Version 1.0.15
Bugfixes and balance improvements:
YellowMiner has been updating and adding to module and decal graphics:
Modding-related stuff:
- Rebalanced large dust tanks, reducing endcap lift by 50%. (Note: I will be releasing another balance update soon that reverses most of this nerf, so don't panic and redo all your designs just yet. :D )
- Fixed endless reconnect loop when resuming a conquest game with mods.
- Fleets that only have boarders and no weapons no longer just surrender.
- Fixed some AIs failing to research technologies and getting stuck on old ship designs.
- Updated all translations.
- Armoured doors are no longer weirdly super-heavy.
- Projectiles now have an impact force, pushing back the target they hit, defaulting to half their recoil.
YellowMiner has been updating and adding to module and decal graphics:
- Many more decals are now flippable and colourable.
- Many new decals, including anchors, side lamps and lanterns, smaller ornate coats of arms, bigger roundels with charge, more masts, struts.
- Struts and solid shapes have been reworked and have their own category.
- Stained glass windows are now paintable and have more variants.
- Other minor graphics rework.
Modding-related stuff:
- You can now adjust the targeting weight of modules, making them more or less likely to be targeted by enemy gunners. See the keels for an example.
- Graphics are being moved around and shifted to the new modules spritesheet, but the original spritesheet will remain forever so as to not break mods that refer to it.
- You can now set ammoPerClip = 0, clip to something greater than one, and clipReloadTime to some number of milliseconds to make ammoless weapons that fire in bursts.
- You no longer need to specify the offset in external appearances if it's 0, 0.