Initial collection of fixes. Installation instructions and in-depth changelog in the READ_ME file. Readable changelog below.
Included previous community fixes:
Fixed Restrictors' first mission(it was impossible to give Information Analyzer to the base), NASP-M013 name, spelling mistakes, some minor unlisted/unknown fixes.
Modv1
Changelog:
Miscellaneous fixes and changes:
Fixed Capacity display in glider overview/exchange screen
Kill zone strength reduced by 10x(you still die instantly)
Weapon mechanics are now consistent with in-game hints and descriptions
Molecular weapons always have ammo mechanics and pierce shields(absorption) if the damage is high enough
Energy weapons cannot pierce shields anymore, regardless of damage
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Two gliders tweaked:
Demon Shadow and Scorpio hopefully made serviceable.
Demon Shadow hull(7000 -> 9001), weight(2700 -> 4000), cargo capacity(3500 -> 4200), standard(3 -> 4) and price(135000 -> 185000) increased
Scorpio hull(800 -> 1800) and price(50000 -> 80000) increased, weight(1400 -> 1000) and cargo capacity(3000 -> 2400) decreased
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Some light weapons tweaked, almost no functional usage changes:
Four-Barrel Impulse Emitter fixed and changed, DPS almost unchanged
Impulse Laser Type-2 rate of fire(350 -> 700) and damage(100 -> 50) fixed, DPS unchanged
Plasma Cannon damage and DPS increased slightly, ammo regeneration doubled, ammo count reduced(500 -> 250)
Infranuclear Plasma-Thrower damage and DPS increased slightly, ammo regeneration doubled, ammo count reduced(1000 -> 400)
Ray Laser Type-2 moved to Standard 3
Nuclear Cannon damage and DPS increased very slightly
2-Barrel Nuclear Cannon damage and DPS increased very slightly, moved to Standard 3
Three-Barrel Nuclear Cannon damage and DPS increased very slightly, moved to Standard 4
Microwave Emitter continuous fire time nerfed(10 -> 8)
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Heavy weapons tweaked, no functional usage changes:
Most Heavy weapons are now Molecular.
Annihilation Cannon ammo count increased(50 -> 80)
Tower Gun projectile speed increased by 25%
Power Clots Generator fixed, functionally same, added ammo regeneration and count
Rapid-Fire Electro-Magnetic Cannon fixed, functionally same, added ammo regeneration and count
Field Destabilizer changed for consistency, functionally same, added ammo regeneration and count
Plasma Vortex fixed, functionally same, added ammo regeneration and count
Positron Bombing System changed for consistency, functionally same, added ammo regeneration and count
Tachyon Heater changed for consistency, functionally same, added ammo regeneration and count
Chaos-Emitter fixed, functionally same, added ammo regeneration and count
X-Particle Accelerator fixed, functionally same, added ammo regeneration and count
X-Clot Emitter changed for consistency, functionally same, added ammo regeneration and count
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Fixed the cluster**** that were the Cluster Bomb, Cluster Missile and Cluster Chaos Missile Type-2:
All three should now work as expected when fired, break apart into expected amount of extra munitions and deal correct damage.
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Some equipment tweaked:
All shields absorption increased by 20
Anti-Missile Defense System energy use reduced(500 -> 400)
Masking Cover energy use reduced(2500 -> 2300)
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Special thanks to:
Supercluster Discord server
лучше бы мод к возможность вступление к первым или синигр с искателями зделали бы мод
Мод для них уже существует на сервере "Supercluster" на Discord.
Вот ссылка: discord.com/invite/4Jf3EBc