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#STEAM Worked around an issue that was causing Liquid/Ferrofluid armo…
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…r to misbehave when interacting with Nanomesh or Progenitor armor.
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DaloLorn committed Jul 26, 2020
1 parent e0156e3 commit ce41b0c
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Showing 8 changed files with 27 additions and 5 deletions.
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Expand Up @@ -28,11 +28,13 @@ Subsystem: FerroFluidArmor
Requires:
Power = PowerUse
Effect: ReduceDamage

ProjResist = ProjResist
ExplResist = 0
EnergyResist = 0
MinimumPercent = 1/6

Modifier: AddHP(amount)
Hex.HP := Hex.HP
Module: Default

Sprite: PlateArmor * #3b3d40
3 changes: 3 additions & 0 deletions Rising Stars/data/subsystems/flagships/armor/LiquidArmor.txt
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Expand Up @@ -22,6 +22,9 @@ Subsystem: LiquidArmor
Hex.LaborCost := 0.5 * HexSize
Hex.BuildCost := 3 * HexSize

Modifier: AddHP(amount)
Hex.HP := Hex.HP

Hex.MaintainCost := 2 * HexSize / ShipSize^0.5
Hook: ABEM_hooks::SubsystemModAttributeOnEnable(EmpireLiquidArmorSize, Add, Size)
Module: Default
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Expand Up @@ -18,6 +18,9 @@ Subsystem: SupportFerrofluidArmor
BaseHP := 60 * HexSize
Hex.Mass := 1.5 * HexSize

Modifier: AddHP(amount)
Hex.HP := Hex.HP

Hex.BuildCost := 4.5 * HexSize
Hex.LaborCost := 0.525 * HexSize

Expand All @@ -27,7 +30,6 @@ Subsystem: SupportFerrofluidArmor
Effect: DistributeHealth

Effect: ReduceDamage

ProjResist = ProjResist
ExplResist = 0
EnergyResist = 0
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Expand Up @@ -15,6 +15,9 @@ Subsystem: SupportLiquidArmor

Ship.ExternalHexes := Ship.ExternalHexes + ExteriorHexes

Modifier: AddHP(amount)
Hex.HP := Hex.HP

Hex.Resistance := 0.1
BaseHP := 55 * HexSize
Hex.Mass := 1.4 * HexSize
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10 changes: 10 additions & 0 deletions Rising Stars/locales/english/RS_subsystems.txt
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Expand Up @@ -660,8 +660,18 @@ S_FERROFLUIDARMOR_DESC: <<
[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
[img=Plus]Does not block weapon arcs or engine exhausts.[/img]
[img=MenuIcons::3;20]Does not provide any damage resistance against Energy or Explosive damage.[/img]
[img=Minus]Does not receive extra health from being adjacent to Progenitor Armor or Nanomesh. (It does, however, still receive regeneration from Nanomesh.)[/img]
[img=Minus]Heavier, more expensive and more labor-intensive than standard Liquid Armor, and cannot interact with it.[/img]
>>
S_LIQUIDARMOR_DESC: <<
A basin of liquid hydro-metal suspended on the hull of the ship absorbs impacts and spreads them evenly, filling any gaps that are created.

[img=Plus]High [b][color=#80ff80]health[/color][/b].[/img]
[img=Plus]Health flows from high health hexes to connected low health hexes to equalize density.[/img]
[img=Plus]Armor on the outside of the ship does not use up interior space.[/img]
[img=Minus]Does not receive extra health from being adjacent to Progenitor Armor or Nanomesh. (It does, however, still receive regeneration from Nanomesh.)[/img]
[img=Minus]Does not provide any Damage Resistance.[/img]
>>
NANOMESH_NAME: Nanomesh
NANOMESH_DESC: <<
A finely weaved mesh of nanobots strengthen the integrity of - and perform maintenance on - nearby subsystems.
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2 changes: 1 addition & 1 deletion Rising Stars/scripts/definitions/ABEM_version.as
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Expand Up @@ -2,7 +2,7 @@ import version;
import CP_version;

// ABEMMOD's last revision was 724.
const string MOD_REVISION = "1067";
const string MOD_REVISION = "1068";
const array<string> VERSIONS = {
"v2.0.3",
};
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4 changes: 2 additions & 2 deletions branch-description.txt
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@@ -1,3 +1,3 @@
This branch is for the 1.3.0 beta. Unlike previous versions of Rising Stars, 1.3.0 requires the SR2 Community Patch to be installed, from the branch "master".
This branch consistently tracks the Steam Workshop version of Rising Stars. If it's on the Workshop, it's here - and vice versa.

SR2MM versions 1.1.0 and above will automatically install the Community Patch when you try to install Rising Stars from this branch.
Since 1.3.0, Rising Stars requires the SR2 Community Patch to be installed, from the branch "master". SR2MM versions 1.1.0 and above will automatically install the Community Patch when you try to install Rising Stars from this branch.
2 changes: 2 additions & 0 deletions patch.txt
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Expand Up @@ -105,6 +105,7 @@
[*]Added the FTL Suppressor module for use on Military Starbases.[list]
[*]A more expensive version of the FTL Jammer, without the overcharge ability.
[*]Costs 0.25 FTL/s to operate, with a maintenance cost of §70k.
[/list]
[*]The Engine of the Revenant now affects non-Hyperdrive FTL types, just like the Thrust tech family.
[/list]

Expand Down Expand Up @@ -187,6 +188,7 @@
[*]Reduced the mass and build costs of support Shield Generators. However, they now have a Labor cost.
[*]Harvester and Devourer hulls have had their Fling FTL costs significantly reduced.
[*]Added a version of the Shrine of Protection for Devout support ships.
[*]Worked around an issue that was causing Liquid/Ferrofluid armor to misbehave when interacting with Nanomesh or Progenitor armor.
[/list]

[b]Systems[/b][list]
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