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Post by Private JJ on Sept 6, 2023 7:02:51 GMT -7
>>Tradition N Experiment by Private JJ version 1.24f (2024 05 12) - This addon includes 46 new weapons, 10 drones, and 19 ships. Requires:- FTL: MV 5.4+ - Hyperspace 1.10+ Download:- DOWNLOAD HEREWIKI:- GITHUB WIKIChanges: [v1.24f] 2024-05-12 [ADJUST] - External Repulsors - No longer decreases crew damage - 'Sasha' - Cooldown descreased to 13.5 from 14.5 - Max shots increased to 8 from 6 [FIX] - External Repulsors - Code overhauled - 'Sasha' - First bolley firing 1 less shots Known Issues:- P layer dodging boarding drone's breach FIXED - Spitfire cruisers having wrong aether shield upgrage image FIXED - Ships evading bomb that is already hit FIXED - Ships evading targeted ASB FIXED - External Transporter's wrong id FIXED - Sylvan's store item list overriding FIXED - ASB area drains Ex. Repels charge FIXED - Ex. Systems not charging on ship wating (no fuel / final sector) FIXED - Ex. Rechargers and Afterburner charging preemptive weapons FIXED - Projectile evasion being messed FIXED Contents:You can find more information about addon at wiki- Lockdown Beam / Pinpoint- Autocannons, pierce ALL shields but deal reduced damage by same number of shield it pierced. - Railguns, missile but also does shield damage. - External Rechargers, recharge firing weapon by draining its own charge. - External Repulsion Field Generators, repel damages by draining its own charge. - A new Pinpoint, does devastating damage on full charge, but also can be shot at lower charge to deal weak damage. - A teleporter weapon, like teleporter system, it can send and receive your crews. - Ion stabilizer, immediately remove ion effect on targeted system. and more!
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Post by Private JJ on Mar 15, 2024 11:34:12 GMT -7
Also try onceuponaban's sub-addon that adds unlock conditions to ships!
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slowriderxcorps
Verified Addon Dev
Posts: 14
Discord Username: slowriderxcorps
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Post by slowriderxcorps on May 11, 2024 6:33:51 GMT -7
I come to bring an unfortunate discovery. I learned that some piece of LuaTech in my MV sidemod setup is causing the hit detection of projectile attacks to become different from vanilla behaviour. Specifically, projectiles that Pierce the enemy Shields are forced to call Evasion RNG twice instead of once: one for passing through the Shields, and one on reaching the target room. You can see this in practice by firing any Phaser at the enemy and seeing a shot drain the Shields but then miss the actual intended target.
I went through and tested this over and over, disabling sidemods until the behaviour self-corrected. And sadly, as you might have surmised, I've identified TNE as the culprit. I'm not at all sure of what LuaTech is in play, especially anything that would be responsible for causing this behaviour. Hopefully it can be tracked down swiftly and a solution can be put together.
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Post by Private JJ on May 11, 2024 23:59:43 GMT -7
I come to bring an unfortunate discovery. I learned that some piece of LuaTech in my MV sidemod setup is causing the hit detection of projectile attacks to become different from vanilla behaviour. Specifically, projectiles that Pierce the enemy Shields are forced to call Evasion RNG twice instead of once: one for passing through the Shields, and one on reaching the target room. You can see this in practice by firing any Phaser at the enemy and seeing a shot drain the Shields but then miss the actual intended target. I went through and tested this over and over, disabling sidemods until the behaviour self-corrected. And sadly, as you might have surmised, I've identified TNE as the culprit. I'm not at all sure of what LuaTech is in play, especially anything that would be responsible for causing this behaviour. Hopefully it can be tracked down swiftly and a solution can be put together. Thank you for reporting. i can certainly say that problem is from repulsor codes. those were my first work, i added so many stupid codes messing with evasion. i removed/replaced all evasion-related codes from lua things, so it would be ok, i think. i'm just praying for no more bugs;;
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