Quasimorph

Quasimorph

Mercenary Trader: Complete
19 Comments
Tnx 25 Jul @ 9:29am 
How do I revert the change for doubled crafting times?
evilsplat 28 Jun @ 11:41am 
@Cycles:
wow this mod actually sounds kinda dope then, cause snowballing and feeling like rerunning over and over rather than actually trying to win being the best method were my biggest complaints about the game
Cycles  [author] 28 Jun @ 9:22am 
Synaptic:
The the mod ties the skulls to the victim-faction's tech level. As factions increase their tech level, it will become harder to raid their stations. Starting at T3, you should start seeing 3 skull missions when fighting against that faction. T5 unlocks 4 skulls, T7 5 skulls, and T9 6 skulls on a per-faction basis. As the factions unlock more skulls, it's RNG between them to determine how difficult a given mission is. Factions do tech up slowly on their own so if you fly around for a while missions should begin to increase in difficulty. Doing espionage for a faction can help them steal tech from others. Once factions hit tech 5, you'll be able to feed them pacts to further boost tech. That said, if you've got a save where everyone is T6 and you're still only seeing 1's and 2's, I'd be interested in hearing more about what's going on there.
Cycles  [author] 28 Jun @ 9:22am 
JustinS:
I'm not seeing this issue on my end. Usually a crash before the main menu indicates that something went wrong either loading the mod or loading the configs for the mod. This is the sort of thing best to debug through the Discord. Find this mod's thread in the Modding Forum channel and we can go over it more there. Also, the Discord is generally a cool place to discuss the game. :D:
Cycles  [author] 28 Jun @ 9:21am 
Evilsplat: Certainly the biggest effect is making the factions not snowball. The rest is fairly experimental. Concentrating tech production at HQs makes it more reliable and encourages flying around more. Increasing rewards and decreasing in-mission floor-loot makes it so you're more encouraged to complete missions than to re-run missions than to grab chips and evac repeatedly. Adding the ability to help factions tech up using specific pacts creates another incentive to visit specific places and fight specific Quasimorphs. And so on. If you JUST want factions not to snowball, there's a "Light" version of this mod that does that and only that. There's also Faction Growth Control which accomplishes the same goal in a different way, and is pretty popular. And there's another mod that doesn't stop snowballing, but disables faction elimination.
Synaptic 28 Jun @ 7:25am 
I'm 20 hours into a playthrough with this mod and nothing but 2 skull and 1 skull missions still appear. Is this intended?
evilsplat 27 Jun @ 11:58pm 
so I read the description but am still a little unsure as to exactly what type of effect this mod would have, is it to overhaul only how the factions play against each other or does it make the game easier as well? and if my understanding of how it affects the faction vs faction is correct it basically makes them fight each other in a more balanced way so they don't eliminate each other within 2.5 seconds of the game start right?
JustinS 27 Jun @ 8:33pm 
Unable to get to the main menu while running this mod, and only this mod, just a black screen right before the main menu initializes. I've tried verifying files, and i'm on stable branch. any idea why this would be happening?

I'd be interested in talking further about this and trying to solve this issue!
Cycles  [author] 27 Jun @ 1:11pm 
The rewards for existing missions have already been generated, so those won't be changed by fixing the scaling in the save file. If you fly around for about 70ish days all the existing missions should time out and new missions generated will have the correct reward scaling.
Synaptic 27 Jun @ 11:57am 
I have the same problem with excessive reward numbers from doing missions. A 2 skull mission grants around 10k reward points. I edited in the session.dat files and both are set to "1" now, but the rewards in my save are still the same. Is the save fucked?
Gun_Shy 27 Jun @ 10:08am 
Ah, I did start a modded save to test some QoL mods, then threw this one in on the next start-up, so it was not a *brand new* file.

Just for all our purposes, I re-installed this one and tested it with all the other mods in the list on a brand new save.

It works fine. Sorry for the false alarm!
3/\OCTHbIu😤AHuMELLIHuK 27 Jun @ 9:38am 
@Gun_Shy looks like an interaction with another mod causes it as long as you started a new save, cause I can confirm I haven't encountered this issue either. Been using the mod for about a week now, ever since he got released, on 3 different new saves and none had this problem (I don't have any other mods that affects trading, economy, e.t.c. only QOL UI stuff)
Cycles  [author] 27 Jun @ 5:51am 
The only time I usually see that issue is if I load a save from the base-game with this mod installed. Due to the degree to which this mod alters station production, saves from the base game are incompatible with this mod and vice-versa. Tooltips breaking in that case comes from the game using the save file to try and load production profiles from the base-game. Similarly, if you try to load a save started on this mod after uninstalling the tooltips will break because it's trying to load the modded profiles. Trying to play that way will result in a lot of unintended behavior.

Another possibility is that this mod in combination with another mod is causing some things to break.

Incidentally, I don't mind bugs being reported here, but if you're on the game's Discord server, it's slightly easier to discuss if you go to the mod's thread in the Modding Forum channel.
Gun_Shy 26 Jun @ 11:26pm 
Well, I was hoping for just a fix to trading, but found several systems and features altered in ways that are not in the description.

The first thing I noticed is that when you mouse over a given station, you get no drop-down information tool-tip about the station, who controls it, what it produces, etc...that feature is just completely missing. And I know it is in fact this mod because I quit the game, uninstalled *only* your mod, re-launched the game and my tool-tips are back.

I'm not sure if that was an intended change, but if so, I'm having difficulties understanding what it would be for, other than increasing the challenge? Anyway, that makes trading almost impossible for me, unless I just want to take the time to land on every station.

Either way, it would probably be good to be a little more comprehensive in the description.
Cycles  [author] 26 Jun @ 10:11pm 
Looks like this was caused by the mod's updates to mission rewards getting re-applied every time the game was loaded. I've fixed the cause, so new saves should be fine. For existing saves you'll need to edit the save file to put the mission rewards back to normal.

The save file can be opened with notepad or any other text editor. It should be located in C:\Users\[yourusernamehere]\AppData\LocalLow\Magnum Scriptum LTD\Quasimorph . Find the "session.dat" file with the 0-indexed slot number you use for this mod (ex: if you usually use the first slot for playing this mod, the filename will be "slot_0_session.dat". After you've backed it up, open it in a text editor. It might take a bit to load as it's pretty dense. Look for the two following values:

MissionRewardPoints
ItemPoints

Both of these should be set to "1". This is the difficulty multiplier normally chosen when you start the game. So if you had it set it to "60%" on the slider, you would set the value to "0.6" in this file.
Cycles  [author] 26 Jun @ 8:12am 
Huh, that's interesting. Thanks for letting me know. I'll look into this and see if I can find a way to rein that in.
vcuaoiwk 26 Jun @ 1:59am 
I've really been enjoying this mod but I keep having a weird economy issue - the mission payout scales super hard..... mission start out paying around a couple hundred to a couple thousand but by mid game most missions pay in the millions. I'm currently in the late game for this run and am seeing 1 billion credit payouts. Any idea what could be causing this? FYI I usually play in UNFAIR mode and reduce most of the benefits (sub 100%, usually around 50/60% for the payouts)
Crimson Shadow 25 Jun @ 4:04pm 
these are alot of changed i wanted to see i always felt seeing max difficulty early was annoying and tech advanced to quickly
lets see how my new run will go
Anatolianin 25 Jun @ 2:05am 
Sounds interesting