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 Void Wanderers ( Updated - V131 ) 
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Post Re: Void Wanderers ( Updated - B124 )
Updated.

- Changed spawn points in Lynx.
- Changed mining mission a bit. You'll need less miners and script will spawn less allies.
- Fixed reavers and increased their assault rate.
- Slightly increased assault and random encounters rates.
- The most annoyed factions will attack you more often.
- Added variable music (also supports music from S.H.I.E.L.D. missions if you have it installed).
- UI will switch to gamepad mode automatically if you're using gamepad.
- Probably fixed or broken other things, so you're welcome to report any bugs


Thu Jan 23, 2014 7:52 pm
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Post Re: Void Wanderers ( Updated - B124 )
Any chance you can add the ability to delete save files in game instead of having to go into the mod's files every time I misclick while saving?


Fri Jan 24, 2014 5:35 am
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Post Re: Void Wanderers ( Updated - B124 )
I got utterly destroyed by reavers when trying to lay low like the first 4 flights or so. Console claimed to play intense music, but it stayed as the ship music.

Also, would you mind not changing the music to menu music when saving? I think it would fit a lot better if the ship music kept playing there.


Sat Jan 25, 2014 9:52 am
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Post Re: Void Wanderers ( Updated - B124 )
I've not run into the reavers at all, and I'm no longer getting boarded. How much difference does engine speed make?


Tue Jan 28, 2014 2:54 am
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Post Re: Void Wanderers ( Updated - B124 )
caleb1984, no, look like you can't delete files in this Lua runtime.

4zK, yeah music transitions are buggy sometimes, I'll fix that some day.

Morbo!!!, reavers were broken until B124, you should get plenty of them in B124 though, you just need to fly more. Engine speeds directly affects the probability to get assaulted by some faction. The faster you are, the lower the probability to trigger assault and some random encounter (i.e. reavers assault). When dealing with reavers faster ship have better chances to run away from reaver's ship when they chase you.


Tue Jan 28, 2014 7:34 am
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Post Re: Void Wanderers ( Updated - B124 )
How do I add container/hologram-only items?


Tue Feb 11, 2014 9:17 pm
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Post Re: Void Wanderers ( Updated - B124 )
Take a look here

VoidWanderers.rte\Extensions\Artifact_Novamind.lua

You'll need to check if CF_ArtItmPresets is present and then add you items if you're going to add them via faction file to keep it compatible with UL2.


Wed Feb 12, 2014 2:44 am
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Post Re: Void Wanderers ( Updated - B124 )
Bug: moving into the blank section in the black market weapon menu (one step left from "all items") causes the displayed item to drop.

I suppose the blank section serves no purpose and shouldn't be there?


Wed Feb 12, 2014 9:54 pm
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Post Re: Void Wanderers ( Updated - B125 )
The blank section was Bombs :) Fixed, thanks for the report.


Fri Feb 14, 2014 6:39 pm
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Post Re: Void Wanderers ( Updated - B125 )
Also, the trade star shotgun and the coalition shotgun are suffering from the same problem as the pistol.


Sat Feb 15, 2014 9:40 pm
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Post Re: Void Wanderers ( Updated - B125 )
We'll get rid of name conflicts in B30 of Cortex Command, no more dirty patches for every item :)


Sun Feb 16, 2014 9:30 am
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Post Re: Void Wanderers ( Updated - B125 )
weegee wrote:
We'll get rid of name conflicts in B30 of Cortex Command, no more dirty patches for every item :)
You mean Cortex Command is still being updated? :shock:


Sun Feb 16, 2014 11:46 pm
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Post Re: Void Wanderers ( Updated - B125 )
CC will still be updated for quite some time.
http://twitter.com/DataRealms


Mon Feb 17, 2014 9:53 am
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Post Re: Void Wanderers ( Updated - B125 )
I'm not sure if this has been talked about already or not, but, I can't seem to get General Industries to work with Void Wanderers. It works perfectly fine when I tried it on Firing Range but no luck with VW. Sorry if I'm being an idiot and thanks!


-Rainbow


Fri Feb 21, 2014 2:30 am
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Post Re: Void Wanderers ( Updated - B126 )
I can't believe I missed this mod. It's amazing!


Wed Mar 12, 2014 1:03 am
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