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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)  (Read 912483 times)

Stukov81

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #840 on: April 29, 2025, 11:27:30 AM »

While it does make Remnants more powerful, they were too easily farmed. Further, the weapons themselves were far too OP for an easily farmable weapon. If they weren't OP, then they kind of melted into the background, unused and undesired. The current line up of Remnant weapons makes some logical sense without going completely overboard, I feel.

i think you could have made them unrecoverable
but either way i am thankful for your update

sad to hear that. for me that's a fun idea to make things more challenging

Changing vanilla faction and making them harder with nothing else is a bad modding idea, a lot of other mods also tweak remnants.
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DatClown

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #841 on: April 29, 2025, 03:26:19 PM »

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.
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BigBeans

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #842 on: April 29, 2025, 04:17:26 PM »


Big fan of the changes except removing the converted drone ships from Brighton. That's like half their faction identity gone lol.

I only removed some of the small ones, not all of them?


All of the small ones besides the new Decketry and the Lumen-x . Imo, the converted drones were more unique to have than the reskinned cerberus/hound/kite etc.
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sigvard

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #843 on: April 29, 2025, 04:33:22 PM »

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.
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gnastygnome

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #844 on: April 30, 2025, 10:33:48 AM »

Anyone have success running supervillains and brighton? Game crashes upon launching when using either.
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OmegaS

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #845 on: April 30, 2025, 11:27:59 AM »

Anyone have success running supervillains and brighton?
I've gotten Brighton to work, although I haven't touched supervillains.
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Stukov81

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #846 on: April 30, 2025, 11:33:54 AM »

i do start campaigns with all the factions enabled with no problems. can't speak of any real gameplay though as i just test things out atm
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IntoCombat

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #847 on: May 01, 2025, 02:17:19 AM »

Decketries have no codex description.
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GENERATION 33:
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Karak03

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #848 on: May 04, 2025, 08:19:47 PM »

Anyone have success running supervillains and brighton? Game crashes upon launching when using either.
I have all HMI mods enabled and the game launches fine, what other mods are you using?
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FreedomFighter

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #849 on: May 05, 2025, 04:56:05 AM »

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%.
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Zucchini Man

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #850 on: May 05, 2025, 06:04:43 PM »

Ref the previous post about multiple Seeles, I don't seem to have any at all.. Knights of Eva have also just disappeared from my game lol
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mechanicalFactory

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #851 on: May 05, 2025, 07:57:10 PM »

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.
Spoiler
For some reason, the Mess Fabricators swarms are incredibly tanky. I tend to give all my ships decent PD, but Paladin and Burst lasers do nothing to them for like 10s before the Swarms finally take damage. It's even worse when I reach the end game, where using a capital ship's filled with Voltaic Dischargers waste their shots on invincible targets.
Is there some mechanic I'm missing?
[close]
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IntoCombat

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #852 on: May 05, 2025, 10:21:04 PM »

Ref the previous post about multiple Seeles, I don't seem to have any at all.. Knights of Eva have also just disappeared from my game lol
Knights of Eva got removed due to being bloat
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GENERATION 33:
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Yber

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #853 on: May 06, 2025, 12:15:40 AM »

Ref the previous post about multiple Seeles, I don't seem to have any at all.. Knights of Eva have also just disappeared from my game lol
The stuff from Seele now spawns in random systems. It's pretty easy to identify still.
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FREE_C

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)
« Reply #854 on: May 07, 2025, 10:02:25 AM »

Anyone have success running supervillains and brighton? Game crashes upon launching when using either.
i can't run Brighton and Hazard minig, but supervillains is ok
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