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Messages - Inventor Raccoon

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46
Hi, all. Releasing PR 11 with some miscellaneous changes, improvements, fixes, you get the idea. The main change is improvements to the accessibility of the A Memory quest, which was a bit too obscure and restrictive for its importance in the quest chain. It's now distinctly easier to find - while it's still a little sneakier than the other quests, a little curiosity should lead you right to it. Additionally, there's now a story point option to potentially make the fight a little easier for people who are less piloting-inclined.

Also, there's now a hidden "guilt" stat that unlocks a more difficult version of the current capstone fight during W.S. I won't say anything else except I've internally named it "Suffering Mode" and fairness wasn't that much of a consideration. It's kind of a holdover until I scrap together a more interesting consequence for guilt, but it's there!

Changelog
Spoiler
- Added "Guilt" stat which increases difficulty when sufficiently accumulated (can be tweaked in settings.json)
- A Memory: made less unreasonably obscure, added SP option to allow 1 phase frigate wingman
- Wayward Star: Added "Suffering Mode", fixed boss kiting like a gremlin instead of ordering a FA when almost defeated, ally fleets now allowed
- Added SFX to wisp spawning
- Adjusted Pledge premounted weapons (starts with a H. Needler, easier A.M. prep)
- Added 1 new Sierra thought
- Sierra is no longer considered "unremovable" to fix some jank (her ship can still only be piloted by her or the player)
- Upgrading from Pledge to Vow now properly gives bonus XP for installed smods
- Fixed Omicron not assisting in murdering smugglers, scavengers and other low-impact indie fleets
- Fixed Omicron's starting relationship being set too low for escort fleet to assist player reliably (one-time fix: rep set to 50 on save load)

- Increased minimum spawn radius for defensive emplacements to reduce cases of them contributing to their own capture
[close]

47
I have a crash that I think is from this mod?
Updating the mod should fix this issue, your version is a little out of date.

Also only thing, that reinforcement ability seems remains not reliable though, they seems not always enter the battle, I didn't used it much, but when I used they never entered the battle, I'm not sure why, maybe they need more radius when they can join battle, or they simply not enter on player-initiated combat, last one I was playing on Mayasura start, and Hegemony send invasion team, I attacked them but there was no reinforcement from that drone fleet.
Yeah, it's an issue I tracked down and fixed for the next prerelease (if you have the Console Commands mod, you can fix this issue yourself by inputting "setrelations fronsec_omicron_faction player 100")

48
Modding / Re: Mod Help Please!
« on: January 22, 2022, 11:15:45 AM »
You're running an outdated version of the game, Starsector 0.95a, with mods updated for the current version 0.95.1a (e.g GraphicsLib). You'll need to either update Starsector or remove/downgrade the 0.95.1a mods.

49
The quality of this mod has convinced me to try the Arsenal Expansion one - I know you said it's been abandoned but will there be any conflicts if I have both this and that one installed at the same time?
Arsenal Expansion features a primitive version of the A Promise quest, which can be disabled from a settings file in AE's folder to avoid conflicts with the one in this mod.

50
In that case i might have found a bugg.
Spoiler
Tia'Taxet. If you're in Random Sector (sorry, didn't think about that), you'll find the Athena somewhere in the core worlds.
[close]

51
Just wanted to say I am a huge fan of mod, loving the additional story content.
Thanks! As for the question...

I got a question about the A Promise quest
This is where the "secrets" part of the name comes in. You'll need to find the next step yourself. You'll get a hint if you happen to fly by the right place, so keep your eyes peeled and ears open.

Or, if you want a more obvious hint,
Spoiler
The crew of the Athena died with a beautiful view of twin stars.
[close]

52
Hello! Prerelease 10.1 is now released, consisting of more accumulated fixes, changes and improvements.

Changelog below:
Spoiler
PRERELEASE TEN POINT ONE
- Vow: 140 OP > 150 OP (compensation for fighter bay loss from AE version)
- Concord augments now have purple text and concords have purple borders
- Added guaranteed volatiles to ? ? ?
- Fixed Wispersong AoE improperly rendering
- Fixed wisps holding fire at high flux
- Fixed A.M. crash intel crash in random sector
- Fixed W.S. second-chance derelict spawning on repeat-attempt victory
- Fixed Vow being unscuttleable until loading a save
- Reimplemented W.S. instant-battle-end failsafe

- Gunnery emplacement: increased dissipation 150 > 200, added builtin turret gyros, added omni shield
- Bombardment emplacement: added omni shield, reduced armor/hull 750/7500 > 500/5000, fixed both variants having mines (now 50/50 LRMs/mines split as intended)
- Emplacement name now includes its type: gunnery, hangar or bombardment. This is also displayed in the objective's description
- Fixed pursuit battles spawning the escaping and flanking ships too far down
[close]

53
Hi, everyone! Releasing Prerelease 10 (or version 0.10) now, consisting of some accumulated fixes, changes and improvements.

Changelog within:
Spoiler
PRERELEASE TEN
- New sprites for : : : : {thank you, Nes}
- Sierra's ships are no longer considered phase ships, can now be scuttled and stored if the player is assigned to them (yes, scuttling Sierra will halt her questline until you console-command her back)
- Added two hullmods, "Concord - Serenity" and "Concord - Fervor" to replace Adaptive Phase Coils and Phase Anchor respectively
- The existing augment now displays its area of effect in combat, slightly extended range
- Added a short winddown and cooldown (approx. 0.125s with Field Modulation) to Anomalous Shift for smoother visuals
- Reimplemented Edict Stormblaster trails
- Miscellaneous text fixes/changes - better clarity, better flow, better purple
- Added quest compatibility with Nexerelin random core worlds (works mid-campaign)
- Increased difficulty of W.S. encounter (improved enemy officer quality and unique ships' power)
- Fixes for A.M. & W.S. - crash during deployment, being unable to retry after a loss, instant battle ending

- Wasp/Xyphos hangar emplacement replaced with Claw/Longbow (since Xyphos can no longer roam)
[close]

54
Relevant mod (requires LazyLib and MagicLib if you need to test)

Just a quirk of a weird ship setup that might be worth a fix. The ship in question is the Pledge-class: it has a shield, and a ship system that functions as a limited phase cloak (and uses all relevant phase cloak stats, has the isPhaseCloak column set, has both effect colours since it uses a phase glow).
The two new hullmods work fine on it except that Phase Anchor immediately crashes on attempting an emergency dive. (looks like there's arguably missing checks to use the ship's system if no cloak is found - similarly, it appears like regular phase cloaks aren't supposed to gain the ROF buff while charging down but this might not trigger on F cloaks)
Spoiler
Code
164493 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.hullmods.PhaseAnchor$PhaseAnchorScript.advance(PhaseAnchor.java:79)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

55
A Promise isn't letting me engage the station after speaking with Omnicron, but will allow me to fight it if I don't talk to him.
Thanks for the report, fixed.

56
I've released some minor fix patches, now on 9.3.

I love mods that add exploration content and quests, so seeing a mod that's completely dedicated to such content brought me great joy.
Can't wait to see this mod develop into something amazing. Keep up the good work! :)
Thank you! I love hearing that people like this sort of thing, I like making it.

57
Is the Promise quest supposed to spawn twice, or is that a bug?

As in I completed it, I've got Sierra in my fleet, but a just ran into the "talking to two pilots in a bar" event that makes the quest start again... and the quest started again.  ???
Thanks for the catch, hotfixed with 9.1.

58
Mods / Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
« on: December 14, 2021, 06:33:59 PM »
Hi everyone. Keeping this post brief:

- I am not planning on updating Arsenal Expansion to 0.95.1a - the mod is, as of right now, abandoned. This may change. The current version might still work on the new Starsector update but no guarantees. If you'd like to update it yourself, go ahead. Note that content in Arsenal Expansion may be torn out and repurposed for my other mods.
- Arsenal Expansion's quest content has been improved and added to Secrets of the Frontier. Click there to visit its page where you can download if you like. SoTF also features other content that can be disabled if you just want the quest stuff.

59
Hi everyone! Well, a full release last patch cycle turned out to be a bit ambitious. I got distracted, and there's a lot of old content in the dev version that needs revamping. But, good news, some of it is coming to the prerelease!

Today's Prerelease 9 features the first step in adding narrative components to Secrets of the Frontier. The A Promise quest (previously featured in Arsenal Expansion) has been remade and added to the prerelease, and additional content has been added which follows up on the stories of one of the characters you meet (the other will come later). Some hunting may be required to find it.

Some notes:
- Watcher Beyond The Walls, which contains the new quest content, requires that the mod and module be active at the start of a campaign can be enabled mid-save as of 9.2
- Don't toggle the module off mid-campaign. Weird things may happen.
- If you're still running Arsenal Expansion, it features the old version of A Promise. You can turn off that old version in AE's settings file (if you don't see that settings file: redownload Arsenal Expansion)
- I did some shattering of the game engine so the new content may break in new and exciting ways

Full changelog:
Spoiler
- Updated to Starsector 0.95.1a

- Partially implemented Watcher Beyond The Walls module:
- Added A Promise
- Added A M    ::::    {data stream corrupted?}
- Added Wayw    S a  ::::  {data stream corrupted! however will they find me?}
- Reminder: individual SoTF modules can be toggled in fronsec_settings.ini

- Sierra (compared to Arsenal Expansion 1.5.4a):
- No longer counts against your officer total
- Fixed jankiness and duping
- Custom Combat Chatter integration
- Has things to say about your accomplishments
- Accepts constructive criticism about her combat style
- Added special conversation :)
- Increased phase madness to    (was: 0)

- Added Edict Stormblaster

Tactical Expansion:
- Fixed some objective timers running while combat was paused
- Reinforcement drones no longer take up deployment points
[close]

60
:o  ??? How does the Pulse laser do hard flux then?
Pulse Laser is a projectile weapon. It fires bolts that go from A to B and hit whatever they touch/pass through. Other examples would be the Plasma Cannon, Ion Cannon, and every ballistic weapon in the game. Hard flux.

Beams are weapons that stretch from the gun to the target - Tactical Laser, Tachyon Lance, Graviton Beam, etc. They are a special case of dealing only soft flux damage.

(beams are all energy weapons but this does not have any effect on the type of flux it deals: if there were hypothetically a ballistic-slot beam weapon, it would deal soft flux damage - similarly, there is basically no difference between the functioning of a Pulse Laser and a Heavy Autocannon besides their stats - they're both projectiles, despite being different mount types)

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