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Author Topic: [0.9a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.3.2b) Hotfix 3/10  (Read 76905 times)


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Main Mod Directory

Older versions

Download and Installation Instructions for New Players
  -   Upon downloading the mod by clicking the link above, unzip it and click through the folders until viewing a single folder above all the data. (So the file path would read "Archean Order TC v0.8.1a/data" etc)

   -   Next, drag the folders to the "Mods" directory. It should be located under something like: "C Drive/Program Files/Fractal Softworks/Starsector/Mods" See the image in the spoiler below for an example of what the final installation directory should look like.


   -   Run the game. When the first screen appears, at the very bottom click "Mods" and a list of installed mods should appear. As long as you followed the above steps, you should see "Archean Order". For reference see the photos below in the spoiler.


  -   As displayed in the image above, other mods you may have installed will also show up here (utility mods may still be selected).

   -   However, "Archean Order" is a TOTAL CONVERSION and will NOT work with the majority of other mods due to its comprehensive editing of core files.

   -   If you think some of the "lighter touch" mods that may still work and could provide additional fun, set "totalConversion" to false in the mod_info.json file located in the primary mod directory.

   -   Still, I would advise against such mod-merging attempts as they may cause unintended issues.

   -   Checkbox "Archean Order" (utility mods not advised without prior knowledge) as shown in the above image, and be sure all other mods are unchecked. This should happen automatically. Click "Save".

   -   Click "Play Starsector" and enjoy the Archean Order mod!

Mod Features
    -     More Dialogue Options for Fleet Encounters
           - >   Request commodities and war funds from anyone you meet.
           - >   Negotiate cease-fires with hostile captains or bribe your way out of combat situations.
           - >   Demand commodities or payment from fleets using your strength and influence.
           - >   Get tactical advice from your officers, who will have an opinion of you that will effect their dialogue and performance. **Coming soon!**
           - >   Negotiate with allies to reinforce your position or attack enemy factions' fleets and installations. **Coming soon!**
           - >   Use marines to protect your commodities and prevent boarding attacks on your vessels. **Coming soon!**

    -     4 New Factions
           - >   New thematic factions with distinctive ships, weapons, culture, backstory and tactics.
           - >   Over 15 additional markets including 2 new systems of various factions added to the Core Worlds campaign map.
           - >   New and existing factions will react differently to your dialogue choices based on their motives, personality and other factors.
           - >   New factions have their own music, portraits, tech and skins.
           - >   Explore the sector to learn more and find your play style.
           - >   A customized tutorial that introduces new mechanics, ships and factions. **Coming very soon!**
           - >   A story introducing a few of the new and existing factions' characters. **Coming very soon!**

    -     New Combat Mechanics and Tactics
           - >   Over 30 types of fighters.
           - >   Fighters are smaller, faster, more numerous, and can deal extra damage to ships' weapons and engines.
           - >   Over 100 weapons.
           - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies.
           - >   New ships spread across all hull classes and factions.
           - >   250+ variants.
           - >   New skins for existing ships - sometimes dramatically changing features and load-out options.

    -     New Starting Options and Role-Playing Scenarios
           - >   More starting ship choices and options based around play-styles.
           - >   Start as a pirate, with a reputation throughout the sector and a small raider wolfpack.
           - >   Start as a mercenary, with a powerful financial backer and a small elite strike force.
           - >   Custom tutorial options for each start, teaching new techniques and skills to succeed in that role. **Coming very soon!**

    -     An Emphasis on Story-Telling and Immersion
           - >   Rich background for all new factions- who will treat you differently based on their culture, your reputation, and your choices.
           - >   Thematic music, portraits, logos, descriptions, ships and weaponry for each new faction.
           - >   Faction colonies have custom descriptions that give insight into their history and culture.
           - >   New and existing factions are recognizable at a glance - unique faction weapons and custom skins with stat modifiers give identity to their fleets.
           - >   Engage in small-talk to learn valuable secrets and improve your reputation with others, even your officers. **Coming soon!**
           - >   Exploration, and investigation of hidden secrets leading to powerful allies, lost technology, or even shaping the politics of the sector's major factions. **Coming soon!**
           - >   Bioware-inspired notoriety system. Strike fear into those who've heard of your deeds or be known as the sector's best hope for survival. **Coming soon!**

Tactics Manual

  -    I created this tactics manual to give players a reference point for the multiple changes to the combat layer present in the mod. It should not be required to play, most of the game's descriptions will give an accurate sense of things, but it exists regardless! The tutorial will also explain a lot of things, but until I can get the bugs out of the story encounters there it is disabled.

   -   As a side note, the role playing starts will eventually require the tutorial to be played first, but I will disable that requirement until it is up and running.

Screenshots and Gifs

   -   These should provide a decent showcase of some of the mod's features, but can contain some light spoilers, so viewer discretion is advised.

New Dialogue Options












Performance and System Requirements

   -    More combat calculations and just the extra content/scripts in the mod will inevitably impact performance.

   -    The most noticeable performance difference from unodded Starsector is a longer loading time at start, especially the first time you load the mod.

   -    Sorry everyone, I've tried to optimize where I can but my rules file alone is around 800 entries. I wanted the dialogue features to be immersive, and that requires a lot of scenarios and dialogue to get it to feel right.

   -    It's hard to measure- I can tell you my test PC has these specs and only has noticeable performance drops during the largest of battles (60 fps otherwise):

             OS:                     -     Windows 10 Home(64x)
              PROCESSOR:        -     3.40GHz Intel i5
              RAM:                   -     8G
              VIDEO:                -     NVIDIA GeForce GTX 1060 3GB

  -    Please feel free to chime in with what kind of performance you are experiencing, alongside your specs.

   -    I know it is definitely playable on older PC's and laptops from tests, but if I need to make adjustments I can try a few things.

Credits and Thanks

            - Alex
                   - Starsector's creator and my inspiration in game design. For the countless questions and coding help over several years and the emphasis you put towards supporting the modding community, taking player suggestions seriously, and just being a general all around nice guy, a serious heart-felt thank you!

            - xenoargh
                   - Creator of EZFaction and a very active and vocal member of the modding community, thank you for your input, creative suggestions, and all the questions you've answered!

            - LazyWizard, Trylobot, kazi, TJJ, Deathfly, Dark.Revenant, Tartiflette
                   - Probably the majority of the mods that currently exist use your tools and tutorials. A big thanks for your support of the community!
            - Art and Sound Assets
                   - Though the ship edits, logos, title screen and weapons were done personally, factions of this mod would not be possible without the hard work, inspiration and generous free-use permissions granted by the artists who are responsible for the portraits and music.

            - ***Special Note*** As promised under applicable licenses, I will both credit and link to the websites of those artists! Thank you! I have also taken some of these assets from free art/sound websites that do not always specifically credit the author. I have worked hard to verify these sources- however, if for whatever reason you are the owner of an asset used in this mod and either you have not been credited or I do not have your permission to use said asset, please contact me and either I will ensure you are credited or I will remove the asset from the mod. I completely understand the desire for work to have the appropriate credit and I'm not here to profit or steal anyone's stuff. I am just trying to make a fun and unique mod experience the current game doesn't offer!  :D

               **Dev Note** I am not responsible for the content on the linked websites. They may contain mature material that I have no control over. Discretion is advised where necessary.

            - Illustrations
                   Andreas Rocha -

            - Portraits
                   SineAlas -
                   Degenerate Portrait Pack -

            - Music
                   PurplePlanet -
                   Ross Budgen (SoundCloud) -

            - Modding Community
                - To all the forum members who have given their advice, opinions, critiques and ideas - whether you even know it or not - you have been a big influence in shaping this mod to what it is now and inspiring me to continue working to bring this project to fruition. To say I stand on the shoulders of giants doesn't even do it justice. Again, a big thank you everyone!
« Last Edit: March 09, 2019, 11:04:35 PM by Morrokain »


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**Patch Info and Feature Focus**

This section will be reserved to document any existing updates as I find and squash bugs and continue to enhance the player experience with more dialogue, role playing options and features.

Next Patch Changes: Rough ETA: **N/A For Now**

Campaign Content Additions and Balance Changes
 -- New Ships:
    - Prometheus MkII
    - Atlas MkIII

    - New Skins:
       - Luddic Path Eagle
   - Luddic Path Crucible
   - Luddic Church Crucible
   - Luddic Path Rhino
   - Luddic Church Rhino
   - Luddic Church Wolverine
   - Luddic Path Enforcer
   - Luddic Church Enforcer
   - Luddic Path Hammerhead
   - Luddic Church Hammerhead
   - Luddic Path Condor
   - Luddic Path Mora
   - Luddic Church Lancer
   - Pirate Shrike

 -- New Fighters:
    - Banshee-class Interceptor
    - Sentinel-class Heavy Interceptor
    - Goliath-class Heavy Gunship

 -- New Weapons:
    - Shattercell Cannon (Small PD/Assault Energy Weapon)
    - Heavy Shattercell Cannon (Medium PD/Assault Energy Weapon)
    - Smokescreen Rocket Launcher (Small Anti-Fighter Rocket Weapon)
    - Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    - Twin Shockwave Launcher (Medium Strike Rockets)
    - Triple Shockwave Launcher (Medium Strike Rockets)
    - Rupture Shockwave System (Large Strike Rocket System)
    - Obliterator Cannon (Medium Strike/Assault Energy Weapon)
    - Heavy Obliterator Cannon (Large Strike/Assault Energy Weapon)
    - Burst Pulser (Medium Assault Energy Weapon)
    - Punisher Artillery System (Large Ballistic Fire Support Weapon)
    - Heavy Fissure Cannon (Large Ballistic Strike Weapon)
    - Razor Tri-Beam (Large Energy Assault Weapon)
    - Heavy Autocannon (Medium Ballistic Assault Weapon) - Original Heavy Autocannon renamed.
    - Vulcan PD Cannon (Medium Ballistic PD Weapon)
    - Heavy Vulcan PD System (Large Ballistic PD Weapon)
    - Micro Repeater (Small Energy PD Weapon) - Original Mirco Repeater renamed.
    - Dual Micro Repeater (Small Energy PD Weapon)
    - Cutlass Laser (Medium Energy PD Weapon)
    - Heavy Cutlass Laser (Large Energy PD Weapon)
    - Proximity Mine Launcher (Large Missile PD Weapon)
    - Trapdoor Mine Launcher (Large Energy PD Weapon)
    - Widow MRM Launcher (Medium Anti-Fighter Missile Weapon)
    - Heavy Widow Launcher (Large Anti-Fighter Missile Weapon)

 -- Market Changes:
    - Bomb Bay is no longer an available weapon in markets. It was mostly useless and was taking up valuable weapon choices when it spawned. (Now bomber only)
    - Removed slight rarity modifier of PD Cannon spawning in markets.
    - Reduced rarity modifier of Burst PD Laser spawning in markets.
    - Now over 130 different weapons, not including built in fighter weapons.

 -- Faction Balance Changes:
    - Another round of dialogue polish. (So as I catch things)
    - Replaced Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    - Adamantine Consortium will no longer deploy many Spectre interceptor drones, and will favor Banshee interceptors instead.
    - Osprey-class Light Carrier no longer autofits. Variants for each factions have been expanded to compensate. (Too many empty fighter bays in campaign fleets)
    - Zero chance for non-standard fighters (faction-equipped variants) to be found in Independent fleets and a very, very low chance in Scavenger fleets.
    - Reduced chance for Exile-class Light Carriers to spawn in Archean Order fleets.
    - Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Corporation. (Tri-Tachyons shouldn't be using phasetech weapons)
    - Changed some factions so that when they pursue the player for smuggling or black market activity that they actively pursue the fleet instead of sometimes merely harrassing.
    - Changed some factions so that under certain varying circumstances when pursuing players for black market activity or contraband high rep will:
        - prevent contraband from being confiscated.
        - cause a negative impact to reputation rather than an outright attack.
    - Numerous new variants for the new skins for Luddic factions have been added to the campaign fleets.
    - Ships supplies per month is much lower, universal among tech tiers and based on hull size. (I felt it was unncessary now with monthly costs per crew filling the same role)

 -- Blueprint Changes:
    - Pirate Talon is now a pirate blueprint unlock instead of a base blueprint.
    - Luddic and Pirate blueprints are no longer unlocked by tiered tech blueprint sets (lowtech in particular).
    - Bomb bay is no longer a blueprint.
    - Spectre-class interceptor drones are no longer unlocked by the Admantine Consortium blueprint package.
    - Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package.
    - Apocalypse Cannon is now ultra rare instead of legendary.
    - The Heavy Apocalypse Cannon is now legendary bp.
    - Goliath-class Heavy Gunship has been added as a legendary bp.

 -- Feature Enhancements/Additions:

   Cease Fire Enhancements:
     - Adamantine Consortium fleets can be more successfully negotiated with if you hire one of their officers and so know their politics.
          - New description, dialogue and possible results when negotiating Cease Fires for:
      - Archean Order
      - Adamantine Consortium
      - Pirates
       - Luddic Path
     - Bribes
      - Bribe results and descriptions are more faction specific for some factions to shed more light on how effective bribery will be for that faction's commanders.
                - Increased base chance for bribe requests over outright refusals when attempting a bribe-free Cease-Fire.
                - Pirates will have an even greater chance to ask for credits rather than fight when attempting bribe-free Cease-Fires.
      - Pirates will accept bribes and ask for bribes over fighting even when vengeful to the Player's faction.
      - Less lawful factions like the Luddic Path, Adamantine Consortium and Pirates will now give a reputation boost for successful bribes up to a certain reputation level.

Combat Balance Changes
 - Slightly increased deployment cost of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 - Increased range of Rapier SRMs. (From 900 to 1000)
 - Slightly lowered max charges for Micro Repeater and reduced the amount of charges returned each recharge cycle.
 - Nova Cannon proximity blast radius is doubled, and the fuse range is doubled, but the fuse will now only trigger on missiles.
 - Increased Nova Cannon damage by 20%.
 - Increased Machine Gun damage by 25%.
 - Increased Electron Cannon damage by 33% and increased range to 450. (Up from 400)
 - Increased Pulse Laser Damage by 50% and increased range to 450. (Up from 400)
 - Increased Assault Beam damage by ~15%.
 - Increased PD Beam damage by ~40% and increased range to 350, up from 300.
 - Increased Squall SRM hitpoints by 200%, missile speed and turn rate by ~600%, and range by 200. (Was VERY underwhelming for its tier in larger battles)
 - Reduced Atropos Torpedo turn rate by 40%. (I'm hoping this reduces the chances of the AI wasting it against slower fighters like gunships)
 - Changed Ion Cannon and Heavy Ion Cannon to now have regenerating charges, but they also deal more burst damage either through faster firing or damage per shot.
 - Fissure Cannon (formerly Sunder Cannon) has increased range (500 to 600). The fighter variant range remains 500.
 - Iridium Cannon has increased range. (500 to 700) The fighter variant range remains 500.
 - Scythe Cannon has decreased range. (600 to 500)
 - Assault Autocannon has increased range. (600 to 650)
 - Icer Gun has increased range. (600 to 700)
 - Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They were a little too powerful and hopefully this will balance them out a bit)
 - Increased turn rate of Strike beams to help prevent the A.I from wasting them while maneuvering to evenly distribute armor damage.
 - Apocalypse Cannon is now 30 op (down from 32)
 - The Heavy Apocalypse Cannon is now an available weapon at 32 op.
 - Increased health of destroyers and frigates by ~15-20%. (Slightly better balances out the strength of cruisers' easy access to fighter bays)
 - Increased damage of Ion Pulser by ~70%.
 - Rebalanced stats and OP cost of medium ballistic line of weapons.
 - Hivemind nanite clusters now go directly for the kill rather than seeking the targets engines.
 - Slightly reduced deployment cost of Aegis cruiser.
 - Increased max flux of Aegis and Eagle cruiser by 1000.

 -- Overhauled flux costs of the entire rocket line of weapons:
     - Reduced flux cost of Shockstorm rockets per salvo by 50%, increased max rockets for medium variant, and increased rocket speed and range slightly. (Large buff overall)
     - Increased flux cost of Annihilator rockets (small variant) by 25%, but flux costs for medium variant reduced to match flux per rocket of the small variant.
     - Annihilator rockets (small variant) now gets 4 rockets back on reload (was 2) though reload time per rocket (DPS) remains roughly the same.
     - Reduced flux cost of Javelin rockets by 25%, and reduced their flight speed.
     - Reduced flux cost of Fury Rocket System and Hailstone rockets by 33%.

 -- Overhauled Fighter Combat Layer --    
 -- Not all of the individual changes will be documented. Here are some general points:
     - Now over 60 different fighter wings.
     - All fighters now have limited ammunition which gives them a specific combat time before some kind of rearmament is required.
     - Rearmament design-wise is intended to give ships a window of recovery between strikes and reduce fighter swarming in favor of assault wave behavior.
     - Rearmament stats are unique to each individual fighter weapon, though some general rules apply:
     - Magazines of fighter weapons only last around 5 seconds of active combat time.
          - Non-missile weapons will reload their magazines in a set amount of time, typically 12-20 seconds depending on the the fighter role. (AI can't handle finite ammo)
     - Missile weapons almost always require redocking with the carrier, and often have even more limited ammunition than non-missile fighter weapons.
     - Fighters, gunhsips and interceptors that use finite missiles will usually redock with the carrier immediately, or soon after they have used them all.
     - Mostly removed the use of flares in midtech and low tech fighters, gunships and bombers. Only the highest tiered craft will use them.
     - Fighters now deal 200% additional damage to other fighters, making interceptors and anti-fighter roles a serious threat to unescorted bombers and gunships.
     - Fighters now deal 200% additional damage to ship hardpoints (weapons and engines), up from 150%.
     - Balance pass on most fighter replacement rates. Some have increased rates, some have decreased rates depending on balance adjustments. As a soft rule, however:
          - Bombers have increased replacement times. (They also tend to have the highest strike impulse)
          - Gunships have been moved to closely match Bombers in their replacement times. (They also tend to have the longest active combat times and largest magazines)
          - Fighters have slightly reduced replacement times. (They have various specialized roles)
          - Interceptors have moderately reduced replacement times. (They are powerful bomber/gunship killers, and important escorts for your own fighter/bomber/gunship strike groups)
     - Removed Fighter Systems hullmod's effect on weapons in favor of fighter-specialized weapons. Fighter weapons are now less effective against ships.
     - Though still present for descriptive flavor, Limited Range Finders hullmod on fighters doesn't actually do anything. Range is handled through fighter weapons.
     - Reduced health and shields of high tech gunships and bombers and some midline and low tech gunships and bombers.
     - Reduced general health of the higher tiered fighters, and any fighters that use shields have much lower flux dissipation to make PD beams more effective against them.
     - Rebalanced OP cost around new fighter craft additions that were added in some of the more recent updates.
     - Reduced OP cost and efficiency of some pirate fighters even further, while balancing other weaker ones to make them useful to the player in some circumstances.
     - Many low tech fighters, bombers, gunships and interceptors now have proper OP costs considering their combat effectiveness.
     - OP to Power ratio when scrolling up and down the "equip fighter wheel" on the refit screen should now make more intuitive sense.
     - All fighter weapons are now added to the codex with a basic description of how fighter weapons differ from standard ship weapons as well as hard weapon stats.
     - Balance pass on fighter crew requirements and costs. General increase in crew required for gunships and bombers, scaling better with size.
     - Balance pass on fighter mass. (Doesn't make too much a difference but documented anyway just in case).

Bug Fixes
 - Corrected issue with Cease Fire requests not working on patrols who are attacking you from smuggling or black market activity.
 - Fixed issue with overspawning faction-specific fighters in Independent and Scavenger fleets.
 - Corrected Pirate Talon bug with base blueprints.
 - Devastator Cannon should now properly hit ships along certain angles of fire that caused the proximity fuse behavior to trigger early.
 - The Nova Cannon should now effectively hit ships at all times, making it more in line with the intended dual assault/pd role.
 - Removed accidental chance for Fighter-class Light Pulse Laser to spawn in campaign markets or loot.
 - Added a description to the Archean Order station's heavy anti-capital weapon in the codex.
 - Hopefully resolved issues with Hailstone Rockets and Fury Rocket System sometimes causing the flameout slingshot behavior on ships.
 - Corrected the Adamantine Consortium Condor skin to no longer change its medium missile mount to energy.
 - All fighter wing descriptions should have the brief summary portion that describes their role.
 - Fixed merge issue with Helmsmanship skill stacking on top of the original version.
 - Correct equip-screen description of Militarized Subsystems to better reflect what downsides it removes from civilian hulls.
 - Hivemind nanite clusters now effectively hit ships at all angles.
 - Corrected Simple Core System's description.

 - Due to storage space, versions lower than v1.2.1b are no longer downloadable, though their patch notes will remain documented.
 - Sunder Cannon has been renamed to Fissure Cannon to avoid confusion with the Sunder-class destroyer. XD Must have been in a hurry on that one lol.
 - Round of polish on the Heavy Apocalypse Cannon's sprite.
 - The Heavy Autocannon has been renamed to the Heavy Dual Autocannon.
 - Slight round of polish on the Velocity Cannon sprite.
 - Micro Repeater has been renamed to Micro Blaster because the original name felt better for a PD weapon and this was more of a strike weapon.


Current Patch Changes: Update v1.3.2 3/04/2019

Content Additions
 -- New Shipsystem:
    - Phase Shell Projector (Malevolent-class Dreadcarrier).
        - 20 Second activated buff.
        - Reduces damage taken by the carriers fighters by 90% for the duration.

 -- New Strike Craft:
    - Sabertooth Gunship. (Heavy Strike)

 -- New Weapons:
    - Hailstone Rocket Launcher (Small).
    - Fury Rocket System (Large).

 -- Campaign Changes/Additions:
    - Increased base payout for starting fleet bounties (pirates) and the payout per level of higher tiered bounties (deserters).
    - Due to performance improvements in the last official Starsector release, increased default total battlesize to 200, and max total battlesize to 400.
    - Independents and Scavengers are now much less likely to use Luddic Church, Luddic Path, Pirate, or Hegemony fighters, ships and weapons.

Combat Balance/Content Changes
 - Autofit now has more variants available as goal variants than the last release for many hulls. I think this may help increase variety while still maintaining core combat effectiveness.
 - More variety in strike craft and weapons for the Lions Guard and Trader Guilds.

Bug Fixes
 - Sci-Corps Stations will now correctly appear in the campaign map.
 - Updated Fire Support missile weapon descriptions to accurately reflect the 50% flux per salvo reduction.


Prior Patch Changes:

Update v1.3.1 2/28/2019

Content Additions

New Ships
  • Malevolent (Capital-class Dreadcarrier)

New Strike Craft
  • Mauler (Heavy Interceptor)
  • Mauler (Pirates)
  • Barbarian (Base Gunship)
  • Warrior (Lowtech Gunship)
  • Talon (Hegemony)
  • Talon (Luddic)
  • Talon (Tri-Tachyon)
  • Talon (Pirates)
  • Vanguard (Hegemony)
  • Vanguard (Luddic)
  • Warthog (Hegemony)
  • Warthog (Luddic)
  • Broadsword (Pirates)
  • Broadsword (Adamantine)

Campaign Changes/Additions
  • New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.
  • Adamantine Consortium has a capital-class carrier and a unique heavy fighter(skin) added to their fleets.
  • Nightmare-class heavy fighter is now unique to the Archean Order's fleets.
  • Pirates have unique fighter(skins) added to their fleets.
  • Increased Adamantine Consortium aggression, reduced Archean Order and Trader Guilds aggression.
  • If not already present in the last patch, added Adamantine Consortium strongholds to the list of player colony threats.
  • Derelicts have increased in difficulty to match pirates. Pirates have had their fighter numbers considerably weakened.
  • Increased the starting player fleets for any new game start to roughly match early pirate bounties in size.
  • The two changes listed above should make either salvage or bounty hunting a good starting option for any new game.
  • Added most of the new game starts available to the base game from .9 to the Normal Start option list.
  • All new starts now contain a cargo freighter of some kind and a small supply of pd weapons.
  • Pirates now have unique fighter craft. These are considerably weaker than standard fighter craft, but can be deployed more easily.

Station Battles
  • Balanced most factions' station style to match their respective technological access and doctrine.
  • Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
  • Unique station looks and/or loadouts for Hegemony, Pirates, Sci-Corps and Luddic factions

Blueprint System
  • Added Blueprint Packages for Adamantine Consortium, Trader Guilds, Persean League, Sci-Corps and Tri-Tachyon Corporation.
  • Further separation of tech tiers with more base strike craft available at the start.
  • Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.
  • Added icons to all blueprint packages.
  • New legendary blueprint packages.

Balance Changes
  • Increased OP cost of Talon to 2 from 0. Its combat effectiveness remains unchanged. Pirate version has 0 OP requirement.
  • Hegemony now has slightly better fighter craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
  • Luddic Church and Luddic Path have new fighter craft skins with unique loadouts.
  • Higher tier fighter craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
  • Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
  • Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
  • Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
  • Hydra-class Gunship has an updated sprite.
  • Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
  • Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
  • Marauder, Warthog, and Gauntlet are now base bps.
  • Vanguard is now a low_tech bp (tier 1).
  • Rebalanced Luddic Church Condor variants.
  • Increased Paragon's max flux by 8000, flux dissipation by 300, and armor by 300. It was slightly too weak compared to similar tiered vessels and sometimes couldn't make use of all its weapons when surrounded.
  • Reduced fighter replacement rates across the board. I put an extra special emphasis on drones and interceptors that seemed to spawn continuously, and tended to only slightly increase bomber deployment rates.
  • Increaed PD Beam damage by ~40%-70% accross the board. This won't interfere with missile effectiveness (other than make them better against torps which is their intended purpose).
  • Changed Advanced Optics hullmod to only increase PD beam weapons by 200su (down from 500su) to balance the large damage increase for those weapons.
  • Reduced the range bonus on PD weapons on ships equipping Super Computer hullmod by 10%.
  • Reduced the range bonus on PD weapons on ships equipping Advanced Targeting Core hullmod by 20%.
  • Reduced the flux cost of all Fire Support Missiles by ~50%.

Bug Fixes
  • Corrected issues with rockets sending flamed-out ships launching away at large speeds.
  • All assault and strike beams now pierce fighters. Fighters now take 60% less damage from beams.
  • Fixed Templar Strike variant's weapon groups.
  • Corrected Hegemony and Adamantine Consortium ship size in fleet doctrine.
  • Forlorn Hope mission's flagship is now the Escort variant of the Paragon instead of the Raider variant.
  • Corrected OP of Condor(A) variants.
  • Fixed bug when hiring faction officers, added text for faction administrators.
  • Fixed bug with procurement missions not able to be turned in.
  • Fixed bug with some bar missions not able to be turned in.
  • Fixed bug where your crew would not leave even if you owed them considerable debt.
  • Corrected issue with Tri-Tachyon blueprint package adding Persean League ships, fighters and weapons.
  • Fixed bug where blueprints of higher tiers were empty of hulls, weapons or wings.

Update v1.3.0 1/19/2019

Content Additions

Updated for Starsector 0.9a features

New Ships
  • Shrike
  • Gremlin
  • Guardian
  • Radiant

New Ships
  • Cobra
  • Perdition

Station Battles
  • Stations come in 3 tiers, like the base Starsector original design.
  • All factions now have stations guarding their primary strongholds, with station strength varying depending on the colony's importance.
  • New station types for a couple of the new factions and updated existing faction's stations designed around Archean Order's balance.
  • Increased strength difference between tiers such that upgrades have more impact.
  • Third tier stations can single handedly combat multiple fleet deployment waves.
  • Lowered station deployment cost to allow for more escorting fleet ships.
  • Third tier stations can single handedly combat multiple fleet deployment waves.
  • Station upgrades typically impact at least 3 of 4 general areas. See description text for details. General upgrade areas listed below
  • Long range strike capability.
  • Fighter wing additions/fighter defense capability.
  • Defenses, either stronger existing ones or additional layers of defense.

Blueprint System
  • Complete rework of blueprint spawn rates to balance for Archean Order's tiered weapon balance.
  • Base blueprints are much smaller in number, but blueprint unlocks are more varied and slightly more common in the case of packages.
  • Blueprint packages spawn in three tiers for each tech type with increasing drop rarity as tier strength increases.
  • New ultra rare blueprints and packages give access to the most powerful weapons, hulls and fighters available.
  • Blueprint lines available for most factions, to increase replay-ability and give a bit more randomness to loot.
  • Each blueprint line unlocks multiple sets of blueprints based on the factions preferences similar to tech tiered packages.
  • Blueprint package lines based on factions spawn at varying rates depending on the strength of the blueprints unlocked.

Procgen Autofit System
  • I tried to do my best to playtest enough to treat this on a case by case basis where possible. As it currently stands:
  • Most high tech capitals or higher end variants of cruisers or destroyers relying on large weapons for balance will not autofit.
  • Most vessels below the cruiser level will autofit based on faction weapon doctrine.
  • Hopefully the above changes will provide a stable, balanced experience with factions yet greatly increase overall npc fleet variance.

Balance Changes
  • Merged a few of the new factions' minor colonies with their nearby stations to further improve campaign performance. See below for details.
  • Description text remains to separate the two entities (like Jangala), but their markets are now shared.
  • Merged markets will be displayed without the station in the starmap.
  • Increased Interceptor and Fighter refit time across the board.
  • Built-in drones, such as those found on the Acolyte or Tempest, are now generally replaced less quickly than standard Drone LPCs.
  • Increased hit strength of graviton beam line of weapons by ~25%.
  • Increased defenses of midline capitals substantially to better align their combat capability with other tiered tech counterparts.

Bug Fixes
  • Corrected attack run ranges of a few bombers that led to them not releasing their payloads fast enough when engaging a targeted enemy.
  • Corrected falcon_d skin's weapon changes so that its large weapon is now a medium weapon as intended. A wrong id was causing it to change one of its missile slots.

Update v1.2.1d 4/15/2018

Content Additions
  • Two new frigates, the Neophyte and Exile, have been added to the Archean Order fleets in order to better diversify their tactics and ships from the Adamantine Consortium.
  • Added new skins\variants for the Condor-class Light Carrier and Scarab-class Drone Carrier found in Adamantine Consortium dreadlord fleets.

Balance Changes
  • Reduced upcharge, increased recharge of Iridium Cannon. -This will allow Hellcats to combat interceptors a little better. Before they could almost never effectively target them. They are still inaccurate at it, just less so.
  • Replaced one of the Drover-class Light PD Carrier's Hydra Gunship wings with a Hercules Gunship wing to give it a fair amount of assault potential for an insiginifcant loss in overall PD strength.
  • Increased Peak Operating Time of Megalith and Tyrant.
  • All Interceptors/Fighters/Bombers/Gunships of the same tech level will have the same combat range. (Should solve AI issues with carriers and allow for more diverse fighter-type combinations).

Bug Fixes
  • Fixed min crew requirements of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.
  • Fixed OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.
  • Atlas now correctly read as a capital ship, so Converted Hangar hullmod will add 2 fighter bays, as intended.
  • Corrected Askonia Gate orbit to match nearby entities' orbit speed (now they shouldn't collide in the late campaign).
  • Corrected late-game campaign issues with Archean Order and Tri-Tachyon in Hybrasil. Archean Order strongholds are much, much farther away from the system's star. (There should be less hi-tech debris and the markets should hopefully be a little more stable.)
  • Hyperion-class frigate now has Delicate Machinery hullmod built-in.
  • Slight re-work of Wolf (Arc) skin sprite.

Update v1.2.1c 4/9/2018
Balance Changes
  • Increased damage of Pulse Laser by 25% (higher hit damage).
  • Reduced recharge rate and burst damage of Burst Siege Beam. Still keeps its Fire Support energy role, but damage should now be more in line with those kinds of weapons.
  • Increased number of charges of Burst PD Laser by 1, increased its recharge rate per charge slightly, and increased its burst damage by ~20%.
  • Increased number of charges of Heavy Burst PD Laser by 1, increased its recharge rate per charge slightly, and increased its burst damage by ~20%.
  • Increased charge regeneration rate of Guardian PD System by 30%.
  • Pulse Beam range reduced to 300.
  • Increased shot damage of Void Driver significantly, but reduced its recharge rate to a similar dps. Should be much more effective, especially against missiles, and more adequately reflect its description.
  • Slightly reduced effective shields of Liberator and Renegade fighters.

Bug Fixes
  • Fixed skeleton crew calculation of Converted Hangar hullmod.
  • Corrected sound issues with Ion Torpedo, Micro Repeater, Iridium Cannon and Icer Gun.


Update v1.2.1b 4/8/2018
Content Additions
  • Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.

          - Can include several increments of bribes(with varying levels of cultural implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
          - Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.

  • Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.
  • 2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.
  • Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".
  • Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly).
  • New skin and variants for Archean Order's Wolf-class frigate.

Balance Changes
  • Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.
  • Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.
  • Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comparison to the advanced Hunter LRM).
  • Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.
  • Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.
  • Op Cost of Operations Center hullmod reduced by 33%.
  • Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.
  • Significant buffs to Hyperion: now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy. Variants adjusted accordinly.
  • Reduced flux use of Phase Teleporter by 15% and increased its range significantly.
  • Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.
  • Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.
  • Ion Torpedo projectile hitpoints reduced by 40%.
  • Changed starting variant load-out for Medusa.
  • Redistributed success rates for some dialogue features- now that bribery is a more mainsteam feature.
  • Minor tweaks to deployment costs across all ships (couple exceptions of "minor", like Scarab, that were pseudo bugs), Fleet Points in ships and across skins now properly correlates to deployment cost for calculations in some scripts.

Bug Fixes
  • Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
  • Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.
  • Updated and corrected Tactics Manual to reflect changes since release. Also greatly expanded the manual, including non-technical documentation of dialogue features and mechanics as well as tips for tactics against certain factions for new players.
  • Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.
  • Added story text to "The Great Restructuring" mission.
  • Corrected a few scripts that had incorrect IDs for the Tri-Tachyon corporation.
  • Bribe calculation in Cease Fire requests now stems from enemy fleet strength, as intended, rather than player fleet strength.
  • Corrected fleet strength calculations in Cease-Fire and Commodity request features. It was too punishing when severely outnumbered (almost never happened).
  • Refactored code of several scripts to run more efficiently and have less redundancy.


Update v1.2.1a 2/27/2018
Content Additions
  • New factions now have custom dialogue when you hire their officers.
  • You can now "Rescue" Officers from the Adamantine Consortium if you cannot afford to pay a "hiring" bribe. This will make the barons less than pleased, of course.
  • New variant for the Osprey-class light carrier that features Mining Drones - added to independent and scavenger fleets.

Balance Changes
  • Tempest-class frigate now has a "small" version of the Wasp interceptor wing wing built-in. This wing has 4 max interceptors instead of 6.
  • Acolyte-class heavy frigate now has a "small" version of the Spectre interceptor wing built-in. This wing has 4 max interceptors instead of 6.
  • Removed built-in Talon wing for the Atlas superfreighter. Now has two open flight decks instead of one, but not enough Ordinance to carry much heavy strike craft. Standard variant adjusted.
  • The Mining Drone wing now has a combat assault range similar to other gunships, and Assault AI. Ordinance cost increased to 2 (from 0).
  • Built-in Mining Drone wing on the Venture-class combat freighter has been modified to retain its short range support role, as intended.
  • Redacted heavy fighter primary weapon replaced with something stronger. Was too weak for its number/OP cost.
  • Redacted interceptor has had its secondary weapon removed. Was too strong for its number/OP cost.
  • Fast Missile Racks now is a charge based ship system. Reduced amount of times system can be used, costs less flux per use.
  • Crucible-class destroyer has slightly better dissipation.
  • Condor-class light carrier (destroyer) has its max flux capacity increased by over 50%, with a corresponding increase in dissipation. Shield efficiency reduced by 20%.
  • Changed starting variant for Lasher-class frigate to be more easy to manage flux cost of weapons.

Bug Fixes
  • You can now hire new faction mercenary officers as intended. A bug in Rules.csv prevented the dialogue option to hire them from appearing.
  • Removed override of hullmods.csv file to allow power user opt-in of Autonomous Ships mod. (Must still set totalConversion to "false" in the mod_info.json file)
  • Fighter wings should no longer disappear from inventory after visiting the refit screen if hulls with built-in versions of the same type exist within your fleet.
  • Corrected name error in Mining Drone wing tooltip.
  • Redacted heavy bomber will now correctly use its primary weapon.
  • Reduced volume level for Ion Torpedo, Icer Gun, Iridium Cannon and Micro Repeater by 20-40%, as needed.
  • Corrected tooltip for Concentrated Shields.
  • Weapons now display their required "Flux per Shot/Salvo" information in their description.


Update v1.2.1 2/19/2018

Content Additions
  • 6 New Fighter Wings. (4 gunships, 2 fighters, 1 bomber)
  • 1 New Hi-Tech Dedicated Carrier (Heavy Destroyer).

Balance Changes
  • Buffed Lasher's ability to use strike weapons. Base flux and dissipation increased. Shield efficiency lowered.
  • Buffed Lancer's ability to use it's missiles and ship system. Base flux and dissipation increased. Shield efficiency lowered.
  • All ships now have 10%/15%/20% base soft flux dissipation when shields are raised (up from 0%), depending on if the hull is considered lowtech/midline/hitech.
  • Reduced the benefit of Stabilized Shields hullmod by 15% (Now +35%).
  • Balance pass on fighter rarity.
  • Redistributed fighters among factions and variants. Less overall redundancy. Some better variants.
  • Medusa-class destroyer is now a dedicated drone carrier with two full Terminator Drone wings, to both better match its ship system and avoid the awkwardness of part built-in/part open fighter bays.
  • Medusa is no longer classified as a combat carrier to the AI. Max combat speed now in line with other assault destroyers. Terminator Drone's combat speed substantially increased.
  • Medusa is now unique to the Tri-Tachyon corporation and Adamantine Consortium's fleets. No longer found in Sci-Corp's fleets.
  • Medusa(A) skin now changes the ship system to Fortress Shield.
  • Tempest-class frigate is now also found in the Tri-Tachyon Corporation's fleets and markets. No longer unique to Sci-Corps.
  • Medusa(A) skin now changes the ship system to Fortress Shield.
  • Astral-class Super Carrier no longer has built in Terminator Drones. Its 8 fighter bays are now open, though there is no increase in Ordinance Points. Test indicate the slight nerf has little overall effect on combat performance. If anything, it's better due to more concentrated fighter strikes. Variants adjusted accordingly.
  • Tri-Tachyon Corporation and Sci-Corps now have more distinct combat styles and weapons.
  • Tri-Tachyon focuses on phase ships, heavy beam and missile weaponry, as well as drone attacks using fighter swarm superiority. 
  • Sci-Corps uses tactical assault fighter strikes, ion-based support weapons, and heavy torpedo salvos from dedicated combat vessels.
  • Reduced ammo count of Rapier Srms (Fighter version) by 25%. This is intended to slightly reduce the salvo power of the Thunder Bomber on lightly defended targets. It is also a small nerf to the Xyphos gunship.
  • The Aegis-class cruiser has one of its medium ballistic weapons now converted to a hyrbid slot to further diversify medium energy weapon options. Variants adjusted.
  • Increased beam speed of Graviton Beam and Graviton Lance. Considering its short burst duration, range upgrades made the weapon deal less dps at max range than was ideal.
  • Reduced flux to activate Recall Device ship system to 25%. Now has only 3 charges and regeneration.

Bug Fixes
  • Changed Heavy Mortar description to better describe its intended role.
  • At-A-Glance role description added to the Interdictor Drone and Terminator Drone.
  • Fighter-Class Systems hullmod is now present on all fighter wings.
  • Tooltip for Faulty Power Grid D-Mod corrected to display accurate information.
  • Safety Procedures Rank 3 should now reduce the negative effects of Faulty Power Grid, as intended.
  • Fixed a few variants' default weapon groups.
  • (WIP) Another round of refining/polishing some of the dialogue. Removing awkward language and attemtping to improve the conversation experience.
  • All combat vessels, if not all vessels in general, should now have the Stabilized Drive Conduit hullmod built-in.

Update v1.2 2/10/2018

Content Additions
  • Archean Order and Adamantine Consortium have new systems near the Core Worlds containing their respective capitals and main strongholds.
  • Many new faction colonies now have custom illustrations and all new colonies have custom descriptions.
  • New Independent and Sci-Corps colonies - Penelopes Star is now a part of the Core Worlds (this should make a couple early game bounties slightly less risky and weapons/ships from those factions more accessible).
  • Made the "Random Battle" Mission have a much wider selection of variants to randomly pull from. -a great way to test out max battles and get a feel of the new combat without investing too heavily into the campaign.
  • 5 New low tier energy strike/fire support weapons.
  • 3 New low tier ballistic strike/fire support weapons.
  • 1 New high tier missile strike weapon.
  • 2 New low tech frigates with medium energy mounts found easily early on.
  • 1 New mid tech destroyer with medium hybrid mounts in Lions Guard and Trader Guilds patrols/markets.
Balance Changes
  • Harpoon MRM and its large variant has more missiles per salvo, and higher regen. To balance this change they deal less damage per shot and have less armor penetration. This small rebalance makes them a lot more reliable to use, and the AI will use them more liberally as well. Two direct hits will still destroy most frigates- if caught unshielded.
  • The Graviton Beam and Graviton Lance are now proper assault weapons, as classified. They will also now autofire and target fighters if no other combat ships are in range. Reduced turn rate, beam speed, and burst mechanics for the weapon and buffed its damage. Persean League was suffering in most fights due to its lackluster performance. It penetrates armor slightly better, but is still poor at it overall.
  • Hegemony XIVth vessels now have an increased deployment cost in association with their armor and ordinance point buffs. This better balances these powerful vessels and slightly nerfs the overwhelming campaign power of the Hegemony (They could beat any faction (except maybe the highest tier ones) too easily in pitched battles before).
  • Adjusted most starting variants to support new weapons and spread them out over multiple factions. They should now be found in most early markets.
  • Added new variants and edited existing ones - the aim of this was to both reduce weapon redundancy and give a platform to acquire the new strike/fire support weapons more easily.
  • The Hound's composite hardpoint is now universal - allows the use of small, low tier energy strike weapons in pirate and independent fleet compositions.
  • The Eagle now has a few small hybrid turrets to better support its intended Jack-Of-All-Trades combat role. Variants adjusted accordingly.

Update v1.1a 1/18/2018
Content Additions
  • New hullmod - Priority Beam Defense AI - Makes all PD Burst Beams only target missiles.

Balance Changes
  • The Conquest and Falcon now have Maneuvering Jets as their ship system (was Deploy Reserve Fighters).
  • Deploy Reserve Fighters and Targeting Feed ship systems no longer generate flux on use. Instead, they start with 3 charges, gaining one charge greatly exceeds the system's cooldown.
  • Burst PD Laser and Heavy Burst PD Laser now auto-target fighters and ships as well as missiles. To balance this change, both weapons have had their charge regeneration reduced (burst damage is the same).
  • Guardian PD System now targets fighters and ships as well as missiles. To balance this change, the weapon has been converted to a charge-based weapon (with 8 charges) and reduced burst damage by 20 percent.
  • Increased the accuracy of the Artillery Cannon by ~20 percent.
  • Reduced effectiveness on Flux of built-in faction systems by ~33 percent.

Bug Fixes and Design Improvements
  • Fixed a few variants with errors.
  • Added a few variants with new weapons configurations and rebalanced previous ones using them to operate more effectively, where necessary.
  • Updated tooltips of several weapons (Ie. Mining Laser, Mining Blaster, Guardian PD System) to better describe their function and power.
  • Updated tooltips of fighters to better describe their roles and strengths at a glance.
  • Corrected a few more typos and awkward language in descriptions - mostly campaign related entities.
  • Added regen back in for the Atropos Torpedo(Single). Dagger Bomber now has a custom built-in version without regen.
  • All vessels now gain the "0-Flux Boost" until 5% flux. Changing Tier 3 Helmsmanship to allow up to 35% flux before boost cuts off.
  • Hermes cargo capacity reduced to be more in line with other freighters.
  • Hornet SRM is now renamed to Vespid SRM (id is same for modders).
  • Added new descriptions to some key faction colonies to better improve immersion.

Update v1.1 1/10/2018
Content Additions
  • Faction colonies are now seeded directly into the Core Worlds.
  • Faction colonies now have unique descriptions describing their place in the sector and their respective owners' goals and culture.
  • Added ~7-8 small weapons in the "Strike" and "Fire Support" category spread across missile and ballistic weapon types.
  • Starting variants have been adjusted to account for the new weapons.
  • Added new variants or modified existing ones across many factions (especially pirates).

Bug Fixes and Design Improvements
  • Fixed crash on clicking "Show Info" on planets while in the Intel tab.
  • All new factions now generate system bounties, food shortages, survey missions, etc.
  • Added a small composite weapon slot to the Hound All variants have been adjusted to reflect this - deployment cost increased to 2 supplies.
  • Captain personality will now properly reduce or improve the amount of credits requisitioned or demanded from fleets as intended.
  • "Safety Overrides" description will now properly display what it does.
  • Fixed more scenarios where bribery failed to get the enemy to disengage.
  • Updated Bribe description to include information previously obscured to the player when bribing a fleet captain.
  • Changed "Max and Min Battle Slider" settings to more accurately reflect standard Performance Requirements. (100 - 300 with default at 150)
  • Slightly increased Capital Ship deployment costs.
  • Balance pass through ship systems - generally increasing time to regenerate charges substantially.
  • Flares have been reworked to regenerate.
  • Fixed several description typos and outdated references.

Performance Improvements and Misc
  • Improved performance of starting a new game and loading the mod by ~33%.
  • EZFaction and LazyLib utility tools are no longer required to play the mod.

Hotfix v1.0a 1/2/2018
  • Fixed bug with Bribes and Cease-Fire negotiations not always causing the enemy fleet to disengage if the faction reputation is hostile towards the player in general.
  • Bribes should also no longer occur concurrently if you provoke the fleet a second time.
  • Roughly halved number of EZFaction procedural faction colonies to improve campaign stability and performance.

Also, I am going to use this section to give some transparency to current Dev work. Specifically: which features I am prioritizing. I may have polls later if people would like some **Coming soon** features prioritized over others.

Next Planned Features By Priority:
  • Tutorial and Intro Story.
  • Customize-able Officers of any faction with Trader Guild Mercenary Recruitment Stations.
  • Tactical Advice from Officers.
  • Officer Reputation System.
  • Small Talk with Npcs.
  • Notoriety System along with player titles for campaign achievements.

Future Planned Features By Priority:
  • 2 Additional Factions: one playable, one not.
  • Full campaign story with custom missions and quest chains.
  • Unique combat scenarios currently not found in campaign.
  • More advanced utilization of Marine Battles.
  • *Ground Battles and Planetary Invasions??
« Last Edit: May 11, 2019, 12:38:33 PM by Morrokain »


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**Collaboration and Feedback**

Do you have feedback for the mod that is constructively critical but want to remain anonymous? No problem!

Feel free to send me a PM on the forums indicating what you dislike and why - though a couple points:

 - Please try to keep it constructive and polite. ;) It especially helps if you have a proposed solution to your concern or issue.

 - I will consider all comments, but I still hold final say on changes. This is not a guarantee, though I really really do appreciate the feedback!


 - Want to help out with Archean Order or want your faction in the campaign? Send me a PM and we can discuss!

I am especially interested in:

  • Portrait Artists
  • Illustration Artists
« Last Edit: January 02, 2018, 04:21:31 PM by Morrokain »


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Happy New Year everyone!  ;)


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« Last Edit: December 30, 2017, 09:13:19 PM by Arkar1234 »
Somewhere... somehow... some when.... there's a Kantai Collection mod for Starsector.....


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As a geologist, I need to ask "why archean?"  ;D

By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!


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This looks super-cool.  Bravo!  I'll try this out tomorrow :)

A smallish request / suggestion, if I may.
It wouldn't take a huge amount of work to get the ships / weapons converted to use FX mod for performance improvements.  

If fighters tend to be more numerous, we can expect pretty crawling framerates in big fights, especially as the count of fighters goes up.  

At the very least, I'd do Fighter engines and gun flares / explosions; that will save a surprising amount of CPU, I think you'll find, while preserving the Vanilla look of the ship engines and missile trails.

I might just find time to do this initially for you as an optional mini-mod; you'll have to maintain it, though.
Check out my SS projects :)


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You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...


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You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
Otherwise some users will inevitably fail to note the incompatibility issues, break it and won't know who to look to for help.


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You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...
Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
Otherwise some users will inevitably fail to note the incompatibility issues, break it and won't know who to look to for help.

You guys sold me. I had debated that very issue in my head for a while, but its true that anyone who knows enough to try it would also know how to disable to TC flag. Updated- undocumented but its a really small thing.  ;)

This looks super-cool.  Bravo!  I'll try this out tomorrow :)

A smallish request / suggestion, if I may.
It wouldn't take a huge amount of work to get the ships / weapons converted to use FX mod for performance improvements.  

If fighters tend to be more numerous, we can expect pretty crawling framerates in big fights, especially as the count of fighters goes up.  

At the very least, I'd do Fighter engines and gun flares / explosions; that will save a surprising amount of CPU, I think you'll find, while preserving the Vanilla look of the ship engines and missile trails.

I might just find time to do this initially for you as an optional mini-mod; you'll have to maintain it, though.

Thank you for the praise! I am very much open to your suggestion too! It is actually on a to-do list to investigate, but it was put behind things like getting the tutorial to work. But if it would improve performance as you say, its worth a look in the near future!

As a geologist, I need to ask "why archean?"  ;D

By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!

Thank you!

Also, hey someone asked!  ;D Its a reference to:

Lord Archeus is the leader of the faction. He isn't quite in the game yet, only references. But well, I have a lot of plans and notes you see...

**EDIT** 1/3

Oh my! Just realized you were not grouped in and properly thanked for your feedback in my first response post! Thought I had! Very sorry about that, especially considering the hilarious gif!   :(
« Last Edit: January 03, 2018, 01:43:22 PM by Morrokain »

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Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
« Reply #10 on: December 31, 2017, 09:49:12 AM »

"  - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies."

Hi. I exist. Bye.


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Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
« Reply #11 on: December 31, 2017, 11:55:47 AM »

Woooo! I am very excited to try this!


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Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
« Reply #12 on: December 31, 2017, 01:39:39 PM »

Looks very interesting and fresh, will test it in the next year ;)


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Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
« Reply #13 on: December 31, 2017, 02:11:41 PM »

Woooo! I am very excited to try this!
Looks very interesting and fresh, will test it in the next year ;)
"  - >   Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies."



For those with older specs, please let me know if you are having performance issues, and preferably where -  campaign layer or combat - physical memory leaks/thrashing vs FPS drops - etc

I am debating scaling back or how much I can get away with things like:

 - Max battle size

 - Number of active faction bases/colonies using EZFaction

 - How is the first load time? Subsequent loads?

These things will let me get a good idea of the scope of future releases. Especially the viability of some of the fancier features to come.

Happy hunting!


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Re: [0.8.1a] Total Conversion: "Archean Order" - RP/Adventure/Combat Mod (v1.0)
« Reply #14 on: December 31, 2017, 11:25:26 PM »

Wow, great work.
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