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Releases: nikothedude/MorePlanetaryConditions

4.5.1

06 Apr 14:45

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4.5.1
PROBABLY SAVE COMPATIBLE

Toyol substantially nerfed
Less flux cap, less dissipation, less OP
Deep dive now lasts for 6 seconds, has 50 seconds cooldown
Toteliac habitat now works with AOTD hexagon

4.5.0

28 Jan 20:30

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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

23 Oct 22:49

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4.4.1
SAVE COMPATIBLE

A funny UNGP rule

4.4.0

23 Oct 17:10

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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

13 Oct 16:35

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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

08 Oct 16:00

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4.3.7c

Fixes magnetar rules (Wow, lots of bugs this release, huh?)

4.3.7b

07 Oct 21:51

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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

05 Oct 18:20

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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

04 Oct 19:14

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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

16 Sep 00:55

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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