Reforged Galaxy

Discussion in 'Scenarios' started by Vermillion, Dec 24, 2019.

  1. Schinken

    Schinken Ensign

    Joined:
    Feb 14, 2022
    Messages:
    3
    Likes Received:
    3
    Sounds great. Sounds like i wished every bit of it without onowing by myself. Thanks so much for your time.
     
    #921
  2. Firebeard

    Firebeard Ensign

    Joined:
    Apr 30, 2018
    Messages:
    2
    Likes Received:
    4
    Setting a gold standard for mods here.
    Enjoying the amount of thought given over to balance here.
     
    #922
  3. idx64

    idx64 Lieutenant

    Joined:
    Jul 25, 2019
    Messages:
    84
    Likes Received:
    68
    It is not so bad, I saw invisible drones, over the base of a player. The worst thing for me are the excessively long texts in the dialogues, since by not being translated make it difficult to understand and ruin the experience, at least for the non-English.-
     
    #923
  4. Taski

    Taski Ensign

    Joined:
    Apr 24, 2021
    Messages:
    27
    Likes Received:
    18
    So, now we are waiting for the update of Project Eden and, eventually - RE:rolleyes::)
    Спасибо за ваш труд, ребята!:thumpUp:
     
    #924
  5. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    If you do the story missions expect to get exactly that: A story.
    I'm not translating the story into other languages (at least not yet) simply because i don't speak them.
     
    #925
    Schinken and me777 like this.
  6. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Reforged Galaxy V1.7-11:
    • Endo Parasite (Stage 2) increased from 6 minutes to 10 minutes.
    • Compact Shield Generator (CV/BA) HP increased from 1500 to 2000.
    • Shield modifier values on CV thrusters now visible.
    • Missing charge modifier values on CV fixed artillery and pulse laser added. (-3 and -5)
    • HV Jet Thrusters now provide boost functionality (though they don't have a visible charge bar on the screen)
    • Fixed missing cap on crew.
    • Reduced ammo capacity on Positron Turrets to match their fixed versions. Should improve visuals and performance.
    • Scaled back the impacts of the CV Fixed Positron Cannon since it was causing fps issues when firing on a shielded ship (50 impacts per second, now down to 10).
    • Increased damage of Zirax Heavy Positron Turret, since it was WAY too low. Barely higher than the non-heavy one.
    • Removed beam effect from Industrial Multitool for SV since it was too bright.
    • Increased Blast Resistance of Xenosteel by 10% (appears on tooltip)
    • Changed block icon for Small Heavy Windows so they're easier to tell apart from the large version.
    • Rescaled window mass and hp for HV/SV Windows for consistency.
    • HV/SV Shutter window recipe altered to match HP/Mass; marketprice adjusted to match.
    • Renamed POI Disruptor turrets and ammo to prevent unnecessary flagging by certain server support mods on servers.
      These aren't obtainable by players, so this doesn't matter to anyone but server owners using certain mods to ensure players don't get illegal POI items (E.g. HWS).
    • Increased shield damage of HV/SV weapons vs CV/BA by 100-150%.
    • Increased maximum penetration depth of Railgun slugs by 2 blocks.
    • Fixed energy calculation of CV Positron Cannon always consuming idle charge instead of active charge.
    • EMP Turret (Alien) effectiveness vs shield types flipped. Higher tier shields take more damage from EMP over lower tier.
    • Legacy Disruptors now have inverted functions following community voting. They now deal low armor damage and high shield damage, so it'll be a battle of armor against the Legacy.
    • Adjusted the mass on Retractable turrets so they're 20% heavier than their normal versions (less than they were before)
    • Adjusted the mass and hp of Retractable Heavy Turrets so they're 40% heavier than their normal versions.
    • Changed projectile launch effect of the HV Artillery Turret and Tank Cannon to remove the massive cannon flare typically seen on Battleship Cannons (Remains on CV/BA artillery)
    • Changed projectile used by the Heavy Rocket Turrets (HV only) since they were rather hard to see through when fired in large numbers.
    • Added info on the Trade Federation to the Empyriopedia.
    • Added 1.7 Prefabs to Reforged Creative Studio 1.7 (Creative Scenario)

     
    #926
    Last edited: Mar 11, 2022
    Wellingtoon, Insopor, Taski and 6 others like this.
  7. Aaron(Wakfu)

    Aaron(Wakfu) Commander

    Joined:
    Jun 1, 2021
    Messages:
    124
    Likes Received:
    55
    hey verm is it possible to add the shield recharge rate anywhere in control panel near the shield HP? Since adding more capacitors or rechargers doesnt give us a display without having to manually calculate the values.
     
    #927
  8. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,282
    Likes Received:
    11,939
    No it's a hard coded thing.
     
    #928
  9. Aaron(Wakfu)

    Aaron(Wakfu) Commander

    Joined:
    Jun 1, 2021
    Messages:
    124
    Likes Received:
    55
    hey ok thanks. also the torpedo launcher for the small vessel. the slow speed of torpedoes means they couldnt hit a cv. because a cv can just strafe and its out the way of the torpedo. which means youd have to launch them point blank. that coupled with the 20 second refresh time, ive not found a use for them. certainly have been unable to hit targets which just reverse and move.

    perhaps maybe just making them really fast would be cool and give SV vs CV combat an interesting dynamic. a SV with a lot of lasers maybe could melt down a CV shields and then stand a chance of beating the armor on a frigate/destroyer size with a coujple well placed torpedoes.

    i think the long re-fire rate coupled with the extreme slowness of them is good balance, or overly so. would like to see you try them at speed of an artilery maybe,
     
    #929
  10. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    They inherit the speed of the ship that launches them. So move faster and launch, don't sit still and launch. They will not be changed.
     
    #930
    daddychillin likes this.
  11. Aaron(Wakfu)

    Aaron(Wakfu) Commander

    Joined:
    Jun 1, 2021
    Messages:
    124
    Likes Received:
    55
    i protest you sir!
     
    #931
  12. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Reforged Galaxy v1.7-12

    Another update before RE goes live.

    Changelog:
    • Pulse Lasers (fixed and turrets) inflict +25% damage to devices (Turrets, Thrusters, etc...)
    • Handheld laser weapons inflict +20% damage to sentry guns and doors.
    • Heavy Pulse Lasers inflict +50% damage to devices.
    • Reduced Positron weapons' damage bonus against xenosteel from 250% to 150%.
    • CV Positron Turrets can no longer be fired on planets.
    • Replaced new Airtight Ramps' sound with quieter opening and closing sounds.
    • Updated some of the other Ramp sizes with the quieter opening and closing sounds (does not include the larger sizes).
    • Reduced effect of Bad Trip on the player and removed the black/orange fog effect, which is the wrong visual effect.
    • Bad Trip can now be partially treated with Juices. Milk and Herbal Tea's effectiveness at treating Bad Trip increased.
    • Dermal Burn now reduces player HP by 2 hp every 6 seconds instead of every 4 seconds.
    • Infected Wound now reduces player HP by 4 every 10 seconds instead of every 8 seconds.
    • Sepsis now reduces player HP by 4 every 6 seconds instead of every 4 seconds.
    • Frostbite now reduces player HP by 4 every 10 seconds instead of every 4 seconds. Hunger loss halved.
    • Intoxication now reduces player HP by 5 every 4 seconds instead of 10 health every 4 seconds.
    • Closed Fracture now reduces movement by 50% instead of 60%.
    • Open Fracture now reduces player HP by 2 every 10 seconds instead of every 7 seconds.
    • Necrosis now reduces player HP by 3 every 6 seconds instead of 4 HP every 4 seconds.
    • Mutiliation now reduces player HP by 4 every 8 seconds instead of every 4 seconds.
    • Organ Failure now reduces player HP by 8 every 4 seconds instead of 16 HP every 4 seconds.
    • Low Food now reduces movement speed by 25% instead of 50%. Maximum stamina is now reduced by 300.
    • Starvation now reduces player HP by 8 every 2 seconds instead of 10 HP every 2 seconds and reduces maximum stamina by 450.
    • Hangover now reduces hunger by 2 every 5 seconds instead of 3 HP every 5 seconds. Movement speed penalty reduced from 25% to 15%.
    • Dermal Parasite now reduces player HP by 2 every 4 seconds instead of 3 HP every 4 seconds.
    • Endo Parasite (Stage 3) now reduces player HP by 4 every 4 seconds instead of 4 HP every 2 seconds. Stamina loss reduced by 10 per second.
    • Cold Effects' hunger loss reduced.
    • Heat Collapse's health loss reduced.
    • Dehydration's hunger loss reduced.
    • Abominations, Infesters and several other creatures have had their status effect chances significantly reduced.
    • Sniper Rifle and Heavy Sniper Rifle no longer penalize stamina when fired.
    • Reduced spread on shotguns by 20-35%.
    • Added new Abandoned Factory POI to replace the outdated old one.
    • Update to Xenu Fuel Depot to fix LCD screens.
    • Update to Abandoned Workshop to fix signal logic and exploding platform killing players.
    • Fixed icon name for Reactive Xenomatter which is somehow different from the RCS version despite being a copy of it.
    • Reduced volume of Reactive Xenomatter from 40L to 16L to match Large block sizes.
    • Fixed missing descriptions for Poison Bite 2 and Dehydration.
    • New beam effects for handheld tools, with drawing particles where applicable. (credits to Ravien for the changes)
    • Minor adjustments to shield booster balance.
      Shield Chargers now provide a larger bonus.
      CV/BA Charger vs Capacitor bonus are now evenly balanced 1.0-0.5 instead of 1.0-0.35, to match HV/SV version.
    • Turrets and Weapons no longer reduce shield recharge rate. Instead each weapon reduced shield HP by a fixed amount (-25 for CV/BA conventional weapons; -50 for CV/BA energy weapons; -10 for HV/SV conventional weapons; -15 for HV/SV energy weapons.)
    • Fusion Reactor altered: Power input increased from 200W to 500W; Device HP increased to 250%; Shield recharge bonus increased by 250%.
    • Optronics can now be bought at Zero Horizons Manufacturing (Factory).
    • Increased stamina loss from operating heavy weapons slightly.
    • SV Railgun's accuracy improved from 90% to 99% (There was a misplaced 0)
    • HV Tank Cannons' max count increased to 2. CPU cost has increased to compensate how OP these guns are.
    • Added missing shield damage scaling to Space Drone weapons.
    • Mobile Food Processor now auto-groups into Food Processor like the CV/BA version.
    • Zirax Particle Beam Turret can now be obtained by the player.

    Known Bugs:
    - The Blazar Gambling Machines in some POIs and trade stations still don't work. For some reason the code involved keeps rejecting the betting multiplier (as both int and float values).

    - Looking at a shield-capable ship with 0 or negative shield capacity with debug information (di) active will cause an error loop.
    Don't use DI when messing with shields. Otherwise, when the error loop comes up: click Continue and quickly press ` to open the console. Either turn off "di" or toggle "trigger on exceptions" and then click the continue button through the console window to continue.
    Still, you should disable di if you do disable the pop-up since it's still filling your logs with errors, which will cause lag.
    This is a game bug. It's a stupid one since debuginfo doesn't even show shield stats.

    - Weapons reload twice as fast as they're supposed to. This is a game bug, so there's not much I can do to fix it except double every weapon's reload time (which i'm not gonna do)
    Waiting on a fix from Eleon for that one.

    New Abandoned Factory:
    26 Alberich_2022-03-14_14-24-11.png 26 Alberich_2022-03-16_16-14-51.png 26 Alberich_2022-03-16_16-15-02.png 26 Alberich_2022-03-16_16-15-17.png 26 Alberich_2022-03-16_16-16-01.png


     
    #932
    Wellingtoon and Homunk like this.
  13. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,736
    Likes Received:
    2,066
    Found this "issue". Not sure if you are aware, but here you go.


    RG TEST 1.7.11_2022-03-18_15-31-46.png


    Dehydration does not give proper information.
     
    #933
  14. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
     
    #934
    Myrmidon likes this.
  15. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,736
    Likes Received:
    2,066
    Apologizes. I did a test with the new version and seems to show properly now.

    Screenshot from 2022-03-19 16-10-59.png
     
    #935
  16. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,736
    Likes Received:
    2,066
    Does this mean anything to you? Those ranges need rectify...

    Screenshot from 2022-03-21 18-56-47.png
     
    #936
  17. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Ignore it.
    The weapons can fire over 120m with no atmosphere, but it's all pointless since the enemy holding the gun can only see 100m. So while he can shoot beyond render range, he can only see the player if you're within 100m of him. So the gun range is irrelevant.
     
    #937
  18. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Reforged Galaxy 1.7-15
    26 Alberich_2022-03-25_00-23-26.png
    New plasma jet effects on the fusion reactor.

    Changelog:
    • Fixed broken mission parameters for a couple of mining missions (for medical items) and the Quantum Star trader mission that requests hacking software.
    • Increased the range of HV/SV Long-Range Radar from 5km to 7.5km (planet) and 12km to 15km (space)
    • Fixed a missing 0 in shield damage of plasma turrets vs T3 shields resulting in 10x shield damage against Legacy shields.
    • Reduced the size of the screen on the Radioisotope Generator's new model to more human-sized proportions.
    • Added plasma jets to Fusion Reactor model (WIP)
    • Added new model for Torpedo Launcher. Device is now 5 blocks long instead of 3.
    • Added new model for Bomb Launcher. Device is now 4 blocks long instead of 3.
    • Added new projectile models for Bombs and Torpedoes (WIP).
    • Mobile Food Processor can now be colored. (All credits go to bOBaN/Dogmeat for his amazing work on the Food processor model)
    • Fixed broken Luxury Goods trader dialogue
    I didn't list a bunch of hotfixes between 1.7-12 and 1.7-15 because... I couldn't be bothered.
    It's mostly status effect balancing, mission changes, block count limits, bug fixes and a new model and icon for the RTG.


     
    #938
    ravien_ff, malrose1 and Wellingtoon like this.
  19. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,736
    Likes Received:
    2,066
    Took the liberty to enrich my game-play options:

    Screenshot from 2022-03-26 11-23-38.png

    Everyone, any thoughts about this?

    My idea is that players may have too much of crusted stone around, and even though we can craft the 3 basic ores, why not give the motive to further cut more trees and create the base energy ore? :D

    After all we do have Pentaxid crafting, right?
     
    #939
  20. Magiroth

    Magiroth Ensign

    Joined:
    Feb 6, 2022
    Messages:
    1
    Likes Received:
    0
    I'm not sure if this is the best thread for this but what would be the underlying issue of a Reforged Eden 1.7 server if one where experiencing the following issues:
    - Loading tips text missing
    - Most descriptions and names of items/blocks missing
    - XenoBlock icon missing
    - Vanila CPU system seems to be in effect, and only vanila CPU extenders can be built.

    For the life of me, I can't figure what I did wrong during the setup...

    Thank you for any suggestions.
     
    #940

Share This Page