[Mission] kartoFlane's Mission Pack v0.7.1

Distribute and discuss mods that are functional.
SwishyFishy400
Posts: 17
Joined: Sun Dec 30, 2018 11:12 pm

Re: [Mission] kartoFlane's Mission Pack v0.5.1

Postby SwishyFishy400 » Wed Jan 23, 2019 7:19 pm

Great, it works!

The "Abort Mission" button never leaves when the Gather mission is completed, it just stays on screen and completely freezes the game with an error message when clicked, but i know gather is a work in progress, so whatever. BTW, it's amazing. I love it.


Keep up the good work, dude.
SwishyFishy400
Posts: 17
Joined: Sun Dec 30, 2018 11:12 pm

Re: [Mission] kartoFlane's Mission Pack v0.5.1

Postby SwishyFishy400 » Wed Jan 23, 2019 7:22 pm

Great, it works!

Gather is super fun, can't wait until it's finished.
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kartoFlane
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Joined: Mon Jan 14, 2013 10:20 pm

Re: [Mission] kartoFlane's Mission Pack v0.6

Postby kartoFlane » Fri May 10, 2019 6:28 pm

Added a new version that fixes a few issues:

  • Fixed a crash when quitting to main menu while a unit was sliding in Slippery Ice mission.
  • Fixed an issue with mission mechanics not working sometimes.
  • Fixed collision preview for sliding units in Slippery Ice not working with buildings.
  • Incorporated (ha) Lemonymous' Corp Missions library to ensure compatibility with Into the Wild and (hopefully) similar mods in the future.
Superluminal2 - a ship editor for FTL
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kartoFlane
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Re: [Mission] kartoFlane's Mission Pack v0.6.1

Postby kartoFlane » Sun May 12, 2019 1:25 pm

Fixed a crash when Wildfire appeared on Meridia from Into the Wild mod.
Superluminal2 - a ship editor for FTL
tosx
Posts: 161
Joined: Wed Mar 13, 2019 3:11 am

Re: [Mission] kartoFlane's Mission Pack v0.6.1

Postby tosx » Fri May 17, 2019 1:18 am

Have you thought about giving the overcharger and its weapon unique sprites? And I feel like the fire environment hazard would make a fitting mod icon (and be more impressive than the mystery box!).
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kartoFlane
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Re: [Mission] kartoFlane's Mission Pack v0.7

Postby kartoFlane » Sun May 26, 2019 10:47 pm

Facelift update: added new sprites and icons, courtesy of tosx
Superluminal2 - a ship editor for FTL
Bepoest
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Joined: Fri Apr 17, 2020 7:29 am

Re: [Mission] kartoFlane's Mission Pack v0.7

Postby Bepoest » Sat Apr 18, 2020 12:46 pm

I just love these missions.
I had a reproducible game crash on v0.7, at the end of a failed Wildfire mission (had too many buildings on fire).

The error log was:

Code: Select all

./mods/kf_MissionPack/scripts/wildfire/mission.lua:139: attempt to call method 'Failed' (a nil value)

The incriminated line:

Code: Select all

      return self.Objectives:Failed()

Seeing that Objectives was an array, I hopefully fixed it with

Code: Select all

      return self.Objectives[1]:Failed()
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kartoFlane
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Re: [Mission] kartoFlane's Mission Pack v0.7.1

Postby kartoFlane » Sat Feb 13, 2021 10:46 pm

Welp, I applied Bepoest's fix (thanks btw), and then completely forgot to release it officially...

0.7.1
- Fixed a crash on Wildfire when failing the main objective (thanks Bepoest on Subset forums)
- Fixed misleading text in Firefighter Helicopter's weapon description - Smoke always removes Fire on the target.
Superluminal2 - a ship editor for FTL
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Generic
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Re: [Mission] kartoFlane's Mission Pack v0.7.1

Postby Generic » Mon Jan 22, 2024 8:29 pm

Hey KartoFlane, I gave your mod a few tweaks, listing them all:
1. now all missions only appear on their respective island by default
2. all the missions added have new icons on the Mission List
3. the Overdriver now is immune to smoke
4. both the helicopter and the fire truck are now immune to fire and smoke
be aware that none of these changes involve Gather since that mission is unfinished, so that's up to you
The easiest way for me to show them is to link a discord message from the Into the Breach discord server https://discord.com/channels/417639520507527189/434468424173748224/1199084727039180950