############INCOMMING MESSAGE############
Captain.
We have just decoded a message from a gateway exploration team that was reported missing months ago. I have to say that all the data was quite corrupted when we got it but you can now view a LCF of the supposed battle, noone but you are to see this until further notice from higher up. I need not say how serious this is, as you can see in the picure above.
You'll have to
Download the full report to your terminal, we have technical problems in the D€codin# Lab %t s&%ms to ha¤((#(""12#/d1e"&"772OOoooooooo
¤w&#e###$s##END OF MESSAGE##e#%e&y#%ou#
Instructions
1. click the link in the PM
2. Unzip it
3. put it in the "mods" folder
4. Start the Spacefarer launcher and activate the mod
5. Start the mission "odd Signals"
6. ¤*5%"¤ bac¤ he¤#% w¤%#"Features:
Spoiler
- Three missions - Damn hard
- Nihilic presence in the campaign
- Seven ships for the Nihilics
- Bunch of weapons
Edit: updated 0.22
Edit: updated 0.3 - balanced weapons, remade all playerships configurations.
Edit: updated 0.31 - balancing.
Edit: updated 0.38 - New ship types, new mission (as "the enemy")!
Edit: updated 0.38b - Fixed a problem in the new mission....
Edit: updated 0.38c - ... Fixed the mission problem for real, and fixed a few offsets on the Null.
Edit: updated 0.39 - Re balanced the mission, and ships.
Edit: updated 0.40 - Re balanced the mission again, weapons, and "fixed" the fighter shields, in that they don't have any ^^
Edit: updated 0.41 - Added new sounds! They are still not optimal in that they are .wav and BIG, the mod is now about 1.4mb.
Edit: Back from the dead! Updated to 0.75! Campaign mode is in aswell as tree new ships and some new weapons, two missions are revamped and still in!(PS let me know if the link is a dud...)
Edit: updated to 0.76 - Fixed some stats for less imbaness, and fixed some general buggyness.
Edit: updated to 0.81 - Manipulated missions to be less insane AND added a new one!
Edit: updated to 0.82(b) - Managed some Ship Systems for the Nihil Ships, fixed a little for the new version.
Edit: updated to 0.82c - missed a "," in a ships file, bad bad Dibuk
Edit: updated to 0.85 - Fixed a bunch of small stuff, added new sound for the 0-core canon, hit the big secret ship with the nerf bat.
Edit: updated to 0.85b - forgot a damn "," again... shields work again.
Edit: updated to 0.88 - Made the mod work with 6.2a, also nerfed the shields a little.
Edit: updated to 0.89 - Fixed buggy cargo and crew values, tweeked the missions (I actually won, can't have that).Edit: updated to 0.89b - yeah, kinda the same as yesterday but for real, also added support for the most succulent "Trylobot's ship editor" as my variable strings were abominations from 0.26...
Edit: updated to 0.89c - You saw nothing...
Edit: updated to 0.90 - New ship, new gun. New ship is rare and can only be encountered in the campaign.
Edit: updated to 0.95 - The Nihil empire has emigrated to a new system, they could not stand the bright sun of Corvus.
Edit: updated to 0.96 - Well well well, the years fly by. This update mostly makes the mod playable again, had to remake the system which took HOURS (mostly due to ineptitude)
Edit: updated to 0.96a - ninja fix for trading.
Edit: updated to 0.96b - a fix for trading for real this time.
Edit: updated to 0.97 - Encounter music (2 of them, Theme and other), Descriptions (codex entries) for the ships so now you can actually read about the lore hidden in there there are even an ester egg refering to a comment in this very thread!
Edit: updated to 0.98 - Two new ships (one "wing"), new weapons, the Empire also snatched a moon, market balancing.
Now, as zero players will download a mod with no pictures; and I don't want to spoil things for you - you deside how much spoiler YOU want too try out this nifty mod.SPOLER LEVEL: LOWSPOLER LEVEL: MEDIUMSPOLER LEVEL: MASSIVE