How do we face a ruthless enemy? Should we damage them enough to break their will? Should put a show of firepower to shock them? Or should we just posture ourselves defensively and hope we could somehow push them back? Or maybe we could cut off every conceivable route for the enemy to get to us and fall back? Whatever happened three years ago was just to postpone the inevitable. The bitter memories of the horror that crushed the souls of heroes seared into the minds of those who had lost themselves; their courage, their sanity, even their morality. The frightful images of those dreaded demonic ships, the destroyers, pierced through the hearts of brave men, good men. I was one of them. I was broken. The destroyers took everything, my family,... My life. I had nothing but heaps of ashes. I can never forget those moments in Capella when I have no choice but to smile back at death's grin. But I survived. Since then, I took things one at a time. Still, the scars remind me of a foreboding threat of a stalking predator looming over the event horizon of an uncharted jump node. They will be back and I will dread that day. So, how do we face the enemy? Should we shed our hesitance, our reluctance, our fears, every shred of humanity and take them head on? Grind them to dust until there is nothing left? Until they are lost forever?
---John K. RichterThe story takes place three years after the destruction of Capella and the end of the Second Shivan War. The GTVA is recovering but it has become a paranoid society building their military might believing that their old nemesis will someday return. Even then, the tension between the two races is growing, the Terrans are deep in debt while the Pirate Issue is becoming problematic. With everything going haywire, how can the alliance face the inevitable? Experience the journey of one mercenary seeking his ultimate purpose as he tore through the chaos in a brutal war then, later, the fate of all rested on his weary shoulders.
--68 Missions divided into 10 Acts. 54 playable missions and 15 carefully crafted cutscenes.
--The mod has 6 dreadnoughts, 11 destroyers, 14 corvettes, 12 cruisers, 9 installations
8 auxiliary ships and 15 types of fighters and bombers. A total of 77 assets.
--New user interface, 5 Main halls and 21 loading screens (1 introduction screen and 2 for each Act)
--More than 40,000 words worth of written material.
--Stunning space backgrounds. More planets and cosmic objects.
--New weapons with descriptions and tech animation. Each of them has its advantage and disadvantage.
--New capital ship weapons and new look for the Shivan beams
--10 in-game soundtracks with automatically triggered segments.
--7 briefing music and 2 main hall music.
--Epic clashes and intense dogfights.
--Insane scenarios and near-death situations.
--Battle through hundreds of enemy fighters and bombers while opposing fleets engage in a slug fest.
--And many more...SPECIFICATIONS:
The required SCP Build needed to run the mod is 3.7.2 but it had been tested to run with 3.7.4 and
the performance is even enhanced (with the "deferred lighting" option off), the AI is also improved.
The mod will run with middle-end computers or average PCs. My computer specs are:
AMD A4-6300 APU with Radeon(tm) HD
AMD Radeon HD 8370D Graphics Processing Unit
4GB RAM (the higher the better)
2.7GB required disk space.DOWNLOAD LINKS:
--- File updated (2/3/2017)
Files can also be downloaded from SectorGames: http://sectorgame.com/fsfiles/?dir=uploads/Projects%20-%20Campaigns%20-%20TCs/Campaigns/SCP%20Campaigns/The%20Aftermath%20Reboot
Please read the "Read Me"
file before playing.UPDATE: (2/3/2017)
I HAVE ANOTHER UPDATE and this the second. The related link in the download list is modified with the current update. All you have to do extract the archive to your Freespace 2 root directory
. This will replace the old VP file. The current update will replace the old AF-Root.vp
file. Re-download the AF-Root
(see the download list).
- More spelling and grammar checks.
- Fixed the missing head anims in some missions.
- Added a couple of surprises in the mission "Torpedo chasers."
- Fix the missing Skyboxes in 2 Capella missions, the "Enterprise" mission,
and the "Strike Group Alpha" cutscene.
- Some minor adjustments in other missions.PREVIOUS UPDATEUPDATE: (12/8/2016)
-- Fixed the bug in the mission "Client Rescue" to make the HUD definitely appear after the cutscene.
-- changed the "Jump Authorization" HUD text messages to their proper HUD images in the "Adhara Exodus" mission.
-- Resolved the issue about landing at the Bretonia platform. Players can now dock at the fighter bay as well. This
prevents confusion. I never knew that installation has a fighter bay. My mistake.
-- Made some minor changes in mission "Second Assignment" regarding the failure scenarios.
-- Corrected the function key references of targets and a misspelled ship name in the directive.
-- Fixed the directive mission coding bug in the "The Battle of the Bulge."
-- corrected some misspelled words and minor typo errors in the intel Database and in few missions.
-- Added a debriefing section in one of the cutscenes. I feel it's important.
-- Revised the description of the XJR Phantom and any info in missions the relates to it.
-- Minor changes in the description of the TF Ghost.
-- Set the loading screen in the beginning of Act 9. It was overlooked.
if you already completed the campaign, you can see the changes when you replay the missions
There will still be issues that are overlooked. Please post them when you find one indicating the mission and
the nature of the error so that it will be properly updated immediately.