
Removed easy/normal start choice from new game creation added two difficulty choices:ĥ0% more salvage (supplies, credits, etc)
#STARSECTOR GAME MEMES PLUS#
Successfully boarded ships are automatically mothballedĬombined "trade disruption" updates into a single item under "Events"Īdded plus sign to icons of officers that can level up Removed steps with picking boarding task force and number of marines/crew to useĪlways successful provided there are enough marinesįaces more resistance from crew (more crew defending at better odds) Player respawn: will now pick random friendly market to spawn near, favoring larger and friendlier markets several patrols vs a lone pirate frigate will not take a day to autoresolveĪdded current "suspicion level" to black market tooltip Ongoing battles will autoresolve faster if they're lopsided i.e. Removed "show sensor range" campaign keyboard binding that did nothing Set Aztlan outer jumppoint to not show the gas giant Removed errant quote from Locust description

#STARSECTOR GAME MEMES MODS#
That being said this game is really fun even as a baseline and I'm looking forward to adding mods once I'm done.Ī couple of questions though, what does difficulty level actually do? And is sustained burn more efficient fuel wise or does it just save you time.Code: Hotfix - 0.7a-RC10, November 20, 2015įixed crash bug after battle where allies harried instead of engagingįixed issue with not getting any salvage when allies decide to let the enemy go after an engagementįixed typo in navigation skill effect descriptionįixed wrong sprite being used for Kite (D) (affected Codex only)įixed typo in "Last Hurrah" mission description
#STARSECTOR GAME MEMES INSTALL#
I'm pretty sure the first mod I'm going to install is the graphics lib thing because being blinded every time something explodes is really irritating. I need a security perimeter with Venetian blinds. Try out Starpocalypse? It makes it so civilian markets don't carry weapons or warships and black markets mostly don't have warships so you'll be mostly stuck with salvage until you can build your own. Would be about 15 but a few that I like a lot haven't updated yet. I put every faction mod in that looks like it does something fun and unique, so I'm up to 12 mod factions currently. I'll probably throw some in next time i come back to the game since i've pretty much played vanilla out at this point, but yeah, i wouldn't rush into it when you're newĮvery day i open palm slam "vayra" into the thread search and also the unofficial starsector search, and all it does is prove that sometimes it takes a long time for people to heal up from medical emergencies I don't play with any faction mods but I've been really tempted by Shadowyards for aesthetic reasons, plus whichever mod adds the ship system that's just a Pudge hook for spaceships

You've got guts! Come to my village, I'll buy you lunch.

How many major faction mods do you guys like to run? it's funny, but also: i think this mod is a little too goofy for me. there's a fighter that can drag ships about an entire screen away from you.

I finally made it to the kingdom of terra. I tell ya what though, playing starsector with only ship+faction mods that you've never used before is a great way to feel like you're playing a brand new game Slap em on a scyan Nemean Lion and slip it into artillery mode If you really want to stress the AI out with range games, the true way forward is Kadur Jezzail batteries with dampened mounts.
