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Messages - Inventor Raccoon

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16
Hi, all. New version out. It's mostly a compatibility update for Starsector 0.96a, and assorted bugfixes and tweaks built up over the last while.

Changelog below.
Spoiler
PRERELEASE 0.13.2
- Updated for Starsector 0.96a
- Temporarily disabled GraphicsLib integration while GLib updates

- Dawn and Dust: CGR Apocalypse Waning is now a Retribution, rather than a Prometheus MKII
- Good Hunting: Changed flagship s-mod from EMR to Missile Autoloader

- Cyberwarfare (& Jubilant Tech-Siren): added an aura visual that indicates hacking range and rough cooldown
- Omega are now invulnerable to cyberwarfare (once learned by a cyberwarfare user, they will conserve it for other targets)

- Repose: Integrated Targeting Unit removed as built-in, OP increased to compensate (450 > 475) (this isn't a nerf, it's expanded options)
- Barrow's captained ship is now temporarily unrestorable by standard restoration and Hull Restoration
- Repose & Rampart (PROX) now use vanilla Canister Flak, not a custom version
- Berserker (PROX): added Canister Flak to right-click
- Sentry (PROX): added built-in Missile Autoloader
- Dustkeeper NPC warminds now always pick Gunnery Implants as their first skill

- Reverted Sierra to not be considered integrated into her ship
- Inert Concord ships can now be captained by regular officers (not a good idea, but hey)
- A Memory: changed ISS Athena variant to keep consistency with Nothing Personal (now "Assault" variant)

- Changed NPC-only skills: no longer "deprecated", now "player-only" as well as "npc-only"
- However, it appears there was a vanilla change that prevents skills from being unhidden midgame
- Changed most skill IDs to remove the "_npc" suffix

- Nanite swarm ("Felcesis"): increased maximum FP cap for infested frigates, superfrigates (stronger than Afflictor) are now treated as being 10 FP stronger when picking a ship to infest
- Leviathan's Bane: Hidecracker cryoharpoon now blows straight through fighters

- Fixed Courser's variant showing up in the Brilliant's autofit choices, adjusted variant for new fighterless Brilliant
- Fixed Nightingale/Barrow not losing their extra level and skill if integrated and scuttled
- Fixed Barrow's degraded instance chip not being removed after having him regenerated
- Fixed Barrow's custom chatter personality not being assigned
- Fixed Sierra's "killed Barrow" conversation not triggering
- Fixed inert Concord ships having their CR tooltip become stuck
- Fixed Hypnos causing a crash if it generated with no orbit
- Fixed Cyberwarfare (& Jubilant Tech-Siren) working on ship-system drones (e.g those used by stations)
- Fixed some non-purple text
- Fixed Dustkeeper Proxy packages showing placeholder text instead of nothing
[close]

17
Hi all! New prerelease minor version out with adjustments and fixes and whatnot.

Changelog below.

Spoiler
PRERELEASE 0.13.1
- Dustkeeper contact bounty: now properly appears only when hostile to Dustkeepers
- Added an alternative, "burnout" variant of DK bounty that appears when non-hostile, which doesn't penalize Dustkeeper relations
- Nightingale AS point mult: 2.5x > 2.75x
- Cyberwarfare (& nanite equivalent) now fires orange beams on a failed intrusion (was: only a text popup)
- Cyberwarfare: Ill-Advised Modifications now reduces ECM score by 1, ECM resistance now caps at 65% effectiveness against cyberwarfare intrusions
- Hypnos: slightly increased Rust Crow ship quality (1 less dmod, at cap for Derelict Contingent effect)
- Hypnos: removed guaranteed recovery from all ships except for the Repose
- Dustkeeper regular forces: reduced hullmod spam slightly
- Dustkeeper proxy forces: no longer randomize their variants, now have the same small-weapon availablility boost as the regulars
- Added a new Courser dialogue option re: "Banshee"
- Fixed new Mayfly convo option having incorrect Dustkeeper reputation requirement
- Fixed Dustkeeper Nexerelin profile not being properly set up (primarily fixes issue of Dustkeepers caring who the player commissions with)
- Fixed degraded instance chip not dropping if the Repose is recovered
- Fixed Derelict Contingent tooltip crashing
- Fixed Dustkeeper warminds (i.e Nightingale & Barrow) keeping their integrated status after their ship is scuttled

- Pledge: Renamed "Sierra's" autofit to "Balanced", added "Tempo" & "Serene" variants using Fervor & Serenity
- Sierra is now considered to be integrated into her ship
- Sierra's internal officer core now vanishes in player cargo, rather than being converted into the quest item
- Concord - Fervor no longer triggers its phase dive when used by ships that don't have Sierra's Concord (i.e non-player Concord ships) as to not spoil the moment
- Fixed Project SIREN having portrait reassigned

- Nanite trait Wispering Grovetender: Nerfed wisps spawned from ally ships
- Dear Dotty: Dotty doesn't manifest to help modules or fighters, Fel manifests a slightly weaker Dotty if invading at below max strength
- Elegy of Opis: Hull restore on first trigger from 35% to 45%
- Fixed NPE with adaptive nanite trait picker

- Increased extra FP threshold where Emplacement Uplinks begin getting replaced by Siegeworks Uplinks (120 > 150)
- Fractal Beacon: increased spawn weight in Remnant systems (0.05 > 0.1)

- Fixed objectives with a max FP value treating it as a minimum FP value for spawning
- Fixed objectives that require specific system themes (i.e all of the special ones) being able to spawn in hyperspace if they have no hyperspace setting
- Fixed emplacement gamma core not having a AI core ID
- Fixed T2 gunnery emplacement not having collision and a 0-degree turret arc
- Fixed typo causing habitat to outpost upgrade not working
[close]

18
If it's not already in the dev build, giving Dedicated Targeting Core's an s-mod bonus of +5/10% range (so it matches ITU) is a great QoL boon for if you get cruisers earlier on before you find ITU, since it lets you smod in a range bonus without it potentially being a permanent downgrade

19
New hotfix out again with more fixes and tweaks and whatnot! Changelog below.

Spoiler
PRERELEASE 0.13.0b
- Cyberwarfare terminator sequence damage: 150% of fighter's hull > 125% of fighter's hull
- Fighting factions hostile to the Dustkeepers alongside Courser now gives reputation with them and the Contingency
- Adaptive nanite swarm now scales up its strength during the earlygame
- "Hellhide" recharge can now be briefly interrupted by damage even during reboot sequence
- Added missing notes to Derelict Contingent tooltip
- Adjust mod compat for "Siren"
- Wayward Star: "no" does That if pressed, in addition to if hovered over
- Fixed mixed-up naming/pronouns during Sierra betrayal
- Fixed issues with nanite swarm trait picker
- Fixed crash from guilt whisper ghost
- Fixed "Grovetender" semi-recursively raising wisps
- Fixed some AI core droprates and drop tags
- Fixed missing years-of-amnesia token when meeting Sierra
- Fixed some non-purple Sierra dialogue
- Fixed Vow floating pixels
- Fixed Fractal Beacon crash
- Fixed improper formatting in remote_ai_factions.json
[close]

20
Hi everyone, few issues cropped up after release so there's now a hotfix out to resolve the ones already caught. Changelog below, enjoy!

Spoiler
PRERELEASE 0.13.0a
- Banshee's Lost Thread: now start with some heavy machinery
- Added missing notes to Cyberwarfare Protocols tooltip
- Added an autofit variant for the Repose
- Good Hunting: increased size of cryoharpoon
- Pursuer appearance chance per point of guilt 7% > 9%
- Fixed dialogue steps in post-Wayward Star conversation bleeding into each other and causing issues
- Fixed crash due to A Memory hint script
- Fixed secret hullmod having null stats in description
- Fixed a couple ships having off-center centers
- Fixed reinforcement droneships not having owner and ally status assigned correctly
[close]

21
New version is finally out. Whew, it's been half a year. I've been working on an extremely hefty update, but... well, I cut an entire quest so that I could get something out for the first anniversary of Watcher Beyond the Wall's public release. It will arrive alongside Prerelease 14. In the meantime, enjoy a passover of much of the existing content, and a solid few new goodies to find! Personally, I recommend you play through the new main-menu missions and then try the new Nexerelin "Banshee's Lost Thread" start.

Please note that this new release is not compatible with old versions of Secrets of the Frontier. It needs to be installed either on a fresh save, or one that doesn't already have Secrets of the Frontier installed.

The new prerelease includes:
- Two new main menu missions, "Dawn and Dust" and "Good Hunting", preludes to future quests (give them a try)
- New Nexerelin starts, "The Haunted" (1 free skill point, and a persistent and malevolent stalker) and "Banshee's Lost Thread" (you and your best friend, both with unusual technological expertise)
- Many refinements and "adjustments" across the Watcher Beyond the Walls quest module, give it a shot, you might be surprised
- More AI friendship
- A new secret in the frontier
- Betrayal (see: Culann)
- An adaptive nanite swarm (?)

A full changelog can be found below:
Spoiler
- Shattered your saves into a fine dust (incompatible with old versions of SotF, but you can still add the mod midsave if you didn't have it before)
- Changed all internal IDs (prefix from fronsec_/fs_ > sotf_) - will break mod interactions until fixed, changed mod's ID to "secretsofthefrontier"

---
WATCHER BEYOND THE WALLS
- The Contingency slumbers... for now...
- Added two main-menu missions, "Dawn and Dust" and "Good Hunting" as preludes to planned quests "Plausible Deniability" and "The Legacy of Walter Feros"

- Added betrayal. See: Culann (if random sector: random large TT world)
- Added consequences

- Added an adaptive nanite swarm

- Added "Hypnos"

- Added 2 new special officers
- Added special skills used by them and other NPCs
- Added ability for special officers (including Sierra) to occasionally converse with each other at the start of combat akin to Combat Chatter

- Added two new Nexerelin starts: "The Haunted" and "Banshee's Lost Thread" (latter unlocked by getting 80% at Dawn and Dust)
- The Haunted - gain a bonus skill point, and a relentless nemesis
- Banshee's Lost Thread - you and your best friend, both with unusual technological expertise

- Added Explorarium ships/fighters ported from Arsenal Expansion, with an ini toggle (has anti-overlap code to remove AE versions from Derelict known ships list)
- Includes Cavalier cruiser, Keeper carrier, Brattice interceptor, Parapet escort fighter, Peon bomber
- Cavalier - has Rugged Construction, system changed to Burn Drive, supply costs reduced 18 to 15
- Keeper - has Rugged Construction, system changed to Fast Missile Racks, supply costs increased 6 to 8

- Added the Proxies

- Mayfly: Added friendship by proxy

Request Assistance:
- Renamed to Courser Protocol
- "Adjustments"
- Now follows player through hyperspace
- Reduced escort time to 45 days
- Now joins when fighting SWP's IBB bounty fleets

A Promise:
- "Adjustments"
- Lowered level requirement from 7 to 5
- Quest objects now have high neutrino output, spawn in more obvious places

A Memory:
- Sierra's ship always phase dives to retreat if it would be destroyed during A.M., even without Fervor installed or already lost too much CR
- Friendly Tempest captain always has Combat Endurance
- Phase stress penalty no longer affects CR but independently cripples ships and their fighters
- Added an audio and message warning when first selecting a disallowed ship in deployment screen, followed by an extra warning upon actually deploying it
- Fixed harmonic coil tuning working without actually using the SP option (oops)

Wayward Star:
- Improved Eidolon's ability to break the dialogue system
- Removed her fear
- Improved her ability to playfully turn you into mincemeat
- "Adjusted" her retinue
- Improved music playback
- Star system is now considered "hidden"

Sierra:
- Has a player-relationship bar with a minor time mult boost while piloting if Cooperative
- Considered an AI officer under-the-hood (largely cosmetic - ship is still not considered automated and she doesn't affect Automated Ships skill)
- Sierra: Reckless renamed to Fearless (however, Sierra is still only as aggressive as a Reckless officer, not Reckless+ like an AI core)
- Now randomly acquires new conversation topics over time (only 3 so far)
- New set conversations: player-has-ship, player-fought-vanilla-faction
- Dialogue tuning, added altered "dramatic" battlecry set and Combat Chatter config, used during fights against bosses (Guardian, Zig, Omega, Eidolon, plus any Combat Chatter boss if that mod is installed), overall slightly reduced average excitement level
- Added minor fluff text when visiting Galatia Academy after a certain interaction
- Has a 50 credits per month "maintenance fee"

Concord ships:
- Can now swap Sierra between Concord ships by speaking to her
- Concord ships that Sierra isn't piloting are rendered largely unusable in combat
- Pledge is no longer scuttled when receiving the Vow

- Serenity: now increases threshold at which speed bottoms out by 100%, to 150% (hard flux stress never reaches max level), increased OP cost to 10/15 for Pledge/Vow
- Wispersong: 1/2/3/4 wisps to 1/2/4/6, fixed ship-detection issue when multiple ships use it simultaneously (i.e. during Wayward Star)
- Wisps ignore anti-PD flares
- Renamed Anomalous Shift to "Concord Shift"
- Reduced slow-motion effects of Sierra's Concord and Concord Shift applied to the outside world (91% and 33% speed changed to 100% and 42.5%)
- i.e Sierra's ships, when piloted by player, are played closer to real-time than previously (should be smoother, faster)
- Vow: increased OP (150 > 165), slight buffs to acceleration stats
- "Adjusted" visuals

- Rewrote Sierra chatter code to avoid multi-chatter bug
- Edict Stormblaster: increased damage (350 > 400), is now known by the Luddic Church
- Added GraphicsLib requirement
- Added some console commands, mostly for dev usage and they contain spoilers - but you may find sotf_addAbility [ability id] and sotf_printGuilt useful enough

- Can no longer load the game with WBTW and Starpocalypse's "Stingy Recovery" because the latter breaks the Sierra questline

---
TACTICAL EXPANSION

- Added objective: Siegeworks Uplink, replaces Emplacement Uplink in larger battles, spawns stronger emplacements
- Added siegeworks emplacements: Gunnery Bastion, Hangar Bastion   
- Renamed emplacements: Gun Turret, Autohangar, Lidar Node
- Updated icon for emplacement objectives
- Emplacements no longer repair if their owner is in full retreat
- Gun Turret: halved rotation speed

- Added special objective: Fractal Beacon
- Reinforcement droneships now receive autofits and some dmods
- Arma Armatura's strikecraft are no longer spawned as reinforcement ships

- Replaced remote_ai_factions.csv with new remote_ai_factions.json - allows for the number of cores each faction uses to be defined
- Used said new json to adjust presets - Derelicts no longer use betas but have more gammas, Remnants get an extra beta, etc. Default is now 1 beta, 3 gammas.
- Now calculates max remote AI captains at start of battle only, not on every ship spawn
- Automated Ships skill no longer displays "can use remote AI" line if Tactical Expansion is turned off
- Fixed tech-illiterate enemies gaining player's remote AI captains when player has Automated Ships

MISCELLANEOUS
- Frontier Development: orbital habitat hazard reduction is now -8% (0.92x multiplier), not flat -10 - equal for 125% hazard worlds, worse for lower, better for higher
- Fixed a tip being too long
[close]

As always, bug reports and feedback is appreciated! It's the first real content drop in a while, so some might've slipped the cracks (hopefully nothing embarrassingly obvious).

22
Is there a way to access the modid string of a hullmod from the hullmod's corresponding class file? For example if a hullmod has the id "advanced_reactor" is it possible to extract that string as a variable inside the AdvancedReactor class? I'm guessing it involves the HullModSpecAPI getId() method but I don't know how to call it properly.

Thanks for the help.
In addition to Ruddy's comment, BaseHullMod also includes a "spec" variable which is set to the HullModSpecAPI of the hullmod it belongs to. You can then grab that spec's ID with the method you mentioned.

23
Omicron vanishing if you leave isn't intended behavior, I'll take a look into it but I'm not sure what's up with that.

As for emplacements, added a check to halt repairs if their capturing fleet is in full retreat (there's, uh, no "does not count for retreat calculation" flag, unfortunately)

24
I looked through bit of the code for the reinforcements stuff and it seems you pick the reinforcement ship randomly. this may be a big ask but is it possible to pick randomly while also managing a list of exclusions in a config file within the mod itself? you see, I play with a certain mod that adds remnant strike craft using the arma armatura framework and having them dock to refresh ppt or attempt a retreat results in some unintended behavior. I want to exclude similar things from reinforcement eligibility. I also believe this will help future proof this mod a bit.

I'm just an amateur coder but I can try my hand at a rough outline of how this would work. in the private functions in the file you add all the different variants for a given combat roll in the remnant list of available ships. perhaps, after the weighted random picker gets these variants ones demarcated in the hypothetical config file would be removed from the weighted random picker before the pick() function is called? granted, I'm unaware of the implementation of this weighted random picker so I don't know if things can be removed from it at all. if not, perhaps an intermediary object that would need to be created first to perform the removal operation before the result is then fed into the picker's addall function or perhaps there's already a more specific add function in the implementation that can sift against a given list of things.

sorry I can't be more specific. I haven't looked into starsector's source code too extensively.
I'll make a note to add a reinforcement hull blacklist (and probably disallow strikecraft from being picked regardless of being blacklisted, since that's bound to cause weirdness in any case), shouldn't be too much of an issue

25
Hmm, your best bet might be to use SkillSpecAPI.addTag(Skills.TAG_NPC_ONLY) to manage which skills are actually shown in the character screen. You might also want to add Skills.TAG_PLAYER_ONLY to unused skills so that NPC officers don't pick them up, either - I *think* that should work, not 100% on it.
TAG_PLAYER_ONLY doesn't work on officer level-up for the base officer plugin (it doesn't check for that tag - OfficerManagerEvent does, and since FleetFactoryV3 relies on that, it works on both recruitable and NPC-fleet officers) but the mod can always fix that on its own by providing its own officer level-up plugin. Making them deprecated should work, too - it works on the levelup plugin and that trickles down to the other two.

26
Trying to do the Sierra quest, I'm in the
Spoiler
?? system and have no idea what to do here.
[close]
It's very quiet, isn't it? Maybe you should make some noise.

More obvious advice
Issue a distress call or run a Neutrino Detector for a few seconds.
[close]

27
Hi, I have encountered an issue where Omicron's shards don't actually participate in any battles, even when the shard fleet is right on top of my fleet. AI grandpa kinda just sits there :C
Sorry, taking another look at it for the next version.

Sir, could you allow me to translate this mod into Chinese and update to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Yes! Feel free to do so.

28
Absolutely amazing mod. I would love to see this expanded further! I just did the third quest where sierra ship upgrades. That felt like a professionally done quest. I wish the developer of this would hire you to make quests for this. You could really flesh out the remnant content of the game. I can't wait to see what you come up with next.

One question, after Sierra's second upgrade, the other ship unlocks a hull mod that I can't seem to find anywhere? Am I missing something?
Thank you for the kind words! Sierra's augments appear in the hullmods menu under the "Anomalous Phase-Tech" category (new categories are hidden by default, unfortunately)

29
How do i do that? i'm not very well versed with console commands and such...
With the Console Commands mod, hit control+backspace and type "addship fronsec_pledge" (other useful IDs: "fronsec_pledge_Base" for its initial loadout and dmods, "fronsec_pledge_Filled" for a pristine with the full autofit)

30
Hey quick question... I might've maybe lost Sierra in battle and i wasn't able to recover her. she also isnt in my contact list in the intel screen anymore... im currently on mission 3, but is it possible to spawn her in again and continue from where i left off, or will i have to redo the entire quest again?
Spawning her in again should do the trick.

Reposting this because I've discovered a pretty major bug with Starpocalypse:

If you have ever enabled Starpocalypse's "Stingy Recovery" option during a save, it will automatically break the last quest of this mod, details below. Future updates of SoTF will automatically crash if the quest module is enabled alongside this module.
Spoiler
The option breaks the interaction with the derelict Vow, causing it to be impossible to recover and locking both it and Sierra's level-up. This is due to a script which is added to your save if the option is enabled, and for which there is no code to remove mid-save if the option is later disabled.
[close]

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