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Author Topic: [0.97a] Emergent Threats/IX Revival v0.6.3  (Read 100511 times)

vicegrip

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[0.97a] Emergent Threats/IX Revival v0.6.3
« on: June 14, 2023, 05:42:44 AM »


This Remnant focused mod seeks to make the faction a true challenge for the late game, while offering the player a chance to try out unique technologies on captured and modified drone ships. The mod also adds new content for the Sindrian Diktat, Tri-Tachyon, and new missions with unique rewards to challenge the player.

Warning: Fights against the Remnant may become extremely hard, especially if you do not have many other Remnant related mods installed. Pick your battles carefully. If you find the battles too difficult, you can make adjustments in LunaLib settings. Cross-mod content for Hazard Mining Incorporated and Random Assortment of Things can also be toggled there.

I recommend pairing this mod with the excellent Truly Automated Ships for a chance to try out more of the added Remnant ships for yourself.

Emergent Threats: IX Revival
As of v0.3+, Emergent Threats now comes bundled with the 9th Domain Battlegroup standalone mod. This antagonist faction was first created in the now abandoned Arsenal Expansion mod by Inventor Raccoon, and has been revived with permission. Both ET mods can be used independently, but will interact with each other with extra content. Note that if you are running a bootleg version of Arsenal Expansion, you should disable the original's battlegroup in its mod settings to avoid two versions of the faction spawning at the same time.

Changelog
Spoiler
v0.6.3
Emergent Threats
Bugfix
-(Fleet Action History) Fixed an issue with various ships giving incorrect extremely high fleet point values in battle summaries

Ships
-Added high-tech Aquilon Battlecruiser with a versatile built-in launcher
-Glycon ship system increased from 3x4 to 6x4 missiles per volley, flux cost reduced from 10% to 0

Weapons
-Deadeye Plasma Seeker switched to no friendly fire to match other homing missiles, projectile hitpoints increased from 250 to 400
-X-ray Pulse Laser switched to 3 round burst, per shot damage lowered from 250 to 200, dps lowered from 450 to 400, fire sound updated
-Starfall Rocket Pod (Fighter) damage reduced from 60 to 50 per rocket to bring it in line with other Starfall weapons

Hullmods
-Glycon built-in Missile Nanoforge renamed to Glycon Microforge, function remains unchanged

IX Revival
Bugfix
-Fixed crash bug when using Equalizer (IX) ship system while equipped with shield shunt
-Fixed Marzanna Protectorate reputation desyncing with IX Battlegroup
-(Fleet Action History) Fixed an issue with the Odyssey (IX) giving incorrect extremely high fleet point values in battle summaries

Ships
-Added Aquilon (IX) Battlecruiser, has different launcher mode compared to standard variant
-Maxim (IX) fighter/weapon sprite received slight update

Weapons
-Thundermark Ion Seeker switched to no friendly fire to match other homing missiles
-Vampyr DEM added 3 second minimum fire after launch delay

v0.6.2
Emergent Threats
Ships
-Added Hyperion (EX) advanced gunship

Weapons
-Increased Atropos MIRV ammo count from 15 to 20

Hullmods
-Added Standard Plating cosmetic hullmod for (EX) hulls to change their appearance

Misc
-Added new tip on how to swap (EX) ship sprites

IX Revival
Ships
-Added Hyperion (HG) unique advanced gunship

Weapons
-Stormlight Graser updated. Now performs slightly better against armor but with less extreme burst damage.
-Impact Fusion Cannon refire delay reduced from 2.6 to 2.5 seconds, causing it to actually deal 300 dps rather than slightly below it
-Added Thundermark Ion Seeker, an EMP variant of the Deadeye Plasma Seeker from Emergent Threats

Misc
-Added dialog interaction with IX and Marzanna commanders to trade in the planetkiller gained at the end of Scythe of Orion
-Lowered the odds of Panopticon Cores being offered at Vertex Station
-Marzanna subfaction will now have reputation equal to the player's reputation towards the IX Battlegroup, will only affect new games
-Added new tip on trading the planetkiller with the IX Battlegroup
-(Nexerelin) Changed the supership frigate start from Hyperion (IX) to the Hyperion (HG), if not selected at game start, it can also be gained by giving the IX a planetkiller

v0.6.1
Emergent Threats
Hullmods
-Abyssal Entropy Projector special effect changed from 15% chance to reduce CR to 20% chance to chain to the nearest enemy per strike

Ships
-Gave (EX) ships alternate gray skin, with originals included for users who wish to switch back

IX Revival
Weapons
-Slight update to Muon Siege Lance sprite
-Slight update to Conversion Lance explosion graphics
-Fixed Stormlight Graser damage (the weapon had been doing 20% less damage than the shown value due to burst duration)

v0.6.0 (Discord beta release)
Emergent Threats
Misc
-Updated mod_info.json to point out ET does not include IX Battlegroup content, which must be enabled separately
-Weapon script refactoring
-(Graphicslib) Added exemptions to missile self destruct

Missions
-Added Signal Masker loot to the missions "High and Mighty" and "Gaining Vantage"

Ships
-Added Flamebreaker (EX) class Cruiser, derived from the Flamingo from HTE
-Added Incursion (EX) class Battleship, derived from the Incursion from HTE
-Added Iris (EX) class Destroyer, derived from the Iris from HTE
-Added Mandrake (EX) class Destroyer, uses similar sprite as Moray from HTE
-Added Tigershark (EX) class Cruiser, derived from the Tigershark from HTE
-Incandescent ordnance points increased from 300 to 310
-Odyssey (TT) fitting variants updated

Weapons
-Added Atropos MIRV large missile weapon
-Added Deadeye Plasma Seeker large energy weapon

Hullmods
-Added Signal Masker special item which can be installed on unique ships such as the Ziggurat to prevent the fleet from being identified when transponders are off
-Adaptive Entropy Arrestor, Adaptive/Abyssal Entropy Projector, Adaptive Metastatic Growth will show up in exploration loot even if HMI, RAT, IX Revival are not installed
-All adaptive subsystems moved to their own hullmod category

IX Revival
Bugfix
-Updated mod_info.json to point out IX Revival is a standalone mod separate from Emergent Threats
-Fix for null pointer crash upon trying to save the game
-Attempted fix for Reactive Combat Shields null pointer crash

Misc
-(Lunalib) Added Marzanna alternate starting condition for IX Battlegroup home system, replacing Scorn
-Weapon script refactoring
-(Graphicslib) Added exemptions to missile self destruct

Ships
-Added Mandrake (IX) class Destroyer
-Minor tweaks to Incursion (IX) and Flamebreaker (IX) weapon arcs and positions
-Iconoclast (IX) ordnance points reduced from 85 to 70, loses built-in hardened subsystems
-Tigershark (IX) shield efficiency improved from 0.8 to 0.6, large slot changed from universal to synergy
-Added Fleet auxiliary Casimir (A) class Destroyer and Hetman (A) class Light Carrier
-Ship variants for autofit and NPCs updated

Fighters
-Dictum (IX) replacement time increased from 16 to 20 seconds
-Maxim (IX) gunboat added, a dangerous beam "bomber" with a single shot Muon Siege Lance

Weapons
-Impact Fusion Cannon per shot damage increased from 480 to 500, thermal damage increased from 25% to 50% of base damage (300 total DPS, 1.0 flux efficiency), tech lowered to tier 2
-Stormlight Graser ammo capacity increasd from 4 to 12, significantly increasing opening salvo burst damage
-Impact Fusion Cannon projectile hit sound updated
-Conversion Lance explosion graphics updated again
-Muon Autolance generates EMP arcs more frequently but for less damange and EMP
-Added large energy weapon Muon Siege Lance

Earlier changelogs can be found on github
[close]

Known Issues
Spoiler
-On very rare occasions the Orthrus DEM will circle a target indefinitely without firing or despawning, or hover near a target without colliding properly.
-Combat cannot be auto-resolved until all Flourish frigates are either destroyed or have withdrawn.
-Selecting your own ships in Nexerelin start for the IX Battlegroup can sometimes randomly give you an Honor Guard version for ships used by both the regular Fleet and Honor Guard.
-The Reactive Combat Shields hullmod is intended for regular shield styles, and will override shield colors that do not adhere to the low/mid/high-tech standard on equipped ships
-Interdictor Pulse may behave oddly on rare occasions. This is due to a workaround for a display bug in the core game
-(Experimental Hullmods) Automated ships that have been modified by Experimental Hullmods may gain access to adaptive subsystem hullmods even if they technically do not qualify for them
-Solar Shield s-mod refunded OP is not displayed on the fitting window. This is an engine limitation of the core game.
-Shipwide adaptive subsystems may sometimes appear or disappear when they shouldn't. Clicking away and back should fix the issue.
-Some hullmods added to a ship by other hullmods may display their name in the wrong color. Clicking away and back should fix the issue.
-(Take No Prisoners) Some mission officers will not display their skills correctly when captured. They will display their proper skills after recruiting or a reload.
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IX Battlegroup Preview
Spoiler

Frigates
Flourish, Wolf, Temblor*, Hyperion*
Destroyers
Iconoclast, Medusa, Shrike
Cruisers
Fury, Flamebreaker, Aurora, Tigershark*
Battleships
Equalizer, Odyssey*, Incursion, Paragon, Radiant*
Fighters
Terminus, Axiom, Dictum
Logistics
Buffalo, Banteng

*Honor Guard ships that defend the IX Battlegroup home system and only rarely appear in regular patrols

Weapons
Morningstar CIWS, Lightbringer CIWS, Twin Tactical Laser, Electrostatic Projector,
Fusion Impact Cannon, Conversion Lance, Stormlight Graser,
Muon Streamer, Muon Autolance, Starfall Rocket Pod, Starfall MLRS Launcher, S/M/L Orthrus DEM,
Cutting Beam*, Soliton Burst Emitter*, Interdictor Array*, Vampyr DEM*, Antecedent Device*

*Built-in
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Remnant Ship Preview
Spoiler

Lampetia Drone Mothership
Fast moving battlecarrier derived from the militarized Odyssey (TT)


Incandescent Drone Battleship
Aggressive battleship armed with dual Hydromagnetic Cannons that degrade enemy ship performance


Resplendent Command Droneship
Heavy carrier capable of mass deploying a swarm of drones, or enhancing a smaller number of bombers


Jubilant Missile Droneship
A light missile cruiser that packs a heavy opening punch


Effulgent Droneship
A missile variant of the Fulgent for supporting Remnant fleets at range


Helia Strategic Bomber
Reaper torpedo bomber, with the firepower of the Cobra but twice the numbers.


Sundog Defender
Point defense drones that protect the mothership.


Bolide Hunter-Killer
A new threat encountered at Nexus stations.
[close]

Faction Ship Preview
Spoiler

Experimental Hulls

Prototype High Tech designs recovered by Tri-Tachyon, with rarely seen experimental ship systems.
[close]


Odyssey (TT) Battlecarrier
Fast and versatile carrier based on the Odyssey and perfected by Tri-Tachyon


Glycon Missile Cruiser
A high-tech cruiser with staying power that uses small missiles to devastating effect


Maquech Escort Carrier
A Buffalo carrier conversion for those who can't afford better


Hellfire Colossus Battlecruiser
If it works but it gets you killed, your pirate friends will be very glad it works

 
Banteng Long-haul Freighter
A versatile long range freighter designed to haul both fuel and cargo at the same time


Exhortation Battlecarrier
Of course the fleet carrier for the Diktat would be fearsome and glorious!


Unifier Flight Deck Cruiser
A carrier-cruiser hybrid that went into production due to a word from the Supreme Executor.


Preceptor Escort Carrier
A converted freighter since relegated to the Diktat Navy.


Kite (LG) Gunship
The humble shuttle converted into a carrier based gunship.


Estoc Bomber
A DEM torpedo with a biological guidance system.


Spatha Heavy Fighter
The Diktat's latest standard heavy fighter, capable yet extremely overbuilt.


Gladius (LG) Heavy Fighter
An experimental fighter reserved for the Lion's Guard.
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Mission Bounties
Spoiler

Resplendent (EX) Command Carrier
A relic of the last war.


Mutilator Phase Destroyer
A harbinger of the next war.


Mimesis Modified Superfreighter
An insatiable avatar of greed.


Praxis Modified Cruiser
A deadly skirmisher.


Invictus (LG) Dreadnought
A reborn titan controlled by a madman.


Onslaught (LG) Battleship
A sentimental relic.
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Weapon Preview
Spoiler

Deadeye Plasma Seeker
A heavy energy weapon that can track its target.


Atropos MIRV
A long range strike weapon with plentiful ammo.


X-Ray Pulse Laser
Extended range pulse laser, a reliable workhorse among large energy weapons.


Kinetic Blaster (modded)
Ersatz [SUPER ALABASTER] pulse weapon with high anti-shield burst damage but extreme weakness against armor.


Siege Burst Laser
A Diktat (re)invention, bulky and power hungry, but effective against both shields and armor.


Tactical Burst Laser
A smaller Siege Burst Laser that works on a similar principle.


Ion Streamer
An ultralight EMP beam weapon.
[close]

Hullmod Preview
Spoiler

Adaptive Subsystems
Unique one-per-ship Remnant hullmods that enhance ship performance, often in unusual ways.
They are dynamically added to all Remnant ships encountered by the player, even those from other mods.

Also includes new Emergent Technologies hullmods that will modify your ships in unique and interesting ways.
[close]

Many more existing variants of Remnant ships have been refit, making them much more challenging in fleet battles. Revisions have also been made to Sindrian Diktat and Tri-Tachyon doctrine, making Lion's Guard ships more commonplace and available on the market, and Tri-Tachyon carriers more prevalent.

In addition, face off against unique enemies in new missions picked up from the unsanctioned bounty board, each with unique rewards:
  • To Hunt a White Whale: Face off against a pirate queen for a chance to gain a set of unique blueprints.
  • High and Mighty: Crash a black market arms deal between a smuggler and the Diktat Navy. Players can choose vanilla or Underworld version. (Underworld version temporarily discontinued due to unresolved bug.)
  • Shattered Fortress: Preserve the peace by striking against a Lion's Guard secret weapon.
  • Gaining Vantage: Track down a mysterious ghost ship and learn its secrets.
  • A Diamond in the Dark: Begin the hunt for the dark mover at the center of the enemies you have faced.
  • Cleaning up a Mess: Chase down rumors of a gate activation and face off against an unusual enemy (requires Hazard Mining Incorporated).

Other Features and Changes
  • Adds Adaptive Subsystem hullmod support for various mods with Remnant content.
  • New hullmods for Hazard Mining Incorporated, Random Assortment of Things, Underworld
  • Changes to the performance of Lux and Flash fighter drones.
  • Nexerelin: 2 new Large Carrier game starts, one for each new carrier.
  • Disables Expanded Deck Crew, Rescue Shuttle on automated ships.
  • New sound for the Autopulse Laser.

Future Plans
  • Add new content for the Diamond Nexus, allowing players to fight spawned Remnant fleets while still supporting Midnight Dissonant at Prism.

Art Credit
Spoiler
turkler: Odyssey (TT)/Odyssey (IX)/Lampetia, Invictus (LG), Onslaught (LG)
Inventor Raccoon: Flourish and original Arsenal Expansion IX Battlegroup content
HELMUT: Estoc, Spatha, Sundog, Bolide, Glycon, Maquech, Onslaught (LG), Incandescent, Hydromagnetic Cannon, X-Ray Pulse Laser, LR Burst Laser, Siege Burst Laser, Deadeye Plasma Seeker, Ion Streamer, Electrostatic Projector, Lightbringer CIWS, Twin Tactical Laser, Antecedent Device, Vampyr DEM
Snrasha, Tartiflette, tenoki: Resplendent
EnderHero00: Mutilator
BigBeans: Praxis
Mr.Crimeguru: Banteng, Casimir (IX), Hetman (IX), Maxim (IX)
NeoLemon, Procrasadini: Hellfire Colossus
axlemc131: Mandrake (IX/EX)
tesser: Signal Masker
Passwalker, theDragn: Iconoclast (IX/EX), Flamebreaker (IX/EX), Tigershark (IX/EX), Equalizer (IX/EX)
Bananana: Aquilon/Aquilon (IX)

With further edits by me. Various ship stats are also based on those found in High Tech Expansion by theDragn.
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A big thank you to everyone whose freely shared ship and weapon sprites went into make this mod. Without you providing the foundations, none of this would have been possible.

Emergent Threats by vicegrip is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
« Last Edit: April 17, 2024, 05:42:07 AM by vicegrip »
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vicegrip

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #1 on: June 14, 2023, 05:45:15 AM »

This is my first serious attempt at a content mod, so game balance and other issues are bound to crop up. Still, I hope people will try it out and have fun. Let me know if the battles are too frustrating, or if anything needs to be fixed.

KarlPh1sher

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #2 on: June 16, 2023, 09:18:27 AM »

Nice, good to see one of my favorite small mod get expanded.
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Dadada

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #3 on: June 16, 2023, 09:54:52 AM »

Looks and sounds (or reads :D) awesome! Thumbs up!
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Depra

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #4 on: June 17, 2023, 06:41:20 AM »

Hello, found a bug with the Incandescent Ship System/ built-in weapons.

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.if.startedChargeup(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

Game crash and this is what's shown a few seconds after releasing it's first missile salvo. I'm guessing that's also when its Hydromagnetic cannons get in range of my ships.
« Last Edit: June 17, 2023, 06:43:43 AM by Depra »
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vicegrip

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #5 on: June 17, 2023, 06:50:33 AM »

Hello, found a bug with the Incandescent Ship System/ built-in weapons.

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.if.startedChargeup(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

Game crash and this is what's shown a few seconds after releasing it's first missile salvo. I'm guessing that's also when its Hydromagnetic cannons get in range of my ships.

Hmmm, sorry to hear that. Can you post the few lines above that section in the error log?

Edit: Spoke to the player on discord and we tracked the problem down to a weapon from another mod. So hopefully nobody else is running into the same issue.
« Last Edit: June 17, 2023, 07:24:01 AM by vicegrip »
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PreConceptor

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #6 on: June 18, 2023, 03:11:41 AM »

Really liking the look of this

Some initial thoughts: the Exhortation is pretty neat but Diktat almost never uses carriers so I don’t know how much of a presence it will have. Aside from that, looking forward to trying this out more fully
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PreConceptor

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #7 on: June 18, 2023, 04:28:24 PM »

I think the X-ray Pulse Laser could do with less efficiency
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vicegrip

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #8 on: June 19, 2023, 12:58:48 AM »

Really liking the look of this

Some initial thoughts: the Exhortation is pretty neat but Diktat almost never uses carriers so I don’t know how much of a presence it will have. Aside from that, looking forward to trying this out more fully
The Exhortation is classified as a large combat ship rather than a carrier on the back end so they show up without affecting fleet comp too much, and Diktat known fighters have also been expanded for some fitting variety. The lore explains why they exist, and why they seem like they're trying to do everything at once.

I think the X-ray Pulse Laser could do with less efficiency
The X-ray Pulse Laser is currently in line in terms of efficiency with other pulse lasers in 0.96. Its extra range follows the pattern of the medium Pulse Laser, and its anti-armor ability is meant to give it something to stand out compared to other large energy weapons. I will keep an eye on it for rebalance if i start getting a lot of feedback that it's overpowered, but right now I feel like it's in a good place.

Deageon

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #9 on: June 19, 2023, 11:37:30 AM »

I would probably suggest tamping down the availability of LG ships a smidgen. Though, I don't know how fine of a control you can have over that part.
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TauCetiRedGuard

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #10 on: June 21, 2023, 02:18:18 AM »

The White Whale bounty isn't showing up in my game. I have looked through the console commands magiclib_listbounties command and it does not appear. This issue occurs on both my save where I added Emergent threats mid playthrough and on a brand new save I made to check if that was the issue, the bounty still failed to appear. I have also re-downloaded the mod from this paged after deleting its file from my game and the issue has not been resolved. Any advice on what to do would be appreciated as all the other bounties do appear under magiclib_listbounties but are inaccessible due to the requirement of completing white whale being impossible to accomplish.
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vicegrip

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Re: [0.96a] Emergent Threats v0.1.0
« Reply #11 on: June 21, 2023, 06:01:06 AM »

The White Whale bounty isn't showing up in my game. I have looked through the console commands magiclib_listbounties command and it does not appear. This issue occurs on both my save where I added Emergent threats mid playthrough and on a brand new save I made to check if that was the issue, the bounty still failed to appear. I have also re-downloaded the mod from this paged after deleting its file from my game and the issue has not been resolved. Any advice on what to do would be appreciated as all the other bounties do appear under magiclib_listbounties but are inaccessible due to the requirement of completing white whale being impossible to accomplish.
I think I figured out what's causing the issue. I will post a fix shortly.

Edit: Update is up. Hopefully missions will actually work now. The only requirement should be player is level 8+
« Last Edit: June 21, 2023, 06:39:23 AM by vicegrip »
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Deageon

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Re: [0.96a] Emergent Threats v0.1.1
« Reply #12 on: June 22, 2023, 04:07:02 PM »

Is it possible for us to acquire the one-per-ship hullmods at all? For use on our own rem ships.
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vicegrip

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Re: [0.96a] Emergent Threats v0.1.1
« Reply #13 on: June 22, 2023, 08:56:35 PM »

Is it possible for us to acquire the one-per-ship hullmods at all? For use on our own rem ships.

Yes, the updated version of the mission chain should give you access to the hullmods. White Whale will give you two, then either Diamond in the Dark or Gaining Vantage will give you the rest. The final mission gives you an extra one if you have HMI installed.

Deageon

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Re: [0.96a] Emergent Threats v0.1.1
« Reply #14 on: June 25, 2023, 03:42:07 PM »

Another question, are we supposed to be unable to acquire the Mimesis (P) from the White Whale bounty? I know there's a lot of RNG involved, but I was only able to storypoint salvage the Mimesis and none of the other two P variants.

Edit: I'm blind, didn't notice the BP, ignore this.
« Last Edit: June 25, 2023, 03:51:48 PM by Deageon »
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