Vicious Vessels - 40 new enemy ships

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Woona
Posts: 39
Joined: Sun Sep 17, 2017 7:28 am
Location: Russia

Vicious Vessels - 40 new enemy ships

Postby Woona » Sun Sep 17, 2017 8:42 am

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Vicious Vessels is a modification which adds new enemy ships. Complete with new hull images, gib animations, custom ship classes based on new hull designs and new ship lists used in some events. Also includes various balance changes to vanilla ships.

DOWNLOAD LINK

Vicious Vessels 11.2

PARTICIPATE IN DEVELOPMENT

Github link

MY OTHER MODS

Inconvenient Incidents
Viable Weapons
Affordable Augmentations

Q&A

Q: What should I expect from Vicious Vessels in terms of difficulty?
A: Early game is as hard as vanilla, just more varied. Late game is much harder than vanilla: enemy ships have giant crews, a variety of secondary systems, boarding drones, artillery... No easy fights after sector 6! :twisted:

Q: Do Vicious Vessels work with Arsenal+?
A: Versions 1.26 and earlier are somewhat compatible: the game shouldn't crash, but there will be many issues similar to sMPK. Since version 1.27, Arsenal+ developers have integrated a part of Vicious Vessels content. Yay! :D

Q: Do Vicious Vessels work with Captain's Edition, Captain's Remix, or Stations Job?
A: Not at all. These mods change data structure related to ship loading completely. Sorry!

Q: Do Vicious Vessels work with sMPK, or Insurrection?
A: Normal ships should work fine, but there could be issues with ships used in special events, or custom lists I added like transports or slavers.

Q: Do Vicious Vessels work with Twinge's Balance mod?
A: They do! But don't expect things to be balanced...

Q: Should I load Vicious Vessels first or last in my enormous mod list?
A: You should load it after all other overhaul mods. I don't overwrite much of vanilla content, but a lot of other mods do. So if you load Vicious Vessels first, there's a chance that a big chunk of it will get overwritten.

Q: Can I use a part of Vicious Vessels content in my own mod?
A: Yes, you can. You can use a part of it, integrate entire mod, or make any edits you want.

Q: I really like your mod and I want to contribute an enemy ship I made for Vicious Vessels! Can I do it?
A: Yes, please. Contact me and we will figure this out.

CHANGELOG

Code: Select all

The Rebel Flagship Laser Artillery weapon shoots Heavy Lasers and deals 2 damage instead of 1.
The Rebel Flagship has all rooms connected on all difficulty levels.
The Rebel Flagship disables oxygen and medbay when its crew is dead.

Crew size for late game enemy ships increased:
Rock Assault: 3-6 -> 5-7
Rock Aggressor: 2-6 -> 5-7
Rock Elite: 4-5 -> 6-8
Mantis Bomber: 4-6 -> 5-8
Mantis Aggressor: 3-6 -> 5-8

Rebel Riggers (including pirates) now have stronger weapons (Minimum weapon power 1 -> 2)
Mantis Fighters (including pirates) now have stronger weapons (Minimum weapon power 1 -> 2)

Engi Bombers use a wider variety of drones.

Engi ships that used a Clonebay, now use a Medbay instead.

Maximum cloaking power on some enemy ships (Lanius Bomber, Pirate Rock Fighter, Pirate Slug Light Cruiser) decreased to 1.

Sector distribution for enemy ships (Sector 0 is the first sector in-game, Sector 7 is the Last Stand):
Auto-Assault: 0-7 -> 1-6
Auto-Scout: 0-7 -> 0-4
Engi Scout: 0-7 -> 0-3
Federation Scout: 0-6 -> 0-3
Federation Bomber: 1-7 -> 1-5
Slug Interceptor: 0-4 -> 0-3
Pirate (Slug) Interceptor: 0-5 -> 0-3
Slug Light-Cruiser: 1-7 -> 1-6
Mantis Scout: 0-5 -> 0-3
Mantis Fighter: 1-7 -> 1-5
Rebel Rigger: 0-7 -> 1-4
Rebel Fighter: 0-7 -> 0-4
Rock Scout: 0-5 -> 0-3
Rock Assault: 5-7 -> 4-7
Energy Fighter: 0-7 -> 1-5
Lanius Scout: 0-7 -> 0-4

Enemy ships never have more than 4 shield layers.

Slug Interceptor no longer has disconnected rooms.

A new enemy ship: Auto-Defender.

A new enemy ship: Auto-Explorer.

A unique enemy ship for event "Auto Fuel Trader".

A new enemy ship: Auto-Hunter.

A new enemy ship: Auto-Invader.

A new enemy ship: Crystal Assault.

A new enemy ship: Crystal Fighter.

A new enemy ship: Energy Aggressor.

A new enemy ship: Energy Guard.

A new event "Aggressive Zoltan ship at the pulsar" with a unique enemy ship.

A new enemy ship: Energy Scout.

A new enemy ship: Engi Explorer.

A new enemy ship: Engi Protector.

A new enemy ship: Federation Fighter.

A new enemy ship used in various events: Federation Transport.

A new enemy ship: Lanius Collector.

A new enemy ship: Lanius Harvester.

A new enemy ship: Lanius Shredder.

A new enemy ship: Lanius Sweeper.

A new event "Mantis Ambush" with a unique enemy ship.

A new enemy ship: Mantis Hunter.

A new enemy ship: Mantis Interceptor.

A new enemy ship: Mantis Invader.

A new event for the Pirate Controlled sector "Dread Pirate Tuco" with a unique enemy ship.

A new event for the Last Stand "Rebel Artillery" with a unique enemy ship.

A new enemy ship: Rebel Battleship.

A new enemy ship: Rebel Bomber.

A new enemy ship: Rebel Interceptor.

A new enemy ship: Rebel Predator.

A new enemy ship used in various events: Rebel Transport.

A new enemy ship: Rock Explorer.

A new enemy ship: Rock Guard.

A new enemy ship: Slug Abductor.

A unique enemy ship for event "Black Raven".

A new enemy ship: Slug Defender.

A new enemy ship: Slug Infiltrator.

A new enemy ship: Slug Scavenger.

3 unique enemy ships for event "Zoltan Elder Challenge".


VERSION HISTORY

Code: Select all

Version 1 - 17 Sep 2017 - Initial release with 4 ships
Version 2 - 22 Nov 2017 - Tweaks; 3 more ships
Version 3 - 15 Dec 2017 - A lot of fixes; replaced an auto-ship with a big engi ship
Version 3.1 - 20 Dec 2017 - Small tweaks; replaced a lanius ship with a new auto-ship
Version 4 - 25 Dec 2017 - Small tweaks; 2 new ships: mantis, crystal
Version 4.1 - 5 Jan 2018 - Fixed door links and offsets
Version 5 - 22 Jan 2018 - 6 new ships, tweaks to older ships, balance changes to vanilla ships
Version 5.1 - 25 Jan 2018 - Small tweaks
Version 5.2 - 21 Apr 2018 - Minor changes
Version 6 - 5 Aug 2018 - replaced a Rebel and Auto ships with 7 new ships, reworked Rebel Predator, many small tweaks
Version 6.1 - 13 Aug 2018 - added Rebel Bomber, many changes to late game Rebel ships
Version 6.2 - 1 Oct 2018 - added 2 unique ships and Russian localization
Version 6.3 - 13 Oct 2018 - improvements to visual quality of older ships
Version 6.4 - 11 Nov 2018 - new Mantis ship, new Rock ship, remade several old Rebel ships, fixed many bugs
Version 6.5 - 15 Nov 2018 - remade Crystal ship, visual updates to old ships and optimization
Version 6.6 - 23 Nov 2018 - improved quality of all sprites
Version 7 - 2 Dec 2018 - added 2 new Lanius ships, and recolored the old one
Version 8 - 8 Jan 2019 - 5 new ships, remade some old ships, removed excessive blueprints
Version 8.1 - 27 Jan 2019 - fixed layout on a Zoltan ship
Version 8.2 - 25 Feb 2019 - 3 new ships for Zoltan Rift event
Version 8.3 - 1 Mar 2019 - fix for Lanius list
Version 9 - 4 May 2019 - added 1 Mantis ship, events, balance changes and restructured the mod to make it easier for others to help
Version 9.1 - 16 May 2019 - 2 new ships: Lanius and Zoltan
Version 9.2 - 4 Jun 2019 - bug fixes
Version 10 - 12 Jul 2019 - 2 new ships, new events, visual updates, bug fixes, split mod into 3 separate mods
Version 10.1 - 16 Jul 2019 - minor tweaks
Version 11 - 28 Jul 2019 - 2 low quality rebel ships replaced with slug and crystal ships, rebel artillery and energy scout redesigned, other minor changes
Version 11.1 - 5 Aug 2019 - balance tweaks
Version 11.2 - 8 Aug 2019 - bug fix


SCREENSHOTS

Image

THANKS TO

Modding tool developers:
Vhati, for creating Slipstream Mod Manager
kartoFlane, for creating Superluminal 2

bamalf, kix, AgentTheKat, Laythe, and other mod developers for continuous support

Everyone who commented, found issues, posted feedback, or just played the mod.

<3
Last edited by Woona on Thu Nov 07, 2019 5:02 pm, edited 40 times in total.
User avatar
elijahdb
Posts: 302
Joined: Wed Dec 30, 2015 2:31 pm

Re: Vicious Vessels (new enemy ships)

Postby elijahdb » Sun Sep 17, 2017 5:02 pm

Dang man, those hulls are freaking amazing. Nice artwork!
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
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rodprior700
Posts: 59
Joined: Tue Feb 05, 2013 4:25 pm

Re: Vicious Vessels (new enemy ships)

Postby rodprior700 » Tue Nov 21, 2017 6:42 pm

I wish I could make hulls like that, oh MAN!
It's meeeeeeeeeeeee.
Heap of Weapon Designs:
viewtopic.php?f=12&t=32170
Official_KP
Posts: 6
Joined: Sun Oct 29, 2017 2:29 pm
Contact:

Re: Vicious Vessels (new enemy ships)

Postby Official_KP » Tue Nov 21, 2017 10:09 pm

This needs to be added to CE.
Woona
Posts: 39
Joined: Sun Sep 17, 2017 7:28 am
Location: Russia

Re: Vicious Vessels (new enemy ships)

Postby Woona » Wed Nov 22, 2017 1:05 pm

Updated. Added 3 more ships (zoltan, rebel and auto) and fixed some issues (cloak images, weapon placement).

If anyone played with this mod, I would like to get some feedback, which hulls look ok, which need more work, which encounters are fun, which are boring etc. Thanks.
Woona
Posts: 39
Joined: Sun Sep 17, 2017 7:28 am
Location: Russia

Re: Vicious Vessels - new enemy ships (9 hulls, 42 blueprints)

Postby Woona » Sun Dec 24, 2017 9:10 pm

Did some updates in the last couple of weeks. Updated some images, removed ships that weren't good enough, added some new ships. New ships may have some issues: I tested them, but it's time-consuming to test thoroughly. Have fun.
JLtheking
Posts: 13
Joined: Wed May 21, 2014 2:43 pm

Re: Vicious Vessels - new enemy ships (9 hulls, 42 blueprints)

Postby JLtheking » Tue Jan 02, 2018 8:37 am

These look really neat. Will it work with mods such as Captain's Edition?
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Jimli_
Posts: 81
Joined: Sat Feb 20, 2016 1:16 am

Re: Vicious Vessels - new enemy ships (9 hulls, 42 blueprints)

Postby Jimli_ » Tue Jan 02, 2018 6:44 pm

Good art. I always enjoy well-done original stuff.
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mr_easy_money
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Re: Vicious Vessels - new enemy ships (9 hulls, 42 blueprints)

Postby mr_easy_money » Wed Jan 03, 2018 7:42 am

I found a broken door link on the pirate version of the Energy Scout, see here in this album (4 images), https://imgur.com/a/QWD8H . I think it's the topmost door on the right side of the weapons room.

With broken door links or loopy doors, when a crewmember is en route to some room and the movement order is changed to a different room, weird pathing behavior ensues, such as crew taking shortcuts through sides of rooms and going outside their ship's rooms.
Woona
Posts: 39
Joined: Sun Sep 17, 2017 7:28 am
Location: Russia

Re: Vicious Vessels - new enemy ships (9 hulls, 42 blueprints)

Postby Woona » Fri Jan 05, 2018 8:57 am

JLtheking wrote:These look really neat. Will it work with mods such as Captain's Edition?


To be honest, I didn't test it yet. If I did everything right, my mod should not overwrite any ship lists, just add to them. So I hope that my mod is compatible with any other mod. Just don't expect it to be fully integrated and balanced.
I would appreciate if you test and tell about the results in this thread.

Jimli_ wrote:Good art. I always enjoy well-done original stuff.


Thanks. It means a lot to me as I am new to the modding community.

mr_easy_money wrote:I found a broken door link on the pirate version of the Energy Scout, see here in this album (4 images), https://imgur.com/a/QWD8H . I think it's the topmost door on the right side of the weapons room.

With broken door links or loopy doors, when a crewmember is en route to some room and the movement order is changed to a different room, weird pathing behavior ensues, such as crew taking shortcuts through sides of rooms and going outside their ship's rooms.


Thanks a lot for testing the mod. I fixed this issue now.

I hope you all enjoy getting destroyed by my ships. Have fun!

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