I just had quite decent run with Slug ship. As a result, here is a list of encountered bugs/problems:
Tested version: FTL Captains Edition 1.099.ftl1.
Is it intentional, that treacherous slugs don't accept slavery? I can imagine that this may be part of characterizing factions (rocks - piracy only, mantises - piracy and slavery, slugs - piracy and breaking truces), but such caring it sounded quite strange for our slimy pals. (Severity: Medium
or "It's a feature")2.
No matter if point #1 is a bug or not, you can't break truce, after accepting slave as tribute. Letting those slaving bastards go freely, made me a sad snail's captain.
Here is list of other situations, where breaking truces wasn't possible, despite that it should:
a) After accepting trading cargo as surrender tribute from "pirated" merchant.
b) After fight with pirate trap-shop and accepting their surrender, there isn't option to break truce and finish them. Well, currently, due to bug #3
the truce is automatically broken no matter which ship we command (after accepting surrender, fights continue), but I guess it isn't how it meant to be.
Shop-trap in pirate sector - as someone reported earlier - is a little broken, now. After climatic event text - and catching a glimpse of enemy ship on "Target" section of screen, already - ship window *still* opens, with normal shop content (contrary to what event text says, about useless derelict parts). Then, after closing shop window, we can fight pirate. His surrender is broken as per part b)
of bug #2
. (Severity: Major
Have you changed anything about when enemy surrenders, or was it always at 2 hull left, and I just haven't noticed it before Slug surrender-forcing run?
BTW, I've noticed that you've introduced small chance, that breaking truce won't be possible (for various event-text reasons). Frankly, after looong fight, during which I've been very carefully planning and executing tactic to force surrender (then accepting and finishing them off), it felt quite penalizing. Still, if chances for it happening are relatively small (it seemed so during my run), it's OK - especially, that flavor texts are nice and it *almost* never felt out of place.
*Almost*, because there was one ridiculous situation, when I got attacked (just after jumping) by pirate blackmarket in pirate sector (well, they wanted me to pay them for leaving, to be precise). I've forced their surrender and tired to break truce, but I wasn't able to, because something along the lines of "by the time they've offload tribute, some ships of local authorities showed up". "Local authorities" in pirate-filled sector came to help pirate battle-station and prevented me from blowing it up, WTF? I guess it's generic text for failing to break truce with stations, but in case of pirate/unlicensed ones, it sounded very off and was quite immersion/breaking, IMO. (Severity: Minor
Scanner done states that it cost 20 scrap (sounds right for thing with such limited functionality), but it deducts 30 scrap from our total. Haven't checked what happen if we choose it when having less than 30 scrap (or if it's even possible to do so, then). (Severity: Minor
Dual laser Mark II is downgrade from Mark I. They do same damage and have same characteristics (unless description lies), the only difference is that Mark II shots every 8 seconds (as opposed to Mark I's 10 seconds) and it cost *two* energy bars instead of one. To be real upgrade, Mark II it should either cost still 1 bar (it would be, then, negligible upgrade of 8 sec vs 10 sec), or, at worst case, their names and prices should get swapped. That is, Mark II becoming Mark I and vice-versa - Mark I is plain better for all intents and purposes. (Severity: Minor
There is this empty-beacon event, where you meet a small fleet of engi ships, threatening us because "piracy have negative impact on social" something, and "Can't be permitted". I think there should be option to, well, pirate them
I'm just thinking, hoever - last time, I've also reported empty-beacon type situation (engi ships that refuses hail), and changelog claims that you've introduced pirating option there. I'm wondering, if doing this won't result in making *less* empty beacons in galaxy, hindering player's possibility to socialize/engineer/etc? Or you have done something to keep chances for encountering empty beacons intact? (Severity: Minor