# Currently recommended Version is 2.5b ## Mod description (by Mira) After playing Starsector for a while I noticed that there is not much excitement over finding weapons in this game (with the exception of end game missions), so I went ahead and created a subset of weapons that are balanced above the level of base weapons, hopefully to give a sense of satisfaction when found. ## Superweapons Arsenal 3.0 (mllhild) Compatible for 0.98 / 0.97 / 0.96 Update: - remade ALL sprites so that the mod can return to the forum (weapons, projectiles, trails, fx, shield, ... ) ## Superweapons Arsenal 2.5b Fixes (KindaStrange) Compatible for 0.98 / 0.97 / 0.96 Fix 002 : fix EM Railgun and Lighting Gun not hitting. Save compatible. Fix 003 : fix last bounty causing saving error. save compatible but if already you accept bounty you must reset the bounty to fix broken flagship captain personality. I am on Starsector Discord @kindastrange_gg for bugs ## Superweapons Arsenal 1.0 to 2.5b (Mira) Reading is for nerds. ## How to get the weapons - You may find any of these weapons while exploring the outer worlds, mainly in a weapon cache, mining base or a research station. - Techmining can get you all besides Syndicate and Legendary weapons (Preferebly Vast Ruins) - You will be offered bounties for a chance to recover Superweapons after beating their current owner in battle (Require Vayra's Sector) - [Slightly better Techmining](https://www.patreon.com/posts/0-98a-mod-125459046) mod helps with finding weapons - it's not possible to attain blueprints for any of these weapons, also they won't be used by any faction