Beyond Extended Universe ALPHA.43 (for DW:U 188.8.131.52) Release is up!
DL LINK: http://www.mediafire.com/download/ius0uwz0zfap56k/Beyond_Extended_Universe_ALPHA.43.zip
extract, install as separate theme.
ALPHA.43 Patch Notes:
- Numerous small balance, policy tweaks and adjustments
- Dlakar Character system added (~400 characters, without unique portrait art yet), for details on character system descriptions and racial character portfolios see bottom of this post
- Updated with more 2 issues of Alien Immersion Project - Human and Such-Oos since ALPHA.42 release
- Buffed up Ergreagd character system to match the right balance - result of long time testing checking and research. Certain types of characters and some their mechanics are more powerfull than pre-A.43
ALPHA.42 Patch notes:
- Fixed problem with Such-Oos, now they are perfectly playable
- Added Character systems (~400 characters each race) for Such-Oos and Dhayut, for now without unique faces, but this is first version of race-specific 2 races character set, featuring 2 special groups in each race's society. For details about those 2 races CS please check end of this post.
- Reverted to vanilla version racial art for Autuuk.
- Completely changed racial art (from extended mod version) for: Securan, Kiadian, Dhayut.
- Number of minor tweaks on new races, art.
- Adjustements made to Gizurean race and it was slightly tuned down.
- Added race specific Dialogues by ParagonExile for new races.
- 6 new races extension above Universe: Extended race pool. All races have very unique mechanic and approach to the game, unique troop/ship/or both art, and alot of lore, writing, flavor, art involved. 3 of those races have completely unique, made for them by me ship set art. For new races overview please go here.
- part of upcoming Beyond Character System (4 races implemented: Dlakar,Dhayut, Such-Oos (no unique face art) Ergreagd (with unique face art)) - very big expansion which will instroduce very different race-cpecific, specialised characters (~500 characters pool per race), with unique portraits each, which will expand immersion, lore, balance and depth of race differentiation. On Character system please read this POST - entry by ParagonExile.
- Alot of minor tweaks as immersive names for ship templates, some tunes for balance, etc.
- Alot of best mods combined :
Haree78's mod - Extended Universe featuring race pool extension / race art change
Das123's mod - Chrome Mod (partially)
My (Blackstork's) mod - Alien Immersion Project - featring race-specific user interfaces and soundtracks. Soundtracks are not included into the mod - to get them please follow race-specific packages and instructions on this page: http://www.matrixgames.com/forums/tm.asp?m=3651979
Martian's GEM mod (partialy) - featuring landscapes and surface art
Sirian's EVE components mod - featuring better good-looking EVE component icons for DW:U components
KEWB1144's Stuff'n'Bits mod (partially) - featuring beautiful planet art, surface and landscape art
Icemania's Universe Improved AI mod ver . 1.01 - huge work which focuses on improvement of game AI via policy and ship template manipulation, also featuring weapon rebalance, engine rebalance, bias tweaks and more. The main mod completely compatible and merged with this mod, except race bias table.
DeadlyShoe's HW ship pack mod - used after tweaking/recoloring or as they are 3 sets of ship models.
Blackstork - art, concept, development, testing, what not
Ergie - Automation, Generation/Seeding Programming, hi-tec support
ParagonExile - Home writer who writes pedias, instructions, help files , dialogues, and many more! (He also exterminate Atuuks and hate Than Bendu!)
Genome - noted for some help for naming Slukens. Immersion name files.
- Merging all thigns including lurchi's research megaproject into one big megamod.
- Creating epic journey
- Complete character system with more than 20000 unique characters and different character play for each race, and as result big rebalance and more complecity into race mechanics complex.
In order to make Character system and effects on balance/racial traits/gameplay clear for players, i add more description, called "Character Portfolio", which summarize focus and specialization of given race characters. It will be much more clear to playes what they should expect from certain race and how it been changed, because without all races being implemented and long play some changes may seem subtle, while they do create major difference and influence game alot.
Obcourse that every race traits and skills are focused, carefully selected to fit lore, style and designated gameplay.
CHARACTER SYSTEMS IMPLEMENTED LIST (with addition of porfolio):
Ergreagd - with unique portrait art - Updated at A.43
Highly competitive society, which progress built on constant rivalry and competition between three royal houses. Nagongds, the mediators between houses are normally overseeing external policies and deal with external threats, but they do not excel at being strong leaders, they just keepers of unstable peace between houses and normally more skilled in internal security than in anything else. If one of the houses tilts balance to his side enough, Nagongd may be replaced by one of representatives from leading royal house. Royal houses have each one own specialization, Urgegds excel at governing and trade, are rich and normally well-respected rulers, Kerengds are innovative and rule by technology, terror, implementing most advanced assassination techniques in the galaxy, while Margagd Generals and Admirals inspire and rally fierce Ergreagd warriors and more military power and skill focused, neglecting anything else. Been said that diplomacy never was their strong side, though Urgegd trade-oriented noblemen succeed to achieve some notable diplomatic deals with seemingly highly hostile to Ergreagd lifeforms.
Generally, Ergreagd society have very high level of internal security, focused around areas of 3 royal houses specialization, and their fleet and ship commanders normally specialize in systems Ergreagd navies packed with - weapons, shields and countermeasure systems.
Strong 3 house chacters types - governors, spies, generals. Often chaning leadership, resulting in ruling house charater type role being unstable, due their strife to replace mediators - Nagongds. Kerengds focus on Research and Assasination, Kerengd Ergeagds are best assassins aviable in the galaxy. Urgegds focus on trade, MArgagds on Military Discipline. Ship studies focus on Weaponry, Countermeasures, Shields and Damage Control. Very high achieved Counter-Espionage potential. Mediocre power, low amplitude (low qty bad + low qty good) traits, Mediocre to Heavy specialization.
Dhayut - without unique portrait art - Released at A.42
Fierce aggressive species with highly centralized society, have also some certain sub-breeds which normally perform more specialized roles. Their society is extroverted and reckless, aiming towards constant expansion and conquest, without much account of safety, defense or population happiness.
They are ruled by powerful matriarchs Thha, which rule their populations and generally very intelligent, powerful and reckless. In addition, two worthy of notification non-matriarch rare breeds exist which could take places in Dhayut high command - Dhytta and Tahhyt. Dhytta is most warlike breed of Dhayut species, very dedicated, and extremely reckless, while Tahhyt is very intelligent, advanced but highly un-predictable and un-controlable breed, which possess poisoned fumes which corrupt other species arround making them un-predictable and un-controllable as Tahhyt. Tahhyt normally sent to perform complex tasks in desolation, and often separated from other breeds.
Their fleet command is highly skilled in space and hyper-space maneuvering, making Dhayut famous for being one of best hyper-spatial navigators, as well as in weapon systems, targeting and damage control.
Their scientists have certain affinity towards weapon and energy research, and less focused on high tech systems development.
Have very strong Leaders. Good offence/weak defense. Ship discipline/doctrine focus - hyperspace speed main focus, weapon damage, damage control, targeting as secondary. Weapon/Energy research, weak hi-tech research. 2 Groups, no leadership access. 1st pure offence well-skilled, 2nd very powerful but Demoralizing. Mediocre+ power, high amplitude (high qty bad + high qty good) traits, Mediocre to Heavy specialization.
Such-Oos - without unique portrait art - Released at A.42
Quickly Thinking, Quickly Talking, Energetic, Curious Such-Oos are weak physically, but mischevious and smart. Their look, movements, attitude and charm often welcomed in many other species societies. Such-Oos been famous for being outstanding smugglers, traders, negotiators and explorers. They are very curious, fast-thinking creatures, which lack of focus and patience, but often very shy and cautious, especially at first contact. They have very weak will, are disorganized, and they always try to avoid any physical confrontation because of their weak physical strength and high squishiness. Despite all those negative traits, they have own ways to survive and prosper - their mischief, smart and fast-thinking brains, their diplomatic and manipulation skills, their charm and empathy, their welcoming attitude, with which they accept any creature to their huge cities, and their hi-tech technologies.
The have famous two organisations - Chuso, the orden of Explorers, who are known as famous explorers, travellers, tale-tellers and diplomats, and Iocho - Scientific sub-society who are rumored for invention of famous Such-Oosian Matter Compressors.
Ship Trade/Smuggling Focus. Powerful Diplomats. Strong, Exclusive Focus on Hi-tech Research. Very weak generals, spies. Often Energetic, Drunk, Trusting. Have 2 groups with Leadership access, 1st Ultra-Genius Hi-tech research and 2nd Famous trait, Diplomacy focus. Mediocre power, high amplitude (high qty bad + high qty good) traits, Heavy specialization.
Dlakar - without unique character portraits yet - Released A.43
Predator worm society do not cares well-being, happiness and do not fear war, their being is the Hunt. They are not prone to corruption as other species, and their government leadership normally attempts to lessen maintenance of huge ships they build, and improve efficiency of building in order assure successful "Great Hunt". 100 meter predator worms are known for their brutality, power, intelligence. Dlakars have also some "governmental" bodies – specially trained flocks which perform more designated, special tasks within their society. Kalars are specially trained killer dlakars, and they trained for The Hunt from first days after their birth, nurtured in special ways by Larka, and are most aggressive, powerful and menacing combat Dlakars.
Ralaok is small, carefully selected group of species, also nurtured specifically from their birth, in order to improve Dlakars reproduction capabilities as a race. Dlakars "delegate" reproduction tasks to specifically trained, pre-selected species which considered to be best to fulfill that role. Both those groups have high position in Dlakar's society and feared and greatly respected .
Maintenance focus, Military focus, Expansion focus and great Corruption Reduction and massive War Wearriness bonuses (who will afraid of war when he is being ruled (or even worse enslaved) by Dlakar Worm?). Research separated between groups, i.e have different field specialists. Almost nonexistent or negative social bonuses, very bad spies and diplomats, Ship/Fleet Focus on Fighters, Energy usage and Damage control. Good logistics skills overall. both groups are powerful and rare, Ralaok only govern-leader group replacing regular set of Dlakar skills to Massive population growth bonuses and certain negative possible traits. Kalar are more wide-spread group which specialised on military, regeneration and special forces. Very low trait amplitude (very low qty of positive/negative traits), mediocre, heavily specialized bonuses.
< Message edited by Blackstork -- 8/13/2014 9:04:42 AM >