Thanks! It's taken me a while to reply unfortunately, though in my defense the second month was down to me breaking my shoulder.
I do intend Elemental Shift to be harder than the core game, though I'll readily admit that I do sometimes overdo it. The Antarctica/Aquila fight for example has turned into a nightmare. It's a problem that long-term modders often run into: we know the game so well that our idea of what's normal or easy is far from what everyone else thinks. I'm not sure the Kobol stuff is entirely my doing though. Most of their stuff is just renamed, and they're horrible in vanilla as well.Alandra wrote: The difficulty was sometimes surprising. Getting toasted by the Himal early on when I thought I was well-equipped made me lol and play more slowly. "Why are my stilettos taking so long to reach them? Oh, I'm dead." Later on, some souped-up Kobol warlords devoured me quite unexpectedly.
This is actually the opposite mostly: Because of how some legacy stations work, overriding their stationtypes locks in older versions of that mission code....which then breaks as the game updates. I'll see if I can take a look at those two. Not sure what's up with Sandoval, probably something odd with the marauder upgrades breaking the vanilla code. Hopefully as the game updates to divorce mission code and dockscreens from stationtypes hint hint George this will become less of a problem.Alandra wrote: I see that your custom mission scripting sometimes means things fail to trigger. On the Sandoval scanning mission, no marauders appeared. On the Ion9 fetch-quest, the new "Dvalin-valuable" tag did not appear on any items.
Ammo availability is an absolute pain to troubleshoot in current versions. I'll take another look at it and see what I can do. I try to come up with naming codes for missiles to make things easier to visually parse, but there's only so much I can do unfortunately. There's always room for improvement though (especially if George fixes the stuff that breaks a bunch of lategame missiles).Alandra wrote: The sheer variety of ammo can be confusing, although ammo availability seems fairly well balanced. One exception was the BEL, which I had a very hard time finding ammo for. I believe there was only one Bushido vendor in the outer realm, and the fleet carriers couldn't re-arm me, so I had to rely on a Teraton fabricator.
Heheheheh. Definitely not supposed to happen, but this one's George's fault, not mine! The Gaian terraformer has ancient code hidden in the game engine that's designed to make it fabricate ammunition from the wrecks it destroys. For the default ship using thermo cannons this works just fine. But if you swap it to a non-ammo weapon (and this works on any gun), then it still tries to do it, and instead fabricates extra guns every time it destroys a wreck. Leave a terraformer long enough and you can get hundreds of the things. I think one of the community engine devs looked into it and may have found a fix, but unfortunately it's not something I can do anything about.Alandra wrote: I found 50 gaian nano cannons in a processor wreck. =) Probably not supposed to happen, but I greatly appreciated it, bc the credits and rin allowed me to try out more of the new equipment. I found the cannon itself surprisingly mediocre for a level 9 weapon of an unresisted damage type.
...it took months of head-scratching to work out what was going on with that.
And yeah, exotic weapons are often pretty terrible. All I can say is the algorithm thinks it's fine, but it's not really intended for the player to go wild with.
It does! A belated thanks for playing and sharing your feedback.Alandra wrote: Anywho, I hope this helps.
I'll hopefully be able to resume some small-scale development soon as my arm function comes back, but currently my typing time is limited and mostly taken up by my job (even with halved hours while I recover).