Hey there, I have got the mod working but I just wanted to check if the ship selection screen is working properly, since there are many empty slots (unlike in the post on the first page).
EDIT: I think the problem is to do with the patch version, let me check on hyperspace and get back to this.
[OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 5.4.6 Orchids Revamped
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- Posts: 23
- Joined: Sat Dec 15, 2012 12:33 pm
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.8 [The Ancient Update]
Yes, the locked ships is intentional. We have not yet finished making all of the ships for the first page, so we simply have the placeholder "locked" ship. As long as you can see the second page, you have hyperspace installed properly
Once again I can't post the update message now because of this response, so I'll just bundle it in.
1.9 is out!
Once again I can't post the update message now because of this response, so I'll just bundle it in.
1.9 is out!
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NEW FEATURES:
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Added talking to crew. You can talk with them (has a rare chance to give something, otherwise random flavor text), assign them to
a job (currently, either repairing the hull, mapping the sector, or a salvage mission. Certain races are better at different jobs,
and you are more efficient at a job if you assign more crew to it), or special blue options for certain crew types, like upgrading
systems for cheaper or crafting certain resources.
Added 2 more rock events, and 1 more lanius event
Added Separatst B
Reworked Crystal Vengeance. Now a 30% chance, but can only pierce one shield layer. Still stacks for the player.
Refusing enemy surrenders now has randomized text
Removed Light Combat from enemy drone lists
Flagship now has different text when you have certain augments
You can now threaten Zoltans with the Zoltan deleter
Guillotine beam does system damage instead of hull damage to make it more useful for boarding
Auto-ships can now surrender
Added Pre-Emptive Ion, which also starts on Smuggler C now
Reduced Flak 3 cooldown
Dusk C now starts with a lvl 2 clonebay
When ships escape there is a chance some scrap will be left over
You can negotiate better surrender deals with Engi and Zoltans with the appropriate crew
Increased starting weapon power on the Smuggler Cruiser
Trappers drop minelaunchers of any kind when killed
Reworked the Scythe Beam
The first sector now only has 1 nothing and 1 store beacon
Increased the Ancient wreck's health
Modified Ancient Royal's power list a bit to be more specific
Increased Conservation Ion's price to 35
Removed the Auto trapper from generic events
Nerfed the ghost flagship
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BUG/ISSUE FIXES:
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Added the human soldiers back to elite ships
Fixed the double reward pirate event
Fixed light laser radius not working
Fixed pirate Zoltan Bomber offset
Fixed Mantis scout pirates door glitch
Fixed doors to Seperatist C door control
Fixed missing connection to airlock in Duskbringer B
Fixed bug where separatist virus event doesn't remove the correct crew
Fixed Chain bomb description
Fixed broken conservative bio-beam sprite
Fixed Heavy Ion charge animation
Rebel Flagship is fully blue again
Fixed Ghost Flagship cloak
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OTHER CHANGES:
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Actually updated the in-game version number for once
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.10 [The Harmony and Coreworlds Update]
1.10 has arrived.
Enjoy!
(read the news at the top of the forum post for more information about future updates)
Enjoy!
(read the news at the top of the forum post for more information about future updates)
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NEW FEATURES:
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Added new events to the Engi Harmony
Added new events to the Civilian Coreworlds
Added back the type A alien cruisers from vanilla (with some modifications)
Changed the Harmony guard to request verification that you mean well
Added the ability to talk to the symbiote crew
Decreased the mind control requirement to 2 to get the symbiote crew
Added the Civilian Refueling station
Lost Sun A now starts with conciderably more missiles
Decreased the power cost of Energy 1 and 2
Added charge ion 2 and charge crystal
The boss box now uses the same pattern as the regular enemy box
Modified the Zoltan Checkpoint event to be less punishing
Updated Lost Sun miniship icons to use the commando image
Reworked Anti-Bio laser to be medium charge, high bio damage
Removed the tuco line from the generic pirate encounter since his ship is encounterable elsewhere
Removed minelaunchers from Coalition and Militia weapon lists
In Bio laser's old niche is the Assailant Laser
Crystal weapons can now be encountered reguarly
Enemy hull repair drones use 1 more power
Removed the glow from the civilian miniship
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BUG/ISSUE FIXES:
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Fixed bug where Engi guard give in to your demands but still turn hostile
Fixed assigning Zoltans to jobs not working
Fixed Energy 2 overriding Energy 1
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- Posts: 1
- Joined: Mon May 18, 2020 5:47 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.10 [The Harmony and Coreworlds Update]
Woah, this mod is amaizing Thank you, guys!
The game has become exciting, unpredictable and very immersive.
First playthrough i was spooked and destroyed by ghost-flagship, another playthrough i was shredded by teleporting/mindcontrolling slugs. Don't know what to expect next :>
The game has become exciting, unpredictable and very immersive.
First playthrough i was spooked and destroyed by ghost-flagship, another playthrough i was shredded by teleporting/mindcontrolling slugs. Don't know what to expect next :>
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 1.10 [The Harmony and Coreworlds Update]
Glad you're enjoy Multiverse! The reason for making a mod is to entertain of course, so hearing people are indeed enjoying it is what keeps us going.
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 2.0
Touched up the forum post to remove some clutter and make it easier to read.
Even more importantly, version 2 has been released!
We hope you enjoy!
Even more importantly, version 2 has been released!
We hope you enjoy!
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NEW FEATURES:
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Added new randomly occuring backgrounds and planets
Added new backgrounds to the starts of sectors
New backgrounds for the sector map screen
Reguarlly spawning crystal sectors can now be found
Added a new hangar animation
Added 5 new events to the Last Stand
Federation base has a new background image
Increased light laser mk 1 and 2 cooldown
Modified Enemy box slightly
Increased max cloaking level to 5 (max enemy cloaking is still 3)
Added Energy Missiles, which can only be obtained in the last stand in a certain event if you have a symbiote
Added Engi Cruiser type C
Removed the Crystal Homeworlds jump beacon (as it could be used to access the Ancient sector)
Added new mantis and lost sun loot
Mantis commando event has been reworded to be a Mantis Suzerain instead
Fixed the Mantis betting event not giving scrap back when escaping after betting on blue
Reworded Mantis events to give them bad grammar
Added more doors to Smuggler type A
Added Cluster Healing Burst, which Pleasure C starts with
Reworked haunted quarters to spawn more ghosts the less ghosts you currently have
Removed 2 bombs from the Ancient Dreadnaught and reduced number of shields to 4
Added new rock pirates
Free Mantis B starts with lvl 2 cloaking
Drone and Weapon usage at empty beacons now checks items in the storage
Added the Anti-Person laser to the mantis, suzerain, free mantis, and coalition weapon lists
Added anti-oxygen combat augment
Crystal ships now have the Crystalline prefix instead of crystal
Lanius Cruiser A starts with a medbay instead of a clonebay
Added a check to see if the player has installed hyperspace properly. If they haven't, the menu screen will warn them.
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BUG/ISSUE FIXES:
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Fixed Flagship gibs
Flagship stage 2 and 3 is now in the middle of the enemy box as it should be
Fixed Smuggler Guard cloak
Fixed Rebel Elites using the wrong cloaks
Removed the repair station quest given by civilians in the last stand as you cant get quests there
Fixed more enemy offset issues
Ion combat now uses the right explosion
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OTHER NOTES:
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For people using the console, do not warp to the any sector while at a sector start beacon, or other event with special background (Zoltan Eye, Harmony Link, Fed Base), it will crash the game. The reason for this is unknown, but should have no effect on standard gameplay.
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 2.1 [Coalition Update]
Version 2.1 is out!
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NEW FEATURES:
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Added the Coalition Sector (Hostile) and Coalition Stronghold (Nebula)
Added Coalition Cruiser type C (do note that currently slug saboteurs are unable to view enemy crew like normal slugs. This will be
fixed when hyperspace releases its next update)
Added the Fleet Pursuit indicator
You now repair 10 hull points after the Ghost Flagship fight
Ghost Flagship no longer has dd1 and only a lvl 1 teleporter, and no cloaking
Coalition elites now have slug saboteurs
Added the Anti-Virus augment, which can be used to counter some event based cyber attacks
Added more items to the Engi Harmony verification guard check event
Laying a minefield with the minelayer drone now uses 4 drone parts
Buffed Free Mantis B by giving it an engi and lvl 3 engines, plus a charge missile
Added the Coalition jailer
Enemy light laser has a 20% lower chance of breaching and player light laser has a 10% lower chance of breaching
Changed the scared rockmen event blue option for the ghost (now its even more of a meme)
Added a new event to Rock sectors
Militia C starts with lvl 2 doors
Added a few new generic events
Coalition A starts with a suzerain instead of a slug saboteur
Coalition B starts with a fire drone instead of a combat beam drone
Changed some vanilla crystal text further
Increased Reconstructive Teleport rarity and price slightly (because of tele lvl 4)
Energy stunner only uses 1 power now
Lost Sun solar flare fight now says to the death at the end to not be confusing
Decreased Chain Beam cost by 10 scrap
Added the stun crystal, which can only be found on Coalition C
Decreased Missile Defense cost
Gave Pleasure C reconstructive teleport
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BUG/ISSUE FIXES:
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Fixed missing combat check and storage check in crystal sector events
Fixed some old crystal event text that didnt match the new context
Fixed Engi Harmony guard considering recycler bomb pacifist but not healing burst (they were mixed up in the files)
Fixed saving the refueling station from rebels not giving rewards
Fixed Rebel stronghold transport not spawning
Fixed Cinquedea fire and mount point
Fixed broken Free Mantis surrender text
Fixed Easy Mode stage 2 and 3 flagship offset
Fixed text bug where rebel in crystal sector doesn't have text
Fixed crew killing crystal guard or the rare crystal crew kill weapon event only giving supplies and no weapon
Fixed bug where storage check options wouldn't appear in the asteroid field event in Lost Sun Stronghold
Removed the resisting on the ghost flagship (it was never supposed to do that)
Fixed Ghost Flagship having max 5 engines when it should have max 2 engines
Fixed Hydra missile projectiles going sideways (I wish I could have just said it was a feature)
Fixed Guillotine tip still mentioning hull damage
Requisition licence no longer appears in stores
Slowed down Scythe beam a little bit so it won't "miss" rooms
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- Posts: 21
- Joined: Tue Nov 12, 2019 6:33 am
Re: [OVERHAUL] FTL: MULTIVERSE Version 2.1 [Coalition Update]
I'm loving this mod! The lore/flavor is great, and the amount of content the team is constantly putting out is impressive.
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
- TheMultiverseTeam
- Posts: 216
- Joined: Thu Nov 28, 2019 7:41 pm
Re: [OVERHAUL] FTL: MULTIVERSE Version 2.2 [Rebel Update]
Version 2.2 is out!
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NEW FEATURES:
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Modified the events in the Rebel Stronghold
Changed the Last Stand Start Beacon and Federation Base events
Added MFK Ace Rebel ships, which are even stronger than elites. These have a 1/5 chance of spawning instead of a regular fleet ship
but give more fuel. They will never spawn at an exit beacon or when out of fuel.
Flagship missile artillery is now a radius based weapon, giving it a higher chance to miss
Modified the Construction Flagship event to have more options and give more chances to avoid the fight. Also gave it a new
background.
The Last Stand always spawns with one of three "judges", who will give you equipment, including some unique ones, for having
various items/upgrades.
Added more events to the Last Stand
Rebel elites now have mixed human and soldier crew (1:1 ratio)
Enemies now have fancy shields
Lanius are worse at empty beacon repairs
Taxing with Civ C at Rebel Stronghold doesn't give supplies
Decreased the amount of hull that Repair-bot dispersal repairs by 2
Decreased Flagship Missile Artillery fire chance
Slug Saboteurs appear to cloak when fighting in ranged combat
Rebel Cruiser B starts with a soldier
Added lockdown bomb, scanner, and cluster heal bomb to the "pacifist" weapon list
Ancient missiles only use 1 missile per shot now
Gave Orchid C a Recycler Module
Removed Stun laser from a few enemy lists
Added a background to Coalition Sector start beacons
Added a description of Teleporter lvl 4 to the Teleporter description
Using magnet arm on destroyed fleet ships gives low rewards instead of medium
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BUG/ISSUE FIXES:
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Fixed the very broken abandoned sector start beacon
Fixed saving civilians not hiding the results
Fixed Duskbringer Fighter offset
Fixed the Repair-Bot Dispersal triggering the augment check
Fixed frost mk 1 being broken on enemy ships
Fixed swarm missile not being recognized by some blue events
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OTHER CHANGES:
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Changed the crew job events to all use the same text from text_events, so they can easily be adjusted in the future.
For people using the console, 4 new testing events have been added.
MAP - reveals the map for the current sector
FLEET_SLOW - slows fleet for 999 jumps
FLEET_FAST - speeds up fleet for 999 jumps
FORCE_HOSTILE - forces the ship at the current beacon to be hostile (will not load combat augment check)