Sleeper Service wrote:CE 1.2
- CEs AE related contend will only appear when activating AE in the hangar, just the same as with vanilla AE content
I know it's a question "for future" as fixing compatibility glitches with AE is priority now, but I was wondering - would it be possible for Ce to (ab)use AE content switch to do something awesome? Like, there could be a script that re-packs one's FTL files in a way that even without AE-switch set to "ON" AE's content is included, and then, setting it to ON gives player 9*3 new ships to play with - without actually overwriting anything from mod manager, as switching between 2 sets of ships would be just a matter of pushing AE's switch!
This way, CE could enter new awesome step of development, adding "CE's new player ships addon", integrating and tweaking the best (non-op) custom player ships out here, all fully integrated with CE's content/special quests/etc/.
Sleeper Service wrote:- For some unknown AE related reason, Light Lasers pierce Zoltan shields now; which is actually fine with me
"Nearly impenetrable shield", eh? That blocks rockets as huge as 1/10 ship, but is penetrated by some small pesky laser, even when 5-bubbles strong? Not sure if I'm as OK with that as you, lore-wise
Lets see how it works out in the actual game...
Sleeper Service wrote:- Internal Effector can now target Mind Control and Hacking system as well
- Internal Effector and Onboard Clone Lab removed
Sleeper Service wrote:- CEs layout related boss changes reverted for now
- The boss now uses its hard mode layout also on Normal and Easy (subject to change)
- The boss no longer calls in Artillery in phase one (subject to change)
- The boss no longer suffocates its crew and activates a backup drone system in phase three (subject to change)
- Boss Ion number of shots reduced
I understand that it's subject to change, but boos was so fleshed-out and really balanced in CE, not to mention all those lore-heavy things about artillery support... Waiting eagerly for re-introduction!
Sleeper Service wrote:
- Although rouge AI are a great concept, they will all go rogue now.../quote
Sleeper Service wrote:- Deep space elite variants for new enemies added (excluding pirates, they will fall behind in the endgame)
Any particular reason for that? Or it's subject for change, and pirates will catch up in later versions?
Other than that AWESOME work! I really, really like how those changes sounds, and I'm eager as hell to try them in actual game
Huge "thank you" for all hard work you had to do 'till deadline, to make CE integrated with Ae possible since day 0. Before your first announcement re taking part in beta I suspected that it will take something like a month after AE release... Respect, huge respect!
Personally, in the awesome "Sea of changes"
, I'm somehow unappropriated excited about integrating CEPM into CE/AE. I really liked the idea, but never used it myself - as it was changing "everything" for player or enemy, it seemed a little unnatural to me. Not, all the variations in per individual crew-member (down to, eye colors, FTW?! Upon reading about it, I was thinking if we're still talking about FTL, not some cRPG hero creator
), it will really help to have a little closer bond with our team.