Releases: nikothedude/MorePlanetaryConditions
4.5.1
4.5.0
4.5.0
SAVE COMPATIBLE
Derelict escort no longer spawns on war fleets/raiders
Removed a bunch of unused weapons
Toyol now has 5 degree hardpoint arcs
Cruise missile now has a secondary explosion if it overloads the enemy
Cruise missile now damages fighters
+2000 damage to the cruise missile
Immortal kite rule made a lot worse
4.4.1
4.4.1
SAVE COMPATIBLE
A funny UNGP rule
4.4.0
4.4.0
SEMI-SAVE COMPATIBLE - Lockbow hullmods wont update if youve salvaged it
Fixed drive field resonators not unapplying
You can now use ECM to scramble the guidance of missiles
The avg. ECCM value across your missile carriers determines how much you ignore their ECM
You can now install high res sensors on stations to give your aegis systems better detection thresholds
Aegis missile system now occasionally fires torpedoes
Reduced the armament cost for some missiles
Fixed the dialogutils needing station augments
Fixed that annoying rep loss sound at new game
Lockbow given a special hullmod that lets you toggle its automation on the fly
Lockbow armor increased
Lockbow shield eff reduced
Lockbow given missile autoforge instead of burn drive
Lockbow ordnance variant reworked - now has harpoons and sarissas
Lockbow now spams missiles
Missile system now generates more intelligently
Cruise Missile now doesnt lose lock on close misses
4.3.7d
4.3.7d
Fixes missiles playing their sound when theyre in a different location
Fixes toyol not being always recoverable
Some proofreading
4.3.7c
4.3.7c
Fixes magnetar rules (Wow, lots of bugs this release, huh?)
4.3.7b
4.3.7b
Fixes the [REDACTED] firing its [ERR] from the center of the system
Removes the fucking desync check
Implements the steelpecker in code, but not in game
4.3.7a
4.3.7a
Fixes a random sector crash
Fixed another crash
Cruise missile can now resist up to 10 emp bolts before flaming out
4.3.7
4.3.7
SAVE COMPATIBLE - RUN MPC_genSpecialContent IF UPDATING
Magnetar now makes the bwummm noise if you cant see it
Magnetar intel updated
Magnetar pulse delay increased to ~4 days
Magnetar pulse nerfed, now destroys your drive field for 30% less time
Ionized pulse is now super fast and does appreciable cr damage
Magnetar rewritten
Magnetar rewrite is mostly small details, and breaking up giant walls of text
The kanta part is next and will be substantial
A new secret system. A new industry. A new ability. A new ship and a new mini-story to discover
Toyol bounty
A terrifyingly effective super phase cruiser that is frankly just overpowered in player hands
But what else is new?
Toyol system AI improved
Toyol weapon slots fixed
Toyol variant added
Toyol FP increased to 65
4.3.6
4.3.6
SAVE COMPATIBLE?
Waits no longer expire if you fight a fleet
Adds some extra flavor to magnetar
The totem.
Overgrown nanoforges no longer spawn naturally
Can be spawned via commands
Gave a few untested buffs to ionized pulse, again
Sustained burn now makes you immune to the effects of the magnetar's pull
Clarified a few things in magnetar intel
My end of the AOTD integration for cerulean vapors