[OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 5.4.6 Orchids Revamped
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.5.2 [Loot and Hive Update! (Minor bugfix patch)]
Very small bug fix patch for 1.5 released, just fixed Orchid/Zoltan guards not dropping items on crew kills and Mantis/Rebel Transports not spawning in their respective events.
- firemix19
- Posts: 6
- Joined: Tue Sep 24, 2019 4:44 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.5.2 [Loot and Hive Update! (Minor bugfix patch)]
Hey, I made a new ship for your mod: Ancient cruiser type B (Mercelate). This ship was found in empty space. There was no crew in it, but weapons and drones were in place. Humans and Engi have been studying ship control technology for a long time, and as a result they can able to control it.
Can you add it to your mod?
pic: https://imgur.com/a/PsZqjVK
download link: https://www.dropbox.com/s/ak0k3ggeo7d0798/Ancient_Ship_B.ftl?dl=0
Can you add it to your mod?
pic: https://imgur.com/a/PsZqjVK
download link: https://www.dropbox.com/s/ak0k3ggeo7d0798/Ancient_Ship_B.ftl?dl=0
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.6 [The Balance Update]
We appreciate you taking the time to make a ship for us! However, we didn't intend to add a second Ancient Cruiser, so I'm afraid we don't plan on integrating yours with Multiverse. Doesn't mean other people cant play your ship as an additional mod though!
I'm lazy so I'm just going to put the update announcement in this post as well.
Version 1.6 is out!
Improvements to enemy, weapon, and drone balance!
Read the new "News" section at the top and the 1.6 changelog for more information.
I'm lazy so I'm just going to put the update announcement in this post as well.
Version 1.6 is out!
Improvements to enemy, weapon, and drone balance!
Read the new "News" section at the top and the 1.6 changelog for more information.
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NEW FEATURES:
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Added Civilian, Pleasure Barge, and Tuco Type C, and Prototype and Coalition Cruiser type B
Modified Player ship starting loadouts
Rebalanced system levels for enemies
Adjusted Min/Max sectors for certain classes
Rebel checkpoint no longer spawns a rebel guard, just a regular rebel ship
Made Pleasure Barge more kid-friendly
As per popular request, the blue multiverse ships are back
Added healing missiles, Pleasure type C starts with them
Trapper/Minelayer enemies only spawn with one minelauncher again
Better Particle and Heavy Defense drone sprites
The Flagship now has considerably less evasion
Hard mode flagship no longer has titanium casing
Minelaunchers now do less system damage
Lost Sun Fire Missile only costs 1 power (but the regular weapon uses 2)
Elites now follow a different pattern
-always 2+ shield layers
+2 weapon power
+2 max crew, +1 min crew
+2 hull
Pirate Fed Rigger now uses the new rigger sprite
Pirate Transports and Jailers have a min sector of 2
Civilian pirates that can have weapon systems will always spawn with them
Auto station will no longer spawn with oxygen (didn't work the way we wanted to, late game the station would always have oxygen)
Augment storage check is now all on the same page
Better Fed Elite Sprites
Nebula stores no longer spawn outside of nebula sectors
Changed the menu music back to normal
Black Market out of place Fed Ship event always gives a human
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BUG/ISSUE FIXES:
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Fixed Orchid guard not giving a kernal weapon on death
Fixed bug where private quarters didn't trigger augment detection
Fixed issue where mantis and rebel transport event doesnt spawn a transport
Fixed battery on civilian cruiser A
Attacking the ghost hunter now works properly
Rock transport now has doors to the engines
Fixed some event typos
Fixed Zoltan guard sometimes not giving beams
Idiotic Duskbringer event spawns a duskbringer ship instead of a pirate like it should
Fixed tip for the Sniper
Fixed some events that were spawning the wrong ships
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OTHER CHANGES:
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Mod-Appendix now contains a text file with the origins of all ship names, for those who are interested
Known issue, stronger enemies appear to be spawning in sectors that they shouldn't
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.6.2 [The Balance Update part 2]
1.6.2 is out!
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NEW FEATURES:
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Added Heavy and Charge Kernels
Slug Gel only repairs 1-2 hull at empty beacons for free
Added the Conservative Energy Cannon and Anti-Bio beam
Enemies now use a version of the cluster bomb that uses 3 power
Rocks and Lost Suns no longer spawn with minelaunchers (other than trappers of course)
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BUG/ISSUE FIXES:
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Fixed the peaceful ship teleporter bug (where they board you for no reason). There may be a few events we missed, so please report
any issues
Fixed many typo fixes
Zoltan loot no longer spawns in stores
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.7 [The Separatist Update]
1.7 is out!
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NEW FEATURES:
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Added Separatist Sector
Added Separatist Cruiser
Added Separatist Engi crew
Lost Sun C starts with a seperatist instead of a regular engi
Special crew variants now work with certain blue options
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BUG/ISSUE FIXES:
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Thanks to Argonaute for fixing the floor image offsets on the ancient, free mantis, and suzerain cruisers
Fixed the missing cloak animation for the Definitely Duskbringer Outrider
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- Posts: 4
- Joined: Thu May 07, 2020 11:13 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.7 [The Separatist Update]
when I try to patch it in it says: java.nio.charset.UnmappableCharacterException: Input length = 1 what should i do/what does it mean
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.7 [The Separatist Update]
Have you made sure Hyperspace is correctly installed? Since Multiverse itself functions like a conventional mod, an error like that is most likely caused by an issue with Hyperspace.
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.8 [The Ancient Update]
1.8 is out!
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NEW FEATURES:
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Added "secret" Ancient Sector
Added Ancient Cruiser B
Ancients have drastically nerfed engines, with a max of only lvl 4
Nerfed Ancient Weapons
Crafting Rock Hull armor uses 25 scrap instead of 20
Added Ancient Royals
Nerfed Crystal Vengeance to 20%
Removed Crystal Vengeance from Coalition Pirates
Separatist C now starts with a dual laser
Ancients are no longer immune to ion
Stage 2 and 3 Normal and Hard mode Flagships now have the correct connected rooms
Reduced stun laser cooldown by 1 second
Stun Laser does 9 seconds per shot, but the stun does not stack
Removed Missile Artillery from Rebel Guard
Separatist Cruiser now has a 2 man medbay instead of a 1 man medbay
Removed door control from Coalition B
Chain Flak now resembles a flak gun better
Swapped Separatist C's med-bots for nano defense system
Doubled Scythe Beam cooldown to 14
Increased Anti-System Laser mk 1 and 2 cooldowns
Engi Defenders now work for some Engi Blue options
Increased rarity for recycler bomb
Made minelauncher drone possible to encounter
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BUG/ISSUE FIXES:
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Fixed Min/Max Sectors for enemy ships
Fixed a lanius sector crash
Fixed bug where sometimes ships would retain a locked teleporter when certain combat options were selected
Added the slug saboteur back to Coalition A. It wasn't supposed to be a normal slug.
Fixed Crystal Enforcer not always having oxygen
Cloaking Blue options fixed
Fixed the disco ion to have 0 rarity
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- Posts: 23
- Joined: Sat Dec 15, 2012 12:33 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.8 [The Ancient Update]
Hey there, I have also received the same java.nio.charset.UnmappableCharacterException: Input length = 1 error, but I do believe the problem is with multiverse, not hyperspace as you described. When I validated the multiverse files I got this:
"
> data/blueprints.xml.append
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: (U+009D),ᑑ (U+1451),ᒷ (U+14B7),⍑ (U+2351),╎ (U+254E),⚍ (U+268D),ꖎ (U+A58E)
~ Odd characters resembling ' : ‘’
~ Odd characters resembling " : ”
~ Odd characters resembling - : –
"
and
"
> data/credits.txt
~ UTF-16LE BOM detected. (Some tools may not handle BOMs)
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: Κ (U+039A),Λ (U+039B),α (U+03B1),γ (U+03B3),η (U+03B7),ι (U+03B9),λ (U+03BB),ο (U+03BF),σ (U+03C3),τ (U+03C4)
"
Would be nice if you could help us out here, like I don't really understand these errors myself but validating hyperspace didn't throw any errors up.
"
> data/blueprints.xml.append
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: (U+009D),ᑑ (U+1451),ᒷ (U+14B7),⍑ (U+2351),╎ (U+254E),⚍ (U+268D),ꖎ (U+A58E)
~ Odd characters resembling ' : ‘’
~ Odd characters resembling " : ”
~ Odd characters resembling - : –
"
and
"
> data/credits.txt
~ UTF-16LE BOM detected. (Some tools may not handle BOMs)
~ Characters that can't be re-encoded as windows-1252 will not work in FTL 1.5.13 and earlier: Κ (U+039A),Λ (U+039B),α (U+03B1),γ (U+03B3),η (U+03B7),ι (U+03B9),λ (U+03BB),ο (U+03BF),σ (U+03C3),τ (U+03C4)
"
Would be nice if you could help us out here, like I don't really understand these errors myself but validating hyperspace didn't throw any errors up.
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- Posts: 23
- Joined: Sat Dec 15, 2012 12:33 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.8 [The Ancient Update]
M bad, I think i figured out what the issue was