[OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.8 [Boo + Hotfix]

Distribute and discuss mods that are functional. Moderator - Grognak
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.4+Hotfix [Visitors from Across the Multiverse]

Postby TheMultiverseTeam » Sun Dec 27, 2020 7:50 pm

Ok thx, lots of changes this time, looking forward to it :)

Edit: Just started a run before, selected HARD and the second highest setting for your difficulty, where the fleet gets a head start with 1 jump (CHALLENGE if i remember correctly?)
So i just finished sector 3 and in none of them there was a fleet catching up!? Is this on all of your difficulty settings!? Because then i´m going back to version 4.3 ...

This was just reported in the discord, its a vanilla bug where fleet delay gets carried over... I assume you started a run on sandbox first, because thats what seems to be causing the issue. Just restart the game and dont select sandbox and it should be fine

Mods is awesome, is there anywhere I can donate?

Though Im honored you want to donate, there isn't a place currently and I don't think I'll ever make one.
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Mositron
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.4+Hotfix [Visitors from Across the Multiverse]

Postby Mositron » Mon Dec 28, 2020 7:25 am

Yeah youre right, messed a little bit around with sandbox mode before. Now it´s running fine.
What is the hotfix for!?
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.4+Hotfix [Visitors from Across the Multiverse]

Postby TheMultiverseTeam » Mon Dec 28, 2020 5:22 pm

Hotfix fixes the crash when enemies were using manager drones (something that was added in 4.4)... it seems the game just won't let enemies use them, even when I gave them a special variant. Also has a few smaller fixes like the rusty Pegasus on Augmented C having no sprite or the smuggler civilian transport having floating weapons.
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.4+Hotfix [Visitors from Across the Multiverse]

Postby Mositron » Wed Dec 30, 2020 9:31 am

Do you plan to update the elite ships anytime soon!?
Always liked to throw a fun run in between with those ships :)
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.4+Hotfix [Visitors from Across the Multiverse]

Postby TheMultiverseTeam » Wed Dec 30, 2020 5:00 pm

Inevitably yes, but it usually takes a while because I'm busy developing the base mod, and with each update usually something changes that might mess up the elite ships, so I usually wait until there's an update where nothing will break them again.
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.5 [Chronicles of the Salt Man]

Postby TheMultiverseTeam » Sat Jan 02, 2021 4:53 pm

Update 4.5 is out now! It's actually the guild update (Slug Clansmen) but it has a salt man, which I think makes for a much more entertaining title.
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Added the Guild sector.

Added the salt man and salt launcher.

Added the Sodium Cruiser type A, B, and C.

Added Clansman Rangers.

Added a couple more MV Traveler dialogues.

You can now talk to and scan the lizards at empty beacons. Also added ranger socialization options.

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Sylvan now has 2 neural lasers and 2 fire starter lasers instead of 4 bl2s.

Added clarification to extreme/challenge that start beacon bonus options are disabled.

The clansman given from the event in the Royal nebula is now a ranger.

Clan ships now have ranger crew aboard them.

Updated Ancient music a bit.

The Free Mantis event in the obelisk homeworlds now gives a warlord.

Guild A now has a ranger.

The detective event failure text has been changed a bit.

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Increased ghost and phantom health.

Massively decreased the amount of scrap given by the rockman thats low on missiles.

Increased the cooldown of steel flak by 1 second and decreased the number of shots by 1.

Removed Engi C from the list of miniboss MV ships that can appear in normal.

Lost Sun B now has 1 more weapon and reactor power.

Plasma Replicator now costs 25 scrap.

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Fixed some tpyos.

Fixed some missing combat checks.

Fixed some missing cloak images.

Fixed being able to install infinite arms (again).

Fixed the smuggler civy transport having floating weapons.

Fixed not being able to run from the Knighted Guard.

Fixed the Engi C (boss) drops.

Fixed the cloak blue option in the jerry quest.

Fixed the last stand selling the modular magnetic arm.

Fixed the Kakpakakakakakakakakakakakak event not giving a quest.

Fixed Sylvan using the rare gun dialogue when buying a combat augment.

Fixed some MV travelers having no crew.

Fixed the giant man eating weeds event showing the outcome before you select any options.

Fixed the lowest repair bot option still taking 2 power.

Fixed the Hellraiser beam being slower than the drone itself.

Removed the fleet delay from sandbox as it seems to be carrying over between runs (vanilla bug)

Fixed the anointed donations not checking your cargo.

Fixed Orchid outposts having two contact options.

Fixed the old pegasus having no sprite.

Fixed the Fed Transport not running immediately in later sectors.

Fixed locked race augments telling you they don't work with themselves (Referring to the non-locked versions)

Fixed Wrecked Engi Scout having floating weapons.

Fixed the wrecked slug interceptor having slug crew.
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations]

Postby TheMultiverseTeam » Mon Jan 18, 2021 11:39 pm

Multiverse 4.6 is out! This is a huge update, and hopefully worth all the wait!
Multiverse now uses its own set of save files, and every ship has an unlock! Don't worry, this will not interfere with your vanilla saves.

Hyperspace is also now on 0.6. Make sure to download that here:
https://subsetgames.com/forum/viewtopic.php?f=11&t=35095

Changelog (very very big spoilers)

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A new save file system has been implemented using hyperspace. Multiverse has a new save file that does not affect vanilla!

Every player ship now has its own unlock, meaning you start from scratch and gather your armada as you play!

Reordered and reorganized the ship select screen.

Redid the start event and changed the head start fleet delay to 2 jumps.

Added the Morph Cruiser type A, Proto-MV C, Sylvan's Cruisers, the Civilian Multiverse Cruiser, and the Crystalline Multiverse Cruiser.

Destroying all 3 Hacker Broadcast Stations now leads to a special event.

You can now install external augments as internal augments. Also updated the disclaimer to be more obvious what it means.

Toxic Gas on shell ships now has a visible indicator similar to No2.

Some ships now spawn with specially named crew.

Replaced the standard gunboat that you fight to save Sylvan with a special boss.

Added a new unlock quest for the Slug Cruiser.

Modified the Central Shipyards reactor core event to be an unlock for the Engineer Cruiser. Also added the uplifted combat drone as a reward.

Modified the secret questline a bit, especially the ending.

You can now give tribute to MV Traveler bosses on Normal and Challenge to avoid fighting them.

Added a new alternative suzerain elite cruiser.

Added new last stand dialogue for several ships.

Weapons now display their exact fire/breach/stun chance!

Added a new main track (composed by SwiftTiger) to the Jerome Protectorate.

Imported all of the elite ships over to the base mod, you won't need an addon anymore to use them and they'll always be updated to work with the base game now.

Added Morph crew, who can take on the form of other races at empty beacons.

You can now hail vance with jerry in the showdown.

Added some new crew dialogue.

Reorganized the final credits.

Added some new Orchid Children blue options.

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The anti-bio combat drone on Slug C has been replaced by the guillotine drone.

Modified many of the boss events to now serve as unlocks.

Reworked the way Kernal weapons function. Rather than having a high breach chance, they now have a 50% chance to ignore using ammo. Elite Kernals also now have their own tooltip.

Reworked the way difficulty affects MV Traveler bosses. All difficulties can now have any boss type, but use different blueprints.

Removed the defense laser from the weapon pool.

Completely reworked Sentinels and added them to the phasing crew list.

Added disclaimers to the difficulty select and system upgrades.

Irwin is now a ranger.

Buffed Sylvan and the Rift Waker.

Changed the way the fuel conserver works, so it not only preserves the fuel used by gives you an additional fuel cell!

Removed the ignore the cache option from hacker stations as there's no bad outcomes anyways.

The Fed Base now provides empty beacon options.

The MV Kestrel now has a separatist instead of an engi.

Viral dispersion is now a 100% chance to decrease player oxygen.

Ghost description now tells you exactly how much health they have.

Dismantling recycler weapons gives a recycler module instead of an explosive replicator.

Removed the glow on some miniships as it was not colors black in the locked icon.

Ruins in the Recovery site are garunteed to give ancient stuff, but have much stronger ships.

Improved the Rebel Bomber sprite.

Removed the crate pre-store event.

The special flagship now has 35 HP. Sylvan now has 30 HP.

Inverted the Last Stand background so you can see your scrap count,

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Buffed the Flagship, as it was largely considered too easy. All stages now have more health and stronger systems. Hard mode now uses a phase ion artillery on stage 1.

Nerfed the weapon power of ghost enemies.

Added another clansman to Guild A.

Militia C no long as shields but has level 2 cloaking. Also has different crew now.

Increased the weapon power of Shell B.

Changed around Lost Sun B's weapon settup.

Completely reworked Bishop B, it is no longer a boarding ship but rather a stealth crewkiller. Also starts with level 1 shields now.

Bishop C now has a Stun Charger+ instead of a chain stunner+, as well as an ion bomb.

Moved the radiant from Shell A to Shell C.

Changed the recycler module output.

Rock A now has a heavy chain and hydra missile instead of its old loadout (artemis+hull laser)

Orchid C now has the Orchid B gimmick of the Chain Kernel. Solar Pannels now also produce missiles.

Kestrel C now has a medic as well.

Salt C now has a welder instead of a standard lanius.

Knight C now has a Ranger instead of a standard Clansman.

Fed B now has 1 extra power and an enginer disabler.

Changed around Slug A's weapons.

Stealth A has a dual laser instead of an ion again.

Dusk A no longer has an ion field.

Augmented C only has 3 weapon slots.

Dusk C now has 2 radicals instead of 2 bombers and an extra power bar.

Monk A now has an ion-intruder to deal with medbays.

Decreased the cost of the Engine Performance Upgrade to 25 scrap.

Buffed the Bishop Cruiser boss considerably.

Decreased the scrap from selling drone parts before a store.

Removed cloaking from many of the Engineer ships.

Decreased Guillotine price to 90.

The Eradicator Mk 3 can no longer be found in Ancient shops.

Nevermiss no longer creates a breach.

Ancient Replicator now takes 15% of scrap.

Massively decreased the surrender chances of some factions.

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BUG/ISSUE FIXES:
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Fixed some tpyos.

Removed the glow from many enemy ships.

Fixed not being able to dismantle the repair arm.

Improved the horrible monstrosity that was the Federation Battleship.

Fixed the harmony link special event appearing multiple times in a run due to broken hidden augment checks.

Fixed the salt ship surrendering not turning them neutral again.

Fixed the Sodium Cruiser B's missing doors and Sodium Cruiser C's missing weapon mounts.

Fixed Sylvan being bad at putting out fires.

Fixed the Crystalline Waystone event spawning in a vanilla rock ship.

Fixed the shell station trying to run away sometimes.

Fixed being able to ignore the fee to Sylvan in extreme if going to attack and then go back.

Excess EMP Fields will now be broken down if you have the locked version.

Fixed not getting the party supplies from killing the protectorate guard.

Fixed the Kakpakakakakakakakakakakakak reward.

Fixed Free Mantis outposts not recognizing free mantis crew.

Fixed the butler drone's flying anim.

Fixed crew drone tooltips.

Fixed the ritual options not showing up.

Fixed the names of the Zoltan loot drops.

Fixed phantoms not healing from fire.

Improved Lizard, Cognitive, and Mender sprites. Also fixed Divine Repair's repair anims.

Fixed the guild pheromone factory reward.

The door hack slug ships is now always a light cruiser to prevent the issues with loading the slug abductor which can only have 2 weapons.

Finished Ranger dialogue and fixed talking to them occasionally ending the event early.

Fixed Lizard anims.
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations + Hotfix]

Postby Mositron » Wed Jan 20, 2021 6:22 am

The command to unlock all ships doesnt work anymore!? Any other way? Profile editor still not working for me...


Edit: Ah it just doesnt work if you reset your profile in the main menu, before as long as i was ingame the ships were still there...nevermind ;)


Edit²: Just had the event with the crash site (?) where you can either grab the extinguishers, grab scrap and a third option. When i grabbed the extinguishers it just says error (you shouldnt see this)
Let´s see if i can sell it in a shop :D


Edit³: In the Ancient Sector when i get the Payload Bomb after winning a fight it doesn´t show up in my inventory, happened twice. Also i don´t get the harbinger drone which was shown after a fight, if i remember correctly it was always at ruin beacons.
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations + Hotfix]

Postby TheMultiverseTeam » Thu Jan 21, 2021 5:43 pm

Yeah, both the fire extinguisher bug and the ruin bugs were reported. Unfortunately, my patch for the ruins that was supposed to be in the hotfix didn't work, but at least its working now for 4.7. Extinguishers are fixed for 4.7 too, but at least they'll still function despite being called ERROR.

If the ruins thing happens again, you can console in the items bellow with the following console commands (press L to open the console);
If it's a Director - DRONE DIRECTOR
If it's a Mender - DRONE MENDER
If it's a Harbinger Laser - WEAPON ANCIENT_LASER
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations + Hotfix]

Postby didimegadudu » Fri Jan 22, 2021 1:28 am

please remove the button that destroys the ship if pressed, gotten from a slug, it left a sour taste in my mouth. either let the button explode my ship to 1 health, or if you destroy the ship it makes the person not want to play the game

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