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发表于 2026-9-19 21:06:51
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本帖最后由 不拉屎将军 于 2026-9-19 21:07 编辑
请求汉化资产授权,我会将它迁移到新版本S-Numan/Seeker
遵循旧授权MnHebi/SEEKER_UC: Venturing in the dark outreaches of the Persean Sector is a pathway to salvaging ships with many abilities, some considered to be unnatural.
SEEKER
0.66
- Recompiled with Nexerelin to fix some issues, for example, the "A Knight's Tale" Voulge custom start will no longer crash.
- On learning the Enhanced Neutrino Detector ability for the first time; when the base game detector slot is replaced with it, the hyperspace slot becomes the base game detector to preserve detector functionality in hyperspace.
- Boss bounties only show up if the previous stage has been concluded, rather than showing up right after accepting the bounty.
- Poison Ivy and Red Hand are now tagged with no_dealer
- Hide the Siegfried's alternate ships in the codex to reduce codex bloat. Also change their tech to "Low Tech" from "ANTIC_TECH" for consistency.
- Fix some typo's that were causing warnings to be printed to the log.
0.65
- The ClearCommands mod no longer removes fleets spawned at the start of the game. (Requires a new game to take effect)
0.64
- Version checker now links to the new git repo. Thus, auto-update support is now present.
- Edited bounties to avoid job_show_distance being "vague"
- Fix staged bounties showing up when they shouldn't
- Changed rarity of plague weapons and wings so random autofitted plague fleets actually use plague weapons.
- Roughly aligned the siegfried's flux torpedoes
0.63
- Edited the terrible (tactical laser + integrated point defense) combo on several ships. Either by removing the IPDA, or replacing the tach lasers with LRPD.
- Added no_dealer to relevant hulls: All Exotics, Titanic, Blitzkrieg, and Demeter.
- Placed old guardian ship files into "old" directory under hulls, to avoid the error that it's missing in ship_data.csv in the logs.
- Changed description of Demeter's farm hullmod, hopefully making it more clear where it does and doesn't work.
- Changed Demeter's farm hullmod to not work for planet's with mild climates.
0.62
- Added codex_unlockable tags to relevant ships and hullmods. Now you can discover and see new ships in the codex.
- Possibly fix only marksman ships showing up when on a nexerelin new game, and clicking "Random" on the "Grand Fleet" option.
- Also possibly fix marksman doomstacks. Related to previous issue.
0.61
- Tweaked faction variant doctrine values again
- Removed relationship requirements for every bounty.
- Prevent bounties from showing up if related custom start is used.
- Fixed pirate halligan/adze having an extra engine on when using their burn system
- Gave pirates access to more ships
0.6
- Seeker exploration content now generates mid save
- Boss fleets set to MemFlags.FLEET_FIGHT_TO_THE_LAST, so that they don't try to retreat, in case they did.
0.510
- Improved voulgeStart planet finding logic for the inital colony placement.
0.59
- Compiled using java 17
- Fixed pre-existing bounties such as the safeguard and rampage.
- Adjusted hull availability across multiple factions with the intent to reduce consistency in individual ship presence, but ideally increase overall variety. More like a splash of occasional spice, instead of ever present or not present at all.
- Adjusted mount on the voulge to be aligned
- Fix invincibility issue on bosses if a ship is under them when they warp in
- Redhand start again prevents red hand bounty from showing up.
- Voulge custom start now shows nexerelin starting bonuses ui for the colony.
- Voulge custom start now removes debt from the initial time pass.
- Pre existing bounties now show up in the MagicLib bounty board. (need magiclib version 1.5.7 or above)
- Fixed crash on game load, where every fleet's flagship name is read, and thus crashes if a fleet for some reason doesn't have a flagship.
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