Tryptic's Mod 2.5 Changelog

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posted on September 6th, 2016, 1:39 pm
Last edited by Tryptic on October 7th, 2016, 3:26 pm, edited 4 times in total.
Hey guys, it's been a while but I'm back at work on the mod again. The next version will be posted here within the next week or two, so I wanted to start working on my complete changelog. Each race will have its own section, and once it's released there will be an excel document as well.

All Races

Artillery range increased from 1100 to 1200
Strategic range increased from 1400 to 1600
Troopship boarding strength bonus increased from 20% to 50%
Troopships gain the Civilian Tractor Beam special (drags friendly ships with disabled engines)
New passives: Disruptive Strikes, Flagship Command

Disruptive Strikes
-Weapons have a small chance to disable subsystems (4%-12% chance depending on size and rate of fire, disabled for 3 seconds)
-Sensor range decreased by 20%
-Affected ships: Breen Cruiser, Breen Battleship, Saber, Luspet, Chonaq, Saeihr

Flagship Command
-Experience gain increased by 33%
-Special abilities improve with rank-up
-Experience value doubled
-Supply cost increased
-Gains the Civilian Tractor Beam special (drags friendly ships with disabled engines)
-Affected ships: Ambassador, Galaxy, Sovereign, Neghvar, D'Deridex

Mixed-Tech
All races other than the Borg now have a single Experimental yard in their tech tree. Each Experimental yard has one unique ship that requires no special technology (except Dominion) and can also build Mixed-Tech variants once other races' technology is obtained. In addition, all ships that have Mixed-Tech variants can now be directly refitted into the variant once the technology is acquired, even without a Mixed-Tech yard. Note that this is slightly more expensive than building them directly.

You gain another race's technology either by researching it at the Mixed-tech yard or by transferring it from a constructor belonging to that race. To transfer technology you need to fly the constructor to a Starbase and use its tech transfer ability. This can be used on another player's Starbase without giving them the constructor.

The Borg do not have Mixed-Tech variants; instead they can build a single adaption matrix for each race's technology that they acquire. In addition to repairing captured ships, the adaption matrix generates supply over time while being cheaper than an incubation chamber and even generates some extra Collective Connections.
posted on September 6th, 2016, 1:41 pm
Last edited by Tryptic on October 24th, 2016, 4:42 pm, edited 14 times in total.
Borg 2.5b 2.5c
All Borg ships gain +50% boarding strength. This modifier also applies to holding beams and the Boarding special, and balances out the 2/3 modifier on all boarding actions. So a holding beam that transfers 9 drones/second will kill 9 crew/second on the target ship, and Boarding will kill the number of crew that the tooltip lists.

Borg Overview

In Tryptic's Mod the Borg receive numerous buffs to their smaller ships, making them more versatile and better at hit-and-run attacks. Abilities like Transwarp and Regeneration make them much harder to kill in the hands of a skilled player, and Neural Transceiver will allow the fleet to use its special abilities over and over again.

Borg large ships have received small improvements as well, but will need to be used cautiously because of the high number of single-target killing abilities the other races have gained. A large Borg ship is most deadly when escorted by Transwarp Scubes, Vinculum Dodes, and OTC Diamonds.

Assimilation and boarding are a more integrated part of the Borg techtree in Tryptic's Mod. Smaller ships like the Dode cause crew casualties simply by being in the fight, while large ships bring powerful boarding and subsystem repair abilities to bear. Remember, even if a ship isn't captured, if its crew level turns yellow its weapon rate of fire goes down by half.

Adapted Photon crew killing effect reduced by half
New Adapted Photon damage profile:
+40% vs small ships (previously +70%)
-40% vs battleships (previously - 70%)
-70% vs stations (previously - 90%)
-Kills 1 crew every 3 torpedoes (does not affect stations)


Borg Avatars

Directive - Optimize
-Resource Assimilator bonus changed to +50% special energy (previously +5 defense)

Directive - Assimilate
-Nodes level research cost reduced by 10%
-Incubation Chamber passive assimilation range and speed increased


Borg Technology

Nodes level 3-5 research cost reduced

Technology slots have been reworked as follows:
-Starting technology slots: 3
-Sensor Relay, High Energy Slicer, Devastating Attack, and Perfect Logistics technologies moved to Conduction Matrix
-Adaption technology level 1-3 added to the Transmission Matrix
-Adaption levels cost 30/50/70 CC, and increase tech slots to 7/12/18. Levels 1 and 3 also increase weapon damage by 10%

Conduction Matrix
High Energy Slicer (1 point) -Damage increased by 100% for Adaptor
Devastating Attack (1 point) -Damage increased by 100% for Assimilator
Sensor Relay (1 point)
Perfect Logistics (2 points)

Transmission Matrix
-Cost reduced 1200/600->800/400
Cost increased back to 1200/600
Uni Matrix (Station Holding Beam) (1 point)
Data Mining (2 points)
Advanced Transwarp Conduit
-The Transwarp Scoutcube gains the ability to activate the Transwarp drives on the largest of Borg vessels. The Scoutcube will be unable to move for 15 seconds

Regenerative Processes (added in Tryptic's Mod)
-Adds Advanced Regeneration ability to small and medium Borg vessels with Regeneration modules
-Adds Basic Regeneration ability to small and medium Borg vessels without Regeneration modules

Nanites (3 points)
-Energy cost increased
-Supply cost added (5 supply)

Boarding (3 points)-Boarding party size and cooldown increased for Cube


Borg Ships

Assembler
-Crew count 700->400

Extractor
-Defense reduced
-Regeneration special added

Detector
-Crew count reduced 80->60
-1 hp shield prevents boarding at full health

Scoutcube

Intercept module
-Adapted photon torpedoes kill 1 crew each

Regeneration module
-Passive regeneration improved
-Enables Advanced Regeneration with technology

EM module
-Sends out a small Tachyon ping from a nearby sensor relay or Dodecahedron relay every 10 seconds

Transwarp module (replaces peripheral module)
-Passively grants Transwarp ability to nearby small and medium Borg ships
-With technology, can activate Advanced Transwarp Conduit to affect large Borg ships as well for 15 seconds. The Scoutcube cannot move or fire during this time

Dodecahedron

Intercept Module
-Adapted photon torpedoes kill 1 crew each
-(2) Axial Assault special improved
=Fires 2 torpedoes when active: one at primary target and one cycling through nearby enemies
=Rate of fire increased by 50% when active (previously 100%)

Regeneration module
-Passive regeneration improved
-Enables Advanced Regeneration with technology

Vinculum module
-Neural Transceiver special improved
=Grants 300 special energy to all friendly ships within medium range (previously 300 energy divided between Borg vessels)
=Energy cost 300->500
-(2) Vinculum special improved
=Range increased short->medium
=Affects any Borg vessel (previously only ships with holding beam)

Adaptor

Regeneration module
-Passive regeneration improved
-Enables Advanced Regeneration with technology

Adaption module
-Adaption torpedo duration increased, rate of fire decreased
-Adaption torpedo targets increased 1-> 8

Assimilator
-Gains a tractor beam for towing disabled ships

Torpedo module, Beam module
-No change

Regeneration module
-Passive regeneration improved
-Supply cost increased

Assimilation module
-Blue-beam energy cost reduced
-Supply cost increased

Sphere

Beam module
-Adds an additional target for each beam module but reduces the damage slightly
=beam count with 1,2,3 modules: 2,3,4
=individual beam damage: 70%,60%,50%
=damage total: 140%,180%, 200%

Torpedo module
-No change

Regeneration module
-Increases passive regeneration by 30% regardless of module count

Pacification module (replaces Holding Beam module)
-Boarding rate changed to 9 (previously 5)
-Adds Nanites special ability with technology
-Adds +10CC cost

Pyramid

Torpedo module, Beam module, Nanite Factory module
-No change

Regeneration module
-Increases passive regeneration by 30% regardless of module count

Holding Beam module
-Cost reduced
-Boarding rate changed to 9/12/15/18 (previously 5/10/15/20)

Diamond
-Nearby sensor relays will become active for 5 minutes. Active sensor relays have a large vision radius
-Nearby Dodecahedron relays will gain a large vision radius for as long as the diamond remains nearby
-Gains a tractor beam for towing disabled ships

Holding Beam module
-Boarding rate changed to 9 (previously 5)

Cube

Beam module
-damage increased to 70% for each beam (previously 50%)

Torpedo module
-Cost reduced

Holding Beam module
-Cost reduced
-Boarding rate changed to 9/12/15 (previously 5/10/15)

As a result, Cubes without tactical plates are significantly cheaper than in previous version of Fleet Ops

Borg Defenses

Dodecahedron Relay - All
-slowly recrews nearby friendly vessels
-Gains the relocate ability, allowing the relay to transform back into a mobile unit
=relocating costs a few supplies, and the vessel will be vulnerable for several seconds

Dodecahedron Relay - Intercept
-Adapted photon torpedoes kill 1 crew each
-Adapted photon torpedoes have a chance to disable engines
-with technology, gains the High Energy Slicer and Nanites special abilities

Dodecahedron Relay - Regeneration
-gains increased passive regeneration and vision range
-sends out a tachyon ping every 10 seconds
-gains Neural Transceiver special ability
-with technology, gains Regeneration special ability

Dodecahedron Relay - Vinculum
-slowly assimilates nearby enemy ships
-gains the blue assimilation beam and Vinculum special abilities
-with technology, gains the Holding Beam and Boarding special abilities
posted on September 6th, 2016, 1:43 pm
Last edited by Tryptic on October 21st, 2016, 12:32 pm, edited 5 times in total.
Dominion 2.5b

Overview

The A-20 Destroyer becomes more defensive in Tryptic's Mod, allowing it to be mixed into any fleet more easily while the C-11 gains powerful shield and energy recharging abilities. This will allow Dominion players to engage in a much more defensive playstyle if they so choose.

Also, the B-5 cruiser becomes a troopship with a powerful crew-killing ability. This, combined with the overall buffs to troopships makes a boarding strategy more viable.

The Puretech Avatar gains access to Alpha refits for the A-20 and T-15. Alpha refits increase offense value and cost mainly supply, allowing you to upgrade your fleet using the excess generated from supply mining

The Breen Avatar's unique ships go in the opposite direction, costing more minerals and less supply. The Breen Cruiser's torpedoes deal less damage and do not miss, making them more like a beam weapon. The Disruptive Strikes passive makes these ships deadly against single targets, allowing them to counter ships like Warbirds and large Borg vessels.

Dominion Avatars
Puretech
-Gains access to the A-20 Alpha refit and T-15 Alpha refit
-Hyperspace artillery cost deceased (still can build 2)
-B-5 range bonus removed

Breen
-Can build the Hyperspace Sensor Station
-Hyperspace artillery damage increased (still can build only 1)

Dominion Structures

Hyperspace Sensor Station
-Can be built by both avatars (previously Puretech only)
-Area and duration increased
-Energy cost replaced with cooldown

Dominion Ships

A-20 Destroyer
-Defense increased 11->16
-Mineral costs increased
-Ramming special improved: Damage increased at lower ranks

B-26 Bomber
-Fires torpedoes in volleys of 3
-Firing arc increased 1/2->2/3

S-2 Escort Cruiser
-Alpha Ketracel White special improved: Range increased short->medium

C-11 Intercept Destroyer
-Defense increased 10-20
-Mineral costs increased
-Range increased medium->artillery
-Range boost removed (previously did nothing)
-Cascade Feedback range increased and changed to 2nd ability (previously 3rd ability)
-Shield recharge added as 3rd ability

B-8 War Frigate
-Crew reduced 475->375

Breen Cruiser
-Torpedo miss chance removed
-Mineral costs increased/Supply cost reduced
-Prototype removed/Requires Tech Lab
-Disruptive Strikes passive added
-Breen Cloak improved: Energy cost reduced 150->100

A-20 Alpha Refit (Puretech only) added
-Requires Ketracel Facility
-High Supply cost
-Increased offense 14->21
-Deals extra damage to destroyers


B-5 Battlecruiser
-Mineral costs increased
-Troopship added
-(Puretech) range bonus removed: range medium->short
-Biowarheads special removed (previously did nothing)
-Biowarhead special added: medium range, deals between 40-80 damage to shields and disables life support for 15 seconds (90% chance)

Breen Battleship
-Supply cost reduced
-Prototype removed/Requires Ketracel Facility
-Speed increased 60->80
-Disruptive Strikes passive added
-Breen Cloak added

S-7 Defender
-Speed increased 50->70

T-15 Alpha Refit (Puretech only) added
-Requires Ketracel Facility
-High Supply cost
-Increased stats
-Beam weapon added

Hyperspace Artillery
-Damage, rate of fire, and vision range increased
-Build time reduced
-Movement speed decreased

Mixed-Tech Yard
Unique unit: V-15 Dreadnought (4 versions)
-Mass Polarization: cooldown added
S-2 Escort Cruiser - Borg
-Ketracel White special lasts longer and doesn't kill crew
C-17 Siege Cruiser - Federation
-EM Blast disables engines
B-26 Bomber - Klingon
-Adds split-fire torpedo special
C-11 Intercept Destroyer - Romulan
-Adds cloaking device
posted on September 6th, 2016, 1:44 pm
Last edited by Tryptic on October 17th, 2016, 4:45 pm, edited 3 times in total.
Federation 2.5b

Pulse Platform
-Offense increased
-Firing pattern changed

Eraudi Yard
-Mineral costs reduced
-Defense value decreased
-Chassis 3 ships build time increased

Warp-in slots reworked: center ships take 2 slots, start out with 0 slots, each chassis level adds 4 slots, each Sovereign class vessel adds 2 slots.

Saber
-Cover Fire passive removed
-Disruptive Strikes passive added

Canaveral
-Cost and defense increased
-Sensor synergy make passive at all levels
-Plasma Bolt added
-ECCM increases offense (previously defense)

Nova
-Offense increased
-Requires Chassis level 3

Remore
-Speed increased 90->130
-Vision radius increased
-Vector Targeting special ability removed (previously did nothing)
-Antimatter Mine added as 2nd ability

Sovereign
-Offense/Defense values increased
-Supply cost increased
-Flagship Command passive added
-Increases warp-in limit by 2

Galaxy/Ambassador
-Flagship Command passive added

Descent
-Shield recharge area increased to medium
-Shield recharge no longer affects self or other Descent class vessels

Teutoburg
-Weapon starts out firing slowly, then accelerates over tine


Mixed-Tech
Unique ship: Miranda II
Remore - Borg
-All stats increased, mines disable engines
Akira - Dominion
-Damage shifted to torpedoes, gains Tetryon torpedo special
Monsoon - Klingon
-Proximity Torpedo costs less energy, disables weapons for 2 seconds
Defiant - Romulan
-Stats reduced, gains cloaking device

More coming soon
posted on September 6th, 2016, 1:45 pm
Last edited by Tryptic on October 24th, 2016, 6:03 pm, edited 6 times in total.
Klingon 2.5b2.5c

Klingon Overview

The Klingons have gotten a number of small adjustments to make their rarely-used ships more useful. Their unique Mixed-Tech ship, the Edjen in particular brings a powerful area disable while their late game fleet receives some much needed defense.

Klingon Technology

Large Scale Cloaking Devices
-Research cost and time reduced

Tech requirement for Scout Station, Sensor Station, and Heavy Weapons Platform changed to Field Research OR Armory (previously Field Research)

Klingon Structures

Field Yard
-base cost increased, expansion cost reduced
-expansion supply cost removed (previously 80 supply for all three)

Scout Station added
-similar to sensor station, but with a large vision range and no cloak detect ping

Klingon Ships

B'rel
-Weapon Fatigue supply cost reduced 6->4

K'vort
-Shield Breaking Torpedo disables weapons for 2 seconds

Su'sa
-speed increased 130->140
-speed during Last Ditch Assault reduced to 110

Veqlaragh
-Defense Value increased 12->17
-Tritanium cost increased
-Firing arc reduced to 2/3 (previously 360)

Chargh
-Defense value increased
-Tritanium cost increased

Qaw'duj
-Speed increased 100->110
-Ion Torpedo energy drain increased 40->80

Luspet
-Disruptive Strikes passive added

Vutpa
-Dilithium cost reduced
-Defense value increased
-Missile Storm projectile count increased 12->18

Cho'naq
-Weapon energy cost reduced
-Disruptive Strikes passive added

Negh'var
-Defense value increased
-Supply cost increased
-Flagship Command passive added

BortaS
-Advanced Cloak tech requirement changed to Large Scale cloaking technology
-Strategic Sensor Probe added as 1st ability

Klingon Mixed-Tech
Requires Field Research OR armory
Unique Ship: Edjen (Max 5)
Qaw'duj - Borg
-Ion Torpedo drains 2x energy over time
Cho'naq - Dominion
-Artillery range, weapon energy cost increased
K'vort - Federation
-ECM suite added (pulse/torpedo miss chance)
B'rel - Romulan
-Advanced Cloak added
posted on September 6th, 2016, 1:46 pm
Last edited by Tryptic on October 24th, 2016, 7:16 pm, edited 3 times in total.
Romulan

Romulan Overview

The Romulan faction gets large improvements to its midgame in Tryptic's Mod. Rhienn and Generix refits are cheaper when they are built from a yard, and the new Generix Centurion refit provides a cheap, solid backbone for the fleet. The Generix Singularity refit is now fully operational and its Harmonic Implosion ability restores a massive amount of shields and special energy in a large radius. Like the old Support Generix, if you build a late-game Romulan fleet without this ship you will probably lose. Note that you need three Singularity Gens using the ability at the same time or it will be much weaker.

Warbirds are now significantly stronger and fit into two categories. The Cehlaer and D'Deridex have strong defense but extremely high supply costs, making them effective in the early game but difficult to mass-produce. The Eresis and Norexan have powerful offense and a lower supply cost, making them easier to produce. A fleet comprised of Centurions, Norexans and three Generix Singularity refits can deal massive damage while maintaining a powerful defense.

Helev players should be aware that they do not have any single-target disabling abilities. If the enemy rushes to large ships, you may want to invest in some Generix Specters or Saeihrs for their Disruptive Strikes or Torpedo Rhienns for the devastating Vector Torpedo. Helev can build the Warbird Yard for a discount, so Warbirds are a viable option for him in Tryptic's Mod.

Mijurial's Warbirds are much better equipped to deal with enemy battleships because of the Cehlaer's special ability. Disruptor Bombardment can stun a target for around 6 seconds and can prevent it from entering a repair yard even if it was already beginning to dock. This is one of the best abilities in the game for dealing with battleships and Borg Cubes, so use it early and often.

Romulan Avatars

Helev
-Supply cost reduction for Staryard vessels reduced from 50% to 33%
-Warbird Yard cost reduced by 25%

Mijurial
-Staryard cost reduced by 25%


Romulan Technology

-Generix Centurion Refit added
-Individual refit techs removed (disruptor rhienn, torpedo rhienn, generix spectre, generix singularity)
-General refit techs added (Rhienn Refits, Generix Refits)
-Refit techs can be researched from either Tal'Shiar Academy or Upgrade Facility
-Warbird Yard tech requirement changed from Research Institute to Staryard
-D'deridex tech requirement changed to Research Institute
-Radiation Array (Eresis) and Disruptor Bombardment (Cehlaer) techs moved to Research Institute


Romulan Structures

Can now build both Cloaking Generator and Intelligence Center (previously either one)

Starbase
-Provides power to 3 Disruptor turrets (strategic range)
-Provides power to 3 Disruptor turrets once starbase defense is upgraded

Upgrade Facility
-Cost reduced 600/300->400/200

Singularity Generator
-Dilithium cost reduced, Tritanium cost increased
-Turret power range increased to Strategic, limited to 3 turrets
-Singularity Implosion ability reworked

Singularity Implosion
-The ultimate expression of Romulan power generation technology. The Singularity Generator sends out a single, massive wave of energy in subspace, causing a chain reaction in the reactors of all nearby Romulan vessels which generates nearly limitless energy. Ships affected by the implosion will overflow with special energy for a short period of time, after which the excess energy will be shunted harmlessly into subspace.


Romulan Ships



More Coming soon
posted on September 6th, 2016, 4:15 pm
Bug Fixes/Quality of Life

Bugs (found in 3.2.7, fixed in Tryptic 'a Mod)

-Dominion C-11: Range Boost has no effect
-Dominion B-5: Biowarheads has no effect
-Klingon Luspet rank 2-6: Field of Fire special deals no damage
-Romulan Singularity Generix: Harmonic Implosion does not bounce as intended


Quality improvements
-AI redesigned for all races
-Hotkeys added for every structure, ship, technology, and special ability.
Starbases list the player's Avatar in their tooltip
-Burst-damage passives (Disruptor Rhienn, T-15 officer) show their cool down on the icon
-Major effects produce an icon on the affected ship (WIP, currently only works on C-17 EM Blast)
posted on September 9th, 2016, 2:10 pm
Tryptic wrote:Remore
-Vector Targeting special ability removed (previously did nothing)

Thought so. Never noticed any difference when using it, and too lazy to dig into the code.
posted on October 7th, 2016, 9:17 am
Hello Tryptic,

i'm really looking forward to your new Mod 2.5. I hope you're coming along well and i can enjoy it very soon :thumbsup:
posted on October 7th, 2016, 5:40 pm
AuronXXL wrote:Hello Tryptic,

i'm really looking forward to your new Mod 2.5. I hope you're coming along well and i can enjoy it very soon :thumbsup:


I second this! Thank you for your work.
posted on October 7th, 2016, 5:57 pm
Lol thanks guys. It took way longer than I said it would, but I'm in the final phase right now. The next version will be released either tonight or tomorrow, even if I have to pull an all-nighter to finish it off :thumbsup:
posted on October 7th, 2016, 6:18 pm
No need to deprive yourself of sleep! If it has to wait a bit beyond that so you can get a decent amount of kip, I'm sure we'll all be supportive!
posted on October 8th, 2016, 6:42 pm
MadHatter wrote:No need to deprive yourself of sleep! If it has to wait a bit beyond that so you can get a decent amount of kip, I'm sure we'll all be supportive!


Agreed! Health comes first ;)
posted on October 11th, 2016, 10:35 pm
It should be noted in this thread that the waypoint modifier key is changed by this mod from [Tab] to [Shift].
posted on October 22nd, 2016, 10:23 pm
FO has waypoints?
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