Attention Architect!
Patch 244 released.
Build `20241227`
I have been busy with Annihilate The Spance, my team's big project. But I have squeezed my freetime out to bring you this update with a large number of changes. Shield Nerfs and adjustments, bug fixes, UI improvements and feature work. Alongside a wonderful update to the core engine's performance and rendering.
Shields
- All shields are now modular, and can be attached to hardpoints.
- Shields have some nice unique visuals.
- Significantly increased the cost of all shields. ( health for awe cost 8:1 > 4:1 )
- Set all shields to a reactivation threshold of 50%
- Set all shields to an energy-for-regen cost of 2:1
- Soft Shields now have a 30% minimum size to reduce some of their more powerful behaviours.
- Shield heat regen has been reduced from 25% to 20%
Point Defense
- Added overkill prevention to PD. It's a bit finnickey at times, but it works well enough. Let me know.
- Alkana PD is now burst fire.
- Rook PD has more sustained fire.
Reactors
- Reactors have been replaced with 4 scales of module reactor that can be attached to hardpoints.
Thrusters
- Increased the thrust power (and price) of most all higher tier thrusters to give way more UMPH.
UI / Workbench
- The Block Palette has been overhauled to offer a clear view of the blocks and fit more on screen.
- When selecting a block from the palette, it will now "stay" in your hand while you build. You can clear your hand with Right Click.
- If you have nothing in your hand, you now have a right click block picker. No need to hold ALT, or go back to the palette to keep building. More convenient.
- Various UI fixes and adjustments.
- Various fixes and adjustments, including a fix to undo for individual blocks.
- I've been working on this in my off time for about 4 months, I've probably forgotten something.
Build: Win_VectoredArmada_20241227_1206
Shield My Hubris
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