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Author Topic: [0.97a] Emergent Threats/IX Revival v0.9.4  (Read 199519 times)

vicegrip

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[0.97a] Emergent Threats/IX Revival v0.9.4
« on: June 14, 2023, 05:42:44 AM »


If you are using Second In Command or What We Left Behind, please ensure they are up to date to avoid crashes.

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, Persean League, Independents, 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 Second In Command, Hazard Mining Incorporated, and Random Assortment of Things can also be toggled there.

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
v0.9.4
Emergent Threats
Misc
-Changed some filenames so Windows Defender doesn't throw a fit

IX Revival
Bugfix
-Fix for former IX conquered worlds retaining Panopticon Node effects and losing their black market even after being reconquered
-Fix for Panopticon Monitoring causing infinite stability in some situations

v0.9.3
Emergent Threats
Misc
-(SIC) Reduced Synthesis aptitude Compact Automation bonus from 5/7/10/15 to 3/5/7/10
-Markets will no longer spawn an excessive number of Banteng/TT/SD variants
-Compatibility add-ons for Onslaught Radical Rearming

IX Revival
Misc
-Honor Guard Armory ship purchases at Vertex Station no longer require commissioning with the IX Battlegroup, only friendly/cooperative relations depending on the ship type
-Compatibility add-ons for Onslaught Radical Rearming

v0.9.2
Emergent Threats
Bugfix
-(SIC) Fixed a bug that prevented Andradanism officers from spawning on Sindrian Diktat colonies

Misc
-(SIC) Raised the odds of Andradanism officer spawning on Askonia
-Removed the Talon from the Sindrian Diktat known fighters list

Ships
-Added Banteng (SD) for those who want to do a full Sindrian Diktat playthrough

IX Revival
Bugfix
-Fixed a bug that caused worlds previously held by the IX Battlegroup or Trinity Worlds to retain the Monitored condition after being conquered

Misc
-(KoL) Gave the Knights of Ludd the tithe response instead of sell when offering Antimatter Stabilizers
-Interacting with the same IX Battlegroup station multiple times before attacking it should no longer cause it to drop multiple Antimatter Stabilizers

Hullmods
-Added Modernized Rangefinder to Trinity Worlds known hullmod list

Weapons
-Muon Autolance sustained damage lowered from 600 (300) to 500 (250), Muon Siege Lance sustained damage lowered from 600 (450) to 500 (375), burst damage remains unchanged

v0.9.1
Emergent Threats
Bugfix
-(Bionic Alteration) Fixed a crash bug for when markets do not have accessibility modifiers
-Fixed various typos

Weapons
-Lowered the flux cost of the Gigapulser from 0.75 to 0.5 to make it stand out more against the TPC

IX Revival
Bugfix
-(AotD VoK) Panopticon Nodes will no longer appear on the Coronal Hypershunt so players are not being hit with a massive structure maintenance penalty
-(IndEvo) Fixed a stack overflow crash when a Monastic Order planet spawns a Panopticon Core/Node
-Fixed various typos

Misc
-(TriOS) Renamed swappable mod_info.json to mod_info.txt and updated nexerelin_dependency_readme.txt to avoid confusion when using TriOS mod manager

Ships
-Updated various NPC frigate variants for the IX Battlegroup

v0.9.0
Emergent Threats
Bugfix
-(SIC) v0.9.0 hotfix for crash on startup
-Modular Bolt Coherer now properly exclusive with Energy Bolt Coherer built-in hullmod
-(Second In Command/Unofficial New Game Plus) Workaround for Synthesis aptitude Compact Automation used in UNGP unintentionally causing the 100% critical CR penalty to appear on ships when the player has not gone over a ship's modified OP limit
-(Random Assortment of Things/Special Hullmod Upgrades) Adaptive Flight Command will accommodate for (RAT) Autonomous Bays and (SHU) Expanded Fighter Manufactory adding extra bays to a carrier when checking which fighter slots are valid
-Adaptive Drone Bay can no longer be used on low tech phase ships, is incompatible with (Roider Union) Fighter Clamps
-Adaptive Phase Coils (0 OP version) will apply the proper phase instead of armor bonus to low tech phase ships
-(SIC) Updated Synthesis Compact Automation skill code to be more stable during play

Misc
-Added a file to the .zip root directory explaining ET and ET: IX are two separate mods since people still seem confused by that

IX Revival
Bugfix
-Extensively reworked Panopticon Monitoring structure and propagation code to make way for exciting new bugs and crashes
-Fleet Embassy and Tributary Port structures will no longer be operational before they have finished building
-Trinity Worlds Panopticon Monitoring network will no longer randomly turn on and off if the player also has an active network
-Modernized Rangefinder hullmod no longer gives excessive range boost when combined with its own s-mod bonus
-Modernized Rangefinder basic bonus updated to only affect composite weapons that do not normally get a range boost, so that modded weapons are not being double boosted by other hullmods

Misc
-Added Nexerelin as a dependency and added alternate mod_info.json removing this change in "undo nexerelin dependency" folder to prevent players from crashing on game start using the default files when Nexerelin is not enabled
-(Lunalib) Challenging setting will cause Vertex Station to spawn bigger Honor Guard fleets (Honor Guard spawns will replace large rather than medium standard patrols)
-Slightly reduced total number of NPC defenders that spawn at Vertex Station
-Increased Trinity Worlds Gorias colony ruins size to vast

Structures
-Player owned Fuel Production industry can be upgraded via new Antimatter Stabilizer item, obtained from either the Honor Guard market or defeated IX Battlegroup stations
-Activating monitoring with a Panopticon Instance AI core on a relevant structure no longer requires the original network to still be active at Vertex Station, only that the colony still exists in some form
-Tributary Port gains new bonuses from installing a Panopticon Core or Panopticon Instance

Ships
-Flamebreaker (TW) AI updated to no longer act like a carrier
-Diffraction Laser added to Intrepid (IX) and Radiant (IX) to give a visual indicator to when the ship is in Soliton Burst Emitter range

Weapons
-Charge Transfer Emitter flux cost reduced from 250 f/s to 200 f/s
-Abolisher Rail Cannon projectile will now properly fade out upon reaching maximum range rather than far beyond it
-Stormwall Flechette Launcher renamed Spearwall Flechette Launcher, a different Stormwall variant will appears in later content

Earlier changelogs can be found on github
[close]

Known Issues
Spoiler
-Command Subroutine AI captains spawned by Adaptive Tactical Core hullmod may occasionally fail to appear or disappear immediately. Switching ships should fix the issue.
-On very rare occasions the Orthrus DEM will circle a target indefinitely without firing or despawning, or hover near a target without colliding properly.
-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

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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


Candor (EMP) Gunship
A deadly frigate that can fire its EMP emitter and other weapons at the same time


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


Sundog Defender
Mobile artillery that stays with the mothership while also providing point defense


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


Aquilon Battlecruiser
Variable munitions battlecruiser with a ship system suited to every situation


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


Candor Gunship
A nimble skirmisher with built-in light ion cannons


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


Proteus Carrier
Despite the carrier's paint job, the League has turned a lemon into lemonade


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.
[close]

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.


Stinger Catapult
A point defense mine launcher.
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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.
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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.
  • 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 (requires HMI): Chase down rumors of a gate activation and face off against an unusual enemy.
  • A Theory of Mind (requires IX Revival): Investigate a strange meeting between numerous AI drones.

Other Features and Changes
  • Adds Adaptive Subsystem hullmod support for various mods with Remnant content.
  • (Second In Command) Two new aptitudes, Andradanism for the Sindrian Diktat and Synthesis for the IX Battlegroup
  • (Nexerelin) Two new Large Carrier game starts, one for each new carrier.
  • New hullmods for Hazard Mining Incorporated, Random Assortment of Things, Underworld
  • Disables Expanded Deck Crew, Rescue Shuttle on automated ships.
  • Changes to the performance of Lux and Flash fighter drones (can be undone).
  • New sound for the Autopulse Laser (can be undone).

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

Art/Music 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: Antimatter Stabilizer, Industrial Nano-replicator, Signal Masker
Passwalker, theDragn: Iconoclast/Iris (IX/EX), Flamebreaker (IX/EX), Tigershark (IX/EX), Equalizer (IX/EX)
Bananana: Aquilon/Aquilon (IX)
jiu: Proteus
kirbo: Firebird (A/TW)
King Alfonso: Ionos (TW)

Amber: IX encounter music
Fesliyan Studios: IX colony music

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: November 04, 2024, 12:50:27 PM 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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