[OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 5.4.4 Orchids Revamped

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 3.5.2 [The Shell Update; Part 2]

Postby TheMultiverseTeam » Tue Aug 18, 2020 9:23 pm

The gibs (flying debris) are currently missing. They take a considerably time to make for each ship, and Multiverse has over 500 ships... soooooo the gibs are missing and will be missing for a long time. We are working on them very slowly though, but the take a back seat to more important features and content. They will be added eventually though.

Glad you're enjoying the mod though!
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.5.3 [The Shell Update; Part 3]

Postby TheMultiverseTeam » Tue Aug 18, 2020 9:44 pm

Shell update part 3 is ready!

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 NEW FEATURES:
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Added the Shell Central Nebula sector.

Added Shell Elite ships and Elite crew.

Added Shell Loot.

Added the Shell Station.

Zoltans can now be found in Shell stores.

Shell Cruiser A now starts with an elite shell.

Increased Clansman type C starting power by 1.

Changed the Slug mapping buff warning to be more clear.

Cluster heal now has the same cooldown as standard heal bomb.

Modified the Distraction Buoys miniship icon.

Nerfed Clansman bio bomb ability and their cloak damage reduction.

Increased the volume of the ancient death noise.

Removed the glow around the shell cruiser.

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Fixed some tpyos.

Fixed the 7 crew mapping option for slugs/saboteurs/clansmen.

Fixed beacon toolitp for reinforcement beacons.

Fixed the Bishop cruiser unlock event giving tuco instead.

Fixed Shell Reinforcements using Miltia text.

Fixed the offset on the cultist miniship.

Modified the Free Mantis/Rock Conflict event to explain the mantis are twins to cover up the wierd duplicate name vanilla bug.

Relabeled the Clansman ability as "BOMB" instead of "CLOAK"

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OTHER CHANGES:
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Organized the miniship icon folder.

The Tully race now starts with lvl 2 skills be default, even when not given through events.
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DDarkray
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.5.3 [The Shell Update; Part 3]

Postby DDarkray » Fri Aug 21, 2020 12:44 pm

Just wanting to thank you very, very much for such an awesome mod! It’s a really fresh experience to play with different races that have their own quirks and abilities. I’ve only played for 2 hours, but I’m already hooked with the Rock ship whose crew member can activate its ability to set room on fire. Totally loving it!

I’m not sure why, but when I first try to play this mod, the screen says that it can’t find which language to use. I simply picked the first blank choice which happened to change the language to English. Not sure what’s going on...
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.5.3 [The Shell Update; Part 3]

Postby TheMultiverseTeam » Fri Aug 21, 2020 4:15 pm

Glad you're enjoying the mod!
Not sure what the language issue might be, I can't say I've ever heard any reports of something like that before. Is it working fine now, or does that issue repeat?
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.5.3 [The Shell Update; Part 3]

Postby TheMultiverseTeam » Fri Aug 21, 2020 4:15 pm

Glad you're enjoying the mod!
Not sure what the language issue might be, I can't say I've ever heard any reports of something like that before. Is it working fine now, or does that issue repeat?
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DDarkray
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.5.3 [The Shell Update; Part 3]

Postby DDarkray » Sat Aug 22, 2020 3:43 am

TheMultiverseTeam wrote:Glad you're enjoying the mod!
Not sure what the language issue might be, I can't say I've ever heard any reports of something like that before. Is it working fine now, or does that issue repeat?


It only happens once when I first try to play with the mod. Doesn’t seem to happen again, even when I remove and reinstall Hyperspace and Multiverse mods. But when I uninstall the entire FTL game from Steam and then reinstall FTL (along with all the mods), the language issue comes up again.

And by the way, the ship that starts with the Sun Guard crew member (I think that’s what it’s called) is pretty OP in my opinion (very fun nonetheless). Even when playing on Hard mode, I can easily burn down all the crew members in the first few sectors via fire weapons alone. When I get ahold of the teleporter, everything became even easier than ever. I’m guessing it’s because the starting weapons are already strong enough without needing extra support due to the fact that the fire beam can penetrate shields.

Also, the fire beam seems to only penetrate 2 shields, even though the weapon description says it can penetrate 3.

Maybe I just happened to have a really easy seed run. I’ve only played for a few hours.
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RAD-82
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.5.3 [The Shell Update; Part 3]

Postby RAD-82 » Sat Aug 22, 2020 8:12 am

DDarkray wrote:Also, the fire beam seems to only penetrate 2 shields, even though the weapon description says it can penetrate 3.

That is an issue with how beams can partially pierce shields based on damage.

Glaive does 3 damage and can pierce 2 shields for reduced damage. This damage-based piercing is not in the weapon description.
If you gave the glaive the ability to pierce 1 shield so that the description says it pierces 1 shield, it will pierce 3 shields for reduced damage.

Halberd does 2 damage and can pierce 1 shield for reduced damage. This damage-based piercing is not in the weapon description.
Mini, Pike, and Hull Beams do 1 damage and pierces 0 shields.
Fire and Anti-Bio Beams do 0 damage and pierce... -1 shields. Not zero, but negative one. The damage-based shield piercing doesn't stop at zero just because there is no damage.

The modded beams that do no hull damage have to be given an extra level of penetration to counter the unlisted -1 shield pierce, which is why it lists shield pierce at 3, but only pierces 2.
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Junkyard has FTL mods, mostly ships and a few other things.
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.6 [The Morality Update]

Postby TheMultiverseTeam » Sat Aug 22, 2020 3:31 pm

3.6 is ready!

MAKE SURE TO UPDATE YOUR HYPERSPACE TO 0.5.1

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SPOILER WARNING!!!

This changelog contains a few minor spoilers from previous versions. Read at your own risk!

SPOILER WARNING!!!


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 NEW FEATURES:
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Voluntarily offending or attacking certain factions, or preforming obvious warcrimes will raise your notoriety with certain factions.

If your notoriety is too high with a certain faction guards will turn hostile.

If your notoriety is too high the Last Stand will reject helping you.

Added true back buttons to storage and combat check events, so you can go back to other options as much as you want.

Added a new upgrading system at empty beacons for special system levels. Currently only supports teleporter level 4, but more will be

coming eventually.

Completely remade Smuggler C, which now has a completely different gimmick.

Added socilization for Medics and Ruwen.

Added the Cultist Cruiser type B and C.

Slug Surrender events will now occasionally switch the order of the options.

Standard Mantis sectors now have a regular mantis guard instead of a Suzerain guard.

Nerfed Medics.

Added the ability to breed elite crew on the pleasure barge.

Added the Toggle crew drone, which can be switched between anti-person or boarding mode before combat.

Reworked the start beacon equipment grab. You can only grab a free drone if you have a drone control, and the results for each option

are always the same. The resource option can no longer give random equipment.

You can attack outposts now, but they will damage your reputation if you do so.

Removed the free sensor upgrade from the scanners.

Added more options to attack civilians during certain events.

Tuco is now a rockman outcast.

Increased the length of the loot auto-beam drone.

Changed the Shell A and B weapon settups a bit.

You can now attack the civilians asking for an escort.

Slowed the projectiles of the hydra missiles.

The Kestrel Cruiser can now fit 11 crew.

The effect of the Clansman bomb explosion now apply when the bomb actually appears to explode, rather than instantly.

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Fixed some tpyos.

Fixed some missing combat checks.

Seeded runs with MV should work properly now.

Fixed the Engi Elite encounter only appearing in standard engi sectors but not the Harmony.

Fixed the Smuggler in shell sectors having the shell defeat event.

Fixed the Shell Suzerain event not giving the mantis crew.

Fixed Pleasure Barge offset a bit.

Fixed the Guild Lodge offset.

Fixed the missing Charge Missile type text.

Fixed the Cultist guard "revisit" option appearing even if you arent revisiting.

Fixed Bio Ion (a.k.a big ion) from disappearing for one frame while shooting.

Changed the fake Hive Enforcer event to not start the ship as hostile and turn neutral after paying because it was misleading and

people thought it was a bug.

Fixed Rock Sub-type repair sounds.

Fixed Welder repair sounds.

Fixed the Crystal trapper giving the vinelauncher.

Fixed the Slug VS Mantis distress event not spawning ships.

Loot Transports can no longer be overriden by quests.

Changed crusader ability descriptions to be clearer.

Updated Radiant description.

Fixed the shell radiant outline.

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Combat and Storage check events now load when needed rather than a sector is loaded, which reduces lag when jumping to a new sector

massively, and even prevents some crashes cause from excessive RAM usage.

Added a new test event file.
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TheMultiverseTeam
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.7 [The Militia Update]

Postby TheMultiverseTeam » Thu Aug 27, 2020 10:31 pm

The Militia Update is ready!

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Added the Militia Encampment sector.

Added Elite Militia enemies.

The Civilian Coreworlds guard and reinforcements are now elite militia ships.

Added the Militia Transport and loot encounter + drops.

Added the Detective Crew type. (Due to a bug with hyperspace, the sound effects do not work properly)

Improved the Militia Cruiser type A and B sprite, and replaced the old Militia C sprite as the old one is now the elite color

scheme.

Improved the Militia enemies with a new pallete.

Added the Charge Flak.

Decreased the number of stores in rebel sectors.

Anti-System laser mk 1 only does 1 system damage now.

Added the Burst Laser mk 4. Currently can only be gotten from specific events.

Targeting Jammer now uses 3 power.

Massively increased the price of the Repair-Bot Dispersal.

Militia ships can have a max of lvl 3 oxygen again.

Added some new blue options.

Changed the "Success!" text to "You activate the Combat Augment" to clear up confusion. (people thought the Success! meant there

was also a chance to fail, which there is not)

Improved the Cyrstal Trapper sprite.

Reduced Flagship engine power.

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Fixed some tpyos.

Fixed some missing combat checks.

Fixed crafting rock armor not making a breach.

Fixed the cealaformer augment not effecting enemy reactor.

Fixed Prototype A only having 1 starting drone power.

Fixed Monk C being available.

Fixed the Slug Jailer not turning neutral after accepting their surrender.

Fixed the offsets of several enemies.

Fixed the Engi Virus ship not having defender crew.

Fixed the ASB not spawning immediately (and therefor not being detected by LRS) on the ASB pirate event.

Fixed Scanners still triggering the "Use a weapon" option despite their option having been removed.

Fixed Zoltan monks doing extra death damage.

Fixed the Eris Missile's description.

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Finally updated the mod-appendix folder again.
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Mositron
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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.7 [The Militia Update]

Postby Mositron » Sat Aug 29, 2020 5:13 pm

Keep up the great work, i´m posting nothing lately because your work is just awesome ;)