Shrike's Ultimate Overhaul (DEV)

A place to discuss mods in development and concepts for new mods.
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"SUO" will be released under the name 'Elemental Shift'...soonish. Precisely soonish.

Thanks to RPC for doing a testing run of Charon, I now have a bunch of things to rework to improve it.

Edit: I'll be looking for a few other testers over IRC in the not-too-distant future as well. First, I need to address the problems highlighted by this initial second-opinion.
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Elemental Shift is on track for an initial release, probably next month, possibly the month after if not, and I'll be looking for more testing soon. the initial release focuses more on the early game stuff: I've pruned out all my gaian and fleet stuff until I'm able to test it all properly and refine it. Mostly. The penitents, Outlaw miners and the new Kytryn blaster will probably be in there, along with the extremely late-game Messenger V missile. Right now I'm changing the Kronosaurus so it's not just a Tripoli with better weapons disguised as a frigate, and adjusting Marauder ships a little. Not much though, only the Tripoli and Drake. And their stations are tweaked a tiny bit as well. I also need to add another way to get Volkov, and possibly tweak Jenna a bit. Later on, I'll add Fleet/Rogue Fleet stuff I've drafted now, and see about other stuff as well. Oh, and the Ares warhammer and Kytryn launcher. Both of them get visual changes, and one of them is mildly hilarious to old-timers.

Turrets sadly did not make the final cut, and got pruned in the latest round of changes. They're just too glitchy to use and didn't really add anything. I might try again later. The Charon Fortress has also lost the blue beams of death. Never fear: They're still in the game. Somewhere. I still have to work on the gun though...I'm reworking it considerably and it may change quite a lot (right now, it's a bit *too* scary). Edit: Now the beams of death on the fortress are a nice GREEN.

New in the latest version: As well as changing XMH armor radically (Hint: Don't shoot the charon fortress with particle weapons), the old NAMI launcher that we know and love got a few tweaks. The XM300 is now a straight-line unguided (still military) variant on the Lucifer called the 'Demon', and the old XM300 is now an illegal missile, also called the Reaper. It's a sapiens specialty now. Speaking of them...some ships that normally use blast missiles will sometimes open combat with a VERY small number of nukes to try and wipe out your shield. Eventually, I hope to add/change enemies to use things like my nifty EMP missiles to open engagements (Hi, Trenton shield users with bad armor. I hear you're enjoying your day today!) and disable targets before closing to finish them. It's hard to do though, because ships don't fire their missiles for any tactical reason...you have to cheat and order them manually in the items table.

I'm also considering unbundling SM&M and updating it separately. There are a few smallish changes to it, but it's close enough to the original that it can survive as a standalone with a "Please download this as well"...and it sorts out the UNID conflicts. When I work out the way graphics work in T, I might try working out enough of how Luminous works to write a few new explosions for SM&M, since I'd then be able to export and USE the graphics from it.
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I've added a new corporate station and added security to a bunch of other ones. Latest testing shows the Laser Cannon Array is actually potentially overpowered, so I need to test it out and see if it's a problem with the gun, or if the enhancements were causing it.

I've also toned down the Kronosaurus by a tiny bit (it no longer opens combat by nuking you), but it's still a seriously hard battle. It's entirely possible to cheat and lure it near certain stations to make it a cakewalk (Tinkers are particularly bad, since they use EMP weapons)...that's next in the pipeline of "things to consider". Along with miscellaneous item renaming. How the heck do ice farms make goods specifically described as a specialist export of Europa? I'm renaming stuff to fix that up. (Not going to try reworking factories though, so they'll still make the finest sapphire gin out of acid and uranium ore). I'll possibly change Starton Eridani to sell Eridani mineral water as well (how do you make MINERAL WATER on a space station? Mine asteroids and powder them into the water?), thus bringing it into lne with the item description (might have a valuing system based on how near the water is to Eridani as well, ala the Incandescent fruitstuffs).
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Latest tweaks:

-XM900-family weapons (XM300, XM900, CRM900, CRM700) have a prettier hit effect. (They still do not work effective against large stations due to an engine issue)
-Textile stations ONLY sell textiles now (or at least, they should. Might have to add some tags to fix this)
-Added the new MAG launcher to Elemental Shift

The updated MAG launcher delivers what the original items description promises: A sophisticated launcher for any situation. While still limited to the vanilla munitions (so no tracking munitions), the new MAG launcher boasts three firing modes (Big thanks to Atarlost for pointing me to a piece of Weapons Extended 4 that allowed for this to be done). In "Grenade" mode, you have a short range, low collateral damage (in theory) function for dogfighting. "Minelayer" mode does just that: deploys the MAG munitions as static grenades with an extended detonation timer. Finally, "Bombardment" mode. This gives grenades a universal 100ls range, adds a failsafe to the munitions to prevent "accidents" happening at close range with the splash MAGs (so you can't use those at close range without switching mod), and uses a bit more power than the other two modes.

Next up I'm planning a potential early-game third-party missile for the NAMI launcher, and potentially better explosions for other thermonuclear weapons based on what I've done with Lucifers.
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The SM&M+ project has been revived and split off from Elemental Shift. I'll release it separately 'Soonish', probably some time during this week.

It includes the NAMI Mine, NAMI Heavy, Azriel, Ares and MAG launchers and the munitions I've made/tweaked where required. It is intended to be balanced, however due to lack of testing, this is not guaranteed for the initial release (any issues raised will be addressed with patches). Keep in mind that patches are planned to change things in future, especially as Elemental Shift develops.

The classic NAMI launcher itself is NOT included, as this affects in-game balance significantly unless the corresponding overrides are made to the Sapiens. It will be bundled with Elemental Shift instead to avoid the player getting overly nuked.

SM&M+ is required for Elemental Shift to work, but Elemental Shift is not required for SM&M+ to work.


With the release of SM&M+, support for SM&M Classic will cease, and further updates will not be made unless requested by someone with a great argument for it. However, since SM&M is the backbone of the new version, this just means I'm leaving the old mod up (which will not be patched for compatibility with Elemental Shift/SM&M+) and putting SM&M+ up as a new mod (which effectively, it is).
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Due to RL stuff (I have a funding award/thing to apply for), the release of SM&M+ has been rolled back to NEXT week.

Specifically, Shrike's Mines & Missiles + and Elemental Shift will be released concurrently on the 5th of July*. This is, incidentally, my birthday. As a bonus, I've redone the compatability with vanilla for the NAMI launcher, and so it will in fact be appearing in the standalone SM&M+ version.

After that, I'll get to work on the first post-release patch, which will hopefully add a bunch more late-game tweaks, as well as refinements to existing things (Remember: feedback is nice!). When the mod exchange goes up, depending on exactly when this happens, I may briefly move Elemental Shift to a pay-for-download system to fundraise for my volunteer trip to Costa Rica. After I've finished raising funds for it though, it would go back to being free.

Current feature list (I'm probably not adding anything before release, and I'm leaving some stuff out for surprise value, but here's the basics)

SM&M+:

-Classic SM&M content (NAMI Heavy & NAMI Mine Launcher rewrites and aummunition. With a couple of minor tweaks)
-Anything using the same warhead as the XM900 has a slightly prettier effect now.
-Tweaked NAMI launcher
-New NAMI missile: XM300 'Demon'. Ever wanted a non-tracking Lucifer with the extra range of a KM100? Well now you can have one. They're reasonably common as well.
-Revised NAMI missile: the old XM300 is now an illegal missile that only the sapiens use. Sorry to those who liked it, but it's gonna be harder to use them now.
-New 'Azriel' missile launcher, currently set as a Bushido weapon.
-5 new "Messenger" missiles for the Azriel launcher. **Note: Balance for these missiles is currently inadequately tested, and patches are probable**
-Revised MAG launcher, with three fire modes (Grenade, Minelayer, Bombardment)
-New Warhammer projectile graphic for the Ares launcher, which will be hilarious to anyone who's played older versions of Transcendence.

This will hopefully be expanded in future patches: The SM&M+ release is designed to allow standalone use of the launchers without the changes to vanilla brought on by Elemental Shift. Launchers and missile-weapons are quite rare ingame compared to "normal" weapons, so I expect to have a long future ahead adding to them and improving them with patches to SM&M+.


Elemental Shift:

-Partial implementation of the tweaks of SM&M+ into gameplay. Eventually I aim to have every bit of SM&M+ used in ES.
-New tenhove sentinels
-New lategame version of the longreach
-New and improved 310A Aegis Auton
-Himal now slightly dangerous
-One very special new gun and optimiser
-Laser cannon array is now a decent weapon
-Charon overhauled with new Drake and Kronosaurus. Korolov tweaks in a few places (refinements coming in later patch)
-Charon battle reworked. Saving the base isn't all that hard now. Clearing the system though....
-Outlaw miners now a bit tougher.
-Playerships over-written to try to rebalance reactor strengths.
-XMH armor completely redone as a specialist armor
-New *Legal* cancer dust, which is exactly the same as the death-cartel version, only more expensive and legal.
-Heliotropes reworked with different gunship armor, better blinder cannons, and more blinder cannons on ships/stations.
-Penitents now improved with better weapons and sneaky armoring.
-Tinker Gathering rebalance Part 1 implemented (New recipes for the mid-late game, new station defenses)
-Maruaders reworked with a few tweaks to some of their ships.
-Hotels, Trading posts and Insurance dealers now have autons or sentinels guarding them (Known bug: These inherit the auton base class at present, so they show up in your command screen).
-New corporate stations to find later in the game (they're revised versions of early-game ones, plus a brand new one)




There's still some stuff to patch and fix before release, but I'm on track for it (in fact, I'll be ready ahead of schedule), and I'm already doing preliminary work on the next part of Elemental Shift.


*New Zealand time. Don't ask me when it'll be up for peeps in other timezones.
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Today I added a preliminary tweaked version of Starton Eridani (try to find the changes. One of them is a fix to a vanilla continuity error), the militia fortress (they now stock the XM300 Demon as well as the Lucifer and Broadsword. You'll need to be a Major to buy them. I also fixed a mission that would otherwise be a continuity goof when run in ES), and the corporate auton dealer. I also found that Azriel was an ancient version with hideously overpowered missiles. I've nerfed it, possibly too much. We'll see. The EMP missiles are still neat, if you can hit with them.

KNOWN BUG:
Auton dealers and corporate trade posts use autons for defense, and these currently interfere with the auton controller. I'll patch this ASAP, but until I do, individual ordering of autons around these stations may be problematic. It shouldn't crash, you'll just be clogged with autons that aren't yours (and thus, can't control). The fix will be making duplicate station-guard varients that don't inherit the auton controller. This has quite a lot of uses later on, and frees them up to work with ships other than the player. I'll see if I have the time now, but it might be a post-release fix. I'm also planning to make new autons for the game as well, possibly including illegal ones at some point.
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I released the Mines & Missiles + part of Elemental Shift yesterday. It's technically part of ES, so I'm going to pull it out of MOTM when that rocks around.

Final tweaks to the core of Elemental Shift 1 continue. Today I tweaked the Zulu, Zulu-II, Corporate Armor dealer and the CW infosign. I also added a new corporate station where you can sell industrial supplies (hint: Uranium rods are industrial) and certain food items and spices, and pick up booze. A whole bunch of items got small edits to their descriptions as well. Zulu-II's may or may not be tweaked back again...right now they're tougher than their vanilla counterparts.


I've removed the reactor tweaks to the playership and killed two birds with one stone on the wolfen by replacing the Hullplate ioniser with a Type II deflector (my choices were limited: There's only two level 2 shields in vanilla). This seems to fix both the ships immunity to the centauri, and its ability to overload its reactor with the starting setup. This does necessitate a slight change to playstyle in the early game, but it's still a nice ship.

(On the note of centauri, the shells from their standard guns travel considerably faster now, and the ships themselves turn and move slightly faster. They're still a joke, but they can kill hornets at a 1:3 Kill/Death ratio, which is a lot better than vanilla. Heavy raiders also get this increase to agility and speed, but can still be defeated by getting behind them and staying behind them)
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The Elemental Shift core mod goes out tomorrow, along with a slight update to SM&M+. Turns out having the Azriel launcher as a bushido item meant you could get the antimatter missiles right after St. K's.
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After an initially lacklustre performance, Elemental Shift is now up to about 35 unique downloads, which is pretty nice.

I've already started on the first of two major patches that I'm bringing forward before adding more ships/stations content.


The Kinetic Overhaul Pack will basically take every kinetic weapon in the game and revamp it in some way. It'll also review every enemy that uses kinetic weapons and tweak them to rebalance their setups after these tweaks have been made. I've done some preliminary work on this, and it's looking great. Kinetic weapons still aren't as easy to aim as big, colourful laser beams...but they're a lot nicer than they were. I've also overhauled the Actinide Waste Cannon as part of this, changing it from Blast to Kinetic and completely redoing the way it works. This will hopefully come out as a patch to Elemental Shift (and possibly a standalone) sometime in the next month or three.

The Armor Rebalancing Pack will be an extremely ambitious project that will probably take many months. I aim to rebalance every armor in the game, to make armor choice more about balancing advantages and disadvantages, rather than just choosing the one with the higher numbers for everything. This will be extremely difficult, and break compatability with other mods even more than everything else I've done. It will, however, be very interesting. I'll be over-writing the standard damage curve (which may mean I extend this out to shields as well) in some way to make this happen. It'll also require extensive rebalancing and tweaking of NPCs so that they work with the changes I make. This is scheduled for release in 2013, but may happen before then if I'm lucky.

These two packs pave the way for further rewrites of the Stars of the Pilgrim adventure (or possibly a standalone adventure, if an easy way to make adventures ever comes my way) that should remove the "tiered" damage system in human space. Some damage types will generally be better than others, but it will not be a linear tiered system. Except the Iocrym, which as super-advanced alien machine things are fully allowed to be immune to things they shouldn't be immune to.
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