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Timelines boss + epic scenarios

This page catalogs the boss battles and epic set-piece scenarios — the largest individual Timelines scenarios with bespoke mechanics. These are the memorable showpiece scenarios that span 150KB+ each.

ScenarioSizeModuleTheme
Khaak Boss Battle258KBscenario_khaak_boss_battleFight a Khaak Destroyer boss
M0 Boss Battle161KBscenario_m0_boss_battleM0 (mystery) boss
Presidents End192KBscenario_presidents_end_1Stealth/assassination of a President
Tharkas Cascade203KBscenario_tharkas_cascadeTharka-themed cascade
Dragonfyre210KBscenario_dragonfyre”Dragonfyre” mission with Warp/Regroup chapters
Transport Refugees694KBscenario_transport_refugeesRefugee transport — largest individual scenario
Transport Refugees Engineer152KBscenario_transport_refugees_engineerEngineer-themed refugee variant
Transport Refugees Escort67KBscenario_transport_refugees_escortEscort-themed refugee variant

Script: scenario_khaak_boss_battle.xml (258KB)
Module: scenario_khaak_boss_battle

A boss fight against a Khaak Destroyer. The destroyer has dedicated firing-pattern systems:

CueMechanic
Khaak_Destroyer_Fire_Loop (0.1s polling)Continuous firing loop
Khaak_Destroyer_Fire_Pattern (instanced)Scripted firing patterns
Khaak_Destroyer_Cease_Fire (instanced)Conditional cease-fire
Background_Cues blockBackground mechanics
Ch1_Track_Cause_Of_Death_Ref (refs LIB_Scenario.Track_Cause_Of_Death)Track what killed what

In the source there are commented-out cues — Shield Generator mechanics, Player Ship Damaged tracking, Player Dealt Hull Damage tracking. These were planned-but-cut features. They suggest the boss battle was designed to track player damage taken / dealt, but vanilla shipped without those sub-mechanics.

  • Mods that rebalance Khaak Destroyer affect difficulty
  • Mods that change LIB_Scenario.Track_Cause_Of_Death break tracking
  • Anti-Khaak mods trivialize the boss

Script: scenario_m0_boss_battle.xml (161KB)
Module: scenario_m0_boss_battle

A boss fight against the M0 (an unknown / hidden / unique enemy). The “M0” designation suggests a Mark-0 or original/master enemy.

  • Standard combat-rebalance mod risks apply

Script: scenario_presidents_end.xml (192KB)
Module: scenario_presidents_end_1

A stealth/assassination scenario — player infiltrates a presidential location. Features distinctive visual effects per room (VfxStartingRoom, VfxBridge, VfxCorridor1, VfxCorridor2, VfxBrig) and a run-blur mechanic when the player is running.

CueMechanic
Start_Fade_InCinematic fade-in
VisualFx blockPer-room visual effects
Run_BlurVisual blur when running
Player_Is_Running (50ms polling)Detect running state

The per-room VFX system is unique to this scenario — different visual effects in different interior rooms.

  • Mods that change spacesuit movement / running affect Run_Blur trigger
  • VFX-overhaul mods can collide with room-specific VFX
  • Mods that change interior room mechanics affect the stealth flow

Script: scenario_tharkas_cascade.xml (203KB) + scenario_tharkas_lib.xml (helper library)
Theme: Tharka’s Ravine themed cascade scenario

A Split-themed scenario named after Tharka’s Cascade (the Split waterfall metaphor / family ancestor theme).

  • Mods that change Split faction behavior affect scenario flavor
  • Mods that change Tharka’s Ravine sectors affect scenario context

Script: scenario_dragonfyre.xml (210KB)
Module: scenario_dragonfyre

A 2-chapter scenario:

ChapterDEBUG cueTheme
Chapter 1DEBUG_Chapter_1_Warp_Dragonfyre_ProximityWarp to Dragonfyre proximity
Chapter 2DEBUG_Chapter_2_Regroup_Fleet_Destroy_EnemiesRegroup fleet + destroy enemies
OutroDEBUG_StartOutroBegin scenario outro
CueMechanic
Score_Enemy_Destroyed (instanced)Score tracking — enemies destroyed
Setup_LibrariesCall_Setup_LibrariesStandard scenario setup
SetupMissionMission setup

The Score system suggests Dragonfyre has a competitive / leaderboard component — players compete on enemies-destroyed count.

  • Combat-rebalance mods affect score balance
  • Fleet-management mod affects regroup mechanic

Script: scenario_transport_refugees.xml (694KB — LARGEST individual Timelines scenario)
Module: scenario_transport_refugees

The Transport Refugees scenario is larger than most full DLC stories (694KB). Its companion scenarios _engineer (152KB) and _escort (67KB) add variant flavors.

Vanilla code shows extensive DEBUG infrastructure:

CuePurpose
Debug_GetBestScores (namespace)Get player’s best scores (debug introspection)
Debug_GetPlayerRoomAndPosition (namespace)Player room + position (debug)
Debug_TestVideoCommWhileDockedTest video comm while docked
Debug_TestVideoCommWhileDocked_Docked (+ _Interval 5s instanced)Periodic checks while docked
Debug_PlayRaidersCutscene (+ _Timeout 5s checktime)Debug: play raiders cutscene
Debug_PlayStationDestructionCutscene (+ _Timeout 5s)Debug: play station destruction cutscene
Debug_PlayNPCsEmbarkedCutscene (+ _Timeout 5s)Debug: play NPCs-embarked cutscene

The DEBUG cues reveal the scenario has these set-piece events:

  • Raiders attack cutscene (Debug_PlayRaidersCutscene)
  • Station destruction cutscene (Debug_PlayStationDestructionCutscene)
  • NPCs embarked cutscene (Debug_PlayNPCsEmbarkedCutscene)

Plus score tracking (player has “best scores” to retrieve).

The scenario is deeply cinematic — players transport refugees through a hostile environment, with set-piece cutscenes triggered by milestones.

  • scenario_transport_refugees_engineer.xml — engineer-themed variant (player as engineer)
  • scenario_transport_refugees_escort.xml — escort-themed variant (player as escort)

These provide replay variety on the same refugee theme.

  • Mods that change video comm mechanics while docked break debug test (and possibly live mechanic)
  • Mods that disable cutscene system break key cutscenes
  • Mods that change refugee NPC categories affect spawning
  • Score-tracking mods can collide with leaderboard system

Common patterns across boss + epic scenarios

Section titled “Common patterns across boss + epic scenarios”
PatternUsage
Setup_LibrariesCall_Setup_LibrariesStandard initialization
Background_Cues blockBackgound mechanics running in parallel
LIB_Scenario.Track_Cause_Of_DeathTrack what killed what (cause-of-death attribution)
Per-room VFXDistinct visual effects in different interior rooms (Presidents End)
Score trackingLeaderboard scores (Dragonfyre, Refugees)
Fire patternsScripted enemy firing patterns (Khaak Boss)
DEBUG chapter skipsDEBUG_Chapter_N_* cues for vanilla testing
ConcernCue
Khaak Destroyer firingKhaak_Destroyer_Fire_Loop (0.1s) + _Fire_Pattern
Cause-of-death trackingLIB_Scenario.Track_Cause_Of_Death
Presidents End VFXVisualFx block + Run_Blur
Presidents End running detectionPlayer_Is_Running (50ms polling)
Dragonfyre scoreScore_Enemy_Destroyed (instanced)
Refugee debug infrastructureDebug_GetBestScores, etc. (in scenario_transport_refugees.xml)
Refugee cutscenesDebug_PlayRaidersCutscene, etc.

The boss + epic Timelines scenarios are the DLC’s showpieces — single scenarios bigger than entire base game arcs. Khaak Boss firing patterns, Refugee cutscene set-pieces, Presidents End per-room VFX — your mod’s interference with any of these breaks a memorable Timelines moment.