shinx
Verified Addon Dev
Posts: 14
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Post by shinx on Aug 6, 2023 14:49:29 GMT -7
Version: 2.1 Description: This mod allows for more modifications to be made to your humans, similarly to how the onboard lab works. You need at least 1 human onboard and an extra option will pop up in your box menu. From there you can modify either weapons, armor, helmets, and now equipment. Upgrades can be done to help humans be stronger in combat or better at maintaining your ship. Have your humans reach heights that rival even the toughest of races. Many playstyles are supported and the mod includes over 110 upgrades!
Main Features -Large Tech Tree for Humans, offering heavy customizability. -Varied playstyles for more interesting and powerful boarding. -Support playstyle to boost your other crew. -Ship-focused upgrades that repair faster, provide extra power, and defend your systems.
"The Multiverse is your reference, the sectors your color palette, humans your canvas, and you the artist."
(All versions will be posted here) Upgrade/Tech tree (Includes costs. Doesn't include upgrade effects) A couple notes:-All upgrades affect regular humans, medics, and human engineers. -Soldiers are only affected by headgear and rifle upgrades. -MFK aces are NOT affected. They have already had their training and use their own armor and weaponry Works with Multiverse 5.4+ Works best near the bottom of load order. No known incompatibilities.Patchnotes at the bottom as always. -Developer: Shinx -Special Thanks: Gabriel Cooper, TerryIsOP
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Post by ben3death on Apr 21, 2024 2:27:52 GMT -7
Love this mod. Any chance it will be updated for 5.4?
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on May 10, 2024 14:47:42 GMT -7
Wow thank you very much. Yeah I can work on it, just need a bit of time. Is there anything you'd like me to add or change?
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on May 11, 2024 11:52:55 GMT -7
1.2 Changes:
-A few upgrades have been shuffled around the armor path. -Updated to be compatible with MV 5.4 -Rifles now have more upgrades and 1 specialized Path. -A couple Balance changes have been made to some upgrades.
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Post by ben3death on May 12, 2024 5:51:31 GMT -7
Awesome to hear! Only just got round to seeing this my bad, gonna get onto this right away though yay Just more options I'd say which seems you've done Maybe soldiers/medics could have paths too so they're not left out, but on as lesser scale or something? MFK I can understand being left as though I'm happy and excited for any update, makes humans much more fun to play with
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on May 12, 2024 13:27:37 GMT -7
I'm glad you're enjoying the mod.
I'll allow medics to be buffed by most upgrades (Or add a couple exclusive ones like you suggested), and I'll consider soldiers getting buffed only by helmets. I'm also considering adding a different path to armor that buffs humans to be geared toward maintaining the player's ship. Something like faster repairs, fire extinguishing, and maybe even bonus power.
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Post by ben3death on May 12, 2024 14:14:59 GMT -7
Yeah for me its a must have! Can not play without it now That all sounds good to me. That way they get a little bit extra but not too much Ohhh wow yeah never even thought about that side of it. That would give much more options too, I fully support the idea
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on May 19, 2024 11:46:17 GMT -7
Update 1.3 Changelog
General Changes and Additions: -Added a base level of The Armory that grants minor bonuses at a low cost. -Added a new path for weaponry, "Multipurpose Blasters". Currently a very limited path but it helps your humans with repairing the ship. -Removed a redundant Combat Armor upgrade (Dense Plating 2). This was made to streamline Combat armor upgrades a little. The prices of other upgrades have been adjusted to compensate for this (They're a little cheaper overall regardless). -Rifles now allow you to use Blue Options applicable for Improved Armories. -Removed Lightweight Materials from Rifle Attachments. -SWAT Rifles now require Riot Armor to be purchased. -Added an additional ammo mod for SWAT Rifles -Juggernaut Armor now grants a special Rifle Upgrade (Includes 2 ammo mods). -Added another module for Riot Helmets. -Medics are now affected by all upgrades except Rifles. -Soldiers are now affected by helmet upgrades.
Buffs: -Reduced Missile Cost for Breaching Rounds (7 -> 5) -Reduced Missile Cost for Rifles (5 -> 3) -Reduced Costs slightly for Combat Helmets. -Bulletproof Glass no longer reduces speed (Was -2.5%). -Bulleproof Glass costs 15 scrap (Was 30). -Riot Armor now only reduces speed by 5% (was 10%) -SWAT Rifles now deal +10% sabotage dmg. -EMP Rounds now deal +50% drone DMG (Previously Anti Drone Rounds, dealt +40% dmg) -Internal Padding now reduces stun Duration by 35% (Was 30%) -02 Tanks now negate, not reduce suffocation dmg.
Nerfs: -Increased Missile costs for SPZ Helmets and its upgrades by 1. -Bulleproof Glass now reduces dmg by 2.5% (Was 5%) -Slightly increased the cost of riot armor mods.
Please let me know if something is working properly or you have any suggestions/ideas. Next update will include a different Suit and Headgear path plus extra additions to existing mods.
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on May 27, 2024 20:43:09 GMT -7
Armory 1.4 Changelog
General Changes and Additions: -Fixed a bug that gave you 5% more dmg reduction and 5% more hp than intended. -The prices of some early upgrades have been lowered slightly given their low impact in performance. Later upgrades have had a price increase to compensate. This change was made to reduce early game commitment but still maintain general costs the same. It should allow for an easier time in the early game when boarding. -Oxygen tanks once again reduce suffocation damage, but its been increased to 35% (was 25%) -Fixed a couple of text errors. -Changed text formatting for upgrades. -Added 1 attachment to Blasters. -Introduced a new armor path and helmet, the "SP-01 Experimental Armor". This armor's core function is based on your shield system's power. It gives your humans bonus HP that is capable of replenishing itself like shields. The more power your shields have, the more effective the armor becomes. Be careful that they don't get hacked, the armor also suffers. -Choosing the SP-01 Armor will open up a special Helmet path (cant take it if you already have a helmet path chosen). This allows you to install upgrade modules to the armor since it doesn't come with any by itself. -Riot Equipment (Armor and Helmet) no longer grant +5% hp each, but instead grant +25% Fire damage protection.
Buffs: -Machineguns increase damage by another 2.5%. -Reduced Missile costs for Rifle attachments. -Recovery Protocols activates 2.5 seconds faster (Now 7.5, was 10). -Juggernaut armor now grants +5% hp. -Juggernaut and Riot armor now grant an extra 2.5% damage reduction.
Nerfs: No nerfs this time.
-Next Update will include a ship focused path for Suits and headgear. I also think the mod is nearing completion (Unless I learn to do sprites). I still have 2 more updates planned, maybe 3 at most. Alas we'll see how it goes. Please drop any suggestions or bug reports. You can also ping me on discord anytime for whatever.
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on Jun 6, 2024 18:03:42 GMT -7
The Armory 1.5
General Changes and Additions: -Added a new choice for suits, "Improved Light Suits". These are focused on ship repair and upkeep instead of combat. It supports 2 paths, "Engine Powered Suits", and "Nuclear Suits". Now you can turn your humans into pseudo engis or pseudo Zoltans respectively. They go quite well with Blaster upgrades. Each path comes with upgrade modules. -Also added a new choice for headgear, "Masks". This choice does not offer paths, but it does come with very useful modules. They focus on hazard resistance and utility. -Added 1 attachment to Blasters. -Added 1 module to Riot Armor. -Rebalanced some upgrades to require less scrap but more resources. General value should still be the same. This was done to interfere less with general ship progression requiring scrap. -Internal Cooling has been replaced by "Shock Absorbers" which reduce stun duration by 40%.
Buffs: -SP-01 Armor now regens faster at 4hp/s. (3 hp/s -> 4 hp/s) -SP-01 Armor now heals when above 100 hp (Was 105) -SPL-01 Armor Set (+IB, and K models) regens faster at 5hp/s. (3 hp/s -> 5 hp/s). (R Model stays the same)
Nerfs: -Welding blasters now provide +50% repair speed (60% -> 50%). -Dismantling Blasters now reduce dealt damage by 15% (Was 10%). -Internal Padding now reduces stun by 30% (35% -> 30%).
Fixed a packing issue, the mod should work now, my bad.
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on Jun 15, 2024 15:12:06 GMT -7
Armory 1.6
-Introduced Synergies(!): These are upgrades that add to the preexisting bonuses from the synergy's components. With the right combination, you can boost your humans even more. These include: Suffocation immunity, Stun immunity, 50% combat dmg resist, and a couple more. -As the mod has grown, so too has the general cost for maxing out humans increased due to more upgrades and options. This update focuses on making upgrades more accessible, which allows more builds to be available sooner. -Your Soldiers are now affected by rifle upgrades. However they are NOT affected by specialized rifle and ammo upgrades. This is to make soldiers remain -elite- and competent. Still not affected by any armor bonuses. -Added 1 attachment to rifles. -Fixed a couple bugs.
Buffs: -Dense Plating, Bulletproof Visors, and Combat helmets cost 12 scrap. -Light suits now cost 15 scrap (20->15) -Stimulants cost 1 less drone part. Now 2 (3->2) -Mounted Sights cost 1 less drone part. Now 2 (3->2) -Masks and Masks MK2 now cost 15 scrap (20->15) -Engine Powered Suits grant higher bonuses per engine bar (+2.5% -> +3.5%) -Multipurpose Blasters now cost 15 scrap (20->15) -Welding Blasters now cost 25 scrap (30->25) -High Caliber now costs 15 scrap (20->15) -Longer Barrels now cost 15 scrap (20->15) -SWAT Rifles and Machineguns now grant +5% more dmg (15% -> 20%), (27.5% -> 32.5%) -SPL-01 Armor Set Model K costs less. Now 15 scrap (20->15) -All Ammo paths now cost 15 scrap and 4 missiles. -Perfected plating now costs 20 scrap (33->20) -System Dismantling HUD now costs 3 drone parts (5->3) -SPZ Helmets now cost 25 scrap (30->25)
Nerfs: -SPL-01 Armor Set Model R has a longer delay and is more expensive. 1.5 second delay and 35 scrap. (Was 1 second and 25 scrap) -Juggernaut Armor reduces speed by 25% (-20% -> -25%) -Juggernaut Armor now grants +2.5% max hp (Was +5%) -Perfected Plating no longer reduces damage from all sources. -SWAT Rifles and Machineguns cost 5 more scrap, now 45 (both 40->45)
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on Jul 8, 2024 18:09:49 GMT -7
The Armory 1.7
-Introduced the Armaments Bay: This is an expansion to the armory that can be unlocked once your doors subsystem reaches lvl 3. After unlocking the Armaments Bay, you'll be able to give your humans equipment. Equipment Includes: Grenades, EMPs, Stim heals, and more. These come in the form of powers for your humans that apply to Regular, Engineer, Medic, and Soldier humans. Bear in mind that only 1 equipment type can be chosen. These upgrades are meant to be a bit hard to obtain initially (hence the lvl 3 doors requirement), since making them easily accessible could break balance. -Added a new armor and helmet choice, the Enhanced Combat Armor and Helmets. With the addition of the Armaments Bay, comes an armor set that focuses on equipment use. The armor allows you to carry an additional equipment, opening the door for interesting combinations. The helmet reduces equipment cooldowns. It is meant to be cheap, and does *not* have any upgrade modules. The armor allows for a specialized rifle upgrade. -Added a new path for suits that can be accessed by having rifles, Rigged Suits. This path doesnt focus on repair but instead adds on-death dmg to your humans. Grants an upgrade module. -Re-added Internal Cooling as a Riot Armor Module. -Slightly Reworked combat armor. You no longer need to upgrade its plating, and it now gives 12.5% dmg resistance, but it costs more to compensate. -Rifles doesnt grant improved armories blue options anymore (This prevented it from being bought). -Updated descriptions to include what upgrades can be found within each path. -Improved QOL.
Buffs: -All combat helmet paths grant an additional 2.5% hp (Now +12.5% hp) -Augmented R. Protocols Synergy now costs 10 scrap (Was 15) -Riot Armor now gives 30% fire resistance (Was 25%) -Physical Training now gives +5% fire resistance -O2 tanks now reduce suffocation dmg by 40% (was 35%), and require 2 drone parts (Was 3) -Juggernaut Armor no longer costs fuel. -Tactical rifles now cost 5 missiles (6->5) -Fire Fighting Module (Engine Powered Suits) now costs 10 scrap and 3 drone parts. (Was 15 and 4 respectively) -Combat Module (Engine Powered Suits) now costs 15 scrap (Was 20) -SPL Model K now costs 2 fuel (Was 3) -Lockdown and Memory Chips now cost 4 Drone Parts (Were 5) -Combat Helmets cost 1 drone part (Was 2) -Laser sights now cost 2 fuel and no drone parts (Was 1 and 3 respectively)
Nerfs: -Impenetrable Armor Synergy now costs 60 scrap (Was 50) -Juggernaut Armor now costs 65 scrap (Was 60) -Physical Training now costs 20 scrap (Was 15)
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on Jul 19, 2024 15:45:08 GMT -7
The Armory 1.8
-Masks have received a slight rework: You can now equip 2 modules, a chip and a frame upgrade. This allows masks to be a little more versatile and have more bonuses. A small adjustment has also been made: Masks now have 7.5% fire resist and Masks Mk2 now have 15% fire resist (Was 10% and 20% respectively) -Added 2 new modules to Masks. -Added 2 new modules to Nuclear Suits. -Added 1 new module to Riot Helmets. -Added 1 specialization module to blasters, obtained from Engine Powered Suits. -Added 1 new synergy. -Replaced Reactor Rounds with High Velocity Ammo. Useful for ranged combat but suffers in raw power. -Added High-Velocity Ammo to Swat Rifles. -Energy grenades have been renamed to "Plasma Grenades"
Buffs: -Recovery Protocols now cost 3 Drone Parts (Was 5) -Augmented Recovery Synergy now costs 4 drone parts but 15 scrap (5 and 10 respectively) -Stimulants now cost 3 fuel but 1 drone part (Was 2 and 2) -Welding Blasters now cost 20 scrap (Was 25) -Masks now cost 12 scrap (Was 15)
Nerfs: -Anti-Personnel Grenades cost 35 scrap (Was 30) -Grenade Belt only regains 1 use per jump (Was 2) -Stim Heals cost 30 scrap (Was 25) -Door Jammer costs 20 scrap (Was 15) -Door Jammer now lasts 12 seconds (Was 15s) -Recovery Protocols now cost 10 scrap (Was 0) -Welding blasters now grant 40% repair speed (Was 50%) -Impenetrable Armor Synergy now costs 4 fuel (Was 2) -Bottomless O2 Tanks synergy now has 15% fire resist (A byproduct of the aforementioned masks rework)
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on Aug 6, 2024 14:03:08 GMT -7
The Armory 2.0
-Armory can now be installed for free with lvl 2 doors. -Medics are now affected by rifles (But not specializations and ammo mods). -Rifles have received a rework: Attachments have been split into categories (Sight/Barrel/Caliber/Stock/Perk). You're now able to choose from more options (There's now 16 different choices instead of 5), but only 1 option can be chosen per category. This is meant to increase build diversity and grants the ability to choose between DMG/Ranged DMG/Speed/Door DMG. The "Perk" category comes with special bonuses that help playstyles. Many values have changed , and initially it may seem like they've been made a little weaker. Instead they've been tweaked to not be so focused on DMG, but if you use the proper attachments, they become even stronger than before. Special ammo types have also been tweaked. -Tactical Rifles synergy's bonus is now flat (Except ranged DMG). It now requires ANY 5 attachments. -Ammo now counts toward attachment count. -Added 1 new ammo mod to both SWAT Rifles and Machineguns, "Frangible Ammo". This slows down enemies and reduces their healing speed. -Added 3 new synergies. -Added 1 new module to SPZ Helmets. -Updated descriptions yet again to be more consistent. -Most upgrades have either had their costs reduced, or buffed to be more relevant with competing alternatives. (Huge thanks to Terryisop for helping with this!)
Buffs: -Night Vision Goggles now cost 15 scrap (Were 25) -Engine Powered Suits now costs 30 scrap (Was 35) -Engine Powered Suits now adds a 4% bonus per power bar (Was 3.5%) -Engine Powered Blasters now add a 6% bonus per power bar (Was 5%) -Combat and Defense Module (Engine Suits) now adds a 2% bonus per engine bar (Was 1.5%) -SP-01 Armor now regens when above 90hp (Was 100hp) -SPL-01 Armor set (As well as IB and R models) now regens when above 60hp (Was 80) -SPL-01 K Model now regens when above 30 hp (Was 50) -SPL-01 R Model now heals after 1.25s (Was 1.5s) -Perfected Plating now costs 15 scrap (Was 20) -Heavy Explosives (Rigged Suits) now cost 20 scrap (Was 25) -Heavy Explosives now only deals 15 dmg to allies (Was 30) -Juggernaut Armor is now 60 scrap (Was 65) -SWAT rifles and Machine guns now cost 40 scrap (Were 45) -High Velocity ammo now reduces dmg by -7.5% (Was -10%) -Enhanced Rifles is now 25 scrap (Was 30) -Tactical rifles now cost 4 missiles (Was 5) -Tactical rifles now affects medics -Grenade Belt now stores 3 charges (Was 2) -Breach Grenade now costs 15 scrap and 2 missiles (Was 20 scrap and 3 missiles) -High Explosive Grenade now deals 35 dmg to enemies (Was 30) and costs 20 scrap (Was 25) -High Supply (EMP Grenades) now has a 10 second cooldown (Was 12s) -Heavy Explosive's initial cooldown is now 25 seconds (Was 35s) -Stun Bomb now stuns enemies for 4 seconds (Was 3s) -Memory Transfer chip now costs 10 scrap (Was 15) -Stim Heals' price has been reverted to 25 scrap. Now also costs 3 fuel (Was 30 and 4) -Stim Pack now costs 15 scrap (Was 20) -Experimental Boost (Stim heal) is now 20 scrap (Was 25) -Auto Stim now heals 25 hp and costs 10 scrap (Was 20hp and 15 scrap) -Welding kit is now 20 scrap (Was 25) -Welding Blasters now cost 15 scrap (Was 20) -Crippling Blasters now costs 3 drone parts (Was 5) -Peak Condition now grants an extra +5% HP, and adds +15% speed (Was +0% and +10% spd) -Peak Condition now grants +10% suffocation resistance (Was +0%) -Peak Condition now affects soldiers -Augmented Recovery Protocols cost 3 drone parts (Was 4)
Nerfs: -AP Ammo now grants +5% dmg (Was +7.5%) -Machineguns now grant +30% dmg (Was 32.5%) -SWAT rifles no longer add extra dmg (Was +5% extra) -Enhanced Rifles now adds 2.5% ranged dmg (Was 5%) -Welding Blasters now add +15% repair speed (Was +20%) -Regeneration chip now costs 20 scrap (Was 15) -High Radioactivity now costs 20 scrap (Was 15) -High Radioactivity now deals 1.5 dps (Was 2 dps) -Incendiary Grenade now costs 25 scrap (Was 15) -Incendiary Grenade now has a 12 second initial cooldown. -Door Jammer's duration is now 7s, but the cost is back to 15 scrap and cooldown is 2s faster. (Was 12 seconds and 20 scrap, 30 sec cooldown) -Riot Armor now costs 2 missiles (Was 1)
-I believe this to be the final content update for the mod. Adding sprites is out of my scope so unless someone is willing to do that, or I get some crazy new ideas, the mod is complete. I may still make it compatible with new MV updates or do some bug fixes if needed. Thank you so much to everyone who plays/played the mod and even so much as looked at it!
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shinx
Verified Addon Dev
Posts: 14
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Post by shinx on Sept 26, 2024 11:41:28 GMT -7
The Armory 2.1
Oh look, I came up with something else! -Added conversion kits to rifles. These change the fundamental function of your rifles, allowing for much more specific and interesting builds (They require any type of combat armor. Not compatible with Light Suits and its upgrades). These conversions may sometimes be incompatible with certain upgrades. -Added an alternate specialization for Rifles when using Riot armor, “Carbines”. This upgrade now functions as the lightweight sabotage alternative to SWAT rifles. Comes with more limited ammo modules. -Added 1 new ammo type, Incendiary Ammo. Applicable for SWAT rifles and Carbines. -A few rifle attachments have received a mild rework. They’ve had their costs reduced but their effects are also reduced. -Added 1 New module to Riot Helmets -Added a lvl 2 module for the Door Jamming Armament -Renamed Ballistic Shield to Mounted Shield
Rework: -Juggernaut Armor: -2.5% dmg resist = 30% (Was 32.5%), +15% stun resist, Now 55 scrap (Was 60) -Low Caliber and High Caliber now cost 10 scrap and 1 missile (Was 12 and 2) -Low Caliber now Deals +5% DMG (Was 7.5%) -High Caliber now Deals +10% Sabo DMG (Was 15%) -Reflex Sights and Laser Sights now cost 12 scrap (Was 15) -Reflex Sights now deal +10% Ranged DMG (Was 12.5%) -Laser Sights now deal +20% sabotage DMG (Was 25%)
Buffs: -AP ammo deals +5% extra drone dmg -Rifles now cost 15 scrap (Was 20) -Multipurpose Blasters now cost 12 scrap (Was 15) -Emergency Canister now costs 12 scrap (Was 15)
-Lightweight Materials now cost 12 scrap (Was 15) -Shock absorbers now only grant +30% (Was +40%) stun resist, but the total is now +45% resist -SP-01 Armor now costs 40 scrap (Was 45) -SWAT Rifles and Machine guns now cost 35 scrap (Were 40) -SPZ Helmets now cost 3 missiles (Were 4)
Nerfs: -No Stock attachment now grants +10% speed (Was 15%) -SWAT Rifles no longer grant speed (Was +10%)
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