Re: FTL Captain's Edition 1.09d
Posted: Mon Jan 20, 2014 11:44 am
OK, everything that worked before should be back at full functionality now. There where only a few minor corrections made in this version.
1.09d
- Some more minor stuff fixed
A lot of things to dream about indeed. Few of us can probably grasp exactly how difficult/time consuming it would be to make more game contend controllable by xmls. It was pointed out that FTL was never really designed for modability, so increasing it might be incredible tedious. Well, I definitely wouldn't know, having no idea about real coding. On the other hand, a lot can be done with the game already, so... let's focus on the good things?
But you are right, sometimes it might feel like FTL is missing some opportunity there... by ignoring modability as a design concern. I'm looking a lot at Rimworld currently and I think it's great that the author increases modabilty already in pre alpha state.
1.09d
- Some more minor stuff fixed
A lot of things to dream about indeed. Few of us can probably grasp exactly how difficult/time consuming it would be to make more game contend controllable by xmls. It was pointed out that FTL was never really designed for modability, so increasing it might be incredible tedious. Well, I definitely wouldn't know, having no idea about real coding. On the other hand, a lot can be done with the game already, so... let's focus on the good things?
