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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Emergent Threats/IX Revival v0.5.1  (Read 67570 times)

vicegrip

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[0.97a] Emergent Threats/IX Revival v0.5.1
« 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. This antagonist faction was first created in the now abandoned Arsenal Expansion mod by Inventor Raccoon, and has been revived with permission. Both parts of the mod can be used independently, but will interact with each other with extra content. Note that IX Revival is not compatible with Arsenal Expansion, even if the latter has been updated for 0.97.

Changelog
Spoiler
v0.5.1
IX Revival
Bugfix
-Fixed a crash when removing a Panoptic Interface (Command) and going to fleet view

v0.5.0
Emergent Threats
Bugfix
-Abomination Interface limit now counts ships in storage
-Attempted fix for odd fleet point values displayed in battle summary mods

Hullmods
-Added Adaptive Entropy Arrester hullmod, also update to Abyssal Entropy Projector behavior to not cause CR reductions when targeting ships with the Arrester hullmod
-(IX) Adaptive Neural Net bonus for Panopticon Core

Ships
-Reduced Invictus (LG) ordance points to 300
-Minor Banteng fitting updates for v0.97

IX Revival
Bugfix
-Fixed Sword of the Fleet energy ammo regen speed not being applied in rare cases
-Attempted fix for odd fleet point values displayed in battle summary mods

Ships
-Flourish/Flourish IX shield and collision radius increased, Undershield flux pool increased to 2000
-Tigershark (IX) honor guard variants updated for NPC fleets
-Equalizer (IX) Battlecarrier
-Radiant (HG) and Tigershark (HG) bounty ships added

Weapons
-Added to IX arsenal the Impact Fusion Cannon, a high-tech take on a kinetic Hellbore.

Misc
-Added a hyperspace warning beacon at the Zorya system
-New high value bounty "A Theory of Mind" can be obtained at level 12
-IX Battlegroup starts will grant a Cerebral Biochip that can be used to teach one officer the Sword of the Fleet skill, another chip can be acquired in the new bounty
-IX hullmods for faction and operative background characters are now learned at the start of the game instead of given out as items
-Added Panopticon Core, a modified beta core with the Sword of the Fleet skill (supports Truly Automated Ships changes to Automated skill)
-Panopticon Cores can be integrated into crewed ships in various ways using story points to gain extra bonuses, players can also attempt to salvage them from interfaced hulls
-Reduced excessive Buffalo (IX) and Banteng (IX) freighters showing up in IX Battlegroup markets
-New Bounty Board mission involving IX Battlegrup. Introduces cross-mod hullmods from salvaged ships if Emergent Threats is also enabled
-(Lunalib/HMI) Added Lunalib option to start the game with IX having neutral attitude towards the Brighton Federation
-(Nex) Sword of the Fleet background will now grant a small selection of IX hullmods and items, including the biochip
-(RAT) IX Battlegroup starting and max reputatin with ExoTech changed from -50 to 0
-(Tahlan) IX Battlegroup max reputation with Blackwatch is now uncapped, has no effect on regular Legio/Daemon forces
-Added new tips

v0.4.1
Emergent Threats
Bugfix
-Fixed Abyssal Entropy Projector (red version) not targeting anyone nearby

IX Revival
Bugfix
-Fixed a typo on the Flourish (IX) Enhanced Undershield coverage display value
-Fixed an issue with Orthrus DEM torpedoes that fired their beam not despawning afterwards, torpedoes now also have proper friend or foe behavior

Weapons
-Orthrus DEM firing arc reverted to previous value to reduce wasted beam duration firing into empty space, may cause infinite circling on rare occasions but overall behavior is better

Misc
-Tweaked IX Battlegroup portrait selection for more variety
-Added a new tip on how to disable Panopticon Monitoring on IX held worlds

Known Issues
-On very rare occasions the Orthrus will circle a target indefinitely without firing or despawning, or hover near a target without colliding properly

v0.4.0
Emergent Threats
Bugfix
-Tweaked Paragon Interdictor Array alternate ship system code to grant limited target tracking and reduce misfires
-(Magiclib) Changed bounty faction tag from persean_league to persean to prevent bounties from never showing up in translated copies of the game

Hullmods
-(Tahlan Shipyards) Added The Great Houses, Nightwatch, Rosenritter ships to Abomination Interface list
-(Random Assortment of Things) Added Exo-Tech ships to Abomination Interface list
-(Volantian Reclamation Initiative) Added VI Battlegroup ships to Abomination Interface list
-(VRI/Lunalib) Crossmod adaptive subsystem support for Volantian Remnant Conversion ships, enabled by default and can be toggled in Lunalib settings
-(RAT/VRI) added Adaptive Neural Net values for Exo Processor and Azorian Core

Weapons
-Slight polish to Ion Streamer sprite graphics
-Changed Autopulse Laser to play a new sound rather than overwrite the core game sound so that other mods that use it are not affected

IX Revival
Bugfix
-Tigershark (IX) attack variant will show up in standard fleets
-Fixed a minor issue with Sword of the Fleet ammo regen bonus unintentionally stacking with other modded content
-Tweaked Paragon (IX) Interdictor Array ship system code to grant limited target tracking and reduce misfires

Fighters
-Axiom (IX) gains new Starfall Rocket Pod support weapon
-Moved Dictum (IX) fighter to tier 2 to make them easier to acquire

Hullmods
-Added Undershield hullmod to Flourish and Flourish (IX) explaining the secondary shield effect
-Made Reactive Combat Shields incompatible with Hardened Shields even when the former is s-modded into the ship

Weapons
-IX Battlegroup ships and markets are now limited to their own weapons plus a small number of common beam lasers
-Added new Starfall MLRS large missile and Starfall Rocket Pod medium missile to weapons and NPC IX Battlegroup ships
-Added new Muon Autolance medium beam and Muon Streamer small beam to weapons and NPC IX Battlegroup ships
-Antecedent Device arming time dropped from 3 to 1 second, can now resist 2 EMP hits before flaming out, decreased explosion sound volume to prevent permanent hearing damage
-Antecedent Device, Vampyr DEM, and Orthrus DEM no longer detonate when flying over friendly ships, matching other guided missiles. Antecedent Device explosion still damages all nearby ships.
-Conversion Lance flux cost increased from 1.6 to 2.0 (equal to 1.0 when counting secondary explosion damage)
-Electrostatic Projector firing sound volume increased, hardpoint sprite width reduced
-Iconoclast Interdictor Array refire delay reduced from 16 to 14 seconds for Sword of the Fleet pilots
-Orthrus DEM beam aiming behavior changed to avoid instant snapping to target
-Stormlight Graser loses ixbattlegroup tag and gains new ix_core_bp tag, limiting its availability to Honor Guard ships and the Honor Guard Armory on Vertex Station
-IX Battlegroup loses access to Proximity Charge Launcher

Ships
-Salvageable IX Battlegroup ships should retain their s-mods
-Flourish and Flourish (IX) descriptions updated
-Flourish (IX) weapon slots changed to all energy, secondary shield emitter coverage improved to 360 degrees
-Tigershark (IX) attack variant added to ship autofit templates, gains close support variant for standard IX fleets and autofit template
-Radiant (IX) gains alternate anti-armor Honor Guard variant and autofit template
-Paragon (IX) gains a new Paragon (HG) relic skin and variant that has a missile oriented loadout and special hullmod, appears very rarely in Honor Guard fleets and as task force flagships
-Temblor (IX) and Odyssey (IX) gain ix_core_bp tag, adding them to new Honor Guard blueprint package while also appearing in the basic package
-Updated NPC ship variants, removing fitting choices that would cause random medium weapons to appear in large slots

Misc
-(Nex) Added Honor Guard blueprint package (ix_core_bp), which can be gained from exploration or taking any nex IX Super Ship start, blueprint does not include the Radiant (IX)
-(Nex) Removed High Tech Blueprint from IX Battlegroup starting items
-(Nex) Replaced Temblor (IX) super ship start with Honor Guard Odyssey (IX)
-(Nex) Antecedent Device hullmod now only gaind at game start with IX Battlegroup super ship starts
-Honor Guard Armory at Vertex Station will sell IX fighters that can be purchased at high reputation without a commission
-The existence of the Honor Guard Armory now depends on whether or not the IX Battlegroup controls Vertex Station
-Added new tips

v0.3.9
Emergent Threats
Bug Fixes
-Fixed Adaptive Flux Dissipator not being removed properly on multi module ships
-(Random Assortment of Things) Added Abyssal Entropy Projector compatability with Seraph class ships
-(Random Assortment of Things) Fixed Abyssal/Adaptive Entropy Projector affecting enemy Abyssal ships

Hullmods
-Abomination Interface will now apply Shipwide Integration on multi-module ships even when not built into the central hub

IX Revival
Bug Fixes
-Fixed selectable Sentinel PD Array hullmods for the Flamebreaker (IX) not showing up
-Fixed System Reset hullmod not deleting s-mods properly causing the mods to be impossible to add back

Weapons
-Added Conversion Lance
-Changed Iconoclast Interdictor Array into a narrow arc forward facing turret to make keeping the beam on target easier
-Made some rarer IX weapons more common on the market

Ships
-Added a rare variant of the Tigershark (IX) to occasionally appear in standard IX fleets
-Updated ship variants to include new Conversion Lance weapon

v0.3.8
IX Revival
Bug Fixes
-Hopefully fixed rare cases of Orthrus DEM torpedoes spinning infinitely
-Added missing description in Sentinel Retrofit hullmod noting increased deployment cost for Odyssey (IX)

Ships
-Added Iconoclast (IX) Light Carrier and Flamebreaker (IX) Carrier, along with new built-in weapons and hullmods
-Minor changes to Axiom (IX) and Dictum (IX) attack and formation behavior
-Slight tweak to Axiom (IX) ship sprite
-Updated NPC ship varieties for IX Battlegroup

Weapons
-Antecedent Device should no longer detonate against fighter swarms
-Changed Morningstar/Lightbringer CIWS graphics and bullet speed
-Changed Morningstar CIWS to light mountable PD weapon, original built-in version is made a separate variant on the Terminus (IX)
-Changed Lightbringer CIWS to burst fire weapon, Axiom (IX) fighter retains previous steady fire version
-Updated Vampyr DEM explosion visuals again and reduced chances of it randomly targeting nearby ships rather than the target

Misc
-Added IX Battlegroup small and large carrier starts for Nexerelin

v0.3.7
IX Revival
Ships
-Added Axiom (IX) and Dictum (IX) fighters (both were added in v0.3.6 but Dictum was not mentioned in patch notes)
-Fix for Honor Guard Odyssey (IX) not spawning with the correct s-mods, Antecedent Device blueprint should now be less rare from combat salvage
-Odyssey (IX) no longer counts as a carrier

Weapons
-Updated Vampyr DEM firing visuals

v0.3.6
Emergent Threats
Bug Fixes
-Fixed a crash bug when encountering Remnant fleets while the difficulty is set to Hard
-Fixed an issue with AI Subsystem Integration applying Shipwide Integration without being s-modded

Hullmods
-Changed Adaptive Hullmods and Abomination Interface warning messages to be more precise

Weapons
-Changed Kinetic Blaster description to be more precise

Misc
-Added alternate files for players to undo/reinstate certain changes made to the core game, and a hint pointing this out

IX Revival
Ships
-Added Odyssey (IX) battlecruiser, with a variable built-in cruise missile weapon
-Added Axiom (IX) and Dictum (IX) fighters that appear in station defenses (does not appear in fleets yet)
-Added s-mods to Honor Guard ships

Hullmods
-Added Antecedent Device hullmod for Odyssey (IX), can rarely be found at the Honor Guard armory and in exploration loot
-Added System Reset hullmod for one time removal of s-mods from salvaged Honor Guard ships
-Lowered the cost of Reactive Combat Shields to 4/8/12/20 and added EMP arc resistance when active

Weapons
-Added 50% extra base damage against missiles to Lightbringer CIWS
-Added Terminus Core enhancement explanation to Morningstar CIWS weapon description
-Fixed a graphics glitch with the Orthrus DEM after firing
-Changed Orthrus DEM speed text label to Medium (actual speed remains unchanged)

Misc
-Gives IX Battlegroup raiding stations a small chance to spawn as high-tech star fortresses


v0.3.5
Emergent Threats
Bug Fixes
-Added missing Automated Ship hullmod to Jubilant
-Attempted fix for nonsensical Glycon and Jubilant random NPC fits

Hullmods
-Adaptive Flux Dissipator hullmod should become available on IX Battlegroup markets if IX Revival is enabled
-Improved text feedback for failing to install adaptive subsystem hullmods to incompatible ships

Misc
-Added tips

IX Revival
Ships
-Added Temblor (IX) frigate
-Flourish (IX) appear more frequently in fleets
-Hyperion (IX) gains different standard fleet and Honor Guard variants
-Changed behavior of Orthrus missiles to make AI more aggressive with their use
-Fixed minor issue with Honor Guard ship tags
-Reworked IX NPC ship variant
-One last sprite color balance pass before release

Weapons
-Added Tremblor (IX) related weapons
-Added Lightbringer CIWS medium energy pd weapon

Misc
-More IX starts for Nexerelin
-Added tips

v0.3.4
Emergent Threats
Bug Fixes
-(Industrial Evolution) Fixed a crash bug with reattaching to a player detached fleet
-Added missing Glycon description and updated Jubilant description

Hullmods
-Missile Microforge renamed to Missile Nanoforge to avoid confusion with Iron Shell hullmod of the same name

[IX Revival]
-Added missing Reactive Combat Shields fitting values for frigates and destroyers
-Changed Sword of the Fleet ammo regen bonus to no longer stack with s-modded Expanded Magazines
-Set IX Battlegroup relations to Independents to 0 to prevent defensive fleets inadvertently destroying smugglers and causing shortages on its own worlds
-Added Stormlight Graser, a large short range burst laser, to IX Battlegroup. Limited to Honor Guard ships and rare elite Paragon (IX) and has synergy with IX Battlegroup officer skill
-Marked new expansion weapons as manufactured by the IX Battlegroup
-Made IX Battlegroup weapons appear more rarely on the market

v0.3.3
Emergent Threats
Content Update
-Added Lunalib setting to adjust difficulty of Remnant NPC fleets
-Removed Lunalib setting for Interdictor Array, hullmod is now standard for Paragon (IX) while still being available as an alternate system for other Paragon variants

Bug Fixes
-Enabled friendly fire on Hellfire Colossus primary weapon

Hullmods
-Updated description of Interdictor Array to indicate soft flux damage

Ships
-Added high tech Glycon Missile Cruiser for Tri-Tachyon
-Changed Jubliant ship system to Plasma Burn, increased cost to 22

Weapons
-Enabled friendly fire on Hellfire Colossus primary weapon
-Adjusted Ion Streamer sprite

IX Revival
Content Update
-Added new skill to IX Battlegroup NPCs
-Nexerelin IX commission start grants new hullmods and skill to player
-Support for Nexerelin background beta feature for player own faction starts

Bug Fixes
-Corrected setting of Vertex Station Panopticon from industry to structure
-Fixed Orthrus payload firing while not pointed at enemy ship
-Panopticon Core should no longer spawn Honor Guard fleets when Vertex Station has been conquered by another faction

Hullmods
-Added Reactive Combat Shields hullmod
-Added Adaptive Flux Dissipator hullmod for the Radiant (IX), this will only appear if the Emergent Threats core mod on Challenging difficulty is enabled
-(Commissioned Crews) Updated graphics for

Ships
-Various NPC ship variant updates

Weapons
-Adjusted Electrostatic Projector flux cost to 1.0, velocity to 700
-Increased Twin Tactical Laser damage to 200
-Increased Cutting Beam damage to 500

Misc
-Upgraded Zorya home system Battlestations to Star Fortresses
-Panopticon Node grants x2 to planetary defenses, Panopticon Core grants x3, should slow down counter-invasion momentum from other factions
-Panopticon Core/Node displays more tooltip information
-Set IX starting relations with pirates to 0 (neutral)
-Slightly reduced IX officer aggression

v0.3.2
-Hotfix for inventory crash on IX Battlegroup Nexerelin start

v0.3.1
Emergent Threats
-Abomination Interface bug fixes and (Random Assortment of Things) crossmod support
-(Industrial Evolution) Fixed a bug that caused ships that were never meant to show up in-game to be counted among drops for Automated Shipyards
-Various balance tweaks

IX Revival
-Fixed Nexerelin IX strike fleet excessive d-mod spawns
-Added missing faction hullmod to Flourish (IX)
-Tweaked IX ship sprites to closer match Arsenal Expansion originals
-Gave IX Battlegroup new laser hullmod that should make subcapital IX NPC ships more effective

v0.3.0
Content Update
-Initial release of Emergent Threats: IX Revival, which adds a high-tech Domain revanchist aggressor faction, first introduced in the now discontinued Arsenal Expansion mod by Inventor Raccoon. Includes new ships and weapons
-(Commissioned Crews) IX Battlegroup commissions receive their own special hullmod

Bug Fixes
-Fixed a rare bug where taking two bounties at once would cause the spawned fleets to attack each other
-Fixed a minor issue with Exhortation ship tags
-Player Remnant ships should no longer randomly gain adaptive subsystem hullmods after fights if they lacked them
-Adaptive Subsystems should be present on all valid ships in larger multi-fleet battles

Hullmods
-Added 10% damage penalty to Adaptive/Attuned Emitter Diodes
-Added Ground Attack/Invasion Conversion for Buffalo and the new Banteng freighters.
-Added Interdictor Array alternate ship system upgrade for Paragon battleships. Can be turned off for enemy fleets.
-Changed the Abomination Interface to be more limiting compared to AI Subsystem Integration. Players can now only equip one per fleet, unless the hullmod is built-in, which does not refund ordnance points
-Increased Adaptive Entropy Projector damage/EMP damage to match Abyssal Entropy Projector, increased range of both and fixed issue with larger enemy ships affecting range due to sprite size, and increased bolt count for frigates
-Changed the icon for Adaptive Gravity Drive and made it compatible with standard Resplendent Command Droneship
-Consolidated non-Remnant hullmods into Emergent Technology tab

Ships
-Added Banteng Long-haul Freighter, generic skin for Persean League and Independents, high-tech skin for Tri-Tachyon
-Added Hellfire Colossus Battlecruiser for the pirates that packs a heavy punch with its primary weapon
-Added Jubilant Missile Droneship for the Remnant
-Rename bounty mission (A) automated ship variants to (AI) to distinguish them from auxiliaries
-Added Stinger Catapult point defense weapon to Sundog Defender Drone, and updated its ship sprite
-Elite Resplendent now has Adaptive Gravity Drive and new alternate sprite
-Changed Resplendent (EX) fighter loadout

Weapons
-Increased Ion Streamer EMP damage to 300
-Increased Balefire Emitter damage of Estoc Bomber to 1500
-Increased Plasma Caster damage of Flash bomber to 250
-Rebalanced Siege Burst Laser/Tactical Burst Laser flux efficiency to 1.2

Misc
-Reverted changes for Mimesis/Praxis ship blueprints to be mission drop only
-Added workaround for adaptive subsystems mod conflict with Experimental Hullmods

v0.2.6
Bug Fixes
-Fixed a visual bug with Siege Burst Laser interacting with Adaptive Temporal Shell

Misc
-Made LunaLib a dependency to ensure players have finer control over cross-mod content

v0.2.5
Bug Fixes
-Corrected Adaptive Neural Net bonuses for Omega Core and certain SotF special cores.
-Automatically converts built-in AI Subsystem Integration to Abomination Interface on ships that no longer qualify for the former
-Attempted fix for cross-mod bug that causes Kite (LG) LPCs to drop excessively

Hullmods
-Added salvageable Abyssal/Adaptive Entropy Projector hullmod to enemy Abyssal ships (requires Random Assortment of Things)
-Changed Adaptive Metastatic Growth missile range bonus to damage bonus
-Made Adaptive Metastatic Growth and Adaptive Entropy Projector on enemy ships optional toggles with Lunalib

Weapons
-Made Autopulse Laser quieter

v0.2.4
Bug Fixes
-Odyssey (TT) and Lampetia no longer drop extra LPCs when stripped of all equipment during fitting

Ships
-Removed "remnant" tag from Praxis. Should no longer show up on Remnant build list
-Praxis, Mimesis (P), Mutilator blueprints can now drop as part of salvage loot
-Lowered build price of Lampetia for Midnight Dissonant
-Reduced replacement time of Apotheosis EMP Drone and Kite (LG)
-Added Plague-bearer and "Unique" IBB bounty ships to Abomination Interface list

Hullmods
-All the added hullmods can either drop from salvage or combat loot, or be purchased on markets
-Improved Adaptive Phase Coils damage reduction on standard ships to include shields
-Built-in Attuned Emitter Diodes can no longer be combined with incompatible hullmods

Weapons
-Renamed LR Burst Laser to Tactical Burst Laser
-Added new Ion Streamer small energy weapon to Diktat standard navy forces and markets
-New Diktat beam weapons are also found on Remnant ships, with in-game lore reasoning provided
-Modified Kinetic Blaster of base game into a more effective anti-shield weapon that is very weak against armor
-Increased damage of Siege Burst Laser and Tactical Burst Laser to 500/250 dps, improved flux efficiency to 1.1

Missions
-To Hunt a White Whale made less difficult with removal of enemy fleet scaling and pirate Afflictors

Misc
-Updated Unifier sprite
-Fixed minor typos
-Cleaned up magiclib mission backend

v0.2.3
Bug Fixes
-Yet another hotfix for the same issue.

v0.2.2
Bug Fixes
-Workaround for mission picker bounty never showing up, or disappearing after a reload.
-Convert Shuttle hullmod should no longer drop from salvaged ruins.

Hullmods
-Minor text updates

v0.2.1
Bug Fixes
-Allows Apotheosis Protocol to be applied to a d-modded Starlight Odyssey
-Cleaning up a Mess mission can now be taken from the Underworld mission path
-Made mission LG ships no longer core variety fitting templates

Hullmods
-Added Convert Shuttle mechanic for Exhortation
-Changed Solar Shields to refund OP when built into Lion's Guard ships
-Diktat playthroughs for Nexerelin will gain extra hullmods at the start of the game

Ships
-Added Spatha Heavy Fighter
-Added Estoc Bomber
-Added Preceptor Escort Carrier
-Added Unifier Aviation Cruiser
-Added Invictus (LG) mission bounty
-Changed Kite (LG) Corvette to an Exhortation exclusive gunship and reduced OP cost
-Changed how Kite (LG) Gunship operates
-Changed the Diktat fighter lineup to be more limited
-Removed Energy Bolt Coherer from Exhortation again. It was trying to do too much at once
-Slightly increased odds of Lion's Guard ships showing up in regular Sindrian Diktat navy fleets and markets

Weapons
-Added the LR Burst Laser and Siege Burst Laser, appears on Diktat standard navy and Remnant ships
-Removed anti-armor effect from X-Ray Pulse Laser. A similar effect exists on the new LR/Siege Burst Laser

Mission
-Convert Shuttle hullmod and Unifier enemies added to High and Mighty
-New mission: Shattered Fortress, comes after Hight and Mighty

Misc
-Various minor graphics tweaks
-Reverted Diamond Nexus portraits back to standard AI cores

v0.2.0
Hullmods
-Added Adaptive Tactical Core hullmod
-Made Attuned Emitter Diodes easier to acquire
-AI Subsystem Integration/(s-mod) Abomination Interface now works across entire hull of modular ships
-Several adaptive subsystems also apply to all modules
-AI Subsystem Integration limited to ships below 1500 minimum crew
-Adaptive Neural Net support for custom AI cores in Talhan Shipyards, Secrets of the Frontier

Ships
-Added the Praxis pirate modified cruiser, based on the Venture
-Added Energy Bolt Coherer to Exhortation for consistency
-Mimesis (P) gains Plasma Burn ship system with Adaptive Thruster Control, matching the Azure Fire
-Made Lampetia a standalone ship rather than a skin as workaround for core game bug of empty hulls missing their modules
-Enabled Fleet Jump/Gravity Drive for the Lampetia
-Updated Fleet Jump system to work with module deployed fighters
-Restored Odyssey (TT) full description for codex

Missions
-Reduced credit cost of Lampetia
-Reworked bounty mission character skills
-Bounty captain capture integration with Take No Prisoners
-Overhauled bounty missions and payouts
-New unique bounty mission and Starlight Odyssey upgrades for Underworld

Misc
-Fixed various typos

v0.1.3
-Fixed issue with Odyssey (TT) and Mimesis (P) spawning without their modules
-Resplendent no longer salvageable if the player lacks the Automated Ships skill

v0.1.2
-Fixed Exhortation engine plume length to match Executor
-Amended Lion's Guard (LG) ship lore text
-Reduced occurrence of LG ships in standard Diktat Navy fleets and markets
-Added Energy Bolt Coherer to all LG ships aside from the Exhortation (Eagle, Falcon, Sunder)
-Added new beam weapon hullmod that requires Energy Bolt Coherer to fit, making LG ships more worthwhile to acquire
-Tweaks to LG ship variants

v0.1.1
-Fixed White Whale mission chain not starting.
-Added version checker.
[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.
-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
-IX Battlegroup worlds will sell a large number of Banteng (IX) freighters. This is due to the faction using the same ship as freighter, fuel hauler, and troop transport, and will be fixed in a later edition
-(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.
[close]

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
[close]

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


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


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.
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Weapon Preview
Spoiler

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.
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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. 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)
Inventor Raccoon: Flourish and original Arsenal Expansion IX Battlegroup content
HELMUT: Estoc, Spatha, Sundog, Bolide, Glycon, Incandescent, Hydromagnetic Cannon, X-Ray Pulse Laser, LR Burst Laser, Siege Burst Laser, Ion Streamer, Electrostatic Projector, Lightbringer CIWS, Twin Tactical Laser, Antecedent Device, Vampyr DEM
Snrasha, Tartiflette, tenoki: Resplendent
EnderHero00: Mutilator
BigBeans: Praxis
Mr.Crimeguru: Banteng
NeoLemon, Procrasadini: Hellfire Colossus
Passwalker, theDragn: Iconoclast (IX), Flamebreaker (IX), Tigershark (IX), Equalizer (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: February 05, 2024, 06:10:56 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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