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Author Topic: [0.97a] Emergent Threats/IX Revival v0.6.8  (Read 130321 times)

vicegrip

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[0.97a] Emergent Threats/IX Revival v0.6.8
« 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, 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 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
v0.6.8
Emergent Threats
Misc
-Fixed typos

Weapons
-Shortened Atropos MIRV minimum split time again to reduce cases of erratic missile bounces

IX Revival
Bugfix
-Fixed the Radiant (IX) not spawning in Honor Guard system defense fleets
-Fixed a bug where trading in the planetkiller to the IX Battlegroup would not grant a ship reward if the player already had a high reputation with the faction
-Fixed a bug where using the planetkiller traded item Industrial Nano-replicator on an automated ship would create a size 0 item stack that could be reused

v0.6.7
Emergent Threats

Misc
-Fixed typos

Ships
-Aquilon updated Assault and Beam autofits

Hullmods
-Added Downgraded Subsystems hullmod under Emergent Technology that can be used with the Aquilon and Aquilon (IX)

IX Revival

Bugfix
-Fixed various reputation bugs of the Marzanna Protectorate and IX Battlegroup not being the same towards the player's current commissioned faction
-Fixed player reputation resetting towards IX Battlegroup due to market interactions at Marzanna
-Fixed a bug where IX Battlegroup items would show up in player inventory when starting a game commissioned to a different faction
-Fixed a bug where Dawnstar/Daythorn beams paired with the Electron Generator would not apply EMP damage properly

Ships
-Aquilon (IX) diffraction laser arc reverted to 90 degrees, updated Attack autofit
-Equalizer (IX) and Scarab (IX) Immanence Engine ship system damage reduction lowered from 50% to 25%

Hullmods
-(Requires Emergent Threats) Downgraded Subsystems hullmod from ET can be used with Aquilon (IX)

v0.6.6
Emergent Threats

Misc
-Script refactoring

Ships
-Incursion (EX) class battleship renamed Intrepid (EX) to differentiate it from updated Incursion in HTE
-Proteus class carrier of the Persean League will show up slightly more frequently
-Updated Executor and Exhortation beam variants, build is still cursed but at least there are no more small vulcans in the front medium slots

Hullmods
-Laser Collimator removed from IX Revival and added to Emergent Threats core mod, ships that have the old version will update to the new version if both mods are enabled, or self delete the old version if only IX Revival is enabled, new version can be found in Tri-Tachyon and Persean League markets

Weapons
-Added Stinger Catapult small missile to the Sindrian Diktat, mostly seen on the new carriers
-Atropos MIRV minimum split duration reduced from 2 to 1 seconds to reduce occurrences of submunitions bouncing off the target
-Interceptor Burst Laser of the Iris (EX) range increased from 700 to 800
-Siege Burst Laser on-hit visuals restored without the previous placement issues while under temporal acceleration
-Spatial Charge Launcher on the Sundog renamed Remnant Spatial Charge Launcher
-Twin Tactical Laser moved from IX Revival to Emergent Threats, added to Tri-Tachyon and Persean League known weapon list

IX Revival

Bugfix
-Fixed an issue where the IX Battlegroup would start the game with better than hostile relations to certain modded factions
-Fixed a bug where the System Reset hullmod would drop as loot and cause a crash when the chip is moused over
-Fixed the bounty Tigershark (HG) having a hullmod only found in Emergent Threats and not IX Revival, and both ships having the same name when encountered
-Fixed a bug where a ship getting struck by more than 2 Diffraction Lasers would lose its shield damage penalty
-Fixed Panopticon Core (Tactical) not boosting the range of beam weapons with a base range above 700
-Fixed the wrong text being displayed for the Aquilon Flare Launcher ship system in the codex
-Fixed a rare issue with the Vampyr DEM not generating bolts on firing
-Attempted fix for an issue with the IX Battlegroup suddenly going hostile towards the Brighton Federation even with lower hostility setting enabled in LunaLib

Misc
-IX Battlegroup raider stations should no longer spawn as star fortresses
-Updated LunaLib setting text for reducing IX Battlegroup hostility towards Brighton Federation
-Marzanna Protectorate in Zorya has been enabled by default, players who prefer Scorn can switch off the setting in Lunalib
-If Marzanna falls and is reconquered by the IX Battlegroup, it will now be handed back to the Marzanna Protectorate
-(Nex) Added the Kresnik Mechanism anti-blockade structure to Vertex Station to address cases of multiple factions blockading and crippling the IX Battlegroup months after starting the game, can be disabled in Lunalib
-Sword of the Fleet background starting player relationship to IX Battlegroup reduced from 60 to 50, gains knowledge of two IX Adaptive Subsystem hullmods
-Script refactoring

Ships
-Added Iris (IX) class destroyer
-Incursion (IX) class battleship renamed Intrepid (IX) to differentiate it from updated Incursion in HTE
-IX Battlegroup fleet loadouts updated to reflect move away from laser doctrine (Tactical/HIL), with its former role mostly replaced by the new Dawnstar/Daythorn hard flux particle beam weapons
-Many IX ship variants updated

Hullmods
-Laser Collimator removed from IX Revival and added to Emergent Threats core mod, ships that have the old version will update to the new version if both mods are enabled, or self delete the old version if only IX Revival is enabled, new version can be found in Tri-Tachyon and Persean League markets

Weapons
-Added Bereaver DEM Launcher/Pod for the Honor Guard
-Added Brightburn CIWS
-Added Dawnstar Light/Heavy CPB (Cyclic Particle Beam)
-Added Daythorn Mono/Twin APB (Adaptive Particle Beam)
-Added Plasma Dart
-Added Photon Hammer
-Iconoclast (IX) loses Sentinel PD Array and has its description updated
-Conversion Lance removed from IX Battlegroup standard doctrine and made Honor Guard only weapon
-Dawnstar Pulse Laser (Fighter) renamed to Lightbringer Pulse Laser (Fighter)
-Diffraction Laser shield damage bonus changed from 7/10% to 7/10/15%, also applies as on hit effect for the Photon Hammer
-Diffraction Laser on the Aquilon (IX) locked to forward facing
-Tactical/Twin Tactical/High Intensity Lasers removed from IX Battlegroup known weapon list, will no longer be offered at its markets
-Twin Tactical Laser moved from IX Revival to Emergent Threats, added to Tri-Tachyon and Persean League known weapon list, the previous version of the weapon may continue to exist on some fitted ships to ensure backwards compatibility, but will be removed in a future patch

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

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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
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


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.
[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.
  • 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.
  • 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/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: 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

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: July 23, 2024, 11:19:01 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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