Avorion

Avorion

31 ratings
Increasing Threat
   
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Mods: Mod
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497.408 KB
24 Aug, 2020 @ 3:35pm
9 May, 2023 @ 7:41pm
25 Change Notes ( view )

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Increasing Threat

Description
This mod aims to increase the impact of pirate attacks over time. As you repel pirate attacks you will gradually accumulate Hatred, a stat specific to the local pirate faction, and Notoriety, a global stat that affects all pirates. As your Hatred and Notoriety increase, pirates will send stronger and stronger attacks into the sectors that you are currently in. If the pirates hate you enough, or if you are notorious enough, you may trigger a special type of attack along with the standard wave of enemies.

This uses a number of ships from Extra Ship Classes Core.

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Known issues:

This mod might break anything that directly modifies the Pirate Attack event. For example, it may not work with mods like: https://steamproxy.net/sharedfiles/filedetails/?id=2160430864

This mod will likely override any changes to the Fake Distress Signal event made by other mods.

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Thanks to Cy for some great ideas! Thanks to Ren Atlas, Blackwool, Рысь, XxKheldorxX, and knightoout for the boss designs!
104 Comments
biggey 2 Sep @ 12:22pm 
Cool thanks for the info
KnifeHeart  [author] 2 Sep @ 11:54am 
Yeah there's three ways.

1 - it will decrease slowly over time
2 - IIRC destroying pirate shipyards / clearing pirate sectors will lower it
3 - you can bribe some pirates.
biggey 29 Aug @ 8:14pm 
is there a way to decrease threat somehow?
KnifeHeart  [author] 12 Jul @ 6:13am 
... yes?
Nichtigkeit 11 Jul @ 11:15pm 
does this even still work?
Enlonwhite 21 Sep, 2023 @ 4:52am 
I have loved this mod, feels like pirate being an actual threat. I have noticed two condtional things to address.
First, Using faction packs can make some pirate ships really really strong (not unbeatable just hard to kill)

Second, I setup faster events, aka pirate attacks happen more often. Which would seem not too bad until you take too long to kill them and another event happens soon after.
This second would not be so bad, but the Hazard zone timer was set to Ridiculous times of 160+ minutes a majority of the time. Which made it impossible to really get money/sell stuff from stations I had built.
I understand using multiple mods could cause some issues, but I dont understand how the hazard time go so large with the mods I have.

Still scalling threat feels better to have than not (just need get npc stations to get stronger XD)
KnifeHeart  [author] 10 May, 2023 @ 7:22am 
Awesome. Glad to hear it.
Amalek 9 May, 2023 @ 8:36pm 
Works great now! Thanks for the quick response and fix.
KnifeHeart  [author] 9 May, 2023 @ 7:42pm 
I believe that I've fixed the problem. Please let me know if you have any further issues.
Amalek 9 May, 2023 @ 5:43pm 
Awesome! I look forward to the update.