Features Changelog
Fleet Sharing Changes:
Fleets can now be shared according to faction permission levels. By default, fleet sharing is set to Personal.
Fleet Quick-Command Wheel:
A brand new quick-command wheel has been added for fleets, allowing players to send pre-defined commands to their fleets with ease. Activation is simple - just press and hold the Left Control and Tab keys. If you want to add a new command, just left click an empty slot, and if you want to remove one, right click it. Moreover, if you register a command that requires coordinates as arguments, you can specify relative coordinates using the ~ operator. For instance, ~ ~1 ~ would translate to the sector directly above the player. This relative coordinate functionality has been incorporated into other coordinate input menus as well.
Fleet Escort Command:
Fleet Escort will make members accompany their flagship, engaging in combat with nearby enemies while keeping a close distance to the flagship. If the flagship is destroyed, the fleet will automatically switch to defend sector mode.
Fleet Standoff Command:
Fleet members will stay away from close combat in Standoff mode, and instead attempt to remain at the maximum range that their weapons can fire at.
Fleet Repair Command:
Fleet members will make use of Astrotech beams to repair friendly ships (provided they possess them) and will prioritize ships under player control. By default, if the fleet is in combat or enemies are close by, the fleet will first attempt to move to a safer distance before attempting repairs.
Fleet Interdiction Command:
Fleet members will use FTL Interdictors if possible, preventing hostile ships from jumping out of the current sector.
Fleet Defend Changes:
The maximum distance a Defending Fleet will chase a target has been slightly reduced from 2 to 1.35. This change was made as Defense Fleets would get too easily distracted and lured away from their defense target.
Astrotech Improvements:
Astrotech beams no longer require resources to be used, and can now be used to repair damaged ships and blocks, making them much more useful. However, the combat timeout is still in place to prevent any potential abuse.
FTL Interdiction Improvements:
FTL Interdiction systems have had their overall RC and power cost reduced.
In order to balance these changes, FTL Interdictors will be deactivated if the entitys shields go down. Additionally, if a ship is interdicted, the controlling player will be notified of the interdiction and its source.
Balance Changes
Low Damage Chamber:
This chamber has been disabled due to balance concerns. Specifically, it was proved to still be possible to make near-immortal ships simply by heavily focusing on shield capacity and having a Low Damage 2 chamber. Note that there is a config option to re-enable this chamber if server owners wish to.
High Damage Chamber:
This chamber has been disabled due to not having any meaningful usage in most if not all combat scenarios. Note that there is a config option to re-enable this chamber if server owners wish to.
Chamber Requirement Changes:
The default ratio of chamber blocks per reactor block has been reduced from 0.1 to 0.07. This should give players more room for their ship interiors and systems.
Cannon Base Damage:
The base damage for Cannon weapons has been increased from 13.53 to 15.5. Cannons felt underpowered compared to other weapons and therefore we want to encourage their usage more.
Cannon Cannon Damage Nerf:
The nerf value has been reduced from 6.53 down to 4.7, as the weapon felt a bit too underpowered.
Cannon Beam Damage Buff:
The default damage buff has been increased from 6.39 to 7.65 in order to make Cannon Beam more viable in combat.
These are just some base balance changes, and while we feel more needs to be done in order to fix the current issues with combat, we also want to give the community time to adjust as well as to provide feedback.
API Changelog
Custom Add-On Use Listener:
Modders can now make use of a new Fast Listener event to implement AI usage of custom reactor module addons.
Bug Fixes
- Fixed bug preventing owners from making changes to their fleets while the ownership was set to shared.
- Fixed bug that prevented shared fleets from being used if the owner was offline.
- Fixed bug causing Fleet Patrol to only run the route once then revert back to idle.
- Fixed SegmentPieceKillEvent not firing soon enough.
- Fixed SegmentPieceDamageEvent not firing soon enough.
Thanks to the modding community for this update!
If you wish to contribute or help otherwise, feel free to join the discord. https://discord.gg/Mde9ChnG4c
[ 2023-03-27 00:21:12 CET ] [ Original post ]