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Post by fyi on Jan 26, 2024 14:13:00 GMT -7
when trying to download the latest version it says i must request access - you'll need to change your dropbox settings to allow anyone with the link to view
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slowriderxcorps
Verified Addon Dev
Posts: 17
Discord Username: slowriderxcorps
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Post by slowriderxcorps on Jan 26, 2024 15:43:16 GMT -7
I still can't work out what's going on with the DB link, if it's an isolated incident or what else. For the time being, I've set up a secondary download link via MediaFire. The main reason I used DB for this long was simply that I could very quickly and passively update the mod (or anything else for that matter) without having to go well out of my way to do so. Hopefully I don't have to go even further and put every other piece of mod work I've ever done on MF as well now...
ADDITIONAL 1 (2/FEB): A new weapon has been added that should prove effective in messing with crew's ability to much of anything... within reason, of course.
ADDITIONAL 2 (9/FEB): Another new weapon has been added, the end result of my attempt to make a burst-chargelaser hybrid coming apart due to FTL not being able to comprehend such logic.
ADDITIONAL 3 (11/FEB): A major bugfix has been made that prevented the intended new unlock method of reaching Sector 8 with a given ship for working with every class of Cruiser on the first page apart from the Kestrels... aka the only ones I got the time to play in 5.4 beta testing. Also added hopefully-correct support for the Hektar Modular Collection mod to Part III.
ADDITIONAL 4 (Same): Part III has been upgraded to support the R&D and Tradition N Experiement mods.
ADDITIONAL 5 (12/FEB): A massive number of errors with the previous update to Part III have been corrected. In addition, I've also altered the appearance of names for IPS tech (both with and without Part III) to appear less in-your-face when compared to anything else you may come across, whilst still clearly explaining it does come from IPS.
ADDITIONAL 6 (Same): Turns out Dino's Hangar also adds a select few simple weapons of its own. No mod gets left behind: it's been added to Part III's support list.
ADDITIONAL 7 (19/FEB): Aside from minor corrections here and there, the Rail Driver's graphics have been recorrected to give them back their charge glows after the reshading pass. Bio's Fleet has been added to Part III's support list. ...and judging by what I'm seeing in Notepad++, the Arsenal+ sidemod will *not* be receiving Part III support. That seemingly has more blueprints in it than *everything else combined*. And I wish I was kidding as I typed that.
ADDITIONAL 8 (25/FEB): A new supporting Combat Drone has been concocted and added to IPS. I was not anticipating having to pull out the LuaTech to make this thing work...
ADDITIONAL 9 (1/MAR): A new Renegade Weapon has been... assembled. And I use that term in the most peculiar way.
ADDITIONAL 10 (4/MAR): Every one of the Renegade Weapons now has a Chaos variant. I went there. Since there are still no cruiser fights, these weapons can only be gotten via beating the Explorer encounter either in Chaos Mode or under 'unconventional circumstances' which can happen outside of it. They will naturally also be available in the Wrecked Bomber reward lists via Part II.
ADDITIONAL 11 (10/MAR): Another fix was made to adress the incorrect implementation of Tully Text for the Next-Gen Cruisers. Turns out the tech I borrowed from Gabe to make it work had to be adjusted because 5.4 changed one value... as always is the case. Also a bandaid fix has been put in place for a specific Social event not triggering while I try and find out a more ideal solution that will be futureproofed for later updates.
ADDITIONAL 12 (7/APR): Been a hot while since I last remembered to post Additionals here. There are now two more lines of Cruisers that have been brought over from Advanced Arms, with a potential third line waiting in the wings for if I can figure out what the heck to change their loadouts to, as back in AA most of them are reliant on GB2 weapons. Some other additional changes here and there, too.
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slowriderxcorps
Verified Addon Dev
Posts: 17
Discord Username: slowriderxcorps
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Post by slowriderxcorps on Apr 22, 2024 4:53:22 GMT -7
I guess this is a Quarterly update post of sorts? Mostly just to push into greater awareness the list of Additionals that have happened since late January, but also to add one more to that list: The number of Uniques currently present has increased from 1 to 3, and all of them now have their own Crewser. The ID of the only one that existed beforehand has changed so that they all occupy the same slot, which means it will need to be reunlocked. At the very least, it's just one ship. And if I can think of a new layout (ie, an Ardea C) to occupy where it was previously, then that will be unlocked by proxy.
Now to figure out what to get sidetracked by for the next few weeks again...
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slowriderxcorps
Verified Addon Dev
Posts: 17
Discord Username: slowriderxcorps
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Post by slowriderxcorps on May 25, 2024 15:21:29 GMT -7
Several more new mods have come out in recent weeks, and IPS3 has been amended to take account for all of them (as well as one or two that I somehow missed). The mod also properly accounts for Fishier Than Light and even adds a very peculiar fish to its roster. Although aside from that, my progress in further ideas has stalled due to fatigue, and I can only hope I can recover from it in due time.
Mostly I'm just posting this so a certain Wither actually sees that he needs to update after... well, being told multiple times to do so and nothing happening. We truly live in a special place.
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slowriderxcorps
Verified Addon Dev
Posts: 17
Discord Username: slowriderxcorps
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Post by slowriderxcorps on Jun 12, 2024 1:18:36 GMT -7
Pace is slowing a bit due to getting sidetracked and fatigued in general, although I did just have to push a pretty important fix for a Quest to correct its spawning requirements.
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slowriderxcorps
Verified Addon Dev
Posts: 17
Discord Username: slowriderxcorps
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Post by slowriderxcorps on Jul 16, 2024 14:55:58 GMT -7
Bit late to mentioning it over here, but another playable ship w/ variants was added, as well as a new species of crew that will absolutely require some more events put together for them in the future.
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Post by SilentKombatant on Jul 16, 2024 16:08:30 GMT -7
That new species is uh, something else
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Post by HalfEnder776 on Jul 18, 2024 16:06:48 GMT -7
Could the Speed Controller be separated into a different mod?
i like it's UI over other Speed Controller mods for multiverse
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Post by Urusa on Aug 18, 2024 19:08:35 GMT -7
Thanks for great mod. Is there any "list of ids" for this mod? cause sometimes I just want to use same weapons for just fun, but it is hard to find the name and ids of all these weapons, especially "looted" things. Name in mod image folder is not the real id, so I cannot figure out. Please help. Thanks
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