Flypaste wrote:Is this still in active development? I'd love for CE infinite compatibility. I seem to recall it being a thing a couple years ago.
There used to be in an old version of the kit (before slow converted the CE patch to Captain's Remix), but it is likely unusable.
It seems that this mod has gone silent for quite a while, but I want to break it up as there are couple of issues that affect its gameplay.
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* When Insurrection is installed WITHOUT the Named Weapons Module, the Slug Home Nebula's storm beacon event list has the wrong name ("STORM_SLUG" instead of "NEBULA_STORM_SLUG"), causing crashes to occur in this sector.
* The Rock Live Mine and Engi Virus are supposed to roll an outcome for "evasive manoeuvres" and purging "the system code". But instead of leading to a new event list, it has the outcomes in adjacent event tags, meaning that only the first outcome occurs.
* Due to the addition of duplicate sectors for the AE weapon biases, having Ruwen in the Rock Homeworlds would not mark the Crystal Sector entry beacon when AE is enabled. I would suggest re-introducing the Crystal Uplink from the pre-AE sMPK as a blue option marker, as it would also help nerf the Crystal Cruisers (with the augment included with the vanilla Rock C, unless you want crystal vengeance to also trigger the beacon too).
* In Insurrection's Phase 3 with enough enemy crew, the Internal Drones would overflow to the teleporter room, meaning that until systems are damaged, the teleporter cannot be used fully or at all. I would suggest swapping the teleporter and the oxygen systems to mitigate this.
* When Insurrection's Phase 3 spawns a Hazard, the icon will intercept with the power surge warning. I would suggest moving the icons below the Affinity/Relationship text to prevent this (also applies to Remastered HUD).
* The Signature Crystal Lockdown Bomb is missing its lore text when hovered over.
The following points are suggestions rather than issues. But IMO, they would make the mod feel more complete:
* The developers originally wanted Slug Ships to equip a Breach Bomb, but the blueprint name was incorrect (and would instead equip a basic laser IIRC). The mod has removed this faulty name from their equipment list, but with the addition of a Mark I Breach Bomb (old Mark I is renamed Mini), the Slugs are able to have an appropiate exclusive weapon.
* In the Named Weapons Module, you can currently get both the Taboo and Named weapons from the Stealth Cruiser quest as you can kill the Fake Messenger and get info from the real one. I would suggest change the Taboo weapon's requirements to require destroying the real messenger (crew kills should lead to quest continuing).
Throughout this year, I have made my own patch for Insurrection (and add-on patches for NWM and the recent Hyperspace hard-mod) that resolves the above, fixes a few personal nitpicks with the mod, and alters some aspects in regards to what slow had planned for the next update. If anyone is interested, I'll put a link to download them below.
Download my Insurrection Patches Here
Edit: Found several more bugs and/or issues with the kit.
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* Base Kit: The EQUIP_FULL event is missing from events.xml, meaning that after the cargo (and extra beacon slot) is full, another item will crash the game.
* Base Kit: stretch_not_supported, error_manual_resolution, error_native_fullscreen, error_framebuffer_stretch, and error_framebuffer are missing from text_misc.xml.
* Base AWM: The Breach Missile blue option for a Crystal Event (CRYSTAL_CACHE) won't accept the augmented versions of the weapon.
* sMi AWM: The High-Yield Astra Missile used by Engi Enemies can one-shot your crew (a typo with persDamage?).
* sMi AWM: The Ionic Vulcan doesn't have its lore tooltip.
SPOILERS FOR NWM AND INSURRECTION
* NWM: The Named Lockdown Bomb, Helios Missiles, and Hellfire Missiles don't have a sell price of 60 like other named weapons.
* NWM: The Named Repair Bomb (an AE 'weapon') can be recieved from the Holo Sector Guardian even with AE disabled.