Challenge Run Modpack 1.0

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Sleeper Service
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Challenge Run Modpack 1.0

Post by Sleeper Service »

Download Version 1.0
Install with Slipstream Mod Manager
Does not work with Grognacks, just in case you are still using that...
Has to be loaded after any ship or event mods that you are using to work properly.


What do we have here?

Streaming and FTL let's plays seem to be as popular as ever. A few people started to do challenge runs, which in return inspired this modpack.

The Challenge Run Modpack allows you to put all kinds of restrictions on player ships to add various challenges to your FTL run. Most of the challenges involve removing systems from player ships and making them unavailable for the whole game. Down the road, some special challenges that take effect during the game will be also be implemented. Some of the challenges have little consequences, other make the game way harder or even impossible (?) to beat. Combining the different challenges can make the game quite different.


Technicalities / Compatibility

This mod makes heavy use of the new features introduced with slipstream mod manager. Therefore the challenge mods should be completely compatible with each other and any other mod. This should come in play nicely when you fly moded player ships. They should be affected by the challenges just like the vanilla ships.

So, feel free to tailor your run to your liking. Want to try make it through the game on the Kestrel once more, but without medbay and sensors? Turn the Fed A into a crewless robot ship with no oxygen? All possible. At last I hope so. I couldn't test the mod cause Slipstream is not working under Linux for me. :( So this is still beta right now. Would be cool if you could report any issues that might arrise.


Currently Available Challenges

Challenge Almost No Engines - All player ships' engine systems are limited to one system bar.
Challenge No Weapons - All player ships start without weapon system; weapon system can not be acquired during the game. Going for my pacifist run.
Challenge No Shields - All player ships start without shields; shield system can not be acquired during the game. Going for my suicide run.
Challenge No Drones - All player ships start without drone control; drone system can not be acquired during the game.
Challenge No Teleporter - All player ships start without teleporter; teleporter system can not be acquired during the game.
Challenge No Cloak - All player ships start without cloaking; cloaking system can not be acquired during the game.
Challenge No Doors - All player ships start without doors; door system can not be acquired during the game.
Challenge No Oxygen - All player ships start without lifesupport; oxygen system can not be acquired during the game. Pretty much designed to be combined with Challenge No Crew.
Challenge No Medbay - All player ships start without medbay; medbay can not be acquired during the game. Just a fleshwound you say?
Challenge No Sensors - All player ships start without sensors; sensors can not be acquired during the game.
Challenge No Artillery - All player ships start without artillery; artillery system can not be acquired during the game.

Planned:
Challenge No Crew - All player ships start without crew and therefore become auto ships with selfrepairing systems.
Challenge Two Guns - All player ships only have two weapon slots
Challenge Fuel Drain - Player looses all fuel upon entering a new sector
Challenge Ammo Drain - Player looses all missiles upon entering a new sector
Challenge Drone Drain - Player looses all drone parts upon entering a new sector
Challenge Scrap Drain - Player looses all scrap upon entering a new sector
Challenge Crew Death - Player looses all crew upon entering a new sector; needs to be combined with Challenge No Crew or a player auto ship mod to not cause game loss on game start
Challenge Rebel Advance - Rebels fleet catches up faster upon entering a new sector.


Enjoy!
Last edited by Sleeper Service on Sun Nov 10, 2013 5:15 pm, edited 3 times in total.
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R4V3-0N
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Re: Challenge Run Modpack [Beta]

Post by R4V3-0N »

That sounds awesome...
R4V3-0N, a dreamer.
dalolorn
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Re: Challenge Run Modpack [Beta]

Post by dalolorn »

Fascinating.
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Sleeper Service
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Re: Challenge Run Modpack 1.0

Post by Sleeper Service »

Finally got around testing this. Seems there is some code problems with the challenges that take effect during starting beacons. I uploaded a new version that contains only the challenges which effect ship systems. When you patch in all at once then ships look like this.

Thanks a lot to Vhati for the help with getting Slipstream to run. KartoFlane also gave great advice concerning the new Slipstream features, thanks!
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Boomboofer
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Joined: Fri Dec 06, 2013 12:52 pm

Re: Challenge Run Modpack 1.0

Post by Boomboofer »

double post
Last edited by Boomboofer on Mon Jun 02, 2014 6:25 pm, edited 1 time in total.
Boomboofer
Posts: 14
Joined: Fri Dec 06, 2013 12:52 pm

Re: Challenge Run Modpack 1.0

Post by Boomboofer »

Sleeper Service wrote:When you patch in all at once then ships look like this.
Now THAT is what I call a challenge.
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