It's a ship with freakin' ASBs on it. Hell yeah.
The mercenaries in charge of this thing used to be stationed on a planetary turret, but ever since that planet was abandoned by the war front, they've been stuck, bored, with no work, and rapidly dwindling money. For one last rush, they decided to throw themselves at the Rebel fleet--after all, what use is a soldier with no war to fight, and what better war to fight than this one?
But honestly this is just a mod to try out twin artillery systems, and it's more of a testbed than anything. I've always wanted to make a cruiser with multiple artillery systems, and since Superluminal v2.06 supports Artillery creation I was like YEAHHHHH DAWG, and then I went and made this mod.
Here's some of the glitches and notes with two Artillery systems:
-the second Artillery weapon is always on, always steals one reactor power, and can't be powered off
-the second Artillery weapon always takes a system slot, even though you can't see it or upgrade it. for this particular cruiser, this means that you can only have one additional system on it. (whatever one you choose, make it count!)
-neither Artillery weapon receives the benefits of additional upgrades. WHATEVER YOU DO, DO NOT UPGRADE YOUR ARTILLERY SYSTEM. DON'T DO IT. DON'T. IT'S BAD. STOP.
-both Artillery rooms use the same room art...for...whatever reason.
-New glitch pointed out by stylesrj: If you die and hit restart, your second artillery system disappears. You have to go to Hangar instead, and fly out from there.
Hopefully the insane initial power of this thing is offset somewhat. I mean, the ASBs are still laser type weapons, and they have the potential to miss. In addition, unlike the Vindicator, which can disable many systems at a time, this can only disable two at a time. And there's also the fact that you can only get one more system on this thing...
Anyway, screenshots, because those are good.
The Wanderlust, as it appears in-game
The layout.
The two ASB cannons. Each is a laser-type weapon that does 3 damage with 100% breach chance, and 30% chance of fire and stun. They take 20 seconds to charge. Being the ASBs that they are, they have 5 shield pierce.
The ASB's laser shot. It's a scaled-down version of Scooterbaga's ASB replacer (version 1). I hope he's cool with me using it here.
Technically, the hull of the ship, with two massive Artillery weapons mounted on the side to make it look like a complete cruiser. Because of FTL hardcode, animated Artillery weapons disappear when jumping. Lore-wise, the Artillery weapons have to be carefully folded into the cruiser to avoid damaging them when firing up the FTL drive.
P...probably. That's definitely not just an excuse for poor planning, nope, definitely lore enhancement
Starting loadout
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30 hull, 7 reactor power
3 humans
level 2 shields (1 shield layer)
level 2 engines
level 1 artillery A
level 1 artillery B
level 4 weapons
-two weapon slots
-(no starting weapons, though!)
level 1 oxygen
level 1 doors
level 1 piloting
level 1 sensors
Replaces Kestrel A, as always.
Download here.