Releases: Hector839/Mayhem-3-Zero-Hour
Releases · Hector839/Mayhem-3-Zero-Hour
1.6a
1.6
- E-War overhaul + new 'Cyberwar center' perk
- jump beacons can be crafted instantly in any Outpost
- optional galaxy creation with custom OCV Maelstrom sector! Requires ZMap Generator by Hairless-Ape.
- Xenon invasion slower & more spread out (OCV unchanged)
big invader fleets don't need to spawn at Xenon jump beacons (potential exploit)
big invader fleets aborting and maybe going somewhere else when targeting player stations did not work.
the location they go to is now a random Xenon sector.
can now also happen when targeting NPC stations but the chance is lower - game could freeze when Nomads tried to build ships
- Nomads did not build enough TL factory ships
- disabled M7C carriers for Nomad Mercs
- fixed pirate warlord M7 not bailing
- protectorates can expire during a global Xenon crisis when the sector is owned by Xenon
- added more safeties to prevent buggy sector ownership
- loop production of a ship template pauses when you don't have enough crystals for the lasers/shields (prevents overfilling the production queue)
1.5
- increased range for most heavy lasers (M7 collision fix)
- pirate M7 which spawned after a pirate base destruction will now bail if they receive hull damage during the first 10 min of their existence
- increased chance to spawn a pirate M7 from 20% to 60%
- fixed Architect not building Research Stations
- fleet auto-monitoring doesn't take control of the playership
- fixed fleet followers not attacking certain targets
- player fleets can use formations again
- NPC squadrons and player fleets which are using the option 'Attack Commanders Target: Yes' don't break formation until the enemy is closer than 20km
- if fleet followers are "with the fleet" but fell behind in other sectors or are more than 25km away their commander will fly at low speed so they can catch up
1.4
- fleet sector monitoring would falsely recognize neutral traders as enemies
- fixed trade product search returning outdated intel
- Argon Mammoth TL was missing in research & ship compendium
- removed a secondary check which caused NPC traders to reconsider and maybe not sell their goods to a player station after they already arrived. This was based on your trade rank and it could spam you with on-screen messages all the time. Now a trader will always sell to you if your price was attractive enough so that he came to your station in the first place. (99% of players don't need to worry about prices at all)
1.3
- fixed mercenary followers and potentially other ships getting stuck defending stations forever after their leader docked
- pirates would not spawn during day 1 in a galaxy with 'none' expansion
- 'protect' command on jump beacons no longer attacks nearby enemies like pirates but now also responds to Xenon infectors
- automated piracy for player fleets using the new target priority now also works with Mayhem's sector monitoring feature