sM Polish Kit: Insurrection v1.6 [CE Support + Modules]

Distribute and discuss mods that are functional. Moderator - Grognak
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.023 (ft. Patch for CE 1.087 and

Post by slowriderxcorps »

Mr. Mister wrote:Yeah, your version looks better, go for that.

Two more things I've noticed:

1- The enemy version of the System Disruptor (at least the MkI) has a noticeably shorter cooldown that the player's. Not sure if deliberate to compensate for the fact that it will randomly target empty rooms instead of getting stopped by shields like projectyle-based ions (don't know if enemy ion bombs have shorter cooldown too), but I remember seeng this since many versions back. Not sure either if it happens in vanilla CE as well.

2- The Heavy Scatter Laser (I believe MkI, but check both) is missing the impact sound (at least the enemy version of the weapon is).
Alright, the graphics have been implemented. Today's rounds went well, chalking off the No Upgrades and Pacifism achieves off the Normal list. Only three more to go!

1: Yeah, the enemy Effector weapons all have annoyingly fast recharge times compared to normal in base CE as well, presumably to compensate for the lack of accuracy bombs have in actually hitting key rooms (I say this after getting double Small Bomb'd in the weapons room in today's game..). I haven't done anything about that.. though I could. I'm not sure what would be good, though.

2: Thanks for that, this was something that I noticed in one of the updates, but didn't check through all the enemy variant weapons. That's now been fixed.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.023 (ft. Patch for CE 1.087 and

Post by Mr. Mister »

K then, let's leave the enemy system dysruptors as they are.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by slowriderxcorps »

For most of two days ago, I was having a lot of graphical glitchery with the game in the testing of a few more changes and was almost worried about not being able to put up said update. Thankfully, a bunch of testing after more carefully making the changes (including.. well.. I guess you can see for yourself) revealed the errors were fixed, and I can press onwards.

The CE patch has been updated for 1.089, and the main mod itself has been updated to 1.024, including a couple more blue options, and a change to one weapon that I was so on-the-fence about, I had to trial myself to make sure it wasn't too severe a change..
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by Mr. Mister »

Thanks, you should totally post that to the FTLgame subreddit. Currently the top post is a vanilla shieldless victory of the stealth B, but yours is waaaay more impressive.


You and sleepy have the bad habit of not detailing the new weapons though. I would guess that CE's new weapons are, trying to remember what wasn't there before on the BA picture, a single-shot Hull Laser, a Light Anti-Crew Auto-Laser, and a funny-looking Light Hull Missile or so.
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Sleeper Service
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by Sleeper Service »

Well I don't give details in order to not spoil the fun of discovering them. Also you just proved that one can easily figure out what the new weapons are just by looking at the BA banner. ;)
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by slowriderxcorps »

Mr. Mister wrote:Thanks, you should totally post that to the FTLgame subreddit. Currently the top post is a vanilla shieldless victory of the stealth B, but yours is waaaay more impressive.
It was him actually showing it to me on Steam prior to it appearing on the subreddit that convinced me to attempt it. And to be honest, any Shieldless victory is impressive. Also according to Twinge, the number of people who have finished a Shieldless run is supposedly only in single-digits. If that's true, that's even crazier.

The weapon change, by the way, was to the Hull Missile, increasing its damage to 3 putting it on par with the Player Hermes, but reverting the rest of its statistics includng cooldown and cost back to that of the vanilla weapon. As I've said, I'm still very much on-the-fence on this change and I might fall back on it.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by Mr. Mister »

Can't really speak for the Hull missile, but I've been thinking for a while that maybe the Breach and Pyro missiles' hull damage should be 3 instead of 4, so that their special properties aren't overshadowed by their damage. That way the only single-shot non-swarm missile with 4 hull damage will feel more unique. It would also allow those two missiles to have a bit inferior cooldown, while still higuer than the Hermes.

You didn't use the alternate starting loadout add-on for the shieldless run though, I'm disappoint.
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Sleeper Service
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by Sleeper Service »

People complain that the Sector Scanner is not working, but it looks like the problem is caused by the kit, not by CE itself:

Code: Select all

<augBlueprint name="AE_SECTOR_SCANNERS">
The ID is supposed to be "AE_SECTOR_SCANNER". No S in the end there.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by slowriderxcorps »

Sleeper Service wrote:People complain that the Sector Scanner is not working, but it looks like the problem is caused by the kit, not by CE itself:

Code: Select all

<augBlueprint name="AE_SECTOR_SCANNERS">
The ID is supposed to be "AE_SECTOR_SCANNER". No S in the end there.
That's curious.. I wonder when this was found and fixed within CE itself. Thanks for pointing it out though, a simple fix.
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Sleeper Service
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and

Post by Sleeper Service »

Uh yeah, that was changed pretty soon after the scanner was implemented I think...
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