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Releases: Iridescens/ExtraSystemReloaded

0.7.1

28 Jul 23:21

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Diminishing returns curves have been completely reworked. The quality setting in the configuration will now actually do something!
For the most part, each upgrade will get around half of its full power from quality. There are a few exceptions, where quality is a straight-up multiplier, or not as effective at all.
Normalized final stat percent of upgrades to end with 0 or 5.
Credits purchasing actually costs credits now (wow!)
Range upgrade nerfed (again!)
Armor upgrade nerfed (for the first and probably last time!)

0.7.0

25 Jul 18:52

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changes since 0.6.2:

  • can buy upgrades with credits. the cost scales exponentially higher for each level of upgrade, which eventually dwarfs the price of going to get the resources yourself.
  • add config options for max levels per hullsize. the scaling buffs that each upgrade gives is based on the ship class that has the least (frigate by default has 10 and gets no scaling, while capitals have 25 levels and get a debuff of 0.4). what this means is that each ship class will, at max level (and at common denominators), have equal buffs no matter what you set the config to.
  • add config option for keeping levels on ship death.
  • nerfed magazines reload speed by a factor of 4 (1 before is now 0.25)
  • plasma flux catalyst and spooled feeders now increase flux costs of the opposite weapon type rather than increasing OP costs, which did not work

hotfix 0.6.3:

  • fixed upgrade scaling being way, way too high.

0.6.3

25 Jul 17:30

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  • can buy upgrades with credits. the cost scales exponentially higher for each level of upgrade, which eventually dwarfs the price of going to get the resources yourself.
  • add config options for max levels per hullsize. the scaling buffs that each upgrade gives is based on the ship class that has the least (frigate by default has 10 and gets no scaling, while capitals have 25 levels and get a debuff of 0.4). what this means is that each ship class will, at max level (and at common denominators), have equal buffs no matter what you set the config to.
  • add config option for keeping levels on ship death.
  • nerfed magazines reload speed by a factor of 4 (1 before is now 0.25)
  • plasma flux catalyst and spooled feeders now increase flux costs of the opposite weapon type rather than increasing OP costs, which did not work

0.6.2 Hotfix

07 Jul 21:21

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Fixes an issue where player fleet could be null when loading a save.

0.6.1 Hotfix

05 Jul 19:15

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  • added ship modules you can find from salvaging anything that has a nanoforge/some AI cores (not fleets)
    ** you can install a single one of these on any ship for a unique effect
    ** these drops do not affect existing drops of nanoforges and are generated procedurally based on the seed of the sector
  • put diminishing returns on most combat upgrades
  • added Magazines and Subsystems upgrades
  • removed Ordnance upgrade (not possible any more)
  • use ship picker dialog plugin API in Starsector GUI to pick ships
  • improved save compability!

0.6.1 hotfix: fixes Technology tooltips not upgrading, and Technology upgrades not applying modifiers correctly

0.95a compability

05 Jul 14:00

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heavy refactor and remaster of everything

  • added ship modules you can find from salvaging anything that has a nanoforge/some AI cores (not fleets)
    ** you can install a single one of these on any ship for a unique effect
    ** these drops do not affect existing drops of nanoforges and are generated procedurally based on the seed of the sector
  • put diminishing returns on most combat upgrades
  • added Magazines and Subsystems upgrades
  • removed Ordnance upgrade (not possible any more)
  • use ship picker dialog plugin API in Starsector GUI to pick ships
  • improved save compability!

v0.5.2

30 Nov 19:31

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Added esr_getNearbyFleets to commands for emergency NPE prevention. Later this will be integrated to SirHartley's ClearCommands mod.
Set "enabledAIUpgrade":false by default, so no more NPEs for ESR's sake.

v0.5.1

25 Oct 18:38

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Massive fail-safes for mouseover NPE prevention of fleets with modular ship.
Added esr_clearAllData to commands for emergency NPE prevention.

v0.5.0

17 Sep 22:57

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Now requires LazyLib, Console Commands
+Ordnance points upgrades (5 steps only, 1/2/3/4 OP per size per step)
+2 console commands (esr_) for debugging. Now disabling/enabling upgrades costs (stats AND quality)
=changed ore and rare_ore to organics and hand_weapons (heavy armaments) and adjusted weights
=some refactoring and code cleanup
This update is breaking saves!

v0.4.3

09 Sep 22:18

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Added fail-safe from NPE on applyBuffBeforeShipCreation (previously failed to properly move code from EveryScript to Buff), migrated to Github