Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 33 34 [35] 36 37 ... 46

Author Topic: [0.98a] Secrets of the Frontier (0.14.5b) - indev campaign mod  (Read 470908 times)

Phrux

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #510 on: August 04, 2024, 06:24:32 AM »

Doing the usurper's mission and what's his noface gave me a note on how to proceed dustkeeperly after kidnapping the dude but I can't find the note?
Logged

Ramiel

  • Commander
  • ***
  • Posts: 174
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #511 on: August 04, 2024, 10:12:14 AM »

A bit of help? I used the haunted backstory this time, and I assume that Felcis ai is the malevolent stalker? It's certainly a threat, but does it ever lessen? Or strengthen? I found Sierra, but she says nothing about it, even after defeating it several times? Is it just going to keep randomly spawning for the rest of the game? Or is there something more?
Logged

AdamLegend

  • Commander
  • ***
  • Posts: 144
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #512 on: August 04, 2024, 02:14:18 PM »

I think the new combat objectives you added are really cool and add a lot of flavor to the game!
Logged

bel51

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #513 on: August 05, 2024, 04:03:20 PM »

Hey, I just got this mod and I'm probably missing something really obvious here but I cannot get the bar event that starts the Sierra quest chain for the life of me.

From what I can gather it seems like this event is supposed to be super common but I've gone to dozens, maybe over a hundred bars (on a new save) at this point looking for it and none have it. Is there a prerequisite I'm missing? If I accidentally passed over it is it gone for good? If it's bugged is there a console command or something to start the quest or show me where she is?

And no I do not have the lunalib setting that reduces the chance of the event to 2% on lol.

Thanks!
Logged

AnXel LG

  • Lieutenant
  • **
  • Posts: 76
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #514 on: August 05, 2024, 10:18:02 PM »

Hey, I just got this mod and I'm probably missing something really obvious here but I cannot get the bar event that starts the Sierra quest chain for the life of me.

From what I can gather it seems like this event is supposed to be super common but I've gone to dozens, maybe over a hundred bars (on a new save) at this point looking for it and none have it. Is there a prerequisite I'm missing? If I accidentally passed over it is it gone for good? If it's bugged is there a console command or something to start the quest or show me where she is?

And no I do not have the lunalib setting that reduces the chance of the event to 2% on lol.

Thanks!

   I think your captain must be level 8 or above for the bar event to unlock? See if that is the case and continue exploring. Burn Bright!!
Logged

Killsode

  • Admiral
  • *****
  • Posts: 507
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #515 on: August 06, 2024, 01:44:16 AM »

I believe its also entirely possible to find her without the quest chain. I swear i've found her system out exploring twice, and completely bypassed the quest.
Logged

bel51

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #516 on: August 06, 2024, 06:02:22 AM »

Hey, I just got this mod and I'm probably missing something really obvious here but I cannot get the bar event that starts the Sierra quest chain for the life of me.

From what I can gather it seems like this event is supposed to be super common but I've gone to dozens, maybe over a hundred bars (on a new save) at this point looking for it and none have it. Is there a prerequisite I'm missing? If I accidentally passed over it is it gone for good? If it's bugged is there a console command or something to start the quest or show me where she is?

And no I do not have the lunalib setting that reduces the chance of the event to 2% on lol.

Thanks!

   I think your captain must be level 8 or above for the bar event to unlock? See if that is the case and continue exploring. Burn Bright!!

I just got it at level 6 on Sindria. Maybe there was something wrong with my instance of starsector yesterday, or I was just comically unlucky lol.
Logged

Inventor Raccoon

  • Captain
  • ****
  • Posts: 494
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2a) - indev campaign mod
« Reply #517 on: August 10, 2024, 03:22:30 PM »

New update out now! It's mostly minor fixes and tweaks to 0.14.2 content but also adds the ability to hand a weapon of mass destruction to Inadvertent and to reclaim stable locations from built outposts. Patch notes below.

Spoiler
VERSION 0.14.2a
- Concord - Soulbond: now negates phase cloak upkeep (no overloading while travelling), using Soulbond can no longer overload Sierra (will leave her with max flux, less 100)
- Sierra now calls you "captain" initially (was "Commander")
- Rewrites to post-satbomb bar event to be a bit less sarcastic
- Minor rewrites to high-rep convo
- Changed Sierra combat freighter spinout thought to refer to the Shepherd (was: Mudskipper, for some unexplainable reason)

- Can now hand in planetkiller to Inadvertent for money, an Anamnesis or story points
- Anamnesis side large mounts visually face sideways (was: backwards, actual arcs unchanged)
- Picket (PROX) designation is now "IED Drone", "Attack" variant renamed to "Sacrificial", now forcibly accelerates during shock sequence
- Recruiting Seraph now also sets a flag that prevents her fleet from respawning (alongside deleting the script that does so)
- Can now ask Nightingale or Barrow to "deploy street cred" while being hassled by Seraph
- Inadvertent now always namedrops Seraph and suggests the player meet with her if they make it to Holdout without being intercepted and hassled
- Hallowhall now has Poor Light on new campaign start (sorry, all terran-eccentrics are supposed to! Get that lamp going!)

- Abandoning an outpost colony now causes the station to disappear and spawn a stable location in its place
- Added a warning that upgrading a makeshift habitat into a colony will lose the hazard reduction
- Reduced maximum size of white dwarfs in the background (to avoid Discord Light Mode-esque flashbang effect)
- Reinforcement drones from objectives now automatically receive a Search and Destroy command if not player-controllable

- Added some support for Second in Command mod to Banshee's Lost Thread: changed text to mention the executive officer gained and give standard 1 skillpoint

- Fix some checks for "player can use automated ships" requiring specific AS skill, now allow any means of autoship recovery (e.g SiC mod's autoships aptitude)
- Fix eroneous "turn on transponder" text in Seraph initial hassle if transponder already on
- Fix non-purple text in Sierra's Remnant station kill thought, post-satbomb bar event, A Memory hint popup
[close]
Logged

AdamLegend

  • Commander
  • ***
  • Posts: 144
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2a) - indev campaign mod
« Reply #518 on: August 10, 2024, 03:34:39 PM »

Great work as always! Thanks for the update
Logged

Killsode

  • Admiral
  • *****
  • Posts: 507
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2a) - indev campaign mod
« Reply #519 on: August 10, 2024, 05:14:09 PM »

As a patch is this one save compatible?
Logged

DEUUEAUGH

  • Ensign
  • *
  • Posts: 1
  • DEUUEAUGH
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2a) - indev campaign mod
« Reply #520 on: August 10, 2024, 06:02:31 PM »

As a patch is this one save compatible?

I was inspired to make an account here just to say... yes, it's save compatible because I just replaced 0.14.2 with 0.14.2a and nothing imploded.
Logged

Phenir

  • Admiral
  • *****
  • Posts: 1365
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2a) - indev campaign mod
« Reply #521 on: August 10, 2024, 06:47:57 PM »

As a patch is this one save compatible?

I was inspired to make an account here just to say... yes, it's save compatible because I just replaced 0.14.2 with 0.14.2a and nothing imploded.
yet
Logged

Inventor Raccoon

  • Captain
  • ****
  • Posts: 494
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2b) - indev campaign mod
« Reply #522 on: August 15, 2024, 02:08:15 PM »

Teensy update that:

- Rebalances the Keeper somewhat (tankier, slower)
- Buffs most Dustkeeper Proxy drones... a lot. No more % bonuses from the hullmod. Instead, they're just really, really angry (and much better-statted - more durable, faster, better flux, etc)
- One word of Sierra dialogue is fixed to be purple

Notes below:
Spoiler
VERSION 0.14.2b:
- Renamed both Proxy Assault Package and Escort Package to "Dustkeeper Proxy" with new icon and removed all stat boosts
- Proxy hullmod is cosmetic on ships that used to have Assault Package
- Ships that used to have Proxy Escort Package still have its old AI adjustment
- Removed Proxy Shock Package stat boosts, renamed to "Shock Package", icon is now blue
- Majorly buffed most Proxy drones' stats (beyond what the packages gave them)

- Warden (PROX): much more hull (~1650 > 2000) and armor (~330 > 450) and top speed (120 > 160) and dissipation (~110 > 120)
- Defender (PROX): MUCH more flux capacity (750 > 1750) and more dissipation (~110 > 120) and speed (100 > 120), shield efficiency improved (1.2 > 1.0), built-in IPDAI
- Sentry (PROX): MUCH more flux capacity (750 > 1500), top speed (110 > 135), shield efficiency improved (1.2 > 1.0)
- Picket (PROX): roughly neutral with previous stats

- Bastillon (PROX): greatly increased hull (4500 > 6000) and armor (550 > 800), increased OP (70 > 75), built-in IPDAI
- Berserker (PROX): increased hull (~5000 to 7000), dissipation (~250 > 300)
- Keeper (PROX): improved hull (4250 > 5250) and armor (550 > 750), reduced top speed (65 to 50), increased ordnance points (45 to 55), autofit variants have capacitors replaced by autorepair unit and remainder in vents

- Cavalier (PROX): increased speed (60 > 75), armor (~1100 > 1250)
- Rampart (PROX): roughly neutral with previous stats, reduced burn speed to 8

- Keeper (and PROX variant): increased hull (4250 to 4750), armor (550 to 650), reduced top speed (65 to 45), fixed description "air superiority" > "space superiority"

- Fixed a single word of Sierra dialogue which was not purple
[close]
Logged

ishiggydiggydowop

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2b) - indev campaign mod
« Reply #523 on: August 15, 2024, 05:15:53 PM »

Quote
- Fixed a single word of Sierra dialogue which was not purple
 

FINALLY, PERFECTION. Also love the mod, Inventor Racoon. Thanks for all your hard work.
Logged

Amon

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.2b) - indev campaign mod
« Reply #524 on: August 16, 2024, 09:47:52 AM »

So... I didn't realize that I was supposed to interact with a Dustkeeper fleet (Serpah) to start the Hallowhall quest till now. I've already sold a pristine nanoforge, colonized Hallowhall, Astropolis, etc. Yeah, not getting points for them now. Atleast I can add them using the console (or save edit).

I'll just leave it here,
Code
runcode data.scripts.campaign.missions.hallowhall.SotfHopeForHallowhallEventIntel.get().addFactorCreateIfNecessary(new data.scripts.campaign.missions.hallowhall.SotfHFHDevFactor(240), null);
Or,
Code
sotf_dev hhp
I think maybe it'd be better to make it easier to trigger this quest, just have the interaction play out around the time when you first meet her at the Holdout.

Edit: Progressing through the quest turned out to be pretty easy, just had to bully Sindrian.
« Last Edit: August 17, 2024, 02:25:43 AM by Amon »
Logged
Pages: 1 ... 33 34 [35] 36 37 ... 46