I have found a couple of small (mostly aesthetic) bugs with the kit in the past week of playing Insurrection.
- While playing the Insurrection Crystal B, I found that its cloaking Image is 1 pixel off from the hull, I decided to also test the cloak for all 28 ships afterwards and found that all three Mantis Cruisers also have the same issue with their cloaking image placements.
To save the trouble of testing this yourself, I'll give you a link of the fixed .xml files for the affected cruisers. Trust me, they work. - Also, when at a store, Discord's full name overflows the crew box, as the box in stores show the full name of a crew member, leading to this.
- Crystal Vengeance is available in stores, while this may seem normal, you did set the cost of the augment to Zero so it won't be sold immediately, I suggest to remove it from the Crystal Sector's loot pool as the player can already get the augment from the Cruiser Quest. Or add the option of buying it in stores as a store-linked event.
- There are also a couple of issues with choice placement such as the Haywire Defense System's assist option and "Leave them alone" being swapped in the kit, or the "You have no idea how the boarders got through your Zoltan Shield!" message appearing by itself. I've taken the liberty of fixing them so they can be applied to the kit itself.Let me know (via PM) if you're confused by some of these changes.
Code: Select all
["..." has been placed to save space and show what should be changed]
events.xml
<event name="DISTRESS_SATELLITE_DEFENSE" unique="true">
<text>The distress signal is coming from a small space station orbiting an uninhabited planet. Their satellite defense system has gone haywire and their repair crew can't approach without being fired on. They're looking for help to fix or disable it.</text>
<distressBeacon/>
...
<choice req="engines" blue="false" max_group="2">
<text>We're not prepared for this, leave them alone.</text>
<event>
<text>You can't help them so you prepare to move on.</text>
</event>
</choice>
</event>
<eventList name="ALISON_DEFECTOR_REJECT">
...
<event>
<text>He offers to lead you to a secret cache of scrap nearby if you let him join your crew.</text>
...
<choice hidden="true">
<text>Reject his offer again.</text>
<event>
<text>Attempting to deal with attacks from inside and out is never easy!</text>
<boarders min="1" max="1" class="human"/>
<choice>
<text load="GENERIC_ATTACK_TEXT"/>
<event/>
</choice>
<choice req="AUGMENTS_ASSIST" hidden="true">
<text load="GENERIC_CAS_TEXT"/>
<event load="COMBAT_ASSIST"/>
</choice>
</event>
</choice>
...
</event>
</eventList>
events_mantis.xml
[When the Named Weapons Module is enabled, saving Kazaaakplethkilik (using the Teleporter before healing him) would only lead to the player getting Mantis Pheromones instead of the usual 50% of the former and 50% of a random augment (MANTIS_NAMED_THIEF_STASH). The sensors option doesn't end with the same augment, so I guess this isn't intentional]
events_rock.xml
<event name="ROCK_STARSHIP_MINE" unique="true">
...
<choice hidden="true">
<text>Attempt evasive manoeuvres.</text>
<event load="ROCK_STARSHIP_MINE_EVADE" />
</choice>
...
</event>
<eventList name="ROCK_STARSHIP_MINE_EVADE">
<event load="ROCK_STARSHIP_MINE_FAIL"/>
<event load="ROCK_STARSHIP_MINE_FAIL"/>
<event>
<text>The ship just barely evades the incoming mine, its claws scraping against the side of the hull as you change course. Even so, it continues to fly in your wake as a sign you probably jump away as soon as possible...</text>
</event>
</eventList>
<event name="ROCK_STARSHIP_MINE_FAIL">
<text>The ship's turning circle proves too wide and the mine bites down onto the hull. You can hear it now, chewing through the armour.</text>
<choice hidden="true">
<text>Send someone out there to defuse it.</text>
<event load="ROCK_STARSHIP_MINE_DEFUSE"/>
</choice>
<choice hidden="true" req="ghost">
<text>(Hologram) Send your Hologram out there to defuse it.</text>
<event load="ROCK_STARSHIP_MINE_DEFUSE_HOLO"/>
</choice>
<choice hidden="true" req="WEAPONS_MISSILES">
<text>(Missile Weapon) Attempt a controlled detonation using a missile.</text>
<event>
<text>After drawing straws, a crew member goes out to fix a modified warhead to the mine. You detonate the missile in a way that dislodges the mine. It blows up shortly after. The ship takes some damage in the blasts, but you're still sailing.</text>
<damage amount="3"/>
<damage amount="1" system="random"/>
<item_modify>
<item type="missiles" min="-1" max="-1"/>
</item_modify>
<autoReward level="LOW">scrap_only</autoReward>
</event>
</choice>
<choice hidden="true" req="DRONES_COMBAT_BEAM">
<text>(Beam Drone) Use a drone to cut away the mine with a precision beam.</text>
<event>
<text>Carefully guided from the bridge, your beam drone removes the mines grappling arms and sends it drifting off into space, where you shoot at it until it detonates at a safe distance.</text>
<item_modify>
<item type="drones" min="-1" max="-1"/>
</item_modify>
<autoReward level="LOW">scrap_only</autoReward>
</event>
</choice>
<choice hidden="true">
<text>Do nothing but brace for impact.</text>
<event>
<text>It's a tough decision, but you deem the health of your crew to be more valuable than the ship. Everyone holds onto their stations and braces for the moment the mine detonates.</text>
<damage amount="6"/>
<damage amount="1" system="room" effect="breach"/>
<autoReward level="LOW">scrap_only</autoReward>
</event>
</choice>
</event>
newEvents.xml
[Not as game breaking as the HPE, but during the TRADER_UPGRADES event, if the player has maxed systems and somehow doesn't have Shields/Drone Control/Life Support, they're able to go outside the 8 system limit, keep this in mind the next time you update the kit.]
<event name="TERRAFORMING_SCAN" unique="true">
...
<choice req="engines" blue="false" max_group="2">
<text>You do not have the time or the equipment to help.</text>
<event>
<text>"We understand. Best of luck on your mission, sir!"</text>
<choice>
<text>Prepare to jump away.</text>
<event/>
</choice>
</event>
</choice>
</event>
I've also made two 'fan-made' modules, one being a fix toward's CE/CR's music module, and the other being a resurrection of a fight from the kit's glory days (that I've been testing for the past couple of months), along with a modified Enhanced Systems Module that doesn't require the use of extra modules to work with Insurrection/CR. Add them to the kit if you want.
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Captain's Remix Music Patch (CR Only): Removes the redundant sectors added by the original CE music addon and changes the trackList of several sectors to include CE's new music. For convenience, Copyrighted Music by SoLaRiS will not be played.
Hard Flagship Module (All): Based on the original HFM and using parts of the Insurrection/CR Flagship, this module replaces the boss fight with a fine-tuned Flagship designed to give even the most powerful of cruiser a challenge.