Space Pirates and Zombies Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Space Pirates and Zombies Update Released

    Added Bounty Hunter Faction
    - 10 new advanced and highly tunable Bounty Hunter ship hulls.
    - Player can also obtain new bounty hunter ships
    - Global Bounty/Respect system
    - Bounty Hunter Starbases (Strongholds)
    - Hire Bounty Hunters as ambient helpers
    - Hire Bounty Hunters to clear warp gates
    - Hire Bounty Hunters to clear infections (Chapter 4)
    - Bounty Hunters can insert themselves into any mission within their borders.
    - Extortion demands on leaving their systems
    - Additional Chapter 4 BH protection/resistance strategic element.
    - Achievement for destroying a Chapter 4 bounty hunter stronghold.
    - Bounty Hunter audio chatter

    Added Arena
    - Arena accessible through Bounty Hunter Strongholds
    - 150 Challenges Total
    - 10 ladders
    - 5 tiers per ladder
    - 3 difficulties per Tier
    - Specialist reward for beating a ladder on each difficulty level.
    - Achievement for winning all arena events

    Added AlienFX™ Support (Requires AlienFX™ lighting hardware and DLLs)
    - Lighting Modes (per light):
    - Nebula Color (default)
    - Ship Status
    - Capacitor Capacity
    - Hull Integrity
    - Shield Integrity
    - Custom Coloring

    Changes:
    - Projectile 20% weaker vs. Shields.
    - Projectiles 12.5% weaker vs. Armor
    - Projectiles 33% weaker vs. Hull
    - Explosives 12.5% stronger vs. Armor
    - Explosives 20% stronger vs. Hull
    - Energy 10% stronger vs. Hull
    - Specialist drop chance 150% higher
    - All hulls have 100% more health
    - Mass Bomb secondary explosions 20% sooner
    - Individual Star system tech level spending rebalanced to prevent grind
    - Reworked tech tree to be deterministic and evenly distributed
    - 50% more research blue prints distributed on game start
    - Energy Burst Cannon damage lowered 25%
    - Zombie critter damage 33% lower
    - Zombie critter max population 33% lower
    - Point defense damage increased 50%
    - No faction relation changes on mothership assaults
    - Weapon boosters 20% less effective
    - Huge core mining beam available on any huge beam mount
    - Torpedoes do 20% less damage
    - Torpedoes have 50% less health
    - Early story flow distributed better to prevent long system jumping grinds
    - Double mount turret from 3 to 2 blueprints
    - Fusion Beams 30% longer range
    - Mass driver damage lowered 33%
    - 4 Black boxes per huge hull from 6 (to combat Bounty Hunters better)
    - If frame rate dips, effects are less likely to play.
    - Gravity missiles from rare to uncommon
    - Huge ship AI upgrade. Much better at attacking stations and kiting.
    - High capacity reactor given better charge rate, only 5% less than basic.
    - Double turrets from rare to uncommon

    Fixes:
    - Large goon pod pickups at mothership and beacon now report 10 goons instead of 1
    - Round off error with Slaver bonuses.
    - Optimization pass to many systems.
    - Save game CRC checker to prevent corruption

    More...
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