[GRAPHICAL MOD] diversityMod [V0.5]

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Ouaz
Posts: 5
Joined: Sun Sep 25, 2016 4:41 pm

[GRAPHICAL MOD] diversityMod [V0.5]

Postby Ouaz » Sun Sep 25, 2016 5:37 pm

Hi folks,

Three years after, I decided to clean liakad's diversityMod 0.3 (thanks to him for the new weapon icons) to finally make a graphical-only mod (thanks to alextfish and Istarune who started the job).

In the process, I added some new weapon projectiles and icons.

I also fixed the outdated or missing values in blueprints.xml.append. For example, some weapon cooldown or costs were wrong, missing <stunchance> tags for some weapons, etc.

The mod is now fully compatible with AE and doesn't modify any game values. It is intended for those who want to keep FTL in vanilla, but with the more diversified weapon icons.

As the mod seems to be abandonned, or at least discontinued (for a loooong time, as nobody never fixed it entirely), I hope there's nothing wrong with making a new version (and starting a new topic, in order to not bump a 4-years old topic).

What:

This graphical mod replaces redundant weapon icons and projectiles by new ones, which makes easier the visual differentiation between weapons and their respective damage powers in game.

Image


Fell free to give your feedback and see you!


Download:

- FTL diversityMod 0.5 or visit the GitHub repo.


Changelog:

V0.5 (2016-09-30)

  • Code:
    • Remove unused weapon blueprints in blueprints.xml.append
    • Add a metadata.xml file
  • Graphics:
    • Revert Heavy Laser II projectile to vanilla
    • New projectile for Heavy Laser I
    • New weapon colors for Halberd Beam and Glaive Beam
    • New beam colors for Halberd Beam and Glaive Beam
    • Better contrast for Hull Laser I & II projectiles


V0.4 (2016-09-25)

  • Code:
    • Remove remaining chunks of code of non-vanilla weapons (Ion Missile and Burst Laser IV)
    • Update all weapons stats/values (outdated, missing, or modified by v0.3) to vanilla state
    • Now fully compatible with the Advanced Edition
  • Graphics:
    • Revert Heavy Laser I art to vanilla and use the new art for Heavy Pierce weapon instead
    • Reimplement vanilla projectiles alongside the new projectiles, for an easier weapon power visual differentiation
    • New projectiles for Hull Laser I & II
  • Bugfixes:
    • Fix some weapon/projectile animation codes.
User avatar
Ouaz
Posts: 5
Joined: Sun Sep 25, 2016 4:41 pm

Re: [GRAPHICAL MOD] diversityMod [V0.5]

Postby Ouaz » Fri Sep 30, 2016 6:26 pm

Hi,

diversityMod updated to v0.5. See the OP for the changes. ;)
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Auron1
Posts: 224
Joined: Thu Sep 01, 2016 7:34 pm

Re: [GRAPHICAL MOD] diversityMod [V0.5]

Postby Auron1 » Fri Sep 30, 2016 8:57 pm

Keep it up with the good work :D
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!

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