This Remnant focused mod seeks to make the faction a true challenge for the late game, while offering the player a chance to try out unique technologies on captured and modified drone ships. The mod also adds new content for the Sindrian Diktat, Tri-Tachyon, and new missions with unique rewards to challenge the player.
Warning: Fights against the Remnant may become extremely hard, especially if you do not have many other Remnant related mods installed. Pick your battles carefully. If you find the battles too difficult, you can make adjustments in
LunaLib settings. Cross-mod content for Hazard Mining Incorporated and Random Assortment of Things can also be toggled there.
I recommend pairing this mod with the excellent
Truly Automated Ships for a chance to try out more of the added Remnant ships for yourself.
Emergent Threats: IX RevivalAs of v0.3+, Emergent Threats now comes bundled with the 9th Domain Battlegroup
standalone mod. This antagonist faction was first created in the now abandoned
Arsenal Expansion mod by Inventor Raccoon, and has been revived with permission. Both ET mods can be used independently, but will interact with each other with extra content. Note that if you are running a bootleg version of Arsenal Expansion, you should disable the original's battlegroup in its mod settings to avoid two versions of the faction spawning at the same time.
ChangelogSpoiler
v0.6.3
Emergent Threats
Bugfix
-(Fleet Action History) Fixed an issue with various ships giving incorrect extremely high fleet point values in battle summaries
Ships
-Added high-tech Aquilon Battlecruiser with a versatile built-in launcher
-Glycon ship system increased from 3x4 to 6x4 missiles per volley, flux cost reduced from 10% to 0
Weapons
-Deadeye Plasma Seeker switched to no friendly fire to match other homing missiles, projectile hitpoints increased from 250 to 400
-X-ray Pulse Laser switched to 3 round burst, per shot damage lowered from 250 to 200, dps lowered from 450 to 400, fire sound updated
-Starfall Rocket Pod (Fighter) damage reduced from 60 to 50 per rocket to bring it in line with other Starfall weapons
Hullmods
-Glycon built-in Missile Nanoforge renamed to Glycon Microforge, function remains unchanged
IX Revival
Bugfix
-Fixed crash bug when using Equalizer (IX) ship system while equipped with shield shunt
-Fixed Marzanna Protectorate reputation desyncing with IX Battlegroup
-(Fleet Action History) Fixed an issue with the Odyssey (IX) giving incorrect extremely high fleet point values in battle summaries
Ships
-Added Aquilon (IX) Battlecruiser, has different launcher mode compared to standard variant
-Maxim (IX) fighter/weapon sprite received slight update
Weapons
-Thundermark Ion Seeker switched to no friendly fire to match other homing missiles
-Vampyr DEM added 3 second minimum fire after launch delay
v0.6.2
Emergent Threats
Ships
-Added Hyperion (EX) advanced gunship
Weapons
-Increased Atropos MIRV ammo count from 15 to 20
Hullmods
-Added Standard Plating cosmetic hullmod for (EX) hulls to change their appearance
Misc
-Added new tip on how to swap (EX) ship sprites
IX Revival
Ships
-Added Hyperion (HG) unique advanced gunship
Weapons
-Stormlight Graser updated. Now performs slightly better against armor but with less extreme burst damage.
-Impact Fusion Cannon refire delay reduced from 2.6 to 2.5 seconds, causing it to actually deal 300 dps rather than slightly below it
-Added Thundermark Ion Seeker, an EMP variant of the Deadeye Plasma Seeker from Emergent Threats
Misc
-Added dialog interaction with IX and Marzanna commanders to trade in the planetkiller gained at the end of Scythe of Orion
-Lowered the odds of Panopticon Cores being offered at Vertex Station
-Marzanna subfaction will now have reputation equal to the player's reputation towards the IX Battlegroup, will only affect new games
-Added new tip on trading the planetkiller with the IX Battlegroup
-(Nexerelin) Changed the supership frigate start from Hyperion (IX) to the Hyperion (HG), if not selected at game start, it can also be gained by giving the IX a planetkiller
v0.6.1
Emergent Threats
Hullmods
-Abyssal Entropy Projector special effect changed from 15% chance to reduce CR to 20% chance to chain to the nearest enemy per strike
Ships
-Gave (EX) ships alternate gray skin, with originals included for users who wish to switch back
IX Revival
Weapons
-Slight update to Muon Siege Lance sprite
-Slight update to Conversion Lance explosion graphics
-Fixed Stormlight Graser damage (the weapon had been doing 20% less damage than the shown value due to burst duration)
v0.6.0 (Discord beta release)
Emergent Threats
Misc
-Updated mod_info.json to point out ET does not include IX Battlegroup content, which must be enabled separately
-Weapon script refactoring
-(Graphicslib) Added exemptions to missile self destruct
Missions
-Added Signal Masker loot to the missions "High and Mighty" and "Gaining Vantage"
Ships
-Added Flamebreaker (EX) class Cruiser, derived from the Flamingo from HTE
-Added Incursion (EX) class Battleship, derived from the Incursion from HTE
-Added Iris (EX) class Destroyer, derived from the Iris from HTE
-Added Mandrake (EX) class Destroyer, uses similar sprite as Moray from HTE
-Added Tigershark (EX) class Cruiser, derived from the Tigershark from HTE
-Incandescent ordnance points increased from 300 to 310
-Odyssey (TT) fitting variants updated
Weapons
-Added Atropos MIRV large missile weapon
-Added Deadeye Plasma Seeker large energy weapon
Hullmods
-Added Signal Masker special item which can be installed on unique ships such as the Ziggurat to prevent the fleet from being identified when transponders are off
-Adaptive Entropy Arrestor, Adaptive/Abyssal Entropy Projector, Adaptive Metastatic Growth will show up in exploration loot even if HMI, RAT, IX Revival are not installed
-All adaptive subsystems moved to their own hullmod category
IX Revival
Bugfix
-Updated mod_info.json to point out IX Revival is a standalone mod separate from Emergent Threats
-Fix for null pointer crash upon trying to save the game
-Attempted fix for Reactive Combat Shields null pointer crash
Misc
-(Lunalib) Added Marzanna alternate starting condition for IX Battlegroup home system, replacing Scorn
-Weapon script refactoring
-(Graphicslib) Added exemptions to missile self destruct
Ships
-Added Mandrake (IX) class Destroyer
-Minor tweaks to Incursion (IX) and Flamebreaker (IX) weapon arcs and positions
-Iconoclast (IX) ordnance points reduced from 85 to 70, loses built-in hardened subsystems
-Tigershark (IX) shield efficiency improved from 0.8 to 0.6, large slot changed from universal to synergy
-Added Fleet auxiliary Casimir (A) class Destroyer and Hetman (A) class Light Carrier
-Ship variants for autofit and NPCs updated
Fighters
-Dictum (IX) replacement time increased from 16 to 20 seconds
-Maxim (IX) gunboat added, a dangerous beam "bomber" with a single shot Muon Siege Lance
Weapons
-Impact Fusion Cannon per shot damage increased from 480 to 500, thermal damage increased from 25% to 50% of base damage (300 total DPS, 1.0 flux efficiency), tech lowered to tier 2
-Stormlight Graser ammo capacity increasd from 4 to 12, significantly increasing opening salvo burst damage
-Impact Fusion Cannon projectile hit sound updated
-Conversion Lance explosion graphics updated again
-Muon Autolance generates EMP arcs more frequently but for less damange and EMP
-Added large energy weapon Muon Siege Lance
Earlier changelogs can be found on github
Known IssuesSpoiler
-On very rare occasions the Orthrus DEM will circle a target indefinitely without firing or despawning, or hover near a target without colliding properly.
-Combat cannot be auto-resolved until all Flourish frigates are either destroyed or have withdrawn.
-Selecting your own ships in Nexerelin start for the IX Battlegroup can sometimes randomly give you an Honor Guard version for ships used by both the regular Fleet and Honor Guard.
-The Reactive Combat Shields hullmod is intended for regular shield styles, and will override shield colors that do not adhere to the low/mid/high-tech standard on equipped ships
-Interdictor Pulse may behave oddly on rare occasions. This is due to a workaround for a display bug in the core game
-(Experimental Hullmods) Automated ships that have been modified by Experimental Hullmods may gain access to adaptive subsystem hullmods even if they technically do not qualify for them
-Solar Shield s-mod refunded OP is not displayed on the fitting window. This is an engine limitation of the core game.
-Shipwide adaptive subsystems may sometimes appear or disappear when they shouldn't. Clicking away and back should fix the issue.
-Some hullmods added to a ship by other hullmods may display their name in the wrong color. Clicking away and back should fix the issue.
-(Take No Prisoners) Some mission officers will not display their skills correctly when captured. They will display their proper skills after recruiting or a reload.
IX Battlegroup PreviewSpoiler
FrigatesFlourish, Wolf, Temblor*, Hyperion*
DestroyersIconoclast, Medusa, Shrike
CruisersFury, Flamebreaker, Aurora, Tigershark*
BattleshipsEqualizer, Odyssey*, Incursion, Paragon, Radiant*
FightersTerminus, Axiom, Dictum
LogisticsBuffalo, Banteng
*Honor Guard ships that defend the IX Battlegroup home system and only rarely appear in regular patrols
WeaponsMorningstar CIWS, Lightbringer CIWS, Twin Tactical Laser, Electrostatic Projector,
Fusion Impact Cannon, Conversion Lance, Stormlight Graser,
Muon Streamer, Muon Autolance, Starfall Rocket Pod, Starfall MLRS Launcher, S/M/L Orthrus DEM,
Cutting Beam*, Soliton Burst Emitter*, Interdictor Array*, Vampyr DEM*, Antecedent Device*
*Built-in
Remnant Ship PreviewSpoiler
Lampetia Drone MothershipFast moving battlecarrier derived from the militarized Odyssey (TT)
Incandescent Drone BattleshipAggressive battleship armed with dual Hydromagnetic Cannons that degrade enemy ship performance
Resplendent Command DroneshipHeavy carrier capable of mass deploying a swarm of drones, or enhancing a smaller number of bombers
Jubilant Missile DroneshipA light missile cruiser that packs a heavy opening punch
Effulgent DroneshipA missile variant of the Fulgent for supporting Remnant fleets at range
Helia Strategic BomberReaper torpedo bomber, with the firepower of the Cobra but twice the numbers.
Sundog DefenderPoint defense drones that protect the mothership.
Bolide Hunter-KillerA new threat encountered at Nexus stations.
Faction Ship PreviewSpoiler
Experimental Hulls
Prototype High Tech designs recovered by Tri-Tachyon, with rarely seen experimental ship systems.
Odyssey (TT) BattlecarrierFast and versatile carrier based on the Odyssey and perfected by Tri-Tachyon
Glycon Missile CruiserA high-tech cruiser with staying power that uses small missiles to devastating effect
Maquech Escort CarrierA Buffalo carrier conversion for those who can't afford better
Hellfire Colossus BattlecruiserIf it works but it gets you killed, your pirate friends will be very glad it works
Banteng Long-haul FreighterA versatile long range freighter designed to haul both fuel and cargo at the same time
Exhortation BattlecarrierOf course the fleet carrier for the Diktat would be fearsome and glorious!
Unifier Flight Deck CruiserA carrier-cruiser hybrid that went into production due to a word from the Supreme Executor.
Preceptor Escort CarrierA converted freighter since relegated to the Diktat Navy.
Kite (LG) GunshipThe humble shuttle converted into a carrier based gunship.
Estoc BomberA DEM torpedo with a biological guidance system.
Spatha Heavy FighterThe Diktat's latest standard heavy fighter, capable yet extremely overbuilt.
Gladius (LG) Heavy FighterAn experimental fighter reserved for the Lion's Guard.
Mission BountiesSpoiler
Resplendent (EX) Command CarrierA relic of the last war.
Mutilator Phase DestroyerA harbinger of the next war.
Mimesis Modified SuperfreighterAn insatiable avatar of greed.
Praxis Modified CruiserA deadly skirmisher.
Invictus (LG) DreadnoughtA reborn titan controlled by a madman.
Onslaught (LG) BattleshipA sentimental relic.
Weapon PreviewSpoiler
Deadeye Plasma SeekerA heavy energy weapon that can track its target.
Atropos MIRVA long range strike weapon with plentiful ammo.
X-Ray Pulse LaserExtended range pulse laser, a reliable workhorse among large energy weapons.
Kinetic Blaster (modded)Ersatz [SUPER ALABASTER] pulse weapon with high anti-shield burst damage but extreme weakness against armor.
Siege Burst LaserA Diktat (re)invention, bulky and power hungry, but effective against both shields and armor.
Tactical Burst LaserA smaller Siege Burst Laser that works on a similar principle.
Ion StreamerAn ultralight EMP beam weapon.
Hullmod PreviewSpoiler
Adaptive SubsystemsUnique one-per-ship Remnant hullmods that enhance ship performance, often in unusual ways.
They are dynamically added to all Remnant ships encountered by the player, even those from other mods.
Also includes new Emergent Technologies hullmods that will modify your ships in unique and interesting ways.
Many more existing variants of Remnant ships have been refit, making them much more challenging in fleet battles. Revisions have also been made to Sindrian Diktat and Tri-Tachyon doctrine, making Lion's Guard ships more commonplace and available on the market, and Tri-Tachyon carriers more prevalent.
In addition, face off against unique enemies in new missions picked up from the unsanctioned bounty board, each with unique rewards:
- To Hunt a White Whale: Face off against a pirate queen for a chance to gain a set of unique blueprints.
- High and Mighty: Crash a black market arms deal between a smuggler and the Diktat Navy.
Players can choose vanilla or Underworld version. (Underworld version temporarily discontinued due to unresolved bug.)
- Shattered Fortress: Preserve the peace by striking against a Lion's Guard secret weapon.
- Gaining Vantage: Track down a mysterious ghost ship and learn its secrets.
- A Diamond in the Dark: Begin the hunt for the dark mover at the center of the enemies you have faced.
- Cleaning up a Mess: Chase down rumors of a gate activation and face off against an unusual enemy (requires Hazard Mining Incorporated).
Other Features and Changes- Adds Adaptive Subsystem hullmod support for various mods with Remnant content.
- New hullmods for Hazard Mining Incorporated, Random Assortment of Things, Underworld
- Changes to the performance of Lux and Flash fighter drones.
- Nexerelin: 2 new Large Carrier game starts, one for each new carrier.
- Disables Expanded Deck Crew, Rescue Shuttle on automated ships.
- New sound for the Autopulse Laser.
Future Plans- Add new content for the Diamond Nexus, allowing players to fight spawned Remnant fleets while still supporting Midnight Dissonant at Prism.
Art CreditSpoiler
turkler: Odyssey (TT)/Odyssey (IX)/Lampetia, Invictus (LG), Onslaught (LG)
Inventor Raccoon: Flourish and original Arsenal Expansion IX Battlegroup content
HELMUT: Estoc, Spatha, Sundog, Bolide, Glycon, Maquech, Onslaught (LG), Incandescent, Hydromagnetic Cannon, X-Ray Pulse Laser, LR Burst Laser, Siege Burst Laser, Deadeye Plasma Seeker, Ion Streamer, Electrostatic Projector, Lightbringer CIWS, Twin Tactical Laser, Antecedent Device, Vampyr DEM
Snrasha, Tartiflette, tenoki: Resplendent
EnderHero00: Mutilator
BigBeans: Praxis
Mr.Crimeguru: Banteng, Casimir (IX), Hetman (IX), Maxim (IX)
NeoLemon, Procrasadini: Hellfire Colossus
axlemc131: Mandrake (IX/EX)
tesser: Signal Masker
Passwalker, theDragn: Iconoclast (IX/EX), Flamebreaker (IX/EX), Tigershark (IX/EX), Equalizer (IX/EX)
Bananana: Aquilon/Aquilon (IX)
With further edits by me. Various ship stats are also based on those found in High Tech Expansion by theDragn.
A big thank you to everyone whose freely shared ship and weapon sprites went into make this mod. Without you providing the foundations, none of this would have been possible.
Emergent Threats by vicegrip is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.