No more Mess Dominators? Will be missed 
I do love the new mess vfx though!
Glad you're enjoying them! Yeah, the Mess Dominator was just a slab you had to grind through, and just felt boring and unfun to fight ngl
Well, some of them are more worthwhile changes than others. Let's go down the list, bearing in mind that these (other than the launcher) can all be placed in Energy mounts with a range penalty, which does give a lot of fitting options on High Tech. They're generally worth trying out at least, so there's some semblance of balance here...
You would be surprised by how effective the Remnant Hellbore is. That bonus to projectile speed makes a shocking difference to the weapon's utility if you ever use it relative to the normal hellbore, while also being arguably in the same utility range as the Heph.
The rest feel spot on. Again, I hope this reduction cuts modslop from the mod.
i think you could have made them unrecoverable
but either way i am thankful for your update
Hope you enjoy it! And making the weapons unrecoverable; giving cool weapons to the Remnant and not making them drop would be a *** move, I feel.
First time poster, long time player.
I think the Remnant weapons have suffered from the typical "complaining voices are heard the loudest". I may be biased, but I'd wager more people liked them over disliked them. They're a good idea, and they looked cool.
I personally thought they were great and made fighting the remnants exciting and rewarding. I don't think "overpowered" is always problem in a single player game, for a lot of us, its a big part of why we love single player games.
I would be grateful if you added them back to your fantastic mod, but I understand you have to make an executive decision on these things.
Alternatively, could you add it as togglable in the mod settings? Or a "TRUE/FALSE" line of code?
I would mow your lawn for a month and buy you lunch if you made the "redacted" weapons available to download...
-Removed the vast majority of Remnant weapons.
bruh those were literally the only reason i used the mod
why
The key issue is that with any vanilla fight, as someone who makes the experience, you have to ask 'what is the player getting out of this?', or 'Why does the player want to fight this?'. Remnants right now already have a reason - you kill them to get AI cores, which have a wide variety of uses from money to rep to enhancing your colonies and vessels (if they're automated). Farming them for cores is a viable strategy, adn their fights are balanced around that.
Omega you fight to get access to hypershunts, and also get your hands on some amazing weapons. However, Omega engagements are very, very small in number; you will only get four chances in a traditional game to encounter Omega weapons, and you don't have a guarantee to get the ones you want. Thus, your ability to get crazy OP weapons is very limited.
Threat drop weapons, but they have their own mechanic that revolves around the Threat hullmod, and is an incredibly challenging enemy to fight. If you're at the point you're whaling for Threat, you're already over the edge in terms of OP.
Shroud weaponry you get from converting rare drops into weapons or hullmods, and they have their own plusses and drawbacks.
Now, giving Omega-level weaponry (which some Remnant weapons honestly were) to Remnants makes them a re more attractive foe to fight, skewing the internal vanilla balance to engaging Remnants, taking their weapons, and skewing the internal weapon balance towards 'just use Remnant weapons'. Which generally makes the game less interesting, as you go 'I just need to get my ahdns on enough Remnant Tac lasers and Remnant Guardians, and I'm set!', without giving the player more options to play. It also dilutes the attractiveness of the Omega weapons, which are special due to their rarity and utility.
From these perspectives, I removed the Remnant weapons that seemed OP or superfluous, while leaving them with weapons that would make sense for them to have (honestly, if I knew how to without breaking anything, I'd remove the Remnants access to base autocannons, railguns, etc. and just have them use high tech versions of those weapons).
Greatly saddened with the loss of so many things that made this mod uniquely stand out, the Knights of Eva, the Remnant Weapons that gives you some nice extra goodies when core farming (while blending in nicely with Vanilla), and most importantly the gutting of the Obsidian system, with their unique Lowtech-Midline-Hightech pirate factions that turns the system into a total warzone, it's one of my favorite places to visit. I hope you can repurpose them or same as the idea below, put them on a toggle. As it is, I will be sticking with the older version of the mod. 
Knights of Eva just wasn't doing what I wanted it to, and a lot of people just weren't engaging with them. Heck, when I played I never fought them, I had no desire to. Lore wise they're cool, but gameplay and campaign play wise they just weren't working. So I had to cut them.
Obsidian actually should still be a warzone, if this time being more of a hellscape; those fleets that switch factions in Obsidian are still there, in addition to the other factions in there usually being hostile with each other rather than not.
Fair cop, hope you're still enjoying it!
Hello! I'm playing on 0.4.0a and I'm actively getting haunted by the Seele system. That is to say, I have a total of 5 Seele systems in my sector, with the 3 that I've explored having the research station that triggers its boss fight. I haven't tried fighting it yet since I don't have the fleet for it so I'm not sure if that's any different, I just found it kinda funny that it happens at all.
Yeah, that is a bug, being fixed in this update. Thanks for the catch tho!
Thank you much for the update, I think you went in a solid direction with the content changes. Looking forward to starting a new HMI playthrough soon.
Hope you enjoy it!
Decketries have no codex description.
I knew there was a reason I had to update Brighton. Thanks for the catch!
Prognoscitator might need to take some balance hammer because slow-time for 10s is absurdly too strong and painfully annoying. They are not even that rare to be in a fleet too. Reduce the effect duration to 5s might be better or keep it at 10s but knock the slow-time to 25%.
I will consider, but right now I believe they are fairly balanced; shortening that time would drastically reduce their utility.
It's great to see this mod returned! I've been having fun, once I get an early game fleet I often explore the depths of Optunia. However, when doing that, there's one nitpick I have...
I genuinely do not understand what you mean? Mess swarms work like Threat swarms; they might be a touch tanky but that has more to do with being unable to hit the main force? They are fragile enough, but potentially they might be massed too easily? I will consider, thanks for the catch!
I was wondering which mod added the Grendel (P) and after searching my mod folder, found out it was this one. I'm kinda surprised it hasn't been mentioned here at all, since it's pretty cracked.
Amusingly, I have heard consistently the reverse; that despite having a lower DP the loss of mediums makes it a lot less attractive vs the base model, and that it jsut isn't tanky enough to justify losing the firepower. Which I feel means that it's suitably balanced. Thanks for the input!
it MIGHT be worth considering, as time goes on,
possibly bundling the removed groups into small optional files/addons, for the folks who liked poking at the extra stuff-
though its understandible if not, WOULD mean keeping more stuff in mind/maintained when making changes/updates..
ngl I'm struggling to juggle all the mods I'm running as is.
Can anyone help me resolve this error! I have no idea what is causing it
13720 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Ship hull spec [afflictor_hmiai] not found!
Hello ! I deleted the mod folder and reinstalled HMI again from scratch and it's working for me.
Just as an fyi, this was the solution.
Can someone help? I got an error about scadunt_fighter not being a valid wing after trying to salvage the limina-class cruiser, can I fix this without replacing my save? if not can I just not take the ship does it affect something down the line? thanks in advance
I believe I fixed that in a silent hotfix, but this will be fixed in this update regardless. Thanks for the catch!
The portraits from HMI supervillains are showing up as my colony leader, specifically the hmi_fang_cow. Upon further inspection I found that they also appear in character portrait selection page. Considering their inhuman looks, I think they should be made so that they are exclusive to the supervillain faction.
Yeah I, genuinely have no idea how to approach this at this point. On one hand I want these portraits to be available to the player. On the other hand, it means the player will ahve it in their faction. I'll have to go back to the drawing board, along with trying to figure out how to swap out the people with real humans when you take over a Fang/Draco market, and vice versa.
Well this is a delightful surprise to return to see updated once more. By far my favorite mod.
...
Either way though, great mod and I'm delighted to still see it being maintained, thanks for your great work! Excited to see what comes next from you, and thankful for what you've done
I agree with just about everything you said there. When I got backlash for Maxwell, I went back to the drawing board and had to have a good think about how much of the mod was pointless bloating modslop, and implemented these changes as a result. Glad you enjoyed the experience!
For me it's the junker ships. Really makes S Mod play satisfying, and crashing into them is fun too due to the fun mechanics. It's true the mod adds so much it's a bit overwhelming looking through the OP post, but I honestly never found the content intrusive. Meanwhile I still fiddle with hull frequency data from a few other popular mods that have a tenth of the additions of HMI....
Glad you're enjoying them!
Bring back the Knights of Eva, but as an event where HMI is conquering the system. Either the company sacks the system or the Knights do something drastic and destroy everything.
It's the kind of narrative arc I think is missing from a lot of mods. Go ahead and nerf the planets with Deciv and pollution because the Knights are crazy and HMI satbombs everything.
The key issue is that coding quests is a pain in the neck, and also making things organic as you describe really hard to properly stick in.
Some of them were strictly worse than vanilla weapons, and thus without a use case. Then again some of them were exceedingly overpowered. For example:
Small Burst Attack Lasers turned SO Scarabs into the deadliest ship in the game;
One (1) Remnant Paladin PD on one (1) Radiant was enough to completely shut down any fighter or missile based fleet
Essentially this. Remnant weapons needed more work to be organic and fit in, and honestly I didn't think I could properly put that together.
Thanks for the feedback everyone!And now:
Hazard Mining Incorporated 0.4.0b - a teeny update-Fixed multiple secret systems spawning
-Fixed some ship and weapon spawning
-Fixed some descriptions.
Savegame compatible with previous version.
Download
HERE.
Brighton Federation 0.4.0a-Fixed multiple secret systems spawning
-Fixed some ship and weapon spawning
-Fixed some descriptions.
Savegame compatible with previous version.
Download
HERE.