#Mod features I wish Lost Flotilla had

39 messages · Page 1 of 1 (latest)

bitter magnet
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I ordered from most important to less important.

ManualType

"unlock..." as a string list so a single research can unlock multiple items.

EquipmentType

"levelStartScrap" and "acceleration" (as "accelerationPc") brought to EquipmentType. No reason to why not.
Removed
"playerShotSpeedPc": int: Percent change in the speed of the player shots. Added after the post.

EntityType

"overpiercing": bool, if on, the projectile damage is subtracted from the enemy's hp and if the result is more than 0 the projectile continues its trajectory with the remaining damage.
"ignoresArmor": bool, damage is not subtracted from armor.
"fuse": bool, determines if an explosive weapon explodes after reaching the distance the enemy was aimed at before the shot.
"minSpeed": float, if the alwaysMove bool is set to true, this is the constant speed if you do not input to move foward.

"likes" and "dislikes" for player ships.
"fixedStats": list of EquipmentType keys, upgrades that use keys listed in fixedStats will have them removed, i.e., will not modify them.

bitter magnet
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I added and changed a few things

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the problem with "fixedStats" can be solved manually by including dislikes for equipment and weapons that are not worth for the limitation

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for example, the dragonscale armor

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win/win situation

zinc silo
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"when..." as a list of EquipmentType keys, only the keys listed will be affected by the condition. Added after the post. -- I don't understand this, sorry

bitter magnet
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Still confused?

zinc silo
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I think what you're saying is that you'd like to make the whenX conditions only apply to specific stats in the equipment.

bitter magnet
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yes

zinc silo
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Unfortunately that would be a lot of code and a lot of difficulties with text formatting

bitter magnet
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That is what i thought would be possible issues

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well, its unfortunate

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same with fixedStats?

zinc silo
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No that's doable but I want to actually do more: min, max, and fixed stat values. But in v1.1.

bitter magnet
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xd

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i thought of min and max too

bitter magnet
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"repairQuantity": int, amount of hp gained from each repair. With my mod changing the scale of basically everything, having a way to scale the repair too is essential

zinc silo
bitter magnet
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i kept them the same

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they were already powerful

icy helm
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I'm gonna throw in my coin here? zoom factor.

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Since Devin has been on the fence about adding zoom levels to the game, having it be something that can be bought to zoom your screen out would be nice. Binoculars n' stuff.

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It can be the "vision" stat.

zinc silo
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Slightly annoying to add because the game has a fixed zoom factor right now and I need to disentangle the math, but doable.

bitter magnet
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WaveDifference as a "from" stat in links

bitter magnet
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"mirroredFireArc": if active the fire arc is going to be mirrored to the opposite direction if <180 degrees

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very interesting for some early turreted ships from britain

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you could only shoot from the sides

zinc silo
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ah because it was turreted but stuff was in the way at the front/back?

bitter magnet
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"moveRandomly" for Escorts

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i want a minelayer that does not direct follow the enemy

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rather i want it bounding the area around the player

bitter magnet
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escortSpeedAndTurnSpeedPc

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?

bitter magnet
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"endOfLevelMoney" and "acceleration" for EquipmentType

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some way to weight the dislikes and likes, maybe?