![]() ![]() Defensive: Protects against piercing and punch through effects. Combination: Adds piercing effect to weapon impacts, damaging blocksīehind the point of impact at the cost of focused block and shield damage. Defensive: Hardens shields with a % of damage reduction. Combination: Does more damage to shields, at the cost of less damage Defensive: Protects against unnatural gravity effects like push/pull/stop. Combination: Adds an explosion effect to the weapon dividing its damageĪmong 6 blocks at once. Defensive: Protects against power damage. Combination: Converts the weapons damage to instead do damage to the If you connect a 50-block effect to a 100-block Weapon, you get half of it’s bonus. The same ratio system applies here as well. The effects can be connected to MAIN systems, but you can also use the effects as stand-alone systems to get a defensive bonus on your ship. There are already 8 effects to choose from and more to come. Effects change how a weapons damage is applied on impact. Not only can you combine your weapon systems, you can also add an effect to it. This means you can fully customize your weapons exactly the way you like. So if you connect a Weapon Computer with 100 AMC to a master Weapon Computer with 200 AMC, you get just 50% of the reload buff, but also only 50% of the damage nerf. The effects are fully customizable by the ratio of the blocks you connect. You can connect any MAIN system to any shooting system (salvage, astrotech, etc, as well as all MAIN ) to get a change in the weapon behavior. This system extends the old weapon system by a huge number of possibilities. The Cannon (Weapon Computer), Missile (d1000), Damage Pulse, and Damage Beam (names are wip), are the MAIN systems, which can be used in combinations. There are two new basic weapons in the game: A damage pulse, that does area of effect damage to all blocks in range, and the damage beam, that works like the repair beam, only the other way around ^^. Unique config’s per sector/region are also planned. You can even push config changes live ingame, so a server could for example engage a config that is meant for a certain minigame. That means, each server can have its own balance and set of rules if they wish to. the blockBehaviorConfig is individual per server, and automatically downloaded to the clients. #Starmade warhead update#It turned out to be the right decision, as while I would have been able to push the update out further, balancing would probably in the end be taking at least twice as long as implementing the fully modability. #Starmade warhead full#The weapon system has been done for a month now, but since I want full moddability and a better way to balance the game, every single value has been externalized into an easily moddable config (/data/blockBehaviorConfig.xml). We will be always looking for feedback and configs from servers to improve the vanilla version. These changes are based on calculating the strength of a system through group sizes and a linear growth of damage done or prevented.īut, if you don't like the current balance, don't worry, you can change it to what you like! (This will apply to many other game settings, using configs to make custom servers and modding far easier.)Īlso, our vanilla balance is currently in testing, and is not final yet. The most anticipated one is probably the new weapon system: Weapon Systemīased on the ideas and concepts of Calbiri and his discussion partners, this new system will change how ship weapons are designed in StarMade, and how the game is balanced.įirst up: We have changed a lot of systems to improve balance. A whole bunch of game changes to features and optimizations have been made. ![]()
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