Update v7.1.0 is now out, adding 3 new Silly MagicBounties featuring the new 0.98a additions (as a reminder, Silly MagicBounties will need to be enabled for these bounties to show up). The update should be
save-compatible with v7.0.0.
v7.1.0- Added 3 ultra-difficult Silly MagicBounties that use end-game weapons
- Elite Phase Ship doctrine now prioritizes Anubis (instead of Omen) as its warship
- Fixed Adversary crisis factor not being added mid-game if the Colony Crisis intel already exists
- Adjusted New Opportunity Hycean planet to account for Unknown Skies nerf
Would like to make a CTD report, the ResLab for Adversary Opportunity is crashing my game are you aware of this?
Thank you for the report! I forwarded the crash to SirHartley, and the latest Industrial.Evolution update has now fixed this crash. Make sure to update that mod!
IMO most of the other bar quests simply need to be rebalanced to pay more. It's hilarious to see someone offer me 150k credits to invade a TriTach military world, telling me I'll need 2500 marines. Like oh yeah, let me just go get those out of the cupboard. Comically underpaid.
Agreed, in fact any of the missions that basically require a reputation hit should be paid more, including underworld bounties. The commodity sale/purchase/transport missions are incredibly profitable and have no downside and little risk, while the extraction, raid to disable industries, etc. missions requiring much more investment and risk and lost rep. At least dead drop missions send a fleet to harass you sometimes, otherwise they'd be overpowered too. I might make a thread about bar mission balance; since that's one of the primary ways players get missions and the pool is shared with Contact missions...
The contact missions sometimes not being worth the risks would certainly be worth a discussion on the General Discussion or Suggestion boards. In the context of this mod, however, there is not really much I can do, since there appears to be no way to tell the missions to
not select a market for trade/smuggling/raid missions. The Adversary's economy is mainly balanced around their hostility with every single faction (resulting in maximum accessibility penalties due to hostility) and the export demands for the Orbital Fusion Lamp and Cryorevival Facility (where, on average, the export amount is just barely not enough to prevent the player from fully utilizing the colony item/structure without any investment). Fixing the surplus goods by increasing accessibility - which might indirectly fix a few trade contact missions from heavily prioritizing Adversary markets - would just exacerbate the Adversary's overall dominance in the Sector economy, which I prefer to avoid at this time.
At the same time though, for a proficient smuggler who knows all the smuggling tips and tricks (including using phase ships to reduce sensor profile), the higher rewards might be worth dodging all the hostile Adversary patrols flying around, so I guess it can work out fine for some people?
[BUG]
The unused planet in the Optimal Star System can be used as a valid target for the player's own faction start. I doubt that's intended behavior:
...
Common issue with using Nexerelin's starting options for the player start; make sure to select "Non-Core" to avoid spawning on any of the hostile Core World systems (which includes the Optimal star system).