The forth update for Elite's Conflict Mod v1.2 Gamma. This contains all previous hotfixes and the original Gamma Files, please delete the old mod and download this new version!
This is a complete release including the newest updates and all previous hotfix files.
Changes Include:
- Various icon updates
- Removed the Colossal Laser ability from the MC80 Home One-class Star Cruiser
- Added an alpha-release of the Rebel Stolen Imperial Star Destroyer
- Fixed an issue where some starfighters were not scaled properly
- Updated menu music to final version and added more Rogue One tracks to the mod
- Removed multiple old music files from non-Star Wars sources
- Fixed some rocket flight path issues
- Reduced the speed of all starfighters by 10%
- Tie-Bombers now have blue/purple proton torpedoes
- Added a new SFX for the Colossal Laser ability
- Fixed the Colossal Laser abilities targeting systems
- Added more escort starfighters to the Imperial I-class and Imperial II-class Star Destroyers
- Increased the accuracy of the Imperial I-class Star Destroyer (we are looking into making all vessels fire slightly less but be more accurate)
- Reduced starfighter health by about 15% across the board
- TIE/IN Interceptors now fire missiles! (The main laser cannons are currently not working)
- The Venator-class Star Destroyer now has animated hanger doors. (There is an issue when it first jumps into battle, we are looking into this)
- Rebel Venators now deploy X-wings and Y-wings
Have fun guys and please comment below on bugs and issues!
Let me understand: should we delete the main folder, and download this new version?
Steddy96,
Yes, delete all previous files.
This is just to make it easier for people to catch up on the updates and we changed quite a bit so, its just convenient to do that every once and a while.
{HEROIC}Elite
I'll try the update as soon as I can, even because I was recently busy to "upgrade" old and forgotten stuff
Looks good, cant wait to try
Huzzah! looking forward to playing the new update!
Oh I have been waiting for the update. Can't wait to try it.
Only major concern is still fighters , they are super strong. The enemy had 2 x wings I had 3 Tie Int and 2 Tartan frigates, it took over 4 minutes to kill them.
Either increase damage for fighters / tartan or lower health more
skyline5gtr,
Noted. Thank you for the input!
Things I am going to try and do to fix this issue in the near future:
1. Increase the accuracy of nearly every vessel larger than a starfighter, in the galaxy. (specifically, increasing their accuracy against starfighters) This may not sound like much, but in reality this will really contribute to balance throughout the mod.
2. Potentially reducing starfighter health even more. We did a 10-15% health reduction across the board and a 10% reduction to speed across the board with this patch. However, I agree that even 20-30% more of a health decrease on most of them would help out.
3. Specifically low end imperial fighters are going to get even weaker. Their accuracy and health needs to be decreased and their Rebel equivalents need to be a bit stronger in game. I don't think TIE Fighters and X-wings are equally strong in the universe nor should they be in this mod.
If you have any more ideas please let me know! Also, if you like or dislike what I'm thinking about doing, feedback on that would be great too.
{HEROIC}Elite
I think any of those solutions would work beyond the fighers themselves a problem is AA balance from ships like tartan. If I bring a tartan in whose sole purpose is anti fighter it should drop them like flies . I love the idea of increase accuracy but only on certain ships liek corvettes not capital ships as they should be vulnerable to fighters and bombers plus there turbo lasters would not hit fighters
The venator seems to open and close its hanger constantly