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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Persean Chronicles, a quest mod  (Read 182748 times)

Wispborne

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #135 on: March 10, 2024, 12:07:30 PM »

3.0.9

- Recompile to fix the end of the Riley quest crashing.


I wanted to finish 3.1.0 soon after 0.97a released, but got distracted working on other things instead. In the meantime, here's a belated hotfix so it's at least playable.
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Seti

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #136 on: March 26, 2024, 11:22:04 AM »

Hi! I want to work on my own mod, and trying to add quests and something else, i looked at your file and i dont understand some things, is it possible for me to have some contact with you to help me understand how to add quests like you have done? I will credit you if i upload it
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Wispborne

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #137 on: March 26, 2024, 11:25:52 AM »

Hi! I want to work on my own mod, and trying to add quests and something else, i looked at your file and i dont understand some things, is it possible for me to have some contact with you to help me understand how to add quests like you have done? I will credit you if i upload it

I strongly advise against trying to do quests the way I did. You should instead read https://fractalsoftworks.com/2023/11/13/you-merely-adopted-rules-csv-i-was-born-into-it/.


I spent a very, very long time building a custom quest system that's meant for me only, mostly because I enjoyed it. Trying to use it will take more time and be buggier than just learning to use rules.csv.
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Seti

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #138 on: March 26, 2024, 11:32:28 AM »

Hi! I want to work on my own mod, and trying to add quests and something else, i looked at your file and i dont understand some things, is it possible for me to have some contact with you to help me understand how to add quests like you have done? I will credit you if i upload it

I strongly advise against trying to do quests the way I did. You should instead read https://fractalsoftworks.com/2023/11/13/you-merely-adopted-rules-csv-i-was-born-into-it/.


I spent a very, very long time building a custom quest system that's meant for me only, mostly because I enjoyed it. Trying to use it will take more time and be buggier than just learning to use rules.csv.

So from what i understand I need: rules.cvs, portraits, and procgen if i want to add something custom?
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WREN_PL

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #139 on: April 05, 2024, 04:00:51 PM »

Hi, I've got a bug to report, after re-living the fight against the hegemony captain, my next battle opened on similarly small space map.

See attachment.
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WREN_PL

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #140 on: April 05, 2024, 04:34:14 PM »

Reloading the game fixed it
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CV514

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #141 on: April 30, 2024, 04:48:25 PM »

So, I've picked up Karengo at some pirate station bar.
Then I've destroyed it, as a colony threat.

And now "The Dragonriders" quest is asking me return passionate youth to a place that no longer exists.

I don't know how if he's supposed to show up on pirate stations at all, but I suggest to accept any independent colony as valid quest completion drop off point.
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Vundaex

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #142 on: May 06, 2024, 07:22:43 AM »

The dive mission was so cool, almost disappointed it was so short.
I got the riddles right the first time, so I'm curious what would have happened if I took the wrong directions.
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DrinkingDeuterium

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #143 on: May 24, 2024, 10:43:39 PM »

Small bug for Karengo III, the telos outpost can spawn on inhabited planets (such as Favonius from UAF) The quest works just fine, it's just a little weird having it describe evidence of orbital bombardment and ruined buildings on an already inhabited world.
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Seamus Donohue

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #144 on: June 16, 2024, 12:35:44 PM »

BUG REPORT

In spoiler block, as this pertains to a recently-discovered lost colony.

Spoiler
If the Lost Colony on Sentinel (vanilla Starsector content, if I remember correctly) is discovered early on, then the quest to transport Riley to her dying father within 30 days can randomly select Sentinel as the destination.  Narratively, this makes no sense whatsoever as Riley grew up before the game starts, but Sentinel was found by the player after the game starts.  If Riley had grown up on Sentinel, then she would either still be there OR would have alerted the Hegemony to Sentinel's need for rescue.

Possible fixes:
1) If the randomly-selected destination planet is named "Sentinel", then go back to random selection.
2) Randomly select only from the set of Hegemony colonies that are within 15 light years of the Hegemony's largest colony.
[close]
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Wispborne

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #145 on: August 06, 2024, 08:21:34 PM »

4.0.0 DEV VERSION 001

REQUIRES JAVA 17 OR HIGHER (E.G. 23)

Save-compatible, but needs a new game to properly do the next Telos quest if you've done the first.

https://github.com/wispborne/persean-chronicles/releases/download/4.0.0-dev001/Persean-Chronicles-4.0.0-dev001.zip

This is something that I worked on over a year ago and then paused. I've done a couple of quick and dirty runthroughs of it and finished up a few things, but this isn't necessarily super polished.

- Added
    - Next quest in the Telos questline.
        - If you have finished the first Telos quest, this one will automatically start.
    - Console command: `infinite`. Runs both `infinitesupplies` and `infinitefuel`.
    - Console command: `allall`. Places all hulls, weapons, wings, and commodities into storage. Learns all blueprints and hullmods.
- Fixed
  - "Error" in the game log that wasn't actually an error.
  - Missing text in quest intel after they'd been completed (thanks to toopok4k3).
  - Various small text improvements in too many places to list.
  - Dragons: Reward is now shown upfront and the "bonus" that you always get at the end is now a surprise.
  - Depths: Karengo lying about how many credits he gives you for Depths.
  - Depths: Karengo avoiding non-existent local government during Depths.
  - Depths: Item reward now generates cargo pods if you don't immediately take everything.
  - Depths: Credit reward now scales based on distance.
  - Telos: Fixed the combat map size persisting after the flashback (hopefully).
  - Telos: "hanger" -> "hangar" in lots of places (thanks Histidine).
  - Telos: Prefers unpopulated planets for the first quest location.
  - Telos: Able to talk the pirate down multiple times so they start with 1% CR.
  - Telos: Credit reward now scales based on distance.
  - Telos: Fixed Varas sharing phase dash cooldown state.
  - Telos: Karengo can no longer walk without a vacsuit on barren planets. As far as you know.
- Changed
  - Now requires Java 17 or higher.
    - Starsector 0.98a will use it by default.
  - Firebrand sprite coloration improvements.
« Last Edit: August 08, 2024, 03:47:20 PM by Wispborne »
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AdamLegend

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #146 on: August 06, 2024, 08:37:51 PM »

Thanks for the update! Trying this out now :)
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Wispborne

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #147 on: August 08, 2024, 03:49:22 PM »

Changed dev build post above to v4.0.0 dev 001.

The main change there, other than going to 4.0.0 because I found out that if you've finished Telos 1 or are partway through it on 3.0.9, it doesn't properly continue to Telos 2, is fixing the new campaign ability being given to you on game load instead of as a reward. Forgot to remove dev code.
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Sabaton

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #148 on: September 02, 2024, 07:50:28 AM »

This little mod has some interesting bite-sized quests, especially the ending to the Telos 1 quest as I did not expect to be pulled into a flash back battle. And the AI art fits quite well into the vanilla style. My only gripe is that the color of the weapon beams don't fit at all with the ship and weapon colors, it's a real dissonance from the cool blue you see otherwise.

Now I'm stuck into the situation described above, I've finished the first part and after updating the mod don't get the second part. Should I visit planets to find Karengo again or do I really need a new start?
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Simbach Vazo

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Re: [0.97a] Persean Chronicles, a quest mod
« Reply #149 on: September 02, 2024, 08:22:31 PM »

On that topic, are you meant to win the flashback/is there anything interesting if you do?
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