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Remnant: Cognizance 1 #4871

Merged
merged 252 commits into from Aug 17, 2020
Merged

Remnant: Cognizance 1 #4871

merged 252 commits into from Aug 17, 2020

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Zitchas
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@Zitchas Zitchas commented Mar 1, 2020

Content (Missions)

Summary

A new mission set continuing the story of the Remnant and void sprites, in which the Remnant conduct more research, discover a hostile presence hunting the void sprites, and the Remnant embark on a means of preserving them. Meanwhile, something strange appears in the Ember Waste.

Adds:

  • 14 visible missions (and 1 invisible mission)
  • 1 new ship (the ember waste node - not acquirable)
  • 6 new systems (5 are present from the start, 1 appears via event)
  • 1 new visit-able station (found in the system that appears via event)
  • 3 new wormholes (1 are present from the start, 2 appear via event)
  • Makes all the remaining planets in the Remnant trio of systems visitable gas-giants.

Lore implications:

  • The Remnant know how to lure and capture void sprites
  • The ability to create quasi-cloaking effects on a station-sized scale is fairly old Remnant tech. (quasi-cloak as in making the subject ghost-like, insubstantial, and virtually invisible to sensors)
  • The Remnant know how to build space stations in gas-giants (at least, in the upper atmosphere, but deep enough to require gaslining)
  • There is another entity that seems particularly interested in the Void Sprites, but is unknown, aside from demonstration hints at telepathy (nowhere near as coherent or refined as the Archons, though).
  • There was a hidden system in the Ember Waste.

To-do:

  • New descriptions for Remnant gas-giants or remove them from this PR.
  • New images for Remnant gas-giants or remove them from this PR.
  • Move missions from Remnant Cognizance.txt to Remnant Missions.txt. Planning on doing that once the bugs are worked out. I've been working on it in a separate file for ease of navigation.

Save File

This save file can be used to play through the new mission content:
google drive link.

PR Checklist

The red outline indicates the new area. The yellow line indicates the system that is added via event. Which means that it should NOT be visible or visit-able until the appropriate point in the mission sequence.
Remnant Mission RC1 map

Zitchas and others added 30 commits April 20, 2019 07:39
This replaces the current set of Heavy Laser, Plasma Cannon, and Catalytic Ramscoop missions with:
- One introductory/hint mission where the player meets Taely and is asked to bring stuff, along with some info on what sort of things they are looking for.
- One mission for each of the following outfits, which will successfully complete the first hint mission:
- Heavy Laser: done"
- Catalytic Ramscoop
- Plasma Cannons
- Electron Beam
- D94-YV Shield Generator
- S-970 Regenerator
Fixing missing backtick on 737
Adds the "Tech Retrieval" mission as an enabler for Salvage 1
Fixing spelling mistakes on line 668, 681, and 725.
Gender agreement in line 819
Co-Authored-By: Zitchas <32169904+Zitchas@users.noreply.github.com>
Fixed capitalization of Remnant in a number of places (Fzzr).
A number of corrections and changes based on Amazinite's suggestions.
As per Amazinite's suggestion.
- adding an accept on line 697
- adding a tab on line 788
Modified the Void Rifle's description to be less precise about the nature of the threat they were crucial to defeating. It was probably early Korath scouts or something, but this leaves it open for it to be something else. Maybe potent alien predators on one of the worlds?
Fixed lore issues related to the Shield and timeline of Korath conflicts. The former by adding to the description that the gascraft uses an antique hard-shell system that must be manually raised/lowered; and the latter by unspecifying the nature of the ground-based threat. All that is specified is that it made having a area of effect weapon that could penetrate through walls was very useful during a period when building-to-building clearing operations were unfortunately common.
Void Sprite -> void sprite
This commit breaks off the Void Sprites from being generic animals to being a separate government. The Indigenous file is removed and the contents thereof are now in "void sprite ships.txt", so that when future space wildlife is added, those can use the indigenous file.

Note: The void sprites will continue to appear as "Indigenous" until the player reaches the appropriate mission, after which the void sprites will cease to appear as indigenous, and will be labeled as "Void Sprite"

Changes all void sprites to be "automata" so they can fly without crew, removes bunks & crew, and changes cargo space so that none of the Void Sprites could ever be equipped with a control center. All this is basically a long-winded way of saying "At some point I want to allow them to be purchasable/hireable as ships in your fleet, but as sentient beings that weren't built to be ships for people of any kind, they should never, ever be able to be directly flown by the player."
Zitchas and others added 13 commits August 14, 2020 07:31
Co-authored-by: Becca Tommaso <45330165+beccabunny@users.noreply.github.com>
Co-authored-by: Becca Tommaso <45330165+beccabunny@users.noreply.github.com>
Finished the playthrough with a few more tweaks and fixes.

100% working as intended and looks good.
so that it looks closer to the scene
Accommodating slight changes in regards to killing the fleet.
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Awesome stuff! Mostly nitpicks and minor style suggestions.

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LGTM! Great work. Looks like a very fun mission chain.

@Zitchas
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Zitchas commented Aug 17, 2020

Awesome! @Pointedstick Thanks for all the feedback, suggestions, and reviewing!

So at this point, it has been approved by one of our major editor/proof-readers (TheMarksman-ES), a fellow content-creator (BeccaBunny), and one of our developers (Pointedstick). Is there anything stopping it from being merged at this point?

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10 participants