Track LocalMods as part of monolith

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<?xml version="1.0" encoding="utf-8"?>
<infotexts language="English" nowhitespace="false" translatedname="English">
<!-- Location Defs -->
<ilo_PirateOutpost>Pirate Outpost</ilo_PirateOutpost>
<mlc_BeaconConstruction>Beacon Construction</mlc_BeaconConstruction>
<!-- Map UI -->
<mlc.beaconconsttooltip>Construction has halted on a ‖color:gui.orange‖beacon station‖end‖ in this passageway pending a delivery of [requestedsupplies]. Once constructed, it will make it easier for human habitation to spread into nearby locations.</mlc.beaconconsttooltip>
<mlc.distresstooltip>Someone has activated a distress beacon in this passage. A lost crew, free salvage or something else?</mlc.distresstooltip>
<mlc.distresstooltipfaint>The signal from the distress beacon in this passage is growing weak. Whatever is here isn't going to be detectable much longer.</mlc.distresstooltipfaint>
<mlc.pirateactivitytooltip>There have been reports of pirate activity near this area. Crews should exercise caution.</mlc.pirateactivitytooltip>
<mlc.navigationannouce>Signal Update</mlc.navigationannouce>
<mlc.distress.new>A new distress beacon has been picked up between [location1] and [location2]</mlc.distress.new>
<mlc.distress.faint>The signal from the distress beacon between [location1] and [location2] is growing faint.</mlc.distress.faint>
<mlc.distress.lost>The distress signal between [location1] and [location2] can no longer be detected over background noise.</mlc.distress.lost>
<mlc.beaconconstone>[supply1]</mlc.beaconconstone>
<mlc.beaconconsttwo>[supply1] and [supply2]</mlc.beaconconsttwo>
<mlc.beaconconstthree>[supply1], [supply2] and [supply3]</mlc.beaconconstthree>
<mlc.beaconconstutility>‖color:gui.Green‖[count] Beacon Utility Supplies‖end‖</mlc.beaconconstutility>
<mlc.beaconconststructural>‖color:gui.Orange‖[count] Beacon Structural Supplies‖end‖</mlc.beaconconststructural>
<mlc.beaconconstelectrical>‖color:gui.Yellow‖[count] Beacon Electrical Supplies‖end‖</mlc.beaconconstelectrical>
<!-- Level Stuff -->
<mlc.distresscall>Distress Beacon</mlc.distresscall>
<!-- Mission Items -->
<entityname.distressbeacon>Distress Beacon</entityname.distressbeacon>
<entitydescription.distressbeacon>Produces a long range signal that can be detected by a sonar monitor, handheld sonar, or navigation terminal.</entitydescription.distressbeacon>
<entityname.jumpstarter>Jump Starter</entityname.jumpstarter>
<itemmsgdetachcrowbar>[[use]] Detach (Crowbar)</itemmsgdetachcrowbar>
<entityname.captains_notebook>Captain's Notebook</entityname.captains_notebook>
<entitydescription.captains_notebook>A small, wellworn paper book. Typically used by sub captains to record their travels. Can be sold for a high price at stations or read to garner some experience.</entitydescription.captains_notebook>
<!-- Beacon Construction -->
<entityname.mlc_beaconutilitysupplies>Beacon Utility Supplies</entityname.mlc_beaconutilitysupplies>
<entitydescription.mlc_beaconutilitysupplies>A box of various utility supplies for use in constructing beacons. Degrades when in water. Store on a shelf for safe keeping.</entitydescription.mlc_beaconutilitysupplies>
<entityname.mlc_beaconstructuralsupplies>Beacon Structural Supplies</entityname.mlc_beaconstructuralsupplies>
<entitydescription.mlc_beaconstructuralsupplies>A box of various structural supplies for use in constructing beacons. May cause injury when sliding. Store on a shelf for safe keeping.</entitydescription.mlc_beaconstructuralsupplies>
<entityname.mlc_beaconelectrialsupplies>Beacon Electrical Supplies</entityname.mlc_beaconelectrialsupplies>
<entitydescription.mlc_beaconelectrialsupplies>A box of various electrical supplies for use in constructing beacons. Degrades when in water. Store on a shelf for safe keeping.</entitydescription.mlc_beaconelectrialsupplies>
<!-- Structural Crafting Items -->
<entityname.mlc_beaconsmat1>Beacon Exterior Plating</entityname.mlc_beaconsmat1>
<entitydescription.mlc_beaconsmat1>Heavy plating used to make the exterior of beacon stations. Built to resist the crushing pressure as well as various wildlife.</entitydescription.mlc_beaconsmat1>
<entityname.mlc_beaconsmat2>Beacon Interior Plating</entityname.mlc_beaconsmat2>
<entitydescription.mlc_beaconsmat2>Lightweight metal sheets used to line the interior of beacon stations.</entitydescription.mlc_beaconsmat2>
<entityname.mlc_beaconsmat3>Beacon Support Truss Bundle</entityname.mlc_beaconsmat3>
<entitydescription.mlc_beaconsmat3>Heavy duty trusses and anchors used to secure a beacon station to the walls of a cavern.</entitydescription.mlc_beaconsmat3>
<!-- Electrical Crafting Items -->
<entityname.mlc_beaconemat1>Beacon Logic Circuits</entityname.mlc_beaconemat1>
<entitydescription.mlc_beaconemat1>Assorted circuits used in the construction of beacon sonar systems. Will break if exposed to water.</entitydescription.mlc_beaconemat1>
<entityname.mlc_beaconemat2>Beacon Wiring</entityname.mlc_beaconemat2>
<entitydescription.mlc_beaconemat2>Large and small cabling used to supply power and connect circuitry on beacon stations. Will break if exposed to water.</entitydescription.mlc_beaconemat2>
<entityname.mlc_beaconemat3>Beacon Electrical Components</entityname.mlc_beaconemat3>
<entitydescription.mlc_beaconemat3>Various fuses, switches and breakers used in a beacon stations electrical system. Will break if exposed to water.</entitydescription.mlc_beaconemat3>
<!-- Utility Crafting Items -->
<entityname.mlc_beaconumat1>Beacon Plumbing Components</entityname.mlc_beaconumat1>
<entitydescription.mlc_beaconumat1>Pipes, valves and other flow control systems used to keep water out and air inside a beacon station.</entitydescription.mlc_beaconumat1>
<entityname.mlc_beaconumat2>Beacon Reactor Components</entityname.mlc_beaconumat2>
<entitydescription.mlc_beaconumat2>Shielding, control rods and steam exchange systems used in the construction of a beacon stations reactor. Will break if exposed to water.</entitydescription.mlc_beaconumat2>
<entityname.mlc_beaconumat3>Beacon Sealing Components</entityname.mlc_beaconumat3>
<entitydescription.mlc_beaconumat3>Welding flux, rubber patches and other products used to seal gaps in a beacon station.</entitydescription.mlc_beaconumat3>
<!-- Blackmarket -->
<npctitle.blackmarketmerchant>Blackmarket Merchant</npctitle.blackmarketmerchant>
<!-- Outpost Name -->
<mlc.pirateoutpost>Pirate Base</mlc.pirateoutpost>
<!-- Pirate Titles -->
<npctitle.piratemedicrecruit>Pirate Medic Recruit</npctitle.piratemedicrecruit>
<npctitle.piratemedic>Pirate Medic</npctitle.piratemedic>
<npctitle.pirateflamer>Pirate Flamer</npctitle.pirateflamer>
<npctitle.piratedeadeye>Pirate Deadeye</npctitle.piratedeadeye>
<npctitle.pirateberserker>Pirate Berserker</npctitle.pirateberserker>
<npctitle.piratefanatic>Pirate Fanatic</npctitle.piratefanatic>
<npctitle.piratetank>Pirate Juggernaut</npctitle.piratetank>
<npctitle.piratevolitile>Volitile Pirate</npctitle.piratevolitile>
<!-- Server Messages -->
<mlc.server.wrongversionclient>Your client is using the wrong version!\nClient: v[clientversion] Server: v[serverversion]</mlc.server.wrongversionclient>
<mlc.server.wrongversion>Client [client] is using the wrong version!\nClient: v[clientversion] Server: v[serverversion]</mlc.server.wrongversion>
<mlc.server.installed>Client [client] has More Level Content installed correctly!</mlc.server.installed>
<!-- Patch Notes -->
<mlc.patchnote>More Level Content Patch Notes v[version]</mlc.patchnote>
<!-- Config -->
<mlc.config>More Level Content Settings</mlc.config>
<mlc.configshort>MLC Settings</mlc.configshort>
<!-- General Config -->
<SettingsTab.General>General</SettingsTab.General>
<mlc.settings.enablethalamuscave>Enable Thalamus Cave</mlc.settings.enablethalamuscave>
<mlc.settings.enablethalamuscavetooltip>If thalamus caves should spawn</mlc.settings.enablethalamuscavetooltip>
<mlc.settings.moveruins>Abyssal Ruins</mlc.settings.moveruins>
<mlc.settings.moveruinstooltip>The chance for alien ruins to spawn in the abyss area</mlc.settings.moveruinstooltip>
<mlc.settings.maxdistresscount>Max Active Distress Beacons</mlc.settings.maxdistresscount>
<mlc.settings.maxdistresscounttooltip>How many distress beacons can be active at the same time</mlc.settings.maxdistresscounttooltip>
<mlc.settings.spawndistresschance>Distress Beacon Chance</mlc.settings.spawndistresschance>
<mlc.settings.spawndistresschancetooltip>Percentage chance for a new distress beacon to spawn</mlc.settings.spawndistresschancetooltip>
<mlc.settings.spawnchance>[chance]% chance</mlc.settings.spawnchance>
<mlc.settings.maxactive>[max] max</mlc.settings.maxactive>
<!-- Pirate Config -->
<SettingsTab.PirateOutpost>Pirate Outposts</SettingsTab.PirateOutpost>
<mlc.config.piratespawnchance>Bonus Spawn Chance</mlc.config.piratespawnchance>
<mlc.config.piratespawnchancetooltip>Increasing this value above 0 will result in a LOT more pirate outposts spawning, potentially upsetting the game balance.</mlc.config.piratespawnchancetooltip>
<mlc.config.piratehuskchance>Husk Chance</mlc.config.piratehuskchance>
<mlc.config.piratehuskchancetooltip>The chance for pirate outposts to spawn with everyone on board husked. Default is 1.</mlc.config.piratehuskchancetooltip>
<mlc.config.piratespawnnoise>Spawn Noise</mlc.config.piratespawnnoise>
<mlc.config.piratediffnoise>Difficulty Noise, this value affects how much noise is added to the difficulty. For example a value of 25 can result in pirates 25% harder than the current difficulty spawning.</mlc.config.piratediffnoise>
<mlc.config.piratedisplaysonar>Display On Sonar</mlc.config.piratedisplaysonar>
<mlc.config.piratedisplaysonartooltip>If a marker for the pirate base should appear on sonar.</mlc.config.piratedisplaysonartooltip>
<mlc.config.piratescalediff>Scale Difficulty</mlc.config.piratescalediff>
<mlc.config.piratescaledifftooltip>If the difficulty of the pirates should scale with server members.</mlc.config.piratescaledifftooltip>
<!-- Debug Config -->
<SettingsTab.Debug>Debug</SettingsTab.Debug>
<mlc.config.debugverbose>Verbose Logging</mlc.config.debugverbose>
<mlc.config.debugverbosetooltip>Enable verbose logging, provides detailed (but longer) logs</mlc.config.debugverbosetooltip>
<mlc.config.debuginternal>Internal Logging</mlc.config.debuginternal>
<mlc.config.debuginternaltooltip>Enable internal logging, which logs internal debugging messages to console</mlc.config.debuginternaltooltip>
<!-- Talents -->
<!-- Hints -->
<mlc.hint.jumpstarter>A ‖color:gui.orange‖Jump Starter‖end‖ can be used to temporarily power dead electrical devices, such as shuttle batteries. They can be crafted or bought at outposts.</mlc.hint.jumpstarter>
<mlc.title>More Level Content</mlc.title>
<!-- Distress Missions -->
<distress.new0>Listening stations have detected a ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2]</distress.new0>
<distress.new1>A ‖color:gui.Red‖distress beacon‖end‖ has been reported between [location1] and [location2]</distress.new1>
<distress.new2>[location1] has reported a new ‖color:gui.Red‖distress beacon‖end‖ in the caves leading to [location2]</distress.new2>
<distress.faint0>Listening stations report the ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] is growing faint</distress.faint0>
<distress.faint1>Projected ice movement will soon leave the ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] unaccessable</distress.faint1>
<distress.lost0>The ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] can no longer be detected</distress.lost0>
<distress.lost1>Ice drift has rendered the ‖color:gui.Red‖distress beacon‖end‖ between [location1] and [location2] inaccessible</distress.lost1>
<distress.lost2>A submarine crew passing through [location1] to [location2] report there were no survivors at the ‖color:gui.Red‖distress beacon‖end‖</distress.lost2>
<!-- Distress Events -->
<charactername.captain_dakota>Captain Dakota</charactername.captain_dakota>
<charactername.clowncorpse>Clown Corpse</charactername.clowncorpse>
<charactername.pagliacci>Pagliacci</charactername.pagliacci>
<!-- Lost Cargo -->
<mlc.cargopodhidden>Cargo Pod?</mlc.cargopodhidden>
<mlc.cargopod>Cargo Pod</mlc.cargopod>
<mlc.lostcargonew0>Lost cargo has been reported between [location1] and [location2].</mlc.lostcargonew0>
<mlc.lostcargotooltip>A freighter submarine has ditched some of it's cargo due to 'complications' in this passage.</mlc.lostcargotooltip>
<mlc.lostcargo.tooslow0>The lost cargo between [location1] and [location2] has been claimed by another crew.</mlc.lostcargo.tooslow0>
<mlc.lostcargo.tooslow1>Long range listening stations can no longer detect the lost cargo between [location1] and [location2].</mlc.lostcargo.tooslow1>
<mlc.lostcargo.tooslow2>Based on projected currents and ice movement, the lost cargo between [location1] and [location2] is no longer recoverable.</mlc.lostcargo.tooslow2>
<!-- Relay Repair -->
<mlc.relaystationtooltip.inactive>An old ‖color:gui.Orange‖relay station‖end‖ in this passage has stopped transmitting signals. Bringing it back online will help local communication.</mlc.relaystationtooltip.inactive>
<mlc.relaystationtooltip.active>There's an active ‖color:gui.Orange‖relay station‖end‖ in this passage.</mlc.relaystationtooltip.active>
<!-- Hint -->
<relayrepair.terminal>KELETCO RELAY v[version]\nStation [station]\n------------------------\n\nCalibration Table\nIN → OPERATION 1 → OPERATION 2 → OPERATION 3 → OUT\nIN [input0] → [step10] → [step20] → [step30] → OUT [output0]\nIN [input1] → [step11] → [step21] → [step31] → OUT [output1]\nIN [input2] → [step12] → [step22] → [step32] → OUT [output2]</relayrepair.terminal>
<!-- Config -->
<mlc.config.pirate.peakspawnchance>Peak spawn chance</mlc.config.pirate.peakspawnchance>
<mlc.config.pirate.peakspawnchance.tooltip>The peak percentage chance for a pirate base to be generated. Bases are most common at 50% level difficulty. For instance if this is set to 100%, if the level difficulty is exactly 50% a pirate base will be guaranteed to be generated.</mlc.config.pirate.peakspawnchance.tooltip>
<!-- Pirate -->
<piratebase.active>There's an active pirate base in this passage, be careful!</piratebase.active>
<piratebase.husked>The unlucky pirates in this passage have been turned into husks.</piratebase.husked>
<piratebase.destroyed>The pirate base in this passage has been destroyed.</piratebase.destroyed>
<entityname.sonarjammer>Sonar Jammer</entityname.sonarjammer>
<entitydescription.sonarjammer>Produces powerful, high amplitude frequences that disrupt sonar.</entitydescription.sonarjammer>
<!-- Machines -->
<entityname.autotrader_weapons>Auto-Trader (Weapons)</entityname.autotrader_weapons>
<entityname.autotrader_supplies>Auto-Trader (Supplies)</entityname.autotrader_supplies>
<autotrader.instock>[count] in stock</autotrader.instock>
<entityname.sonarguide>Sonar Guide</entityname.sonarguide>
<entitydescription.sonarguide>A device that produces sonar pings detectable over long distances, used to guide passing submarines to points of interest.</entitydescription.sonarguide>
<!-- Map Feature Tooltips -->
<mapfeature.autotrader_weapons>There's an automatic weapons trader in this passage.</mapfeature.autotrader_weapons>
<mapfeature.autotrader_supplies>There's an automatic supplies trader in this passage.</mapfeature.autotrader_supplies>
<mapfeature.waystation>There's a waystation in this passage.</mapfeature.waystation>
<mapfeature.clownstation>There's a clown theatre in this passage.</mapfeature.clownstation>
<mapfeature.abyssresearch>There's an abyssal research facility somewhere under this passage.</mapfeature.abyssresearch>
<mapfeature.huskchurch>There's a husk church in this passage.</mapfeature.huskchurch>
<mapfeature.huskchurch.name>Husk Church</mapfeature.huskchurch.name>
<mapfeature.autotrader_weapons.name>Automatic Weapons Trader</mapfeature.autotrader_weapons.name>
<mapfeature.autotrader_supplies.name>Automatic Supplies Trader</mapfeature.autotrader_supplies.name>
<mapfeature.waystation.name>Waystation</mapfeature.waystation.name>
<mapfeature.clownstation.name>Clown Theatre</mapfeature.clownstation.name>
<mapfeature.abyssresearch.name>Abyssal Research Facility</mapfeature.abyssresearch.name>
<mapfeature.revealed.header>[feature] Revealed</mapfeature.revealed.header>
<mapfeature.revealed.description>Check the campaign map for more information.</mapfeature.revealed.description>
<!-- Misc -->
<entityname.mailman_researchdata>Research Data</entityname.mailman_researchdata>
<entitydescription.mailman_researchdata>Some kind of important research data pertaining to the abyssal depths of Europa. You can't make much sense of it.</entitydescription.mailman_researchdata>
<entityname.abyssresearch_alienobject>Strange Alien Object</entityname.abyssresearch_alienobject>
<entitydescription.abyssresearch_alienobject>An alien object of unknown function. It seems to have transported the researchers here. You could probably sell this for a lot to the right people.</entitydescription.abyssresearch_alienobject>
<sonarbeacon.researcher>Researcher</sonarbeacon.researcher>
<abyssresearch.findbodies>Locate the missing researchers</abyssresearch.findbodies>
<abyssresearch.returnitem>Return the alien device</abyssresearch.returnitem>
<mlc.gamemodewarning.header>Invalid Gamemode!</mlc.gamemodewarning.header>
<mlc.gamemodewarning.description>More Level Content does not support multiplayer gamemodes other than campaign! Using it in other gamemodes will cause issues and may even crash your game.</mlc.gamemodewarning.description>
<!-- Loading Tips -->
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Distress beacons won't last forever, they will disapear from the map after some time.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Jump starters can be used to restart shuttles that have run out of power. Some systems (Oxygen generators) should be turned off when jump starting a shuttle, as they use an excessive amount of power.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖If you take your time on a distress mission, whoever activated it might be dead by the time you show up.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖There have been reports of pirate bases using sonar jammers to mask their presence.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Following stange sonar pings may lead to automatic traders, waystations or other structures. Who knows what you could find!</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖When responding to a distress beacon, submariners may find whoever activated it dead on arrival. All is not lost, however, as if they had a sub it can be salvaged.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Visiting a waystation will often reveal another location on the map.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Relay Stations require basic knowledge of math and the wiring system to complete. When in doubt, ask your nearest engineer.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Created by the Keletco conglomerate, Relay Stations are one of the few remaining creations of it's brief stint on Europa.</loadingscreentip>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖Relay stations were superseded by beacon stations, however some outposts still rely on the outdated system. In recent years, many of these stations have broken down due to lack of maintence.</loadingscreentip>
<!-- Distress Ghostship Objective -->
<dgs.obj.exploreship>Explore at least 50% of the ship.</dgs.obj.exploreship>
<dgs.obj.optionalsalvage>(OPTIONAL) Salvage the ghostship by bringing it to the end of the level.</dgs.obj.optionalsalvage>
<dgs.inrageforsalvage>The drifting ghostship is in range for salvage.</dgs.inrageforsalvage>
<entityname.stomach_acid_vent>Stomach Acid Vent</entityname.stomach_acid_vent>
<entityname.relaystationsmaintenceguide>Keletco Relay Station Service Manual</entityname.relaystationsmaintenceguide>
<entitydescription.relaystationsmaintenceguide>A service manual detailing the service and maintence of Keletco brand relay stations, it's well worn and barely held together.</entitydescription.relaystationsmaintenceguide>
<relaystation.maintenceguide>KELETCO RELAY MAINTENCE GUIDE\n\nGreetings and congratulations on your new employment as a Keletco Service Technician! In your new role as a KST, you'll both be representing the Keletco brand as well as maintaining multiple relay stations on Europa. This is an important role as relay stations are the back bone of Europa's growing trade network. As a KST, you will be exp[???]\n[The rest of the page is too water damaged to read]\n\nTOOLS OF THE TRADE\nIncluded in each Keletco Relay Station is a basic repair kit, consisting of:\n - 1x Keletco Relay Station Service Manual\n - 1x Screwdriver\n - 5x Standard Electrical Wire\n - 1x Oxygen Mask\n - 1x Oxygen Tank\n\nIt is expected of each KST to return these supplies to the repair kit after completion of the repair and to restock any used or damaged supplies. Reme[???]\n\nRELAY STATION COMPONENTS\n[???]orking with the relay station it's important to know what each part of t[???]\n\nINPUT RELAY\nLocated by the IN junction box supplies the input voltage of a message. This is then fed into the MODULATION COMPONENTS located throughout the relay station. \n\nMODULATION COMPONENTS\nThese come in sets of 4. Each component in the same set will do the same operation but with a different value. The value they will preform the operation with is displayed on the screen above them. \n\nOUTPUT RELAY\nLocated by the OUT junction box, this relay is what sends the end result of the MODULATION COMPONENTS to the VALIDATION CIRCUIT\n\nVALIDATION CIRCUIT\nLocated by the OUT junction box, the validation circuit will predict what the expected output is and display it on the TRGT screen. It will then set the display light to either red or green, dependingon if the expected voltage was given to it.\n\nREPAIRING A RELAY STATION\n\n[???]nter a damaged relay station, it is important to first go over the calibration terminal. The calibration terminal will display the example inputs and their respective outputs of the damagedsection. Relay stat[???]ration terminal will give you an example of an input voltage, then three values showing the inputs voltage after each modulation step, then finally the output voltage. Each stepmust be done in sequence to assure the correct[???]\n\nYOUR TYPICAL REPAIR\n\n - Read the calibration terminal\n - Retrieve the screwdriver, wires and oxygen mask from the Repair Kit\n - Equip the oxygen mask\n - Locate the "INPUT" relay, this should be near the "IN" label\n - Connect one end of a wire to the "SIGNAL_OUT_1" pin of the INPUT relay\n - Connect the other end of the wire to the "SIGNAL_IN_1" pin of the first\n modulation component (Use your Keletco Kalculator and the calibration terminal to\n determine thefirst modulation component)\n - Connect another wire to the output pin of the first modulation component\n - Connect the other end of the wire to the input of the second modulation component\n - Continue until you've completed all 4 steps in the sequence\n - Wire the output of the final modulation component to the "SIGNAL_IN_1" pin of the\n OUT relay\n\nIf you have followed the above steps correctly, the validation circuit should now be flashing green. A hearty Keletco congratulations on completing your first of many relay repairs! \n\n(If the validation circuit is NOT flashing green, consult the calibration terminal and repeat these steps. You have made an error somewhere)\n\nSAFTY AND YOU\n\nEuropa is a dangerous place! While Keletco has taken steps to ensure your safety while repairing a relay station, some of the burden rests on yourself. Thus it is important for any Keletco ServiceTechnician to follo[???]\n[The rest of the pages are stuck together]</relaystation.maintenceguide>
<talentname.mlcaddict>Addict</talentname.mlcaddict>
<talentdescription.mlcaddict>Every so often gains a... craving.. for opiates.</talentdescription.mlcaddict>
</infotexts>
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<?xml version="1.0" encoding="utf-8"?>
<infotexts language="English" nowhitespace="false" translatedname="English">
<!-- Updated texts -->
<entitydescription.jumpstarter>Battery powered electrical device used to jump start dead systems.\n‖color:gui.blue‖Use to restart stranded shuttles during distress missions, can be reused.‖end‖</entitydescription.jumpstarter>
<entitydescription.captains_notebook>A small, wellworn paper book. Typically used by sub captains to record their travels.\n‖color:gui.blue‖Can be sold for a high price at outposts or read to garner some experience.‖end‖</entitydescription.captains_notebook>
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖If you have ‖color:gui.green‖Dynamic Europa‖end‖ installed, high reputation with the Bandit faction will turn pirate bases passive.</loadingscreentip>
<!-- Pirate Items -->
<entityname.mlc-pirateradio>‖color:gui.Orange‖Pirate Radio‖end‖</entityname.mlc-pirateradio>
<entitydescription.mlc-pirateradio>A rugged, custom built radio. Used by pirates to announce their presence to each other.\n‖color:gui.green‖You could use this to negotiate safe passage if there's a pirate base in the area,‖end‖ ‖color:gui.red‖for a price.‖end‖\n‖color:gui.blue‖Can be sold for a very high price to military outposts.‖end‖</entitydescription.mlc-pirateradio>
<!-- New Loading Tips -->
<loadingscreentip>‖color:gui.blue‖More Level Content Tip: ‖end‖If you have ‖color:gui.green‖Dynamic Europa‖end‖ installed, you may find a Pirate Radio during your travels. Depending on your reputation with the bandit faction, the options this radio gives to you will change.</loadingscreentip>
<!-- Campaign map update texts -->
<mapupdate.generic.header>Campaign Map Updated</mapupdate.generic.header>
<mapupdate.piratebase.revealed>A pirate base between [location1] and [location2] has been revealed!</mapupdate.piratebase.revealed>
<mapupdate.unknown.revealed>A location of interest has been revealed!</mapupdate.unknown.revealed>
<mapupdate.revealed.location>[location1] has been discovered.</mapupdate.revealed.location>
<!-- Maps -->
<entityname.mlc-mapframe>Charting Tools</entityname.mlc-mapframe>
<entitydescription.mlc-mapframe>A collection of tools used by captains to organize map fragments and plot routes.\n‖color:gui.blue‖Low skill users may damage map fragments.‖end‖</entitydescription.mlc-mapframe>
<ItemMsgRequireMapFragment>Map Fragments required</ItemMsgRequireMapFragment>
<entityname.mlc-mapfragment>Map Fragment</entityname.mlc-mapfragment>
<entitydescription.mlc-mapfragment>A torn piece of a map, you can make out some familiar locations on it.\n‖color:gui.blue‖Can be combined with other fragments to make a legible map in a Charting Frame.‖end‖</entitydescription.mlc-mapfragment>
<entityname.mlc-blankmap>‖color:gui.red‖Blank Map‖end‖</entityname.mlc-blankmap>
<entitydescription.mlc-blankmap>Looking closer it's blanker than blank. It's totally empty. The longer you stare the emptier it gets. Your hands feel empty, your heart feels empty, you feel... Using this would be a bad idea, you should put this back where you found it as fast as possible.</entitydescription.mlc-blankmap>
<entityname.mlc-map>Cavern Map</entityname.mlc-map>
<entitydescription.mlc-map>A worn map of the local caverns and water ways.\nIt's a bit old but there might be some identifiable features on it to those familiar with the area.</entitydescription.mlc-map>
<entityname.mlc-piratebasemap>Esoteric Map</entityname.mlc-piratebasemap>
<entitydescription.mlc-piratebasemap>A map written in pirate code.\nIt's hard to decypher but those in the know might have more luck.\n‖color:gui.blue‖Military outposts would be very interested in this.‖end‖</entitydescription.mlc-piratebasemap>
<entityname.mlc-treasuremap>‖color:gui.Orange‖Treasure Map‖end‖</entityname.mlc-treasuremap>
<entitydescription.mlc-treasuremap>This is very clearly a treasure map, dotted line and red X included.\nWhat are you waiting for? It's time to find some sunken treasure!</entitydescription.mlc-treasuremap>
<entityname.mlc-unknownmap>‖color:gui.Orange‖Unlabled Map‖end‖</entityname.mlc-unknownmap>
<entitydescription.mlc-unknownmap>A detailed map in exelent condition. Anyone could read this with ease.\nFor all the care that went into making this map the creator has neglected to note what it actually leads to... But that doesn't matter, right?</entitydescription.mlc-unknownmap>
<!-- Generic Items / Config -->
<entityname.toyhammer_sec>Honkmotherian Toy Hammer</entityname.toyhammer_sec>
<entitydescription.toyhammer_sec>A special toy hammer said to be imbued with the power of the Honkmother herself.\n\n‖color:gui.blue‖Requires good standing with the Honkmother to use safely.‖end‖</entitydescription.toyhammer_sec>
<mlc.settings.enablepiratebase>Enable Pirate Bases</mlc.settings.enablepiratebase>
<mlc.settings.enablepiratebasetooltip>When turned off, all revealed pirate bases will disappear from the map and they will not spawn in level.</mlc.settings.enablepiratebasetooltip>
<mlc.settings.enabledistressmissions>Enable Distress Missions</mlc.settings.enabledistressmissions>
<mlc.settings.enabledistressmissionstooltip>When turned off, all active distress missions will disappear and no more will spawn.</mlc.settings.enabledistressmissionstooltip>
<mlc.settings.enablemapfeature>Enable Map Features</mlc.settings.enablemapfeature>
<mlc.settings.enablemapfeaturetooltip>When turned off, waystations, auto-traders and other small event locations will be removed from the map and will not spawn in levels.</mlc.settings.enablemapfeaturetooltip>
<mlc.settings.enablerelaystation>Enable Relay Stations</mlc.settings.enablerelaystation>
<mlc.settings.enablerelaystationtooltip>When turned off, relay stations will be removed from the map and will not spawn in level. Math haters rejoice.</mlc.settings.enablerelaystationtooltip>
<mlc.settings.enableconstructionsites>Enable Construction Sites</mlc.settings.enableconstructionsites>
<mlc.settings.enableconstructionsitestooltip>When turned off, beacon construction sites will be removed from the map and will not spawn in level.</mlc.settings.enableconstructionsitestooltip>
</infotexts>
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<?xml version="1.0" encoding="utf-8"?>
<infotexts language="English" nowhitespace="false" translatedname="English">
<DistressEvent.outoffuel.c1>The look of relief on the captains face is palpable. "Oh thank Jove,
someone actually came! I was beginning to think we'd have to make a swim for it.", He lets
out a stress filled chuckle.</DistressEvent.outoffuel.c1>
<DistressEvent.outoffuel.o1>"What happened?"</DistressEvent.outoffuel.o1>
<DistressEvent.outoffuel.o1.c1>The captain paces restlessly, he walks with a noticable limp. He
flinches slightly every time his foot hits the floor. "Dan, my previous engineer, got mauled
by mudraptors, Jove rest his soul. Now I'm not one to fiddle with electronics and after my
mechanic almost shocked himself to death I knew we had to hire another one." He rests a hand
on his hip, "So we hired a new one at the outpost we'd docked to. It wasn't until we were
underway that I found out I'd hired one of those honkmother clowns."</DistressEvent.outoffuel.o1.c1>
<DistressEvent.outoffuel.o1.c2>"We're not even a week out of port when we got jumped by a swarm
of crawlers. During the chaos I hear a single bike horn honk and all the lights go out. When
we finally got the situation under control, we found out our new engineer was gone." The
captain collapses into his chair, clearly tired and possibly reconsidering his career
choices. "As well as all our fuel rods."</DistressEvent.outoffuel.o1.c2>
<DistressEvent.outoffuel.o1.c3>"That's the last time I'm letting a big-shoe on my boat.." The
captain glances up from you, he looks small in his chair. "You.. You wouldn't happen to have
a fuel rod to spare?"</DistressEvent.outoffuel.o1.c3>
<DistressEvent.outoffuel.o1.o1>"I'll see what I can do."</DistressEvent.outoffuel.o1.o1>
<DistressEvent.outoffuel.o1.o1.c1>A twinge of hope fills the captains weary eyes. "You're a
saint, you know that?"</DistressEvent.outoffuel.o1.o1.c1>
<DistressEvent.outoffuel.o1.o1.c2>"O-Oh, you're back. I was starting to think.. Well- uh, ha ha,
you're here now anyway."</DistressEvent.outoffuel.o1.o1.c2>
<DistressEvent.outoffuel.o1.o1.o1>I'll be back.</DistressEvent.outoffuel.o1.o1.o1>
<DistressEvent.outoffuel.o1.o1.o1.c1>"You have the rod yet?"</DistressEvent.outoffuel.o1.o1.o1.c1>
<DistressEvent.outoffuel.o1.o1.o1.o1>"Not Yet."</DistressEvent.outoffuel.o1.o1.o1.o1>
<DistressEvent.outoffuel.o1.o1.o1.o2>"Yes, here you go." [+Location Rep]</DistressEvent.outoffuel.o1.o1.o1.o2>
<DistressEvent.outoffuel.o1.o1.o1.o3>"We might have a spare, if you throw in some marks for my
efforts." [Helm: HARD]</DistressEvent.outoffuel.o1.o1.o1.o3>
<!-- Intimidation success -->
<DistressEvent.outoffuel.o1.o1.o1.o3.c1>"I- I.." He pauses, his leg begins jiggle up and down.
"Here, this is everything I've got. Please."</DistressEvent.outoffuel.o1.o1.o1.o3.c1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1>"I'll see if I can find a rod."</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1>The captain has shrunk back into his seat. He
doesn't meet your gaze as a sense of shame fills the air. What a sad, little man.</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1>...</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2>Give him the rod.</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1>You toss the rod at him and he doesn't move
to grab it. It clatters loudly to the floor loudly, echoing in the empty sub.</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o1>Whatever.</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2>"Well? You paid good money for that,
aren't you going to use it?"</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1>The captain is eerily still, his body
limp in a chair too big for him. You turn to leave before he suddenly blurts out, "When I
was a kid, me and Dan would always watch the subs leaving Meltwater. Even if you weren't
near a porthole, you could hear them through the walls if you got your ear close enough. If
you really strained, you could almost fool yourself into thinking you could hear a moloch
herd." He goes silent, seemingly lost in though. "D-Do you think, if- If I submerged my
head.. Would I hear the molochs?"</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o1>Walk Away</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2>"Sure."</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1>He gives you a weak smile, his
eyes focusing on you again. "It's a nice thought, t-to hold onto anyways.." He's completly
off his rocker.</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1>
<DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1.o1>Time to leave.</DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1.o1>
<!-- Intimidation failure -->
<DistressEvent.outoffuel.o1.o1.o1.o3.c2>"..F-Fuck you! Do you just, just go answering peoples
distress calls to extort them? You're no saint! You're the wolf in sheep's clothing, the
devil offering me a hand with a knife behind his back! Your heart is cold as the ice sheets,
your heart as black as the abyss! You'll get exactly what you deserve, the only thing you
deserve!"</DistressEvent.outoffuel.o1.o1.o1.o3.c2>
<DistressEvent.outoffuel.o1.o1.o1.o3.c2.o1>Uh oh.</DistressEvent.outoffuel.o1.o1.o1.o3.c2.o1>
<!-- High clown rep -->
<DistressEvent.outoffuel.o1.o1.o1.o2.c1>Before you hand over the rod you pause. You hear a faint
whisper, in the back of your mind. "This man is down in the dumps, you shouldn't just give
him the rod, you should also cheer him up! Everyone loves surprises, what better way to
lighten his day!"</DistressEvent.outoffuel.o1.o1.o1.o2.c1>
<DistressEvent.outoffuel.o1.o1.o1.o2.o1>Good point voice. [+Clown Rep]</DistressEvent.outoffuel.o1.o1.o1.o2.o1>
<DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1>Before you hand over the fuel rod, you decide to rig
a surprise for the captain when he puts it into the reactor. An unseen force guides your
hands as you deftly sabotage the fuel rod.</DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1>
<DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1.o1>This should brighten his day! You get the
premonition you should leave before he puts it into the reactor.</DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1.o1>
<DistressEvent.outoffuel.o1.o1.o1.o2.o2>Not today voice. [+Location Rep]</DistressEvent.outoffuel.o1.o1.o1.o2.o2>
<!-- Refuse -->
<DistressEvent.outoffuel.o1.o2>"Sorry, but we can't spare any."</DistressEvent.outoffuel.o1.o2>
<DistressEvent.outoffuel.o1.o2.c1>"N-No!" A manic look fills his eyes, you notice his hand
reaching for his revolver as his whole body tenses.</DistressEvent.outoffuel.o1.o2.c1>
<DistressEvent.outoffuel.o1.o2.c1.o1>"Don't try it." [Weapons: HARD]</DistressEvent.outoffuel.o1.o2.c1.o1>
<DistressEvent.outoffuel.o1.o2.c1.o1.c1>He collapses back into the chair, defeated. "Maybe..
Maybe the next sub will help us?" He lets out a weak laugh before staring at the wall behind
you, a blank expression on his face.</DistressEvent.outoffuel.o1.o2.c1.o1.c1>
<DistressEvent.outoffuel.o1.o2.c1.o1.c1.o1>You're not a charity, he chose this life.</DistressEvent.outoffuel.o1.o2.c1.o1.c1.o1>
<!-- Loop back to main -->
<DistressEvent.outoffuel.o1.o2.c1.o2>"Actually, we might have a spare. I'll have to check."</DistressEvent.outoffuel.o1.o2.c1.o2>
<!-- End Text -->
<DistressEvent.outoffuel.end>The captain thanks you for the rod and heads to stick it into the
reactor.</DistressEvent.outoffuel.end>
<DistressEvent.outoffuel.end.o1>Looks like your job here is done.</DistressEvent.outoffuel.end.o1>
<!-- AutoTrader Overdose -->
<MapFeature.autotraderoverdose.c1>The mechanic shakes their whole body, "Whooo man, I steped out
there for a hot minute! But, but you man. You brought me back right? Hell yeah man! That's
what I'm about!" They pause and look around, "Hey man, you're from that sub that's docked
below right? Y-You need another crew member? I'm the best!"</MapFeature.autotraderoverdose.c1>
<MapFeature.autotraderoverdose.o1>Welcome board.</MapFeature.autotraderoverdose.o1>
<MapFeature.autotraderoverdose.o1.c1>"You won't regret it man, ha ha!" They seem excited.</MapFeature.autotraderoverdose.o1.c1>
<MapFeature.autotraderoverdose.o2>No thank you.</MapFeature.autotraderoverdose.o2>
<MapFeature.autotraderoverdose.o2.c1>"Oh, oh.. Oh well, I-I guess, I'll just. Wait for the next
crew, right man? Someone'll pick me up, yeah!"</MapFeature.autotraderoverdose.o2.c1>
<!-- Abyss Research -->
<MapFeature.abyssresearch.c1>As you walk past the researcher they look up at you. "Oh good you're here, finally. This is very important, make sure it arrives in once piece. They shove a bundle of papers into your arms. You try to explain you're not a mailman but they've already tuned you out. Looks like there's a location scribbled onto the front of the packet.</MapFeature.abyssresearch.c1>
<MapFeature.mailman.impatient>There's an impatient looking researcher here.</MapFeature.mailman.impatient>
<MapFeature.mailman.waiting>Waiting for something?</MapFeature.mailman.waiting>
<MapFeature.mailman.exposition>He turns to look at you. "Yes, actually. A devlivery crew was supposed to bring me some important research from a colleague of mine yesterday but they've been a no-show so far. I'm begining to think an abyss creature got them."</MapFeature.mailman.exposition>
<MapFeature.mailman.handover>Hand over research data.</MapFeature.mailman.handover>
<MapFeature.mailman.later>Later.</MapFeature.mailman.later>
<MapFeature.mailman.missing>Where did you leave that research data again?</MapFeature.mailman.missing>
<MapFeature.mailman.snatch>He snatches the bundle of paper from your hands and begins to franticly read it. "Aha! Ha HA! This is it! This IS IT! So much to go through and so little time..." He turns to walk away.</MapFeature.mailman.snatch>
<MapFeature.mailman.payment>*cough* About my payment...</MapFeature.mailman.payment>
<MapFeature.mailman.groan>He lets out a groan before turning back around, "You submariners, always wanting to get paid for your work, as if labor to further humanity isn't a reward in itself! I suppose you want marks, although.." He looks around, as if to see if anyone is listening. Seemingly satisfied, he leans in close, "I could also part ways with whatever's in this mystery box..</MapFeature.mailman.groan>
<MapFeature.mailman.box>Mystery box! Mystery box!</MapFeature.mailman.box>
<MapFeature.mailman.sucker>With a florish he produces a strange box shaped object, before abruptly shoving it into your arms. "It's your problem now sucker!!" He yells out before running away.</MapFeature.mailman.sucker>
<MapFeature.mailman.marks>Marks for me, please.</MapFeature.mailman.marks>
<MapFeature.mailman.lame>"No sense of adventure! Bah, here's your marks. I've got work to do!"</MapFeature.mailman.lame>
<MapFeature.mailman.wasteoftime>What a colossal waste of time.</MapFeature.mailman.wasteoftime>
<EventText.clownstation_preformanceofalifetime.c1>The preformer looks up from their papers. "Oh hello! You must be here for the show!" They bounce up and down slightly.</EventText.clownstation_preformanceofalifetime.c1>
<EventText.clownstation_preformanceofalifetime.o1>Show? What show?</EventText.clownstation_preformanceofalifetime.o1>
<EventText.clownstation_preformanceofalifetime.o1.c1>"Oh, surely you've heard about it!" They dramatically lean backwards, "The famous clown Pagliacci is here to give the preformance of a life time!" They jump up into a ta-da pose. "Free for all to see, as is his wish." They look at you, expectantly.</EventText.clownstation_preformanceofalifetime.o1.c1>
<EventText.clownstation_preformanceofalifetime.o1.o1>I'm interested.</EventText.clownstation_preformanceofalifetime.o1.o1>
<EventText.clownstation_preformanceofalifetime.o1.o1.c1>"Perfect! Head down to the theatre and get ready for a show!" They giggle to themselves. Typical clown.</EventText.clownstation_preformanceofalifetime.o1.o1.c1>
<EventText.clownstation_preformanceofalifetime.o1.o2>I've got no time for clowns.</EventText.clownstation_preformanceofalifetime.o1.o2>
<EventText.clownstation_preformanceofalifetime.o1.o2.c1>"Such a shame, everyone should take time to enjoy themselves, even you!" Was that a hint of distain in their voice? You must have imagined it.</EventText.clownstation_preformanceofalifetime.o1.o2.c1>
<EventText.clownstation_preformanceofalifetime.c2>The lights dim as a hidden annoucer proclaims, "And now, please give a warm welcome to Pagliacci!"</EventText.clownstation_preformanceofalifetime.c2>
<EventText.clownstation_preformanceofalifetime.c3>Where did that cheer come from? You look around for hidden speakers before the clown starts speaking, "Hello, hello everyone! Thank you for such a warm welcome!" He bows, "I remind audience members to keep well away from me while I preform!"</EventText.clownstation_preformanceofalifetime.c3>
<EventText.clownstation_preformanceofalifetime.c4>"And now, without further delay... My preformance of a life time!"</EventText.clownstation_preformanceofalifetime.c4>
<EventText.abyssresearch_teleportmishap.c1>As you aproach the door, you can hear a heated conversaion on the other side.</EventText.abyssresearch_teleportmishap.c1>
<EventText.abyssresearch_teleportmishap.c2>"You're nuts! You'll get us both KILLED one of these days messing around with these things with no saftey precautions!".</EventText.abyssresearch_teleportmishap.c2>
<EventText.abyssresearch_teleportmishap.c3>"You're just jealous the institute mentioned ME by name!" Another voice snears.</EventText.abyssresearch_teleportmishap.c3>
<EventText.abyssresearch_teleportmishap.c4>"That.. That has nothing to do with it! The institute clearly gave it to us because they didn't want to test it on an outpost and now you're just touching it with your bare hands!"</EventText.abyssresearch_teleportmishap.c4>
<EventText.abyssresearch_teleportmishap.c5>"And that's why they addressed me by name and not you. Now shut up and help me with this next experiment, I think if I-"</EventText.abyssresearch_teleportmishap.c5>
<EventText.abyssresearch_teleportmishap.c6>The guard looks concerned. "You heard that sound too, right? Where are the researchers?" They look around the lab, grasping for anything that might give them a hint of the researchers location.</EventText.abyssresearch_teleportmishap.c6>
<EventText.abyssresearch_teleportmishap.o1>I think they vanished.</EventText.abyssresearch_teleportmishap.o1>
<EventText.abyssresearch_teleportmishap.o1.c1>"Ah shit, this is the second time this month." The guard sizes you up. "You're a submariner, right? How would you be here otherwise, ha. I had the new batch of researchers equipped with tracking beacons in case it happened again. Would you be willing to recover whatever's left of them?"</EventText.abyssresearch_teleportmishap.o1.c1>
<EventText.abyssresearch_teleportmishap.o1.o1>Sure, why not.</EventText.abyssresearch_teleportmishap.o1.o1>
<EventText.abyssresearch_teleportmishap.o1.o1.c1>"Perfect! Here, I'll activate the beacons." The guard takes out a small device from their belt and pressed a button on it. 'You should be able to see the beacons on your sonar now. Once you find them, grab anything that looks, uh, alien-y I guess and brind it back here. I'll be sure to make it worth your time."</EventText.abyssresearch_teleportmishap.o1.o1.c1>
<EventText.abyssresearch_teleportmishap.o1.o2>Sorry, we're busy already.</EventText.abyssresearch_teleportmishap.o1.o2>
<EventText.abyssresearch_teleportmishap.o1.o2.c1>"Oh well, it never hurts to ask." The guard looks around the research lab, "The institude is going to be pissed to hear we lost more researchers..." They mutter under their breath.</EventText.abyssresearch_teleportmishap.o1.o2.c1>
<EventText.abyssresearch_teleportmishap.c7>"Did you find whatever they were messing with?"</EventText.abyssresearch_teleportmishap.c7>
<EventText.abyssresearch_teleportmishap.o2>Hand over device.</EventText.abyssresearch_teleportmishap.o2>
<EventText.abyssresearch_teleportmishap.o2.c1>Where did we put that alien object again?</EventText.abyssresearch_teleportmishap.o2.c1>
<EventText.abyssresearch_teleportmishap.o2.c2>"Ah, perfect! I'll store this somewhere safe." The guard slots the device into a strange looking box on their belt. "Oh, and your reward! The researchers have got some trinkets here if you want them or I could give you some marks."</EventText.abyssresearch_teleportmishap.o2.c2>
<EventText.abyssresearch_teleportmishap.o2.o1>We'll take the marks.</EventText.abyssresearch_teleportmishap.o2.o1>
<EventText.abyssresearch_teleportmishap.o2.o2>We'll go for the trinkets.</EventText.abyssresearch_teleportmishap.o2.o2>
<EventText.abyssresearch_teleportmishap.o3>Not yet.</EventText.abyssresearch_teleportmishap.o3>
<EventText.waystation_revealresearch.c1>The researcher sizes you up, "Hey, you look like a submariner. I've got some colleagues researching the abyss I've been trying to contact. Could you pay them a vist to see if they need anything?"</EventText.waystation_revealresearch.c1>
<EventText.waystation_revealresearch.o1>Sure, where are they?</EventText.waystation_revealresearch.o1>
<EventText.waystation_revealresearch.o1.c1>Here, I'll give you the coordinates.</EventText.waystation_revealresearch.o1.c1>
<EventText.waystation_revealresearch.o2>Do I look like an erran boy?</EventText.waystation_revealresearch.o2>
<EventText.waystation_revealresearch.o2.c1>The researcher groans, "Your type are usually all too happy to do tasks. Maybe at the next outpost I'll be able to find some real help."</EventText.waystation_revealresearch.o2.c1>
<EventText.waystation_husk.c1>"There's no way I'm coming out of here until those husks and jove forsaken cultists are dead!" The outpost manager shouts through the door.</EventText.waystation_husk.c1>
<EventText.waystation_husk.c2>You knock on the door and let the manager know the coast is clear, "They're all dead? Here, let me get the door."</EventText.waystation_husk.c2>
<EventText.waystation_husk.c3>"I knew we should have kicked those cultists out the airlock the second they came on board" The manager kicks the wall, "Here's something for your trouble. Now I need to make some calls..."</EventText.waystation_husk.c3>
<EventText.waystation_revealtheatre.c1>An ad catches your eye, "Europa got you down? The depths not treating you well? Looking for some jovial fun? Come relax and catch a show! We're ALWAYS open." There's coordinates to a clown theatre attached.</EventText.waystation_revealtheatre.c1>
<EventText.waystation_cargoad.c1>There's an ad here, "Looking for freelancers to transport cargo. More information provided on site." Followed by directions to a nearby outpost.</EventText.waystation_cargoad.c1>
<EventText.huskchurch_unlockescort.c1>"Welcome to our humble church traveler." You swear you hear a clicking sound when they talk, "Say, you look like the type that would help the church. We've got some acolytes on a nearby outpost looking for transport. Here, I'll mark it down for you."</EventText.huskchurch_unlockescort.c1>
<EventText.huskchurch_cargo.c1>"Welcome to our humble church traveler." You can hear the smile in their voice, it makes you shiver, "Say, you look like the type that would help the church. We've got some... goods on a nearby outpost looking for transport. Here, I'll mark it down for you. Those that help the church in turn help themselves."</EventText.huskchurch_cargo.c1>
<EventText.clownstation_unlockescort.c1>"You look like a jovial fella, I've got some other jovial friends looking for transport, if you're interested. I'll mark it on your map."</EventText.clownstation_unlockescort.c1>
<EventText.clownstation_unlockwreck.c1>"You look like a jovial fella, we recently lost some supplies. If you could get them back, you'd be helping us spread the fun. I'll mark it on your map."</EventText.clownstation_unlockwreck.c1>
</infotexts>
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<?xml version="1.0" encoding="utf-8"?>
<infotexts language="English" nowhitespace="false" translatedname="English">
<!-- Missions -->
<missionname.beaconconstruction>Beacon Construction</missionname.beaconconstruction>
<missiondescription.beaconconstruction>The beacon station between [location1] and [location2] needs a shipment of [requestedsupplies] for construction to continue. A commision of [reward] has been offered to any crew that fulfills the shipment.</missiondescription.beaconconstruction>
<beaconconsonarlabel>Construction Site</beaconconsonarlabel>
<missionheader0.beaconconstruction>Supplies Delivered</missionheader0.beaconconstruction>
<missionmessage0.beaconconstruction>The supplies have been delivered. Navigate the submarine to [location2] to claim your commision.</missionmessage0.beaconconstruction>
<missionsuccess.beaconconstruction>Construction on the beacon station continues.</missionsuccess.beaconconstruction>
<missionfailure.beaconconstruction>Construction on the beacon station remains on hold.</missionfailure.beaconconstruction>
<!-- Distress Missions -->
<!-- Generic -->
<missionname.distressmission>Distress Beacon</missionname.distressmission>
<missiondescription.distressmission>Long range listening stations detected an active distress beacon in this passage. The last known location has been marked on the sonar.</missiondescription.distressmission>
<missionfailure.distressmission>The call for help remains unanswered.</missionfailure.distressmission>
<!-- Distess Escort -->
<distress.lostdiversuccess>The diver thanks you profusely for rescuing them. They give you a reward as thanks.</distress.lostdiversuccess>
<distress.pirateambushsuccess>Pirates trying to lure helpless crews in with distress beacons. The world is better off without them.</distress.pirateambushsuccess>
<!-- Distress Submarine -->
<distress.submarinesuccess.crew>The crew and shuttle was safely escorted out, the surviving crew rewards you [reward] for the trouble.</distress.submarinesuccess.crew>
<distress.submarinesuccess.sub>You pawn off the shuttle for [reward].</distress.submarinesuccess.sub>
<distress.submarinefail>The shuttle joins the crew at the bottom of the sea floor.</distress.submarinefail>
<missionheader0.distress_shiprescue>Lost Shuttle</missionheader0.distress_shiprescue>
<missionmessage0.distress_shiprescue>The distress beacon leads to a lost shuttle, based on radio chatter they're not having a good time. Navigating them and the shuttle out.</missionmessage0.distress_shiprescue>
<missionmessage1.distress_shiprescue>The shuttle crew has perished, an all too common fate. They won't be paying for this rescue anymore but the shuttle can still be claimed as salvage if navigated out of this cave.</missionmessage1.distress_shiprescue>
<missionheader1.distress_shiprescue>Lost Shuttle</missionheader1.distress_shiprescue>
<distress.lostshuttle.atend>The lost shuttle is within range for salvaging.</distress.lostshuttle.atend>
<!-- Distress Ghostship -->
<missionheader0.distress_ghostship>Adrift Submarine</missionheader0.distress_ghostship>
<missionheader1.distress_ghostship>Adrift Submarine</missionheader1.distress_ghostship>
<missionmessage0.distress_ghostship>The source of the distress signal appears to be a drifting submarine. Standard maritime protocol is to board the sub to investigate.</missionmessage0.distress_ghostship>
<distress.ghostship.damagenotification>Doing excessive damage to a scuttled vessel may result in reputation loss!</distress.ghostship.damagenotification>
<!-- Mission Specific -->
<missionmessage1.distress_ghostship_bandit1>Upon boarding the drifting sub, you can hear footsteps. Is the crew still alive?</missionmessage1.distress_ghostship_bandit1>
<distress.success.distress_ghostship_bandit1>The submarine was taken over by bandits, the crew slaughtered.</distress.success.distress_ghostship_bandit1>
<missionmessage1.distress_ghostship_husks>Upon boarding the drifting sub, you can hear footsteps. Is the crew still alive?</missionmessage1.distress_ghostship_husks>
<distress.success.distress_ghostship_husks>You remind yourself to stock up on Calyxanide at the next outpost.</distress.success.distress_ghostship_husks>
<distress.success.distress_ghostship_prisonbreak>A cautionary tale to always keep an eye on your prisoners.</distress.success.distress_ghostship_prisonbreak>
<missionmessage1.distress_ghostship_crawlers>Upon boarding the drifting sub, you are instantly aware of the stench of death that permeates the air. If the crew was alive at some point, they've long since died.</missionmessage1.distress_ghostship_crawlers>
<distress.success.distress_ghostship_crawlers>A strange sight, a drifting submarine being used as a breeding ground. Perhaps one of the crew members had a pet that got too hungry.</distress.success.distress_ghostship_crawlers>
<distress.success.distress_ghostship_alienship>The sight of the modified submarine sticks in your brain, scratching at the walls of your skull. What the hell is 'jove'?</distress.success.distress_ghostship_alienship>
<!-- Fluff -->
<label.insanerant1>HOW DEEP UNDER THE ICE CAN GOD SEE?</label.insanerant1>
<label.insanerant2>DO</label.insanerant2>
<label.insanerant3>YOU</label.insanerant3>
<label.insanerant4>HEAR</label.insanerant4>
<label.insanerant5>IT</label.insanerant5>
<label.insanerant6>CALL?</label.insanerant6>
<missionmessage1.quiet>It's eerily silent, is anyone alive?</missionmessage1.quiet>
<distress.success.clowns>Who knows what those harlequins were up to.</distress.success.clowns>
<!-- Lost Cargo -->
<missionname.lostcargo>Lost Cargo</missionname.lostcargo>
<mismissionfailure.lostcargo>The cargo remains unclaimed.</mismissionfailure.lostcargo>
<missiondescription.lostcargo>A freighter submarine has ditched some of it's cargo pods due to 'complications' in this passage. Seems like free salvage if you can find the pods.</missiondescription.lostcargo>
<missionheader0.lostcargo>Lost Cargo</missionheader0.lostcargo>
<missionmessage0.lostcargo>Cargo pod spotted! Dock with the pod and find out what's inside!</missionmessage0.lostcargo>
<!-- Relay Repair -->
<missionname.relayrepair>Relay Repair</missionname.relayrepair>
<missiondescription.relayrepair>An old relay station between [location1] and [location2] has recently stopped functioning. Bringing it back online will help local communication.</missiondescription.relayrepair>
<relaysonarlabel>Relay Station</relaysonarlabel>
<missionheader0.relayrepair>Relay Repair</missionheader0.relayrepair>
<missionmessage0.relayrepair>Unlike modern Beacon stations, Relay stations operate by modulating the incoming signal through 4 steps before sending it. The given input must match the expected target value to bring the station back online.</missionmessage0.relayrepair>
<missionheader1.relayrepair>Relay Repaired</missionheader1.relayrepair>
<missionmessage1.relayrepair>The station is back online and relaying signals again.</missionmessage1.relayrepair>
<missionsuccess.relayrepair>The relay station was repaired.</missionsuccess.relayrepair>
<missionfailure.relayrepair>The relay station remains offline.</missionfailure.relayrepair>
<missionname.gotoresearch>Mailman</missionname.gotoresearch>
<missiondescription.gotoresearch>Seems like this is the place to drop off the research data, better look around and see who wants it.</missiondescription.gotoresearch>
<!-- Map Mission -->
<triangulatepoint>Triangulation Point [number]</triangulatepoint>
<missionname.triangulation>Triangulation</missionname.triangulation>
<missionmessage0.triangulation>The map leads to this passage, now all that's left to do is locate the point of interest. </missionmessage0.triangulation>
</infotexts>
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<?xml version="1.0" encoding="utf-8"?>
<infotexts language="English" nowhitespace="false" translatedname="English">
<mlc.patchnotes>
SWAN SONG
Well, this is it!
More Level Content's final update.
It's been fun, when I started working on this mod back in 2023 I never
would have guessed that 91,270(!!!) people would, at some point, install
this mod. Thank you all!
Sorry about that time your multiplayer campaign kicked everyone.
I'm actually working on a video game now(!) called "Concrete Abyss"
with the creator of "Robotrauma", maybe you'll end up playing it one day.
Okay, with that out of the way! Lets do this one last time.
CHANGES / FIXES
- Custom scripted events are working again!
- Made the jump starter suck less (hopefully).
And that's it for now, this mod will not survive the dlc, so enjoy it
while you can!
I will see you up ahead.
- Dak, 2026 &lt;3
</mlc.patchnotes>
</infotexts>