Shark Wars
Posted: Thu Nov 08, 2012 10:26 am
Hi
I'll keep updating the first post with current status. I'll post the changelog and the link.
*************************
*** KNOWN BUGS *
*************************
- Cloaking timer doesn't show up after level 4. It works however although the UI doesn't show it properly.
- Artillery level 5 says "cloaking 25 sec" instead "cooldown 10 sec", because it works. The UI shows it properly.
- There are no descriptions for skills above level 8, but they work.
- If you encounter Artillery in a store, if the skill is empty you cannot use it with that ship. You will waste money.
- Teleporter level 4 says "20 sec cooldown" instead of "5 second cooldown". It seems kinda instantenaeous so it worked better than expected.
***********************
Patches to crew
namely, allowing you to buy slugs with rarity 4 and crystals with rarity 5
for reference, zoltans are rarity 5
***********************
***********************
Patches to augmentations
namely, allowing you to buy certain specialties.
ENERGY_SHIELD, NANO_MEDBAY, DRONE_SPEED, SYSTEM_CASING
***********************
***********************
Patches to ship systems
namely, allowing them to go more levels
teleporter now to level 4 (5 sec cooldown)
cloaking now to level 8 (40 sec cloak)
artillery now to level 5 (10 sec cooldown)
shields now to level 10 (5 bars)
weapons now to level 10 (10 power)
drones now to level 10 (10 power)
***********************
***********************
Patches to default ships
engi A - changed starting weapons
mantis A - added artillery capability,
stealth B - added artillery lvl2, weapon preigniters aug, +3power
rock A - added artillery capability
crystal B - added art capability, +5hp +1crew, +3 drone slots, starts with drone, removed weapons, changed medbay size to 6
***********************
***********************
Custom ships
fed B - deathstar
kestel B - imperial stardestroyer
rock B - phlegeton
engi B - obsidian destroyer
***********************
***********************
Custom weapons followed by drone custom weapons
ION_LASER
ION_LASER_2
ION_LASER_3
ION_LASER_4
ION_LASER_SP
MISSILES_FIRE
BEAM_INFERNO
FIRE_LASER
KRS_GRAVBOMB
KRS_DISRUPTOR_1
***********************
***********************
Custom drone weapons, followed by custom drones
DRONE_LASER_ROCK
DRONE_ION
DRONE_ION_2
DRONE_HEAVY_ION
***********************
***********************
Drone blueprints
reactivated COMBAT_ION, COMBAT_MISSILE, added COMBAT_ION_2
added many buffed copies with _SQUAD suffix and alternate gfx
COMBAT_1_SQUAD
COMBAT_2_SQUAD
COMBAT_ION_SQUAD
COMBAT_ION_2_SQUAD
COMBAT_HEAVY_ION_SQUAD
COMBAT_BEAM_SQUAD
SHIP_REPAIR_SQUAD
DEFENSE_1_SQUAD
DEFENSE_2_SQUAD
added DEFENSE_ROCK
***********************
My modorder.txt looks like this:
SFTL 1.1.ftl
Shark Wars.ftl
Weaponanza v1.1.ftl
diversityMod_0.3.ftl
FTL-Additional-Events-and-Texts.ftl
KRS Turning the Tide.ftl
Beginning Scrap Advantage.ftl
Extra Names Mod 1.1.ftl
You can download it here [Link Removed.]
I'll keep updating the first post with current status. I'll post the changelog and the link.
*************************
*** KNOWN BUGS *
*************************
- Cloaking timer doesn't show up after level 4. It works however although the UI doesn't show it properly.
- Artillery level 5 says "cloaking 25 sec" instead "cooldown 10 sec", because it works. The UI shows it properly.
- There are no descriptions for skills above level 8, but they work.
- If you encounter Artillery in a store, if the skill is empty you cannot use it with that ship. You will waste money.
- Teleporter level 4 says "20 sec cooldown" instead of "5 second cooldown". It seems kinda instantenaeous so it worked better than expected.
***********************
Patches to crew
namely, allowing you to buy slugs with rarity 4 and crystals with rarity 5
for reference, zoltans are rarity 5
***********************
***********************
Patches to augmentations
namely, allowing you to buy certain specialties.
ENERGY_SHIELD, NANO_MEDBAY, DRONE_SPEED, SYSTEM_CASING
***********************
***********************
Patches to ship systems
namely, allowing them to go more levels
teleporter now to level 4 (5 sec cooldown)
cloaking now to level 8 (40 sec cloak)
artillery now to level 5 (10 sec cooldown)
shields now to level 10 (5 bars)
weapons now to level 10 (10 power)
drones now to level 10 (10 power)
***********************
***********************
Patches to default ships
engi A - changed starting weapons
mantis A - added artillery capability,
stealth B - added artillery lvl2, weapon preigniters aug, +3power
rock A - added artillery capability
crystal B - added art capability, +5hp +1crew, +3 drone slots, starts with drone, removed weapons, changed medbay size to 6
***********************
***********************
Custom ships
fed B - deathstar
kestel B - imperial stardestroyer
rock B - phlegeton
engi B - obsidian destroyer
***********************
***********************
Custom weapons followed by drone custom weapons
ION_LASER
ION_LASER_2
ION_LASER_3
ION_LASER_4
ION_LASER_SP
MISSILES_FIRE
BEAM_INFERNO
FIRE_LASER
KRS_GRAVBOMB
KRS_DISRUPTOR_1
***********************
***********************
Custom drone weapons, followed by custom drones
DRONE_LASER_ROCK
DRONE_ION
DRONE_ION_2
DRONE_HEAVY_ION
***********************
***********************
Drone blueprints
reactivated COMBAT_ION, COMBAT_MISSILE, added COMBAT_ION_2
added many buffed copies with _SQUAD suffix and alternate gfx
COMBAT_1_SQUAD
COMBAT_2_SQUAD
COMBAT_ION_SQUAD
COMBAT_ION_2_SQUAD
COMBAT_HEAVY_ION_SQUAD
COMBAT_BEAM_SQUAD
SHIP_REPAIR_SQUAD
DEFENSE_1_SQUAD
DEFENSE_2_SQUAD
added DEFENSE_ROCK
***********************
My modorder.txt looks like this:
SFTL 1.1.ftl
Shark Wars.ftl
Weaponanza v1.1.ftl
diversityMod_0.3.ftl
FTL-Additional-Events-and-Texts.ftl
KRS Turning the Tide.ftl
Beginning Scrap Advantage.ftl
Extra Names Mod 1.1.ftl
You can download it here [Link Removed.]