THE DEBLOATENING HAS COMMENCED!
Due to everyone complaining about how HMI is too big and strenuous on existing systems, I have decided to split up the content, removing the Brighton Federation, Fang and Draco from HMI. HMI now runs a bit smoother now a few scripts have been removed, and the lower ship number reduces strain on computer systems. In the course of splitting up the mod, I also made Brighton and HMI Supervillains (Fang and Draco) useable independantly of HMI and each other. So if you want scavenged derelicts and remnants without having to deal with junker ships - you're all good. HOWEVER, all the secret content is tied to the main HMI mod.
NOT SAVEGAME COMPATIBLE WITH HMI 0.3.2d; YOU WILL NEED TO START A NEW GAME TO USE THIS CONTENT
Changelog (and it's a doozy)
0.3.3 Changes:
Campaign:
-Draco, Fang and Brighton have been removed.
-Obsidian has been retooled into a more 'conventionally' hazardous system.
-Several Market tweaks have occurred to help - not guarantee, just help - prevent HMI markets spamming the 'best place to sell' listing, and also make them more robust to attack.
-Mercy has been beefed up with more Luddic Path markets and an increase in Soul's defensivenessand maybe some weirdness there idk
Ships
-Added some new Ship Names to Scavengers and HMI.
-Added the Dominator (P), and phaseless TT prototypes of the Afflictor (Forgiveness), the Harbringer (the Appeasement) and the Doom (the Pardon).
-The Phlognosticator has been made a bit rarer and a bit more dangerous.
-TT Prototypes and HMI Techmined ships have been made more common
-The Hammerhead (HMI), Cerberus (HMI) and Lasher (HMI) have been reworked into techmined ships and renamed
-The Hammerhead (TT) has been reworked, and turned into a TT Prototype
-Removed the Shepherd (L), the Donkey and the Hammerhead (C); Although if there is outrage I might re-add the Donkey and Shepherd Light
-'Fixed' the Locomotive's system - right now I'm looking into how to fix this problem, but right now you'll find that you'll be able to use the system when you've lost the engine module; I.E. when you shouldn't be able to. I'm looking into it, apologies.
Weapons
-Flux efficiency of the Richardson reduced.
-Mess Feeder drones now work properly.
Other
-Version Checker Fixed.
-Fixed the Domres blueprint, made fighters not flux out.
-Fixed an incompatibility with Brighton's Absence
Get HMI HERE
BRIGHTON FEDERATION
Changes in 0.0.1
-Split off from HMI
-(Scav) renamed to (BRV)
-Added the Radiant (BRV)
-Removed the Warden (BRV)
-Derelict and Remnant (BRV) ships now come with hullmods that reduce weapon and engine health and increase repair times, along with making their CR degrade faster outside of peak performance time.
-Added Reconstructed ships - these are vanilla base blueprint vessels that come with terrible maluses, but have a lot of big missile slots.
-Fixed Brighton Nex starts
Get Brighton Federation HERE
HMI SUPERVILLIANS
Changes 0.0.1
-Split off from HMI
-Added Phaseless phase ships to Draco
-Ionos (Draco) has been changed to be a lot more forward firepower focused.
-Added Atlas (Fang), Mora (Fang), Colossus (Fang) and the Burro - an incredibly angry Enforcer with consolidated forward firepower.
-Draco gets their own system of Prester John; a black hole system in the West of the sector.
-Fang gets their own system of Phylum; a red dwarf system with lots of small markets.
-Both Fang and Draco fight over the planet Infinity in Gallus.
-Fang and Draco will use Raider Bases if Varya's Sector is installed and Raider Bases are allowed.
-Draco Engines now look fancier
Get HMI Supervillains HERE
And, as always, give me a yell if anything goes wrong.