Walking on Ashes
1.0.4 Patch Notes1. Patch deployment date: April 5th
2. Changes to ships (from 1.0.3):
All allied bombers have recieved the "Reactive" armor-type. They will now take 25% less damage from Flak.
Reason: This change was made to up the surival rate of both allied bomber wings when attacking the Molochs in Mission 2. Applying this as a global rule to all bombers is not applicable to
Walking on Ashes as it would be an cruel burden to the player.
Added the SF Incubus
as SF Tarasque to the mod. The Tarasque is capable of firing long range, low-yield anti-capital missiles.
The GVF Seth can no longer carry the Stiletto II or Trebuchet in the first missile bank (Note: That's the smaller missile bank). It also losses the ability to carry the Infyrno.
Reason: This is to bring it in line with other ships that have different missile bank sizes. The loss of the option to equip the Infyrno is to bring it in line with the Horus.
The GVF Horus can now carry the Stiletto II in the first missile bank (Note: Both banks are of equal size).
Reason: All fighters that can carry the Trebuchet now have the option to carry the Stiletto II as well (this does not apply to the Heset).
The GVF Toth can now carry the Infyrno.
Reason: In order to make it a distinct choice it has become the only Great War-era fighter with the ability to carry the Infyrno. It's still the Toth, so not recommended under any circumstances.
The GVF Myrmidon can now carry Helios bombs in its third missile bank (Note: That's the largest missile bank).
Reason: This is allows you to use the Myrmidon as additional anti-capital ship options.
The GVF Serapis can now carry the Trebuchet, the Stiletto II and the Infyrno in its first missile bank (Note: That's the larger missile bank).
Reason: This is to make the Serapis more viable in comparison with the Heset.
The GVF Tauret can no longer carry the Trebuchet, the Stiletto II and the Infyrno in its second missile bank (Note: Both banks are of equal size).
Reason: So the Tauret doesn't become an overpowering option due to its higher secondary capacity.3a. Changes to weapons (from 1.0.3):
All AAA-beams have recieved the following changes:
a) They no longer pierce shields.
b) Their damage against shields has been reduced to 70 percent of the original ammount.
c) They will prioritize bombers over all targets.
Reason: You have to thank Spoon for this one. This should improve player surivability against enemy AAA-beams, esspecially the ones on the Ravana, which tend to be a late mission buzz-kill in Mission 2.3b. Changes to weapons (from retail):Note: These changes are already part of previous versions, however they used to be invisible as neither weapon was avalible to the player.
The Infyrno has recieved the following changes:
a) Missile Velocity has been increased to 300 m/s (up from 120).
b) Missile Lifetime has been decreased to 6 s (down from 7).
Reason: This increases the range of the Infyno to more than double it retail value. This makes the missile much safer to use, as you no longer risk being caught in the submunitions. As a trade-off the missile is now more difficult to use.
The Stiletto II has recieved the following changes:
a) The Missile now is capable of homing on targets 100° from its centre line (up from 40°).
b) The Missile now flys without actively tracking its target for first half of its life time. During the second half it will home in on its target, which includes doing an up to 100° trajectory adjustment.
c) Missile maximum velocity has been increased to 440 m/s, this is the velocity during the time missile homes in on its target. During the inital non-homing period it will fly at 110 m/s.
d) Missile Lifetime has been decreased to 15 s (down from 25).
Reason: This is to make the missile harder to intercept for the AI, as well as allow the missile to be used for skilled shots against turrets.4. Loadout changes:
Added GVF Tauret and the GVF Seth to the avalible fighters list (3 each).
Added the Stiletto II, the Infyrno and the Helios to the list of avalible secondary weapons (numbers : 39x Stiletto II, 18x Infyrno and 6x Helios).
You will now be able to load-out Phi wing in addition to Mu and Nu wing (The default of Phi wing is 3 Serapis with a Prometheus S/Mekhu HL-7//Tornado/Harpoon loadout).5. Mission changes:
Added options to mitigate the difficulty during repeated retrys: these will be avalible at the start of Mission 2 and 3 via the reinforcement-section of the Comm-menu after the mission has been failed at least twice (including player deaths).
- Repair the Meretseger for half of the missing hull percentage; Mission specific caps apply (Mission 2: 85 percent; Mission 3: 50 percent). [called "M Repair"]
- Add a 25 percent armor boost against either beams or bombs to the Meretseger. [called "M Beam Armor" and "M Bomb Armor" respecitively]
- Repair your own figher for half of the missing hull percentage. [called "Self Repair"]
- Repair all squadmates for half of the missing hull percentage. [called "Squad Repair"]
Note, these options only apply to the mission they have been called in for.
a) The Briefing will now have an additional stage to communicate clearly that you will have no options to change your load-outs or perform hull repairs during the normal course of the missions.
b) The text in the 7th stage of the Briefing has been updated. It now gives you a clue for selecting your loadouts.
c) Added events for a scenario in which the Ravana's beam cannons are destroyed.
d) Removed the option to disable the beam cannons on the Phenex by destroying its "Reactor"-subsystem. (A consequence from the markbox-script.)
a) Added provisions for a scenario that the Ravana's beam cannons have been destroyed in Mission 1. It's not going to be pretty.
b) Added provisions for a scenario that the Ravana's beam cannons are destroyed before the Malevolence closes to firing range.
(Yup, no more subsystem protection for the enemy destroyer from the time it arrives.)
c) Removed the option to disable the beam cannons on both Molochs and the Rakshasa by destroying their "Reactor"-subsystems. (A consequence from the markbox-script.)6a. Roadmap for 1.0.5:
1. Investigate why the damage to the Ravana's main beam canons doesn't carry over from Mission 1 to Mission 2. The related events in Mission 2 have been disabled.
2. Review balance changes.6b. Roadmap for 1.1.0:
1. Apply a more elegant solution to activate the difficulty mitigation options.
2. Make message-box-script and my HUD config into seperate package, so you choose on your end.
EDIT: 7. Known Issues
- You are able to call in both the Bomb and Beam Armor for a split second, the game will however only apply the first one you called. The first part is unintentional, the second part is not.
- Using the "M Repair"-option might result in some of the messages, that are meant to alert you to Hull value of the Meretseger dropping, not playing.