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

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Author Topic: [0.98a] Sunrider 0.7.4 update: Prototype's Rejuvenescence and playable Ryders  (Read 129690 times)

Alex_Sans

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A story-focused mod based on the game of the same name. The ships, wings, weapons, soundtack and sound effects are also from there.
Note: No money was involved in the making of this, especially because I cannot afford to commission anyone to make or improve any .png in the mod.

Cera's experimental assault carrier, the Sunrider has mysteriously shown up in the Persean Sector, as well as her 7 Ryders, but not alone; allied and enemy ships are also here and nobody knows why.

If you're concerned about copyright: part of Love in Space inc. staff is aware of the existence of this mod and is fine with it!

https://youtu.be/2tkIIa3ZFuo

Safe to add to ongoing saves, and to update from 0.6.x to 0.7.x

Warning:

Since the way the base game handles bgm changes mid dialog only through hard-coded methods, do NOT skip dialogues too fast because it will result in an audio bug that can only be fixed by reloading a save from main menu or closing and reopening the game. (Ignore this if you play with music off)

Versions will be 0.x.y until all quests, ships and sprites are at their final. The second number is the amount of *main story* and *side* quests added, not how close the mod is from being done. The third number is the amount of patches since the lastest quest addition.

Known issues:
If Jinta Suzuki tells you that the derelict is in an inhabited system (hidden markets do not count), it will not spawn.
Engaging Yoshio or 'UtSE' fleets in hyperspace will softlock their quests.
For unknown reasons, the First Arrival quest fight crashes under circumstances I haven't found yet because I was unable to reproduce it as of now, and I had no reports of whether it worked or not after my latest attempts to fix it.

Current main story quests in chronological order:
Spoiler
First Arrival: about 270 days after game start, cannot trigger in Pirate/Pather markets.
Help Ava Crescentia recover the titular ship.

Nightmare Breakdown: 30 days after First Arrival, cannot trigger on player colonies.
Dock anywhere and talk to Ava on intel screen.

Origins: 120 days after First Arrival, cannot trigger on Player or Tri-Tachyon markets.
Take the Sunrider to someone that can recover its memory data. Eligible people appear on intel screen. Having PAGSM adds an extra option depending on your progress with Yunris Kween. Having Sephira Conclave adds another extra option depending on your progress with Gemie.

Son of Iniquity: 30 days after Origins, try not to start it in Pirate/Pather/ARS bases.
Uncover Ava's early days in the sector.

Vows of the Cosmos: 30 days after Son of iniquity, requires Nightmare Breakdown completed and Pilgrim's Path in progress or completed. Can only start in colonies with Luddic Majority condition or a shrine, except Diktat and Path.
Help an engaged couple of luddic pilgrims.
Note: If you're a mod author with an important recruitable character and would like them to participate in the party like Ava/Jill/Dawn, hit me up!

Ryuvian Showdown: Accepted during Vows of the Cosmos.
Find and destroy a superboss fleet.
[close]

Side content:
Spoiler
Under the Sharr's Eyes: 730 days after game start, A102 nebula exists.
Take a job that turns into chaos.

Rejuvenescence: May occur during Son of Iniquity if condition (I will not spoil) is met.
Save and recruit the Prototype.
[close]

The stars of the show:
Spoiler
Did you skip the message above the video? It's important, you know... and the links to the images are there. You didn't? Cool, carry on.
[close]

Other ships:
Spoiler
See above, mate.
[close]

Other ryders:
Spoiler
Up there!
[close]

Strenghts: Major ballistic focus;
Ballistic projectiles are faster than average;
High frontal firepower;
Many ships have built-in energy and/or missile weapons;
All ships and Ryders with shields have 360ยบ omni shield;
All ships have at least one vanilla hullmod built-in, in addition to Fallen Outsider, which gives corona/storm damage immunity.

Weakenesses: Fallen Outsider also increases monthly supply costs;
All energy (mount and damage) weapons are built-in;
All beam weapons are built-in, face foward, fire like Phase/Tachyon Lance and cannot turn (except those used by ryders).
With one exception, all missile weapons are built-in and with no exceptions, all missiles deal High-Explosive damage;
Fragmentation weapons and phase ships are inexistent;
Some ships have clustered weapons mounts, making high damage hits disable a lot of them at once.


Credits: 

Love in Space inc. for the ship and mech models and for approving the existence of this mod.

Histidine for making the entire coding and improving the written story script.
Sincronic for all the polishing on ship sprites.
Mayu and WMGreywind for letting me borrow a few codes.

Requirements: MagicLib and LazyLib

Download


0.7.4 patch:

(FINALLY) Fixed Vanguard Cannon skipping hits if speedup mod is active;
Now hits every 90 units it travels instead of 100.

Tri-Tachyon no longer uses or sells Alliance ships/weapons, only Green Stinger. (will not take effect in ongoing saves)

Alliance Cruiser:
Top speed increased from 55 to 75;
DP cost reduced from 20 to 17;
Fuel/LY reduced from 5 to 4.

PACT Cruiser:
DP Cost reduced from 18 to 15.


0.7.3 patch:

Added "ALWAYS_PANIC" to Ironhog and removed "CARRIER" from Alliance Carrier (experimental, to maybe improve their AI behavior in combat)

Fixed the Short Range Warp, Blue Behemoth Suite and Crimson Brigade having the possibility of being gone instead of replaced when "removed."


0.7.2 patch:

Persean League no longer replaces Pegasus for Alliance Battleship (I swear every time the base game updates, a faction loses ship priority and took me embarrassingly long to realize absence of Pegasus)

Nightmare Breakdown no longer triggers on player-owned colonies.

Note: This will not take any effect on ongoing saves!


0.7 update: Prototype's Rejuvenescence

Added side expansion on Son of Iniquity:
You may grant the Prototype's last wish; or try to keep her alive, but if you do not meet the requirement, you will fail.
Warning: I will NOT reveal, spoil or highlight the requirement to save her, so pay attention carefully. If she survives, she'll need months and more resources to be hired.
Warning 2: this new content will NOT be named at all ingame, and whatever objective you're given by her will not show up anywhere, which again, focus...
She will have her own short story for the recruitment, but her presence or absence in player fleet will not change the outcome of any existing or future main story quests.

4 new installable hullmods provided by the Prototype.

Ava Crescentia:
Sunrider's Mother: damage reduction and speed increase for fighters will also affect any Alliance/PACT/Pirate Ryder wing even if the carrier in her hands is not Sunrider, but it will not have effect on the frigate-sized Ryders if she is assigned to them.

All Savior and Cannon projectiles now glow, making them more visible in combat.

The Following Ryders:
PACT Mook, Bomber and Elite
Alliance Trooper
Pirate Grunt and Bomber

Now have a playable version in the form of frigates, with a shipsystem if the wing didn't have one, 2x hull, armor, flux capacity and 1.5x dissipation.
Note 1: Their combat stats are highly experimental.
Note 2: They are only available on their respective blueprint packages for now. Known by factions, but not sold or used yet.

New crossmod interaction:
If Arma Armatura is also installed:
The units mentioned above will have Strikecraft hullmod;
Sunrider ship, PACT Assault Carrier and Alliance Carrier (but not its modules) will have Specialized Service Bays.

Alliance Trooper:
Rifle projectile speed reduced from 4000 to 1000.

Alliance Assault Gun: Doubled damage per hit, halved RoF.

Machiavelli's Buster, Evolved Ceran Saviors and Mining Union Cannon projectiles will now pass through fighters (if destroyed) and missiles like a Hellbore does.

Fixed a few odd codex displays.

(Older changelogs are in the mod's folder)

Ava best girl.
« Last Edit: May 13, 2025, 09:25:04 PM by Alex_Sans »
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Sincronic

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Re: [0.95.1a] The Sunrider
« Reply #1 on: March 14, 2022, 10:12:45 PM »

Congrats on the release  8)
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LinWasTaken

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Re: [0.95.1a] The Sunrider
« Reply #2 on: March 15, 2022, 03:32:37 AM »

YEA BABY!
the Sunrider mask of Arcadius opening theme is already stuck in my head just from seeing this mod.
good job.

ssd21345

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Re: [0.95.1a] The Sunrider
« Reply #3 on: March 15, 2022, 08:24:03 AM »

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dk1332

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Re: [0.95.1a] The Sunrider
« Reply #4 on: March 15, 2022, 03:56:53 PM »

Damn, when was the last time I've heard of Sunrider. Wish the ryders are using Armaa's strikecraft script but this is good too. Is this safe to install on a middle of a playthrough?
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SpaceDrake

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Re: [0.95.1a] The Sunrider
« Reply #5 on: March 15, 2022, 06:08:54 PM »

Damn, when was the last time I've heard of Sunrider. Wish the ryders are using Armaa's strikecraft script but this is good too. Is this safe to install on a middle of a playthrough?

Safe to add to ongoing saves, but not safe to remove afterwards.

Also

anime

'tis glorious
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kokuto

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Re: [0.95.1a] The Sunrider
« Reply #6 on: March 15, 2022, 10:33:13 PM »

Are there any specific faction markets where the NPC will spawn at?
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AppleMarineXX

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Re: [0.95.1a] The Sunrider
« Reply #7 on: March 15, 2022, 11:44:31 PM »

Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

hydremajor

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Re: [0.95.1a] The Sunrider
« Reply #8 on: March 16, 2022, 02:09:18 AM »

Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

Guessing it doesn't add a new system, so theses things show up in any old market, also means you'll run into thoses just about every fight though
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Superharem

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Re: [0.95.1a] The Sunrider
« Reply #9 on: March 16, 2022, 04:44:47 AM »

I see anime waifu I download
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Ramiel

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Re: [0.95.1a] The Sunrider
« Reply #10 on: March 16, 2022, 08:42:09 AM »

Huh...still remember that game...awesome! Is Sola in this mod?
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Nym

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Re: [0.95.1a] The Sunrider
« Reply #11 on: March 16, 2022, 08:55:25 AM »

Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.
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AppleMarineXX

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Re: [0.95.1a] The Sunrider
« Reply #12 on: March 16, 2022, 09:12:21 AM »

Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.

From the Discord mod announcement:

I got the mod, but I can't find a clue about the ship. What happened? - The NPC that triggers the mission can only appear about a cycle after the starting date of the game. If you activated the mod in an ongoing playthrough where that much time or more has passed, the quest can be started immediately

NGTM-1R

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Re: [0.95.1a] The Sunrider
« Reply #13 on: March 16, 2022, 09:56:41 AM »

"Talk to a pirate boss" is...frustratingly nonspecific and I'm wandering around with my transponder off checking pirate bases and comm queues. Is this another bar dialogue run or what?
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Nym

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Re: [0.95.1a] The Sunrider
« Reply #14 on: March 16, 2022, 10:14:41 AM »

Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.

From the Discord mod announcement:

I got the mod, but I can't find a clue about the ship. What happened? - The NPC that triggers the mission can only appear about a cycle after the starting date of the game. If you activated the mod in an ongoing playthrough where that much time or more has passed, the quest can be started immediately

 
Ah...! Thank you for that notification, I'm just so lost starting out my new game. Been trading back and forth between persean for a while before taking a break, I thought the quest is tied to a story about the mod's inspired game, which I haven't played.
And again, my humblest apologies for being a fool.
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