Galactic Armory Release 1.6.2 includes many bugfixes and optimizations, tweaks to balancing, graphics and texture improvements and new custom particle effects.
Changelog:
Version 1.6.2
- Fixed: Fixed an issue that was generating null-pointer-access errors
- Fixed: It is no longer possible for 0-slot planets to be generated
- Fixed: A divide-by-zero error in the mouse overlay was causing CTDs under certain conditions
- Fixed: Added eRe4s3r's smoothing, UV and carrier gap fix for the Neumon shipset
- Changed: Tweaked the volume of several sound effects
Version 1.6.1:
- Added: 5 empire colors
- Added: 19 empire flags
- Added: 1 loading screen
- Added: 1 alternate version of the 'Neumon' shipset with modified glowmaps (blue lights with yellow-orange engine glow and flares)
- Changed: Reduced glowmap cycle frequency
- Changed: Replaced various subsystem graphics
- Removed: Removed the terrakin_gargantuan model from the terrakin shipset
- Added: New particle effects
- Added: New graphics and textures
- Changed: Reduced starMassFactor by a factor of 1.8 in Realistic Systems map generation to reduce speed of planets rotating the sun.
- Stars are 1.8 times bigger in Realistic Systems while the mass of the star is calculated as radius * massFactor.
- Planets should now have about the same speed in RS as in vanilla.
- Changed: Tweaked TakePlanet range and projectile speed (range 20 -> 50, speed 8 -> 20)
- Balance: Increased Artillery AoE radius from 40 to 50
- Balance: Increased DSM AoE radius from 25 to 40
- Balance: Reduced Artillery base range from 700 to 450
- Balance: Reduced metal cost for repairs and increased repair rates
- Balance: Modified NBC Weapon formula for higher damage increase/level
- Balance: Increased Shield Armor regeneration
- Balance: Decreased Targetting Computer range boost to vanilla level
- Balance: Increased Damage Booster base damage increase by 0.25
- Changed: Subsystems (except armor and hulls) now use Materials to determine their HP
- Changed / Balance: Weapons formulae for damage, delay and range have been changed
- Almost all weapons across the board now use Size instead of Object.Scale to determine the multiplier for damage, delay and range.
- Smaller weapons generally have - relatively - higher rate of fire and DPS, while larger weapons have better range and damage/shot
- Added: High Density Fuel Storage. Offers double fuel storage capacity, but is more fragile than standard fuel cells and explodes when destroyed
- Added: High Density Ammo Storage. Offers double ammunition storage capacity, but is more fragile than standard ammo cache and explodes when destroyed
- Changed: Planet Buster now explodes when destroyed
- Changed: Muon cannon has effective range and decreasing hit rate like other ballistic weapons
- Balance: Increased Heavy Torpedo range and delay
- Balance: Decreased Phased Railgun damage and delay
- Balance: Increased Phased Energy Beam damage
- Balance: Increased Precision Bomb (Fighter/Bomber) damage
- Balance: Increased Torpedo (Fighter/Torpedo) speed
- Balance: Increased Heavy Bomb (Bomber) damage
- Balance: Increased Heavy Torpedo (Bomber) range and delay
- Fixed: AI should no longer spam as many defenses as before
- Balance: Changed Coolant System formula. Firing rate increase is 100% / 1 unit of subsystem size in the blueprint editor, while control and cost increase exponentially with size
- Balance: Changed Rack Mount and Mass Mount control requirement formula (Size * value * sqrt(Scale / Object.Scale))
- Balance: Changed Damage Booster control requirement and power consumption (similar to Coolant System) and damage multiplier (1 + (0.5 * (Scale/Object.Scale)))
- Balance: Changed level impact on Targetting Sensor efficiency (increases sooner)