It's been quite some time but yes, Seeker is still alive. Now that all my other mods have reached a stable state I started working seriously on this again, and made some decent progress. The bad news is that I'm back to my initial spot: I need help to code some quite advanced features. Since it's been so long, I'm not even sure who proposed to help me the last time and for what anymore, and I'm hesitant to even try to bring back a team long gone.
Reminder for those that never heard of Seeker: it is a mod that aims to seed the world of Starsector with unique encounters and quests, to provide some sense of mystery. It will feature some highly scripted battles with weird stuff, while other encounters will be solvable more peacefully... (check the OP for more details)
In order to get out of development hell, I decided to work on a "lite" version of Seeker first: Without the Anomalies, but with most of the Artifacts and shorter secondary quests. That way the required common features can be tested and refined at a smaller scale instead of going for full size directly with the risk of failure and/or burnout. The "full" version of Seeker is still very much planned, but it will be much easier to implement after learning from the light version. The short list entails about nine quests related to man-made, often unique, special ships. The long list will add thirteen quests to that number. Currently, I am more or less 80% done with the combat assets from the short list, and all of them are at least in usable state. It's time to start working on the campaign side of things.
The absolutely required campaign features that I now need and are way out of my league in term of coding are:
-A proper quest manager that keep track of every steps, status and encounters of multiple concurrent quests, and store them in the saves. It must also be able to handle quest branching in a dev friendly way.
-A custom battle script that handle the plethora of special ending conditions that will be required in the quests and properly communicate with the quest manager.
-A dialog manager that can accept CSV formatted dialog sequences and handles multiple alternate texts for the same line of dialog. A variant of this script might be required to feed the in-battle context dialogs.
So, if anyone here with some decent coding knowledge is willing to lend me a hand, you are more than welcome to the team!
As for other type of help, I would rather wait for the campaign integration to be on rails before possibly looking for a hand with writing dialogs.
Mandatory spoiler of the latest ship I added (keep away if you like surprises):