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Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 9:16 am
by Sleeper Service
Limiting the systems in different stages of the event should work. That problem exited in some other events as well...
Kartoffelr wrote:Does anybody know how the game calculate the crystal vengeance augment chance if you have more then one? :D :D
Yes, they all grew in the crystal crewmembers quarter.
Do i get 3 chances per hit, each with 25% Or one chance of 75% Or still 25% and wasting two augment slots?
Wow you actually already managed to get this. The effect should indeed stack. I have already reworking that augment to make a dedicated retaliation ship even more feasible.

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 9:23 am
by The Captain
Sleeper Service wrote:Wow you actually already managed to get this. The effect should indeed stack. I have already reworking that augment to make a dedicated retaliation ship even more feasible.
Even if they stack, I don't care. They only work - sometimes - when you take damage, so they're getting sold.

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 9:52 am
by Mr. Mister
The Captain wrote:
Sleeper Service wrote:Wow you actually already managed to get this. The effect should indeed stack. I have already reworking that augment to make a dedicated retaliation ship even more feasible.
Even if they stack, I don't care. They only work - sometimes - when you take damage, so they're getting sold.
So they make a good combo with repair bombs.

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 10:32 am
by MightyKebab
I've detected yet another bug. I'm playing on the Crystal Cruiser and my level 1 sensor doesn't show it's status, nor does it seem to be online. Don't think this happens regularly on FTL vanilla

Image

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 10:38 am
by Sleeper Service
Yeah this is probably related to the new hazards. Working on it...

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 10:40 am
by Delphi
I also encounter this bug regularly. I think it happens especially often after visiting nebulae in AI controlled sectors.

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 12:31 pm
by MightyKebab
Delphi wrote:I also encounter this bug regularly. I think it happens especially often after visiting nebulae in AI controlled sectors.

I think I went past an industrial sector and had to pass through SEVERAL fleet controlled beacons, and fighting an auto spotter in one of them. The sector I was in during the screenshot was the quarantine sector.

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 3:44 pm
by Delphi
That seems to fit the picture. I can“t remember to have had this bug before the Hazard Extension.

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 4:25 pm
by Mr. Mister
Good music choice on the quarantine sectors. While it's true that you can tell it's not made by the same people as the rest, it's still rather fitting with the sector type and the game, and the battle layer is awesome.

Re: FTL Captain's Edition 1.092

Posted: Wed Jan 29, 2014 4:51 pm
by Sleeper Service
Mr. Mister wrote: and the battle layer is awesome.
Agreed. :) I love the part when it become really tranquilly and the synth piano kicks in. Hand to hand combat and all the explosions suddenly appear louder and all seems really dramatic. Always give the impression that it's some really decisive point in the battle, or a moment when everyone is suddenly contemplating how horrible this whole mission is going. :D

Check out http://www.jamendo.com if you want to hear more from the artists.