Here is the first release of STL: The Aftermath. In Stage I you get a huge improvement in AI, map design and an interface overhaul as the first signs of improvement. Also something you will notice is a completely new ship select screen with something extra: the upgrade system. Stage I also has something else up its sleeve. Not only is it a full total conversion mod, its also part tutorial too. Aftermath is the only mod that offers tutorials along side the mod to encourage the player base to take their playing experience a step further by having a go at modding Legacy for themselves. Stage I roughly has around 20 new maps, a complete and original interface, enhanced AI, advanced map design, several object enhancements (nebula) and the tutorials. Stage I is just the beginning of STL The Aftermath
An in depth overview of STL The Aftermath Stage I
Tutorials
STage I consists of two tutorials; Map Editor General and Map Editor Campaign. The two tutorials give the player a reference and basic knowledge of how maps work and get them familiar with the Map Editor. The Map Editor General goes over all the functions of the Map Editor and explains what each area is in a clear and easy to understand format. The Campaign tutorial takes mapping the next step by teaching players how the can go about creating their own game modes or campaigns.
AI
Aftermath has the most advanced AI in any Legacy mod. Legacy originally had two sets of AI that more often than not conflicted with each other that left the player wanting a more challenging and different experience. In Aftermath, the two AI sets were overhauled to compliment each other than work against each other and the results are you have the most lethal AI in any Legacy mod. The AI will stalk your ships, hunt you down if you flee, attack in numbers, identify and go after your weaker ships and much more.
Map Design
Having advanced AI is one thing, but that AI needs something to work with. Stage I has the solution for making the best of the AI by having advanced map design. All maps were designed to get the most out of the new AI, whether it be an asteroid field for the enemy to lure you into or nebulae to hide from your enemy. Maps are your fundamental area of gameplay that any player from any game can understand. A well made map can make the difference between an enjoyable experience where as a not so well made map can leave the player with a feeling of 'what next'.
You can note it works with trek battles