FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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Re: FTL Captain's Edition 1.069
Oh man, buying a Teleport Scrambler is one of the best decisions you can make if you have a Zoltan ship. I just steamrolled past three Mantis sectors, and got myself the stealth ship too (I set myself to unlock them all again with CE, to bring the nostalgia over).
- Sleeper Service
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Re: FTL Captain's Edition 1.069
Hm some clarification would be good in order to pinpoint the strange cruiser event. This encounters happened in sector one, but outside the fleet area, right? Where there any prerequisites, like, did a quest lead you there? Or did you just encounter the cruiser at a random beacon? Cause that's not really supposed to happen in sector one... Would be great if someone could post the flavour text that appears when it is spawning.
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Re: FTL Captain's Edition 1.069
BTW, the asteroid base event someone just complained was bugged (supposed to be hostile but stays neutral preventing the battle and its rewards) is the same one I complained a while ago. Flavor text contained "powering up" and "their defenses" or something, look at some pages back in here.
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Re: FTL Captain's Edition 1.069
Yeah this has been corrected. Update 1.07 will be up the next days, so that all this stuff finally gets fixed...
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Re: FTL Captain's Edition 1.07
All right, lot's of small fixes in 1.07 and some new augments that where suggested in the threads.
1.07
-Entire mod spell checked, thanks to everyone who contributed
-Boss battle artillery support removed, did not work
-AE: Three augments added
-Enemy Hullcrusher Lasers now use the correct impact graphic
-Outposts across the board have slightly increased missile ammo
-AI ships are now manned only by AI avatars and have no longer any oxygen systems
-Mantis stations now employ forced Engi labour
-The player now always has the option to free slaves when they are offered as tribute or found after combat
-Forcing slaves to join your crew is now an act of slavery, with similar consequences than piracy
-Pirates in boarding events are no longer humans only
-Some frequently used textlists now display more suitable texts after being exhausted
-Zoltan Shield blue options in PDS events reworked to avoid various glitches
-Asteroid Stations in various events become hostile correctly now
-Avoidable Rebel cruiser now offers the correct reward instead of the fleet reward
-Some more missing hidden tags added
-Player Ship Addon updated
Hopefully the next version will see some new sector types included. Currently planned are:
Industrial Sectors
Nebula Sectors with smaller Nebula mass in the form of smog clouds and toxic waste fields. These clouds harbour various unique dangers. Most of this is finished, but still needs testing.
Quarantined Sectors
An idea originally coming from kartoFlane. These civilian sectors are ravaged by horrible cross specie-diseases and viruses. A place especially dangerous for your crew, featuring lots of high risc/reward events, lots of refugees, mass boarding and mixed faction quarantine squadrons that try to keep the situation under control.
Also considered are:
Pirate Homeworlds
Sounds fun doesn't it? Still, it feels like it offers not too much material in the end. I simply find pirates the least believable enemies in the game, but building another sector around them could help characterizing them more sharply.
AI Controlled Sector
This is purely conceptual at the time. The idea was that the AI Avatars and oxygen-less crewed ships are interesting enough to design a whole sector around them. Essentially Sectors controlled by advanced mega AI's that went rouge/insane. If the whole nebula modifying thing works that sector could also feature dangerous clouds of hostile nano bots.
1.07
-Entire mod spell checked, thanks to everyone who contributed
-Boss battle artillery support removed, did not work
-AE: Three augments added
-Enemy Hullcrusher Lasers now use the correct impact graphic
-Outposts across the board have slightly increased missile ammo
-AI ships are now manned only by AI avatars and have no longer any oxygen systems
-Mantis stations now employ forced Engi labour
-The player now always has the option to free slaves when they are offered as tribute or found after combat
-Forcing slaves to join your crew is now an act of slavery, with similar consequences than piracy
-Pirates in boarding events are no longer humans only
-Some frequently used textlists now display more suitable texts after being exhausted
-Zoltan Shield blue options in PDS events reworked to avoid various glitches
-Asteroid Stations in various events become hostile correctly now
-Avoidable Rebel cruiser now offers the correct reward instead of the fleet reward
-Some more missing hidden tags added
-Player Ship Addon updated
Hopefully the next version will see some new sector types included. Currently planned are:
Industrial Sectors
Nebula Sectors with smaller Nebula mass in the form of smog clouds and toxic waste fields. These clouds harbour various unique dangers. Most of this is finished, but still needs testing.
Quarantined Sectors
An idea originally coming from kartoFlane. These civilian sectors are ravaged by horrible cross specie-diseases and viruses. A place especially dangerous for your crew, featuring lots of high risc/reward events, lots of refugees, mass boarding and mixed faction quarantine squadrons that try to keep the situation under control.
Also considered are:
Pirate Homeworlds
Sounds fun doesn't it? Still, it feels like it offers not too much material in the end. I simply find pirates the least believable enemies in the game, but building another sector around them could help characterizing them more sharply.
AI Controlled Sector
This is purely conceptual at the time. The idea was that the AI Avatars and oxygen-less crewed ships are interesting enough to design a whole sector around them. Essentially Sectors controlled by advanced mega AI's that went rouge/insane. If the whole nebula modifying thing works that sector could also feature dangerous clouds of hostile nano bots.
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Re: FTL Captain's Edition 1.07
If you free slaves, is there a chance for them to join your crew? I think there should be.Sleeper Service wrote:1.07
...
-The player now always has the option to free slaves when they are offered as tribute or found after combat
-Forcing slaves to join your crew is now an act of slavery, with similar consequences than piracy...
Re: FTL Captain's Edition 1.07
If there isn't, there should be.The Captain wrote:If you free slaves, is there a chance for them to join your crew? I think there should be.Sleeper Service wrote:1.07
...
-The player now always has the option to free slaves when they are offered as tribute or found after combat
-Forcing slaves to join your crew is now an act of slavery, with similar consequences than piracy...
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Re: FTL Captain's Edition 1.07
The Captain wrote:If you free slaves, is there a chance for them to join your crew? I think there should be.
Don't worry, there is a chance that they still join or offer other rewards.Kierany9 wrote:If there isn't, there should be.
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- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.07
(I'm writing this before trying the update, so maybe you did do it but didn't specify it in the change-log).
Didn't have time to implement the AI-joins-your-crew surrender option for auto-ships I see. I can see why, as it seems hard to balance.
You could do it like this: You make it so that the surrender-accepting line states wether the auto-ship will give you sensor data (the most common one) or an AI avatar (very rare). It shouldn't be both, because the reason the AI joins you is taht it wants to explore the universe, so it's obvious it wouldn't have sensor data on it.
Of course, there would still be achance that it's, ehem, a false surrender regardless of the text. The chances of the AI considering surrender would have to be lowered a bit though, as now there won't be reward-less surrenders.ç
Regarding quarantine sectors: will blue options make it worth considering to enter one if you have a healing bomb/burst?
Didn't have time to implement the AI-joins-your-crew surrender option for auto-ships I see. I can see why, as it seems hard to balance.
You could do it like this: You make it so that the surrender-accepting line states wether the auto-ship will give you sensor data (the most common one) or an AI avatar (very rare). It shouldn't be both, because the reason the AI joins you is taht it wants to explore the universe, so it's obvious it wouldn't have sensor data on it.
Of course, there would still be achance that it's, ehem, a false surrender regardless of the text. The chances of the AI considering surrender would have to be lowered a bit though, as now there won't be reward-less surrenders.ç
Regarding quarantine sectors: will blue options make it worth considering to enter one if you have a healing bomb/burst?
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Re: FTL Captain's Edition 1.07
The AI crew reward is still under consideration. Problem is that you meet this things all the time and it feels like the avatars should remain mostly scarce.
Medbay and other means of healing would definitely play a big role for blue options in the quarantined sectors.
Medbay and other means of healing would definitely play a big role for blue options in the quarantined sectors.