Always, thanks for playing and happy Reassembling!

- Ha11uc1n0g3n



Bit of lore concerning the "Unique, Ancient" ship additions:

These ancient Spirit Seal harmonizations are believed to have been discoveries of the Marah'Na'Di, who were known for their powerful and enduring gunships, and the Marah'Ra, who were often celebrated as masters of Sealic Harmonization for their skill at perfecting the art of the dreadnought. While both of these Marahn clans have not been seen or heard from since the time of the Great Exodus, several young Marah'Ti pilots claim to have seen unidentifiable vessels that appeared to be of strange, perhaps even ancient, Marahn design while out on scouting missions.

To several elders of the Marah'Ti the descriptions that the scouts have reported can only mean that at the least some of their Marahn brothers survived the Exodus and speak of it with much excitement and hope. However, other elders of the circle take a different stance on the matter and with their own rather recent return to the void caution that the Marah'Ti should not be so anxious to meet with any others they might encounter while traveling through the Deep Expanse;

"The times have changed and so we may soon discover that those who we once knew as friends, finding us absent from their hearts and minds for so very long, have been persuaded in our absence to believe that we had in fact always been their enemies, cleverly disguised. I would expect no less of the manipulations of our ancient enemy and we should be prepared to defend ourselves against just such a discovery in every encounter with outside peoples or vessels.

But it is not just the influence of the Dark Ones we must remain vigilant of; There is also the possibility that those we once counted among our friends may have become corrupted by the nature of the void itself. I know personally that each member of the circle here before me has witnessed such horrors and know well of the madness that a man can suffer from spending too much time in that deep, black, solitude."

- Marah'Ti Sage Elder, Alturaden Valek

Update: 27 Aug, 2015 @ 9:52am

Update: 27 Aug, 2015 @ 9:40am

Update Notes:

I. Fixed a few descriptions or item names that were old or missing a word or two.
II. Tweaked the Hive Drone Launcher and Swarm drones.
a. Swarm Drone durability reduced to 0.100 from 0.500
b. Swarm Drone replicate time increased to 1.000 from 0.500
c. Swarm Drone feature NOREGEN added. This keeps the Swarm Drones from regenerating health during their 15 second lifespan.
III. Firefly Drone and HP-Bomb feature NOREGEN added.
IV. Removed excess files in the "Heirs to the Void - A Return from Exodus" folder resulting in a much smaller Mod download size.


Thanks for playing!

Update: 2 Aug, 2015 @ 6:50pm

Update Notes:

i. Swarm Drones no longer leave R when they are destroyed or their flight-time expires.
ii. A few block additions/subtractions made to the Roc Dreadnought
iii. "Easter Egg" joke ship "Der Wunderbus" removed from the fleet palette.
iv. Block "Inscribed Colony Founder's Stone" added to palette.
v. New "Inscribed Colony Founder's Stone" added to ship blueprint "Mobile Colony, Colony Deployed" to anchor the station and keep it from floating around space.
vi. A couple changes made to the Regions.Lua. Testing on these changes still in progress; Please leave comments if you have any issues.

Author's Note: I'm currently at work on the second faction mod for the Heirs to the Void pseudo narrative. Currently it's looking good and work on developing the faction has been going at a surprising rate. Stay tuned for more!

Thanks!

Update: 1 Aug, 2015 @ 11:01am

Very small update to do some last minute polishing.

Update: 1 Aug, 2015 @ 9:29am

Heirs to the Void: Return from Exodus --- Publically Published Online!