The Praedian Records

J.G. Phoenix

Current Projects

Riaz Royals

Yamato 90%
Yorktown 80%
Essex 50%
Cleveland 90%
Blücher 95%
Prinz Eugen 50%
Seydlitz (Redux) 40%
Lützow 80%
Type 34 Destroyer 99%
Type 36 Destroyer (Redux) 50%

M.A.S.S. Builder: Update 0.10.0 Release

That was unexpectedly early! That means one of the biggest content droughts we’ve had in a while is over for the moment. Since I’ve already been covering everything VD teased for this update up to today, I’ll bring over just the ones I’m personally interested in and let the article link do its job.

Photo Mode Update

  • Added a few new Photo Mode backgrounds
  • Added a few new Photo Mode poses

New Missions

  • 5 new Campaign missions. Take the fight back to the Cyclops and continue your resistant against the Quark threat. New enemies are added into the game for a more interesting experience. The end is nigh.
  • 2 new Hunt missions. One featuring M.A.S.S. units enemies for a fun session fighting against enemies spamming bullets, missiles, and beams at you. The other is a large arena in the volcanic rift with tons of enemies trailing you about for a non-stop bout. Have fun.
  • 3 new-old multiplayer missions as requested by our players. These are the same missions you’ve played in 0.9.0 but with a much lower difficulty. They’re labeled as [Normal] and the old missions are now labeled as [Hard].

New Enemies

  • Added new machine enemies. These include new Cyclops mech variant and drones. They don’t do much damage, but will spam their bullets and missiles a lot.
  • Added 12 new Quarks, some with a unique moveset that doesn’t just run and crash into players. We’ve also reworked some enemies and some boss patterns and we hope they’re more fun to fight against.

New Customization Parts

  • Added a few new melee parts to the game
  • Added simple melee parts with minimal dimensions and the simplest polygons for players to mess around with using the accessory system to create something of their own with ease.
  • Added a few new Accessories to the game

Improvements

  • Aiming Mode Camera – When players enter aiming mode (default: hold down right click) and boost, the camera will now hold towards the side when players first boosted as much as possible and not bounce between left and right. Players still cannot lock it to one side but it’ll bounce much less and we intend to keep it this way for future dynamic usage of walls and covers allowing players to hide behind and shoot out from both sides, but we’ll be improving on it as we go.
  • Combo Speed Ramping – When players use melee weapons and enter into a combo, they will swing faster with each attack up to a certain cap as long as they remain attacking in the combo. This attack speed resets whenever the combo end, but will be reapplied if a player chooses to chain their combo into another combo chain (like entering an extended or empowered combo after a normal combo string).

    We’ve also merged parts of the extended combo into the base combo and they can still move into another extended combo for this feature to fully shine.
  • Boosting Momentum retains acceleration direction – Whenever players boost towards a direction and stops boosting, they will now accelerate towards the direction they last faced instead of forward where the camera is aiming.
  • Optimized Multiplayer latency and crashing issues.
  • We’ve reworked most of the game’s audio. It’s now much more dynamic, appropriate for both Quarks and the weapons, and should not have anything too overbearing.

Game Balance Changes

Generic Adjustments
With the latest adjustments, some shooters and launchers have fallen too far from grace. While still usable, it required too much investment to work while some other ones have been too prevalent. We’re buffing the underperforming ones while also nerfing the overperforming ones with low investments extremely slightly.

  • Magazine load and Energy cap ceiling is raised from 1500 to 2000.

AUTO shooters have been reworked:

  • Lowered AUTO shooters’ damage per round.
  • Increased AUTO shooters’ shooting speed. It now fires roughly 15 rounds per second, even faster than its 0.8.0 counterpart.
  • Increased AUTO shooters’ ammo stock cap gained from Magazine Load and Energy Cap status. This is to compensate for the increase in firing speed as well as provide a more comfortable experience in using them.
  • Bullet and Energy Shooter’s AUTO mode now gains a substantial difference. ES will fire much faster than before, but will require some time to regenerate all its ammo. BS, on the other hand, just require players to reload to fully gain back all of its ammo.
  • Increased SINGLE Damage by around 2%.
  • Increased DETONATOR Damage by around 3%.
  • Increased DETONATOR Stamina Damage by around 10%
  • Increased SLASH Stamina Damage by around 5%.
  • Decreased RAY damage by around 2%
  • Decreased SPREAD damage by around 2%
  • Decreased Wave damage by around 5%
  • Increased PHOTON, NUKE, HOMING, damage by around 10%
  • Quantum Break: Enhanced has its duration extended by 2 second. It now lasts 5 seconds more than other forms (up from 3 seconds).

Ranged Tech nodes

Base powers of ranged styles have always been high and even with scarcity in their techs, has been a prevalent playstyle in our game up until the latest update where melee was finally in a good place alongside Quantum Break based builds. We’re not in a hurry to buff ranged as a whole with how safe it is to just always be out of enemies’ range of attacks while still able to constantly take them down. With that said, we also wanted to provide more playstyle towards shooters and give them some small improvements overall.

  • Added in a new sub-unit called Close Combat Pointmarker. It reads: Gain increased 13% PIERCING and PLASMA Atk. while there are at least 1 enemies nearby. Lose 7% PIERCING and PLASMA Atk. when there are no enemies nearby. Please experiment with it as a close combat shooter node.
  • Full Metal Jacket and Binary Monarch are combined into one node called Full Metal Monarch. Downsides are removed to not brick the other side but upsides are lowered in values to compensate the power gained. The node now behaves just like an automatic ammo pickup every few seconds. The node now reads: Gain 12% Bullet Shooter ammo stock every 12 seconds and 2% Energy Shooter cells stock every 3 seconds.
  • Micro Ammunitions-Factory Maximum Durability and Shields increased from -85% to -75%
  • Seismic Propulsion Damage is increased from 400% to 450%.
  • Frontal Unloader I Damage is increased from 25% to 37%.

Enemy Changes

  • More fodder enemies will be spawned in every mission, especially in challenge missions.
  • Sandstorm Glutton’s mission boss melee attacks damage lowered by around 10%
  • Sandstorm Glutton’s mission mechanics damage lowered by 20% in NORMAL and 10% in HARD difficulty.
  • Shields and health numbers have been adjusted for all enemies. They are lowered by a substantial amount in NORMAL and around 10% less in VERY HARD.
  • Shields regain to full after refilling stamina in Normal has mostly been removed (there are still some bosses that have this as a part of their identity) from NORMAL difficulty. These bosses will have significantly lower HP than other bosses.
  • Bosses’ ultimate attack cooldown has been increased. They now uses the ultimate attack less, but they does more damage and some are harder to dodge in higher difficulties.
  • All co-op missions had their scaling lowered by around 25%. They are now easier but we still recommend players to achieve at least tier 5 units and sub-units first before challenging them.

Rewards Changes

  • Raised the credits reward at the end of mission of EASY, NORMAL, and HARD to be almost identical to VERY HARD
  • Raised the bonus credits rewards at the end of mission of EASY, NORMAL, and HARD to be almost identical to VERY HARD

The New Voice System

I had to look up who Tequila was and they seem like a solid pick to help implement the system. VD’s planning to add a lot more voiced content to the game so this aspect is definitely something to keep an eye on.

Closing

This is looking like an overall great update, but I still need to dive in and start reclaiming my old progress. I’ll be back with my thoughts on that as soon as I can.

M.A.S.S. Builder: WIP 0.10.0 New Photo Mode Poses

What’s an update with new photo mode backgrounds without new poses to go along with it?

These are right up there with FFXIV’s ranger poses.

M.A.S.S. Builder: WIP 0.10.0 New Photo Mode Backgrounds

Short and sweet. New photo mode backgrounds.

M.A.S.S. Builder: WIP 0.10.0 Melee Attack Speed Ramping

Melee has never really been my thing in this game, and while it might never factor heavily into my gameplay, I’m still intrigued by the improvements. Maybe we’ll actually reach a point where melee’s comfortable enough for me to make well rounded builds instead of just pure gunners.

I grew up with Gundam though, so even a dedicated melee build designed by me would just be dual beam sabers and the like.

Space Engineers: Warfare Evolution Update + Dec#3 DLC

I meant to cover this sooner, but I’ve been several kinds of busy. Anyway, here goes!

The Scenario

I’ll be honest, I couldn’t care less about a new scenario. I spend the overwhelming majority of my time in this game in my own private creative games. I can’t remember the last time I hopped on a server or tried out a base game scenario. That said, the new blocks are really good.

LCD Panels

One of the biggest standouts to me are the new LCD panels. These are going to eliminate a couple of old mods that I stopped using a while ago in favor of placing monitors on subgrids. Now even that won’t be strictly necessary on all my capital ship builds. Chef’s kiss for the new LCD blocks. Hell, you can actually combine them with small block subgrids for some interesting AV devices, too. It’s going to be interesting to see what people come up with.

LCD (?)

The holo LCD (kind of a misnomer) will be fun to work into some older builds. You can fly through the projection, so it makes great warning and guiding signage for freighters and carriers and the like. Definitely going to need to experiment with that one.

New Wheels and Thrusters

I’m also glad we’ve got some better wheel suspension and the new flat atmospheric thrusters. I rarely use atmospheric thrusters and I build rovers so rarely that I can’t remember the last time I tried that either, but blocks like these are definitely an incentive to give those kinds of builds another try sometime.

Scaffold Set

The scaffold set, while a welcome addition to the game, feels weirdly incomplete, and I’m not just talking about missing shapes and the like. I feel like we could use a few more variants, but I haven’t tested these extensively yet, and I might just not be making the best use of them. I’ll put a pin in this one and do a follow-up in a few days.

Solar Panels

The solar panels need some testing, because I don’t want to gush over them before I know what their limitations are. I’m mainly interested to see if they’re actually double-sided. If they are, they’re close to perfect. Otherwise, they’re seriously flawed, but from what I can tell, they’re probably like normal solar panels, just thicker, but they should work on both sides, which means you can have them flush with the surface paneling of a ship if you want to use them that way, which I do.

New Cockpit

Likewise, the cab cockpit is going to need some experimentation, but from what I’ve seen, it’s perfect for rovers. I want to find some fitting spaceship designs for it too, but at the very least the rovers and ‘truck builds’ are going to look a bit better going forward.

Furnishings

The last thing I want to specifically touch on are the inset blocks and decorative blocks. The entertainment corner and the inset bets are my favorites. I’m almost willing to go back and replace all the fake beds on my Union carrier with these, even at the ridiculous jump in PCU cost.

Closing

Anyway, that’s all I’ve got for initial impressions, but I’ll try to do a more thorough follow-up in a few days. Lately I’ve been focused on polishing up the Union carrier Yorktown, and building out the Adamant inspired Union light cruiser template, so that’s why things like the wheel suspension, atmospheric thrusters, and a few other things haven’t gotten much if any attention from me, yet.

M.A.S.S. Builder: WIP 0.10.0 Development Progress

It looks like we’re finally closing in on the release of 0.10.0, but as yet, no release date. I’m guessing three to four weeks … I mean they’ve got to be running out of WIPs to stall for time with, right? There’s also the fact that they’ve apparently come down to ‘polishing,’ which usually means what it means for most creative endeavors: You’re done, you’re just not ready to pull the trigger yet.

Either way, I’ll make time for it when it releases.

Space Engineers: Union Carriers WIP

I took a break from the Seydlitz to try and work on a few ships from some other factions. So far things are looking decent, but with ships like these, the PCU count is going to be a whole lot harder to deal with.

USS Yorktown WIP

The main one I’m focusing on is the Yorktown. Each carrier of this type is going to have some kind of niche, and Yorktown’s full fighter support. The port flight pod is the standard kind, but the starboard one was converted into a ‘fighter factory’ for spinning up and fielding new fighters as needed. It’s still a long way from finished, but I like the ship and how she’s coming along.

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