Elemental Shift (Alpha)

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Updated to 0.98.12

The link in the opening post has been updated.
  • Various commonwealth stations no longer show up far too late in the game (requires a new savegame)
  • Firtina series weapons rebalanced - adjusted the power consumption on the 500, renamed the 1000 to the 700, increased power consumption on the 700, reduced price on both guns. It's a slight nerf overall.
  • Firtina 300 and omni have been rebuilt as capacitor-based weapons. This is still a little experimental, but they now do more damage against small encounters, at the cost of their performance in longer fights. Their power consumption has also been changed.
  • Typo fixes
Note: the Firtina 300 changes are somewhat experimental, and may need some tweaks. Feedback is welcomed - they're technically an exotic weapon as far as the algorithm is concerned which makes balancing them extremely difficult.
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Updated to 0.98.13

The link in the opening post has been updated.
  • Added zero-slot shields for testing
  • Corsair IIa now has a levelled gun setup
  • Marauders slightly retuned to use zero-slot shields
  • Ranx gunships now rarely carry a dual version of their thermo cannon at higher levels
  • Ranx gunships now use an experimental slotless shield rather than the monopole deflector
  • Several freighters now use more level-appropriate point-defense systems
  • The Wolfen/X no longer has a setup that lacks a non-ammo weapon (swapped from the Dragonfly to the SAR/10 and adjusted the AI settings accordingly)
  • Wolfen/X, Centurion Block 2 subvariant, and the Centurion Black now use an experimental slotless shield
  • Centurion Block 2 subvariant (this is a version only seen in shipyards currently) and Britannia/M now use the correct armor type for their mass classes
  • Steel Slaver now correctly has an omnidirectional weapon (damn you shipclassoverride quirks)
  • Earthzone 1200s as used by anarchists now carry large armor patches, not small
  • Price of Falke 500 smartcannon rounds decreased from 45 to 30 credits each
  • Various tweaks to what kinds of fuel rods/assemblies different NPC ships carry

Zero-slot shields

One of the problems with developing enemies for this game is that sometimes you want an enemy to have a terrible shield so that it dies fairly quickly. Because of how the AI works there's also cases where you want enemy ships to run away when the player fights back, and low-health shields are the best current way to get the AI to play nicely with that. This generally requires either a severely underpowered shield of the appropriate level, or giving ships a shield of a much lower level than the current ship or system level. But that doesn't always make sense: why are the Ranx military using commercial monopole deflectors, or the marauders using level one or two shields past Sanctuary? This version of Elemental Shift introduces a test of a new tool for balancing that allows a level-appropriate shield to have worse stats while still being 'balanced' and thus make more sense as a tool for light gunships, tiny battlepods, and other forms of....well....battlefield chaff. The zero-slot shield is exactly that: a shield that doesn't take a device slot. There's a substantial penalty in terms of hard statistics for making an item slotless, and this very hadily solves the problem of needing an 'excuse' to do so. Stat-wise, they're generally roughly equivalent to being a level below a single-slot shield of the same level, though they often have fast regen and/or recovery times after being depleted. While I don't expect them to be very useful for players, they may find a niche on builds that would normally neglect to have a shield at all, or on ships that are small enough that device slots really count. Their real utility is as a way to experiment with NPC builds that make a bit more sense, and also to look at options for a tiered shield generator system similar to the mass class system for armors as a long-term goal of the mod.

To make this test version of zero slot shields, I've repurposed the existing "A-class deflector" at level one, which was generally only used as a shield for tiny pirate ships and was extremely underpowered to account for that. It's now basically the same, but slotless. I've also renamed and expanded the A-class into three separate shields from levels one through three, which you'll see being used by the charon pirates and marauders on their gunships. There are two other zero-slot shields for now: the Ranx have moved to an all-new slotless shield called the Trondenes deflector, while some NPC fleet and rogue fleet units have swapped to using the R1-B, an improved and slotless version of the R1 deflector at level 5 (this repurposes the two-slot version of the R1-B in earlier versions of the mod. Sorry, it'll come back eventually, it's just harder to balance two-slot shields than zero-slot ones).
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136166
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Dang.
This is real neat, just by looking at it.
Problem is,
I don't own CC.
Maybe I might try SM&M++.
After I have finished my TSB+TBR run.
Mk.3 Dual howitzer + 30% (Hexagene Booster) + Makayev weapon enhancer (+75%) + Wolf-class heavy gunship/Monitor = :D :o :shock: :lol: :twisted:
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Hotfixed to 0.98.14

Fixed a typo in the overwrite of HumanSpaceMap.xml that prevents it from working properly - the Outer Realm extension should now function as intended
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Updated to 0.98.15

All things come to an end, and with this version I am very sad to announce that the Black Stel(k)a is no longer a fragmentation weapon. Unfortunately the sheer number of fragments it produces is too much of a performance hog, so I've swapped it over to a small radius fragment. This will mean more consistant damage....but no more absolutely ridiculous performance, or performance impacts for that matter.

Because the black Strelka was also severely overpowered numerically, this effectively counts as a substantial nerf.

I've also added more shipbrokers to the later-game, given every purchasable hull a frequency value, and done a lot of balance changes.....as well as finally fixing a small but impactful bug that turned up on George's developer stream.
  • Frequency values added to all purchasable ships. This is experimental in general since there have never been enough purchasable ships in the game for these values to really matter previously.
  • Aldrin-class monitor now uses a better but lighter armor on both subclasses
  • Adventurer Outfitters now has a shipbroker screen - currently set to have five ships for sale, this may be reduced later depending on how it feels with more testing.
  • Kartal Universal Tritium Rounds now actually appear in the game (they were previously accidentally set to NotRandom)
  • Renamed all instances of the word "Strelka" to "Strela"
  • Renamed the Makayev launcher to "Strela rocket launcher"
  • Renamed the Makayev missile turret to "Strela rocket turret"
  • Strela rocket turret is now a level higher, fires substantially faster, and requires two device slots
  • Adjusted NumberOccuring on Strelas to be consistent.
  • Strela rockets now have a shorter range and lower speed
  • Black Strela is no longer a fragmentation weapon - you now get a radius fragment instead.
The link in the OP has been updated.
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Updated to 0.98.16

This patch brings some small but significant changes to the mod. Most importantly, you can now actually see how common an item is when you're looking at it.
ItemFrequency.png
ItemFrequency.png (86.17 KiB) Viewed 10460 times
All items will now have a "common", "uncommon", "rare, "very rare", or "special" label appended in dockscreens. Some edge cases may not display these (the stargate control rod, for example), but pretty much everything should just work automatically. This function uses the same system as manufacturer names but is set on the player sovereign (svPlayer) rather than on a faction (eg the corporate labels are all in svCorporate). As a happy side-effect, this means that frequency labelling appears before manufacturer labels on a pretty consistent basis so far in testing. No longer will george players be unable to tell if what they have is common and uninteresting or a rare or unique item they should consider using!

Please report any oddities (multiple frequency tags, etc), as the item criteria system has some quirks that have been causing a few issues getting this working properly.

In addition I've been making some small tweaks and changes as well as fixing some issues that popped up during stream.

Changelog
  • Added frequency labelling to all items (overwrites svPlayer, will conflict with anything else trying to do that)
  • Renamed the plasma shield generator (for now it's the S7 shield generator), made it civilian, and redid its flavor text as part of exploratory work for an upcoming shield overhaul. No changes to its balance have been made yet.
  • Britannia no longer uses the SN1250 reactor, now uses the Koshiba 150 (this means it no longer requires fusion fuel and has a more competitive setup when players are likely to be able to get it). Will likely move up to the SN2500 in the next patch, this was a quick fix for the time being.
  • Ranx now generally use chronimium fuel for their heavier ships, not pteracnium
  • Ranx transuranic armor no longer incorrectly tagged as being from the commonwealth, has a higher repair level (note: this will make the RDN easier to kill in existing savegames)
  • Ranx dreadnoughts now have damage control parties in addition to their patch spiders
  • Added a placeholder module to allow for modifying domina powers in a future version
  • Removed some unused corporate labelling
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Updated to 0.98.17

It's time to bid a fond farewell to the Altay and the Volga-A as starter ships - these have had enough testing for now and they were never really levelled appropriately. Existing savegames will be fine - I convert obsolete starters to rare shipyard ships when I pull them out of the starting lineup rather than removing them entirely so they stay fully playable and savegames don't break. In the next few versions the Altay will receive a couple of buffs to reflect its higher level, and I'll be looking for something to take on its rather entertaining starting gun setup sometime.

Full changes:
  • Rebalanced the Ares Warhammer and Ares Micronuke - this is a tad experimental so still subject to change. Warhammers now have mild tracking, the Micronuke now does most of its damage in a radius fragment with a low-damage shockwave to follow-up. This is still a work in progress but the algorithm says they're good enough for now.
  • Reclassed the Naga and Scorpion as couriers rather than gunships, rebalanced the Naga somewhat (when I can convince one of my peers to do some reskins for me I'll be adding some improved hulls based on them to allow for better progression). Both ships still fit the same niches they did previously, the rebalance is more a matter of tuning.
  • Fiona's scorpion now matches the general class rather than being its own unique monster, has a different setup. (May need some tweaking in future versions)
  • Altay and Volga A are no longer starting ships (existing savegames are fine to continue if you already started in one)
  • Commonwealth Fleet stations now purchase items (they pay a premium for commonwealth military equipment and for the time being will also purchase Ares gear for much less)
  • Rebranded the omni tritium cannon as the RT90 Glaive turret, made it a commercial weapon (note: this has not been rebalanced in any way yet)
  • Added a new omnithor weapon to replace the omni tritium cannon on the Omnithor hunter-killer. I'm sure you'll love it.
  • Adjusted performance stats for the omnithor hunter killer and heavy gunship
  • omnithor heavy gunship no longer uses the omni tritium cannon either
  • Some shields have been rebalanced as a pilot project for a wider rebalancing project, mostly at lower levels.
As always the download link in the OP has been updated with the new version.
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136166
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Oddity: I have the new TSB update, and there are ES ships on the Intro screen.
I like the Mikeno and the Kartal ships, but I don't know how.
There are no ES libraries or mods as far as I can tell.
I don't know where to post bug reports for ES. So it is here.
Mk.3 Dual howitzer + 30% (Hexagene Booster) + Makayev weapon enhancer (+75%) + Wolf-class heavy gunship/Monitor = :D :o :shock: :lol: :twisted:
P.S look in the profile tab Edit Signature to leave annoying messages like this!
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136166 wrote:
Thu May 08, 2025 9:39 am
Oddity: I have the new TSB update, and there are ES ships on the Intro screen.
I like the Mikeno and the Kartal ships, but I don't know how.
There are no ES libraries or mods as far as I can tell.
I don't know where to post bug reports for ES. So it is here.
Arisaya did the graphics for all of those, and is planning to put them into the wider expanded universe in time, so it will be pulling a library that has an alternative version of the classes without the ES tuning. The kartal ships in particular are in ES specifically for tuning for that work eventually.
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136166
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Location: Fighting Solarites and Halon pirates in the Frontier.

Who is Arisaya?
Mk.3 Dual howitzer + 30% (Hexagene Booster) + Makayev weapon enhancer (+75%) + Wolf-class heavy gunship/Monitor = :D :o :shock: :lol: :twisted:
P.S look in the profile tab Edit Signature to leave annoying messages like this!
P.S.S viewtopic.php?f=16&t=9149
P.S.S.S viewtopic.php?f=16&t=9152
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 Aury. It’s complicated, heh. (…Also I did a couple of the freighter designs, but Arisaya fine-tuned the detail work on them. They’re better at that than I am.)
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Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
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Updated to 0.98.18
  • Rebalanced some of the Ares weapons (armor and the ALT are proving difficult enough that they'll probably require a rebalance of Ares ships and stations along the way, so not in this patch)
  • Note that this includes a substantial nerf to the ares plasma cannon - it uses a lot more power and cannot be enhanced by a high-speed loader. Current users may want to hold off on upgrading the mod for now.
  • Rebalanced the Chimeric equipment a little, mostly at the lower end
  • Chimeric armor descriptions (and a couple of weapons) are now spookier
  • Dvalin armor has a more accurate description (no balance change)
  • Renamed the advanced duralloy and experimental orthosteel armor series' - they are now NAMI products under the brandnames "Marquette steel" and "Cuyana composite"
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Updated to 0.98.19

This patch implements major changes to how enhancement items work in the game. As such, it's not recommended to install this patch if you have a game in progress. Enhancement is fun, but it's presently not especially balanced. Generally speaking I've aimed to make it easier to get an enhancement, but harder to boost things into the stratosphere. You can still do that - just not as much as you used to in many cases, and you'll have to work for it. The main change is that enhancement devices are now split - you get a basic device close to the starting level at which a damage type turns up, and then a rarer, more powerful one at a higher level. This means that you can't get your lasers up to incredibly high enhancement percentages right at the start of the game, but you can manage it later on. A similar approach has been taken with consumable enhancement items - there are now two types for each damage type. The standard one, roughly where the old ones were, is uncommon but not rare. It gives a decent but non-stacking 20% bonus. The existing items (giving 10% stackable bonuses) are now at higher levels and are considerably rarer. This (hopefully) encourages moving through the early levels of a damage type before enhancing something nicer. This will likely need a bit of fine-tuning and will definitely need some cleaning up later (unknown item settings are extremely annoying and I'm certain I've messed them up here).

I've also made balance adjustments to the levels and strengths of various armor enhancements. It's not all nerfs though - you can now enhance plasma and positron weapons, though there are no stackable enhancers for these damage types - the non-stackable is all you get. Note that as part of this a lot of names and descriptions have been moved around - if in doubt then descriptions will usually give some idea of how an item really works (I will admit there's a lack of good UI for enhancement items, but that's really a george problem).


In addition this patch implements a number of bugfixes. Full details below.

  • Damage type enhancement devices are now split into basic and advanced versions. Basic versions give a +25% bonus while the advanced gives +50. These do not stack. Also, please be aware that existing enhancers will drop to the +25% value if you load an existing save with this version of the mod. I didn't give you the improved versions because those use a lot more power and are higher level
  • Damage type enhancement items also split: basic gives 20% non-stackable, while the rarer and higher level ones give the existing 10% stackable bonus. Existing items will swap to being the advanced versions.
  • Manufacturer-specific enhancement devices now give 25% bonuses, not 75%. No advanced versions of these yet.
  • Weapon efficiency ROM now only works up to level 8, does not work on anything alien or chimeric
  • Generally speaking, matter and energy weapon enhancements for a given tier are at the same level (previously matter damage types had their enhancers one level higher than the energy type of the same tier)
  • Carbon weaver nanos are less common, less effective, and stop working at a lower level
  • Plasteel nanos now stop working at a lower level (they function up to level 4 now)
  • Various tweaks to prices, levels, and rarity for all the above items
  • Added new duralloy and orthosteel nanos to fill the role that plasteel nanos did later in the game
  • Renamed the existing orthosteel nanos and tweaked how they work (note: they can still be used to augment iocrym armor, but only a little bit)
  • Random enhancements in shops lowered to match the new intended meta
  • Random enhancements in shops now generally use the fixed-percentage enhancers for flavor-text reasons (I invite everyone to read my item descriptions in general, but I had fun in particular with the revised enhancement items).
  • Added an extra Hexphase armor to the game to support actually using the Draco-class some day, swapped that class over
  • Lumiere autons can no longer be ordered at trade posts
  • Bugfix: Meth Enforcers no longer always have the superconducting shield - this was supposed to phase in across levels, but a syntax error made it universal.
  • Bugfix: High-level Vindicators no longer fly sideways due to incorrect spritesheet settings (thanks SkaianDestiny).
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Updated to 0.98.20
  • I accidentally left the advanced version of the particle accelerator out of the mod. So that's fixed now.
  • Added some basic item labelling for enhancement items (they dont' tell you how they work, but at least the rough category they're in)
  • Tweaked some item descriptions to shorten them a little, more pruning will be done for the next version.
Would be more, but I'm going on holiday. Next on the to-do list is tweaking the advanced enhancers to be a little bit easier to get hold of.
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