
Welcome to the Persean Sector! You’ve got a lot of catching up to do.
Although if you can’t visit Patreon for some restriction reason, here’s a direct download.
Content Unlocking Missions is a lightweight mod for those who want the 13 vanilla main menu missions to impact the campaign layer. Read through those main mission descriptions carefully! This is also save-game compatible (but I cannot guarantee anything if you remove it mid-save). This adds 5 derelict ships to salvage, 3 important character options to choose from, 1 bar encounter, 2 station encounters, and 1 Beholder Station-like entity. You do not need to complete all the missions for them to appear although finding them might be pretty under rewarding. ALL missions rewards apply retroactively. You do not have to do it again. Plenty of story points to gain from this mod.

A Fistful of Credits
The miner winked and sold me twelve containers of low-grade ferrous ore hiding four hundred thirty two CP-carbines with enough ammunition to fuel a small insurgency for an entire muggy Volturn summer season.
Changes: Moon Salazar is trained in an elite and a non-elite skill.

Turning the Table
Practical cynicism stoked by rumours of a Luddic Path cell operating in the local volume have led the Hamatsu’s captain, seasoned combat-salvage veteran Callisto Ibrahim, to retain a mercenary ship with a particularly tenacious reputation for protection en route to buyers in the Core Worlds.
Changes: ISS Black Star is trained in a non-elite skill. Luddic Path forces are reinforced with an additional Hound and Lasher while all trained in 2 non-elite skills operating under Coordinated Maneuvers.

For the Greater Ludd
Out of nowhere in low orbit around Nortia came a transmission for the captain of the ISS Black Star from one Brother Cotton, “a humble traveler on the Path of Ludd.” A meeting was arranged.
Changes: ISS Black Star is trained in an elite and a non-elite skill and Luddic Path allies all have officers while operating under Coordinated Maneuevers. PLS Praxis and Tri-Tachyon allies all have officers operating under modified Flux Regulations.

The Wolf Pack
Tri-Tachyon mercenaries raid Hegemony logistics. Raid is successful and Kane Gleise captured by Tri-Tachyon.
Changes: The mercenaries mostly start with a random non-elite skill while the Hegemony convoy is only escorted by 2 officers.

Ambush
Hegemony war efforts suffering under logistics attacks; using peace talk cease-fire to resupply. Tri-Tachyon uses advanced raiders to covertly attack logistics fleets. Hegemony surprises raiders with special anti-raider patrol in Valhalla system.
Changes: Advanced raiders have access to Phase Coil Tuning. Special anti-raider patrols have access to the Hegemony's famous Support Doctrine while being additionally reinforced by a Mule and Tarsus.

Hornet's Nest
A barren but promising world well-situated to become the center of culture and industry of Magec; our models project vast investment in resource exploitation from Guayota’s Disk.
Changes: Kanta's hounds contain an officer and are well-known for their Wolfpack Tactics.

The Last Hurrah
Hegemony attacks Mayasurian Navy. Hegemony is victorious and takes control of Mayasura system.
Changes: A battle between two major fleets. Officers assigned to both sides on ships above Destroyer size. The Mayasurians gifted with Carrier Group skill and The Hegemony granted a Fighter Uplink skill.

Dire Straits
Raesvelg blockaded by Tri-Tachyon Corporation. Hegemony forces and mercenaries relieve Raesvelg successfully.
Changes: Orcus Rao and a Hegemony commanding officer join the relief fleet. The Tri-Tachyon containment task force has a modified Flux Regulation skill.

Predator or Prey?
Hegemony interception of Tri-Tachyon carrier detachment sent to reinforcement Raesvelg following the setback in “Dire Straits”.
Changes: The Astral is somewhat tougher with a level 5 officer.
[/su_spoiler]
Sinking the Bismar
Kane Gleise was released during prisoner exchange, now commands Onslaught-class battleship “Bismar.” Gleise defeats Tri-Tachyon ambush, but is defeated in follow-up battle by advanced Tri-Tachyon recon detachment.
Changes: Kane Gleise is a level 5 Hegemony officer.

Nothing Personal
Galatian Academy sponsors independent expedition to Tia-Tax’et, accidentally discovers secret Hegemony base refitting hulk of Bismar to renamed HSS Phoenix, and is wiped out by the Hegemony fleet.
Changes: The survey fleets are suspiciously well-trained with their officers. The HSS Phoenix has a level 5 Hegemony officer.

Coral Nebula
Persean League sends fleet to intervene in Luddic revolution in Zagan system. Successfully defeats Knights of Ludd / Pather fleet.
Changes: Mars Kato is skilled in his deleted signature skill: Strike Commander: His fighters have +50% missile, rocket, bomb, and torpedo hitpoints and deals +20% damage to ships sized destroyer and larger with +100% target leading accuracy. The joint Knights of Ludd / Pather fleet have +15% max CR.

Forlorn Hope
Tri-Tachyon battleship holds off Hegemony Defense Fleet to cover retreat of remaining Tri-Tachyon forces, including phase cruiser with planet-killer device.
Changes: This battleship is gifted with a level 6 officer. The leading elements of the Hegemony defenders have 5 officers in total.

rubi
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gettag
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Thyrork
Anyways, looking forward to seeing it expanded - mod missions? I know there are some that already unlock stuff
This is a really cool idea. It's not to my taste that the rewards are hidden/spoilered though, personally - you are unlocking them, why does it need to be a further secret? I guess another reason to explore is ok but if I'm working for it, I dont want to work more after, if that makes sense.
Oh, they're not precisely hidden (if you use Neutron Detector or Sensor Bursts they kinda show themselves pretty easily [some will ping back 250 xp when u discover them] and some options are highlighted at the beginning)? I would like people to learn more about the lore that Alex has created.
I will eventually make a super spoiler of where they all are (I do have them but they're from the first day of beta testing so I would rather screenshot them later), but the hints should be revealing enough in my opinion, and if not then I know where to add more hints on.
Anyways, looking forward to seeing it expanded - mod missions? I know there are some that already unlock stuff
Yeah, I hope mod authors use the concept to help create a lore and help players even try out ships they would have never accessed. For now, I just made multiple unique interactions.
Sir, could I translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
Ok yes.
Sir, could I translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
Ok yes.
Sir, I found a mod named "Terraforming and Station Construction" that changes the Tech-Mining on Agreus to Domain Archaeology at the start of the game. This will prevent Callisto Ibrahim on Agreus from being able to sell the salvage pallet to player. Could you make a patch for it?
Sir, I found a mod named "Terraforming and Station Construction" that changes the Tech-Mining on Agreus to Domain Archaeology at the start of the game. This will prevent Callisto Ibrahim on Agreus from being able to sell the salvage pallet to player. Could you make a patch for it?
Fixed in 1.11 which got released as of this post.
Is this compatible with the current version of Secrets of The Frontier? Seeing as when you recover [Insert Name Here] there is a unique encounter when finding the wreckage of the ISS Athena from the mission Nothing Personal.
Yes!