Legacy of Arkgneisis v1.9.12
- Compatability Patch for Starsector V0.96a
- Yeah I'm still alive, I just haven't been living my best life lately.
- Compatability Patch for Starsector V0.96a
- Yeah I'm still alive, I just haven't been living my best life lately.
I could have sworn that I made a post explaining to you all that, due to ongoing health issues (which I'm starting to recover from) and other projects competing for what time I do have to work, I will be officially going on a hiatus from SS modding for the time being.
Last month's billing cycle was paused for this reason, and so will this month's, and as many after as it takes until I'm ready to resume work on loA 2.0
2022-07-23 05:03:27 +0000 UTC View PostSorry this is late but my medical issues have hit me rather hard.
My back gives me trouble whenever I sit for more than an hour so I've been spending a lot of time in bed, where chest pains make it difficult to get any real sleep.
I did accomplish a few things this month, but it was sporadic, worked on some content, and some art assets (backgrounds are very difficult, as it turns out) But not nearly as much as I'd have liked. Unless my condition dramatically reverses, I'll probabl...
2022-06-07 09:34:07 +0000 UTC View PostThis month was notably more productive than the last. Core campaign systems continue to be tested, and I've soldiered onward with filling out the factional rosters.
The Patron, the Colonial Pirate gun cruiser, got a slight redesign after I decided it looked too small:

I then went on to make the Explore - 1, an armed civilian ship designed explicitly for deep space exploration. Anark...
2022-05-01 01:06:19 +0000 UTC View PostSo unfortunately due to work requirements and having gone into surgery, nothing significant was accomplished during March, as a result i've paused the April billing cycle.
Hopefully I'll manage to get more done in April, though the recovery from my surgery promises to take some time.
2022-03-27 14:55:02 +0000 UTC View PostHeya all, its been an incredibly busy month for me, so I just wanted to let you all know what I accomplished in relation to Starsector.
- The primary framework for the Colonial development mechanic is now in. This is going to be what all the campaign events introduced by Anarkaad are built off of, right now I'm just trying to bugtest it before I move on with expanding on it.
- New ship: The Taht Light Destroyer. It's a little guy with thick skin and a large energy hardpoint, basic...
2022-02-27 04:05:11 +0000 UTC View Post- A quick update for the new major version of Starsector, practically speaking it's just a few balance changes, so this update should be save compatible.
- Incendiary weapons have had their ranges increased by 100su
- Pellet Gun and Pellet Cannon have had their damage values increased by 100 and 300 respectively.
- Pellet Cannon has had it's flux cost increased by 200
- Shield Pike and Shield Lance have had their damage values reduced by 5 and 10 respectively. 2021-12-21 02:10:31 +0000 UTC View Post
Here it is, a development version of LoA 2.0
This contains all of the ships I've developed for the update thus far, it contains no weapons, fighters, or modular hullmods.
It DOES contain some very basic campaign stuff for the update, but none of it is in a functional, or even presentable state, keep this in mind if you run this version of the mod with a campaign.
Also I can't really enforce a media ban, but I do ask you at least refrain from screenshotting stat cards or othe...
2021-12-03 11:11:17 +0000 UTC View Post
The final ship before I take that break I was talking about, a fancy transforming destroyer.

The Mudhak is heavily inspired by EVE Online's T3 Destroyers, and the Confessor more specifically. Pairing high base stats with a subsystem that swaps between multiple, substantial bonuses, giving the ship loads of tactical flexibility, if you know how to handle it.
2021-12-03 01:56:26 +0000 UTC
View Post
So right now I am far more swamped with work than I normally am, and I (plan) to attempt some fairly major life changing stuff at the start of next year.
With all this in mind, There will likely be several months where I am not working on the mod, although some things are still cooking on the back burners.
With this in mind, I have paused the billing cycle for December, and it will remain as such until such a time as I have time to continue active development in any reasonable man...
2021-11-23 23:53:03 +0000 UTC View Post
New ship hot off the presses, this time, a phase destroyer!
Just a heads up, this showcase will be public, Just so that I can show the rest of the world that development is still continuing, even if it is a bit slow, I hope you generous folks don't mind!

I'll admit, this ship wasn't initially planed and is mostly an excuse for me to design a space submarine.

None th...
2021-10-31 12:04:27 +0000 UTC View Post
Finally! I have been able to work on things more readily showcased in what feels like an eternity!
And what I have for you today is a big honkin artillery piece!

And of course you're going to want to know what the actual shit a Mk. 16 LGG is, so here you go:

Backing up these shield-penetrating cannons is a ship system designed to fuck with its target's shields even more,...
2021-09-27 12:23:04 +0000 UTC View PostOne of my patrons asked for one of the boring bullet lists I've been using to keep track of stuff, so here it is.
Probably worth mentioning that this is likely not everything that will happen, just everything I could think of in a vaccum.
Hopefully I'll have another ship to show off for the next update, the Colonial system is finally in its proper barebones state so I was able to get everything sorted for my code wizards.
2021-09-16 21:26:01 +0000 UTC View PostJust letting you know that I'm not dead. Progress is still slow due to work, and I haven't been working on anything worthy of a patreon post, mostly getting the new star systems into a basic agreeable state so that I can make sure my coding subcontractors can keep cranking out the campaign mechanics, and well, screenshots of incomplete starsystems and bullet lists aren't terribly interesting things :P
2021-08-16 12:48:49 +0000 UTC View Post
Nothing huge today, just a little bit of flavor to flesh out Colonial Space, the first Corporate ship!

Yes, that is correct, Arkgneisis was responsible for the Exodus Initiative hulls all along! And some of their descendants have adopted these old rust buckets for their own use. These hulls will be utilized by two of the subfactions planned for LoA 2.0, the Skailar Cooperative, and the Sunrise ...
2021-08-06 00:45:04 +0000 UTC View Post
I apologize for the lack of updates, as mentioned before, work has been picking up, limiting the time and energy I have for working on this.
Today I've got a fairly unusual entry to show off, a dedicated command ship!

40DP for what looks like a fast, if somewhat under gunned cruiser might sound steep, but this thing comes loaded with fleet support functionality.
Aside from having Ops Center and Hi Res Sensors built in, ...
2021-08-02 12:28:40 +0000 UTC View Post
I know it's been a while since my last post, work has picked up a bit lately so I haven't had much time to work on the mod, and there have been delays on the scripting side of things for the sprites I've already completed.
Today however, I get to show you the first Colonial Pirate ship!

The Matron is a carrier, and the largest ship the Colonial Pirates will have access to starting out. It's most distinguishable trait being it's 4 b...
2021-07-25 03:14:22 +0000 UTC View Post
This one got a bit delayed due to issues resolving the AI for it's shipsystem, but here it is!

The Sacchar is somewhat of a Paragon analogue, big, painfully slow, and difficult to sink. Its system is similarly analogous to fortress shield, except with the benefits applying to it's considerable armor. While that might sound a bit less desirable, note that the Sacchar has 4 fighter bays, allowing it to continue limited attacks even when th...
2021-07-04 02:56:54 +0000 UTC View Post
The next ship to finish is another unglamorous workhorse: The Rassol

Despite the mundanity of it's purpose, I like aspects of its design enough that I think I might use it for something a little more...spicy, later on.
The system some of you might recognize, it's the same one used by the Lyons.

The next ship to be completed was actually a cruiser! A second-line carrier with frightening strike capabilities.

Those familiar with the Norwood will recognize the ship system, with two decks, two medium and two small missiles, it allows the ship to direct a scary amount of burst damage out to considerable ranges. Like the Alanqil however, it isn't very fast and tends to fall apart rapidly when put in range of a stern look.
2021-06-24 03:18:40 +0000 UTC
View Post
Something a little less showboaty this time. When planning out the Colonial roster, I realized they would need a basic capital ship appropriate for the early game, before their buildup mechanic could reasonably unlock their other capital ships.
Enter the Alanqil

Nothing fancy here, just a fleet carrier with a solid blend of strengths and weaknesses at a respectable 40DP. Designed like an old world war carrier, because who's g...
2021-06-22 02:10:01 +0000 UTC View Post
Finally I can show off something with some meat on it's bones!
The Thlos is a battleship in the purest sense, it can take a severe beating and dish one out in the process.

It's built in is a relatively simple long-range kinetic weapon that prevent's most enemies from simply outranging the pondering beast, but that's not all, because this weapon ties in with it's shipsystem in some fun ways!
2021-06-17 05:27:01 +0000 UTC
View Post
Greetings patrons! This post will be a bit of a pilot for something I have been planning to do for a while, show off the upcoming ships and (later) weapons that will be included in LoA 2.0, 4 capital class ships have been sprited as of now but the main stopgap to me showing them off is missing scripts that are being handled by third parties.
Since this ship needed no fancy scripting, it's the first one to be fully implemented, so we're starting off with a civilian hull! Consider it a te...
2021-06-09 11:56:14 +0000 UTC View Post- Fixes ships spawned by Anargaia in combat not registering as having belonged to the Society in after action reports.
- Fixes an issue where a faction capturing ARS procedural bases in Nexerelin would cause the faction in question to respawn once per day until that market was destroyed.
2021-06-01 09:50:14 +0000 UTC View Post- Fixes the Society Riggers hullmod from dropping in the campaign.
- Changes how flux buildup is calculated for the Tandem Flux Grid hullmod to make it more intuitive, with a corresponding change to the description text.
2021-05-27 01:54:40 +0000 UTC View Post- Fixed the ARS not selling their blueprints at their procedural markets.
- New Hullmod: Tandem Flux Grid, doubles the effect of caps and vents in exchange for cargo space and the chance for short overloads during periods of intense flux generation.
2021-05-24 12:12:39 +0000 UTC View Post- Potentially fixes the severe campaign lag caused by the previous version, let me know if you continue encountering it, this issue is difficult to consistently replicate with my hardware.
2021-05-18 10:37:17 +0000 UTC View Post- The ARS should now properly utilize their own ships at all of their markets, which should furthermore be more heavily garrisoned than previous.
- If Anargaia is destroyed in a Nexerelin campaign, the ARS will now properly 'respawn' and resume participation in sector politics once one of their existing hidden markets upgrades itself into their new headquarters.
- New ship: Ike class assault shuttle. A Frigate sized troop transport that serves as a cost effec...
2021-05-16 22:54:32 +0000 UTC View Post- Updated for RC15
- Increased the FP value for Anargaia, theoretically making it more difficult for AI fleets to destroy it in Nexerelin Raids
- Added a description to the hull of Anargaia, and generally cleaned up the strings surrounding it.
- Fixed a minor bug with A Scent of Adventure preventing the quest from fully completing if the final encounter was handled in a certain manner.
- The Hegemony and the Society should no longer engage in pointless diplomacy ...
2021-04-28 11:47:22 +0000 UTC View Post
On a whim I've decided the next patch will include re-worked P variants for the EI hulls that have them, making the changes more extreme compared to the base variant to better justify their existence and spice things up a bit.
Fox (P) : Is now a Budget "Super" Frigate, costing 8DP. More OP, all mounts changed to universal, shields removed entirely, it relies on its speed to survive, capable of hitting 600 with its new system, Redline, which degrades with each use. It's debatably not wor...
2021-04-24 04:16:33 +0000 UTC View Post