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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod  (Read 388526 times)

QuixoticNeutral

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Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #480 on: June 30, 2024, 11:38:47 PM »

Bug Report: 

The named fleets in Mia keep attacking me. (Seraph and Blithe) I've colonized Hallowhall, sold a forge and done a bunch of missions, Dustkeepers are friendly.

But they chase me down every time I'm in system.  If I open a com link they say "Copying, child of Terra" and my only option is to cut the com link and burn a story point to get away.

I thought it was because I was commissioned by Iron Shell and Heg inspectors were in system, but I went to a different save and resigned my commission.  No change, they still attack me.

I'm enjoying this quest line, but right now I can't step foot in Mia's Star.

EDIT: 

This appears to be tied to the Heg inspectors.  I'm guessing whatever script tells them to chase you down to "inspect" you even if allied also tells the Dustkeeper fleets to do the same, but they have no option to inspect so they just want to fight.

As soon as the inspectors are dead, the DK fleets stop chasing me down and attacking.
« Last Edit: July 01, 2024, 12:39:12 AM by QuixoticNeutral »
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Sol-Draconis40k

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Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #481 on: July 03, 2024, 01:43:52 PM »

Bug Report:

Encountered a crash when I had the frontier development module enabled alongside some other colony and habitat related mods in my modlist, thus there is reason for me to suspect that there are incompatibilities with one or more of the colony and habitat mods with the frontier development module that break Secrets of the Frontier with frontier development module enabled in a highly unpleasant way. Will be investigating further to find out which colony and habitat related mods that are specifically conflicting with Secrets of the Frontier's frontier development module, or if incompatibilities are the actual culprit behind the crashes.

Edit: I clean redownloaded and reinstalled Secrets of the Frontier to see if it was just issues relating to installation of the mod going wrong, and it turns out to have been installation going wrong due to Starsector booting up just fine with Secrets of the Frontier's frontier development module on alongside other colony and habitat mods after a clean redownload and reinstall, so disregard my prior statement.
« Last Edit: July 03, 2024, 01:54:34 PM by Sol-Draconis40k »
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Inventor Raccoon

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #482 on: July 06, 2024, 05:48:05 PM »

Hi all! New 0.14.2 update is out today which has assorted updates, changes and fixes. This update is save-compatible.

Most notably:
- Rebalances to Hallowhall event points (mostly slower)
- Minor new Hallowhall content (Inadvertent custom production "mission", astropolis restoration)
- New Sierra conversations
- New hullmod, "Concord - Soulbond"
- Minor Wayward Star updates

Changelog below:
Spoiler
VERSION 0.14.2
DUSTKEEPERS
- Hallowhall points for station kill is now based off the station type killed (orbital stations give 60, battlestations give 120)
- Reduced Hallowhall points for colonizing (150 > 75)
- Hallowhall points for handing in AI cores is now capped at 240 total
- Player can now restore Hallowhall's astropolis to function at a high material cost (acts similarly to a Frontier Development outpost but without Cramped Quarters)
- Inadvertent now offers a Dustkeeper version of the custom production contract "mission"
- Reduced Dustkeeper faction reputation mult for AI cores (2x > 1x)
- Seraph's personal fleet now spawns from Holdout, not Hallowhall
- Pushed Mia's Star random spawn slightly further away from the core, increased radius of hyperspace that is cleared out
- Added option to mention Diktat commission as Seraph bestows her quest
- Luddic purifier raid during Hope for Hallowhall now spawns from a LP colony if there are no LP bases in the sector
- Inadvertent's probe deployment mission now possibly interrupted by Pathers, rather than pirates
- Dustkeepers are now OK with the player taking over/salvaging objectives at stable locations if they have at least a size 4 colony in that system
- Generic Dustkeeper recruits now appear in comms directory very frequently while available
- Reduced the number of gamma cores in player colony Proxy fleets by about half
- Increased the number of weapons available in Forgeship Surplus by about 3 weapon types per reset

- Dustkeeper warminds will now betray the player in combat versus non-burnout Dustkeepers
- Dustkeepers have slightly better officer quality and fleets with especially good officers also properly roll for more oldguards (e.g Blithe and Wendigo will have oldguards with some regularity), oldguard ships now use Dustkeeper names (ODS, not DSS)
- Anamnesis: increased Terminators in wing (2 > 3), engagement range (0 > 4000), reduced refit time (20 > 10), decoy flares from pods now belong to the ship, reduced charge regen time (25s > 20s), drone lifetime (40s > 30s)
- Cyberwarfare Protocols no longer cools down while overloaded, and cannot be used while overloaded or venting, rewrote skill quote
- Added Kotter's Cutthroats (from Die By The Sword) as a pirate fleet in Askonia (lol)
- Demoted Affix-Courser to Annex-Courser (RIP, purely visual tho and for Lore Reasons)
- Changed Annex-Wendigo's post to match Courser's
- ODS Northstar II (Barrow's Repose-class) now spawns as a derelict after combat rather than being recovered normally
- Repose no longer explodes into little pieces for dramatic effect every time it is disabled
- Dustkeeper fleets are now pickier about the fights they take (removed "engage at even strength" flag)

SIERRA
- Added an amusing and kind of pathetic bar event after Sierra abandons your fleet post-satbomb
- Added a little teaser thing that appears after completing Wayward Star (not retroactive if already completed: can use "sotf_dev wsrm" command)
- New Sierra convo: "High Rep", which unlocks "Concord - Soulbond"
   - Kindred souls find themselves drawn together in battle across time and space
- Concord - Fervor: phase dive no longer interacts with Phase Anchor's once-per-battle dive rule
- Concord - Wispersong: new icon, old icon now used by Serenity augment
- Added a couple of variants to Sierra's greetings and "no thoughts" responses
- New Sierra thoughts: "Fought Burnouts", "Rain"
- Minor rewriting of the ISS Athena interaction to somewhat lower nonsense phase babble
- Wayward Star: star system is now called "Wayward Star System" (was: "? ? ?"), Vow now starts at 70% CR (was: 50%), intel item now ends after winning the fight
- Fix Sierra's torpedo hit text popup being too small
- Player is now asked to confirm if they want to reject Sierra during A Promise

- Dotty's banishment text is now "Dotty was banished" (was: "Figment banished")
- Reduced Edict Stormblaster value (12500 > 8000) and increased rarity score (2 > 3)
- Keeper/Cavalier and all Proxy droneships can now be reverse engineered and duplicated using Industrial.Evolution

- Fixed Hallowhall proxy patrol boon removing itself instantly when applied
- Fixed Inadvertent's probe delivery spawning the probe/unlucky scavenger even when failing it
- Fixed Mia's Star initial hassle not being disabled on all fleets after player successfully completes it
- Fixed Wendigo encounter not triggering properly after using Courser Protocol
- Fixed Eidolon not properly captaining the Vow during Wayward Star
- Fixed being able to gift markets to Dustkeepers in Nexerelin
- Fixed Sierra's gate conversation not triggering
- Fixed Sierra's salary not having proper text colors (quoted non-purple Sierra dialogue? literally unplayable)
- Fixed broken tooltip for cheated-in Hellion's Hellhide (and generally cleaned up the tooltips of hidden skills)
- Fixed RAT cores appearing duplicated while handing in cores to Inadvertent
[close]
« Last Edit: July 06, 2024, 05:58:07 PM by Inventor Raccoon »
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r3b311i0n

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #483 on: July 06, 2024, 10:32:59 PM »

Does disabling Watcher Beyond The Walls also remove guilt/satbomb penalties (drones appearing in battles)?
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TheMuffinOfEvil

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #484 on: July 07, 2024, 07:20:55 AM »

I installed the most recent update this morning.

I now have a micro stutter similar to the one that the Roider Union update caused a while back.

It is the only mod I updated today. 

Anyone else getting something like this?

Thanks,
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Inventor Raccoon

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #485 on: July 07, 2024, 08:35:34 AM »

Does disabling Watcher Beyond The Walls also remove guilt/satbomb penalties (drones appearing in battles)?
Nanite swarm invasions are disabled while Watcher Beyond the Walls is active and assuming you've had it disabled for the whole playthrough, guilt won't build and other satbomb penalties (for Sierra/Dustkeepers) will never be triggered.
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Re-Search-er

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #486 on: July 11, 2024, 12:35:22 AM »

is there a complete list of the Sierra Ships across the mods? Did one even exist?
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d0d0b1rd

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #487 on: July 11, 2024, 07:41:31 AM »

is there a complete list of the Sierra Ships across the mods? Did one even exist?

The only one I know for a fact is the Raphael from Random Assortment of Things. Not sure if there's any others

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d0d0b1rd

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #488 on: July 11, 2024, 01:37:54 PM »

Got a chance to mess around with the soulbond hullmod and it's super cool! But I have some thoughts about it though.

If you ask me, I think kinskip should be the default option for soulbond rather than recall. It fits the theming of the hullmod a lot more (has hella "taking a bullet for a friend" vibes, plus matches up with the song better), and on other other hand recall just kinda feels overly demanding. From a practical side, I just see myself wanting to use kinskip a lot more than recall, especially at very long range where kinskip is currently not really doable due to zoom limits. Sierra's ship is most times significantly faster than my ship, so 99% of the time if I'm in a jam, I'd much rather pull myself out of a jam and go to Sierra rather than dragging Sierra in to help me out. Even from the other side, Sierra is slippery enough that she rarely gets into a jam so I just don't often see the need to drag her out of anything, since she can easily slip out on her own most times.

On that note though, I know Sierra is supposed to trust us with it's usage, but I think it'd be fun and hilarious if she could also use soulbond on her end. Even something as simple as using kinskip if ordered to escort or defend the flagship, or automatically trigger it if one of us overloads, but it would be cool if you could edit the behavior such that she'll dynamically use it to get around (eg if my ship on the way to her destination), or drag me in if she thinks she's in trouble and/or needs help doing something (maybe make it so we can change when and how often she uses it via talking to her too). Also it sounds like it'd be funny to just be battling normally and then Sierra just all of a sudden drags me halfway across the battlefield just to watch a mudskipper spin out lol

Also, there might be a few bugs, I noticed that for recall, not only does Sierra get the activation cost, but she also builds flux while in transit, which means she can end up with something like 12k flux if recalled across large maps. In contrast, kinskip incurs no flux cost on Sierra or my ship on use, not sure if intended or not.

Finally, and unrelated to soulbond, but I think it would be nice if there was a small notification whenever Sierra has something to talk about, it always kinda annoys me that I have to keep bugging her about conversations because I have no idea if the interesting thing I just did has a relevant convo for Sierra.

Oh, one last thing, I think it'd also be cool if Sierra had more "mini quests" similar to the moths thing, those moments are some of the highlights of the mod for me.

Did I mention I love this mod to bits? It probably doesn't have to be said lol.
« Last Edit: July 22, 2024, 01:25:32 PM by d0d0b1rd »
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d0d0b1rd

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #489 on: July 11, 2024, 01:39:47 PM »

oh, I just remembered another potential bug, is it intended that Seraph will still show up in the fleet around hallowhall even after she was recruited into the player fleet? Duplicate Seraph has happened for both me and a friend
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Re-Search-er

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #490 on: July 12, 2024, 12:38:31 AM »

is there a complete list of the Sierra Ships across the mods? Did one even exist?

The only one I know for a fact is the Raphael from Random Assortment of Things. Not sure if there's any others
There's one in Epta Consortiuum, the Arkhos. It's really overpowered, like more than the Ziggurat is
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bigmealsushi

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #491 on: July 13, 2024, 07:07:02 PM »

I have a little but that seem to crash my game when ever a naniteinteference appear and dotty, in which if i kill dotty my game would straight up crash. Happen atleast 3 times now while having roughly 80+ mods active.
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Phenir

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #492 on: July 13, 2024, 07:45:49 PM »

I have a little but that seem to crash my game when ever a naniteinteference appear and dotty, in which if i kill dotty my game would straight up crash. Happen atleast 3 times now while having roughly 80+ mods active.
Next time it happens, bring the crash log
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bigmealsushi

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #493 on: July 14, 2024, 02:01:37 AM »

wait just a quick clarification, what the condition for Dotty to spawn with the nanite infestation again? I created a new save to see if this crash is replicable but so far dotty havent spawn in any infestions at all (set like my guilt to 30 and done 6+ battle).
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bigmealsushi

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Re: [0.97a] Secrets of the Frontier (0.14.2) - indev campaign mod
« Reply #494 on: July 14, 2024, 02:11:38 AM »

Huh i think a mod that was active at the time force the crash when i kill dotty, since i just finish testing the new save without that mod and dotty actually banished without issues,pretty strange. Ill check the save with that mod on again to see if it is true.(The mod in this case was "That" fork of TNP).
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