Re: FTL Captain's Edition 1.092
Posted: Thu Jan 30, 2014 3:05 pm
Yes, seems some changes where reverted when I copied in the spell checked files
So these outcomes will finally be integrated in the next version.

Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
Hey, Sleepy, first post needs updating - still says 1.092 (edit: though download is for 1.094).Sleeper Service wrote:- CE Player Ship Addon updated
Sleeper Service wrote:Update 1.094 is here.
The biggest innovation this time are the global surrender options for the player. You can now surrender in pretty much every situation where it seems logical. Well not during the fight of course, but you know what I mean, right?![]()
This covers mostly "HOSTILE_" events, encounters when you otherwise would have no other chance than to fight. If you actively attack your opponent ("Try to be the hero. Attack the Pirate.") then you cant surrender, obviously. I actually quickly went through all events with hostile and hand placed the options, so they sometimes will be really situational.
Example:
Captain Knights, the well known pirate, will attack you regardless if you accept or decline his challenge for a fight to the death. If you accept you obviously want to fight, so you don't get a surrender option. If you say no to his challenge and then get attacked, you'll get the chance to offer a surrender.
I did not check all the flavour texts for this, but I removed some that obviously wouldn't fit (Demented Zoltan, no negotiating with these guys). If you come across a situation where the chance to surrender seems out of place, then feel free to post that here.
As another general rule, you can only surrender to enemies that are sentient, prone to reason and not your sworn enemies. In some events you can't surrender cause you just seriously pissed someone off. This covers all the combined boarder-and-ship events. If you are already engaged in melee with your opponent, then there is no time to negotiate. And of course you can never surrender to Rebels or Auto ships. AI crew will negotiate.
There is quite a lot of hidden variables in the surrender events. The offer you make has a profound effect on you chances of getting out of the fight. The opponents faction also factors into this a whole lot. As always I leave this for you to explore. Have fun begging for your life.![]()
There are also some global Zoltan ship options now. Conversation outcomes have been extended again. Quite a few new general events have been added across various sector. Ah yes, and some early changes dealt with the Crystal Shard augment, which has been empowered quite a bit. Might allow interesting tactics, if you have a way to repair your hull.
The Basilisk got a Clone-Lab now, apart from that nothing change in the player ship addon.
1.094
- The player con now offer surrender in a lot of hostile encounters
- Player surrenders can have a great range of outcomes, depending on offer made and the opponents faction
- Wretched Captains can now continue the attack even after accepting an enemies surrender
- Captains of Slug ships can open fire on previously defeated enemies without penalties
- Captains of Zoltan ships can use diplomacy to avoid combat with less aggressive factions
- Captains of Zoltan ships can now negotiate more favourable deals when enemies surrender
- Some stores in Pirate Sectors are no longer as save as they used to be
- Accepting enemy surrender should now prevent the opponent from firing artillery
- During nebula fleet encounters, you might be engaged by Rebel cruisers and spotters now
- Various fixes to prevent your ship (especially sensors) from being permanently effected by new hazzards
- Implemented a global system reset on all empty beacons as safeguard against permanent system disruption
- A few new events across various sectors added
- Mining options for beam drones added
- Special conversation outcomes for Zoltan finally implemented
- A few more special conversation outcomes added
- Global likelihood of special conversation outcomes slightly lowered
- Crystal sector start beacon now also counts as an empty beacon
- Crystal Lockdown Blast uses blue projectiles now
- Crystal Lockdown Blast names shortened
- Crystal Shard augment reworked
- Crystal Shard augment is now available for purchase in Crystal sectors
- Crystal Shard Barge is now only equipped with two shards
- Player Big Bomb fuse time corrected
- On-Board Assembly Line cost reduced
- Heavy Defense Drone projectile speed increased
- Another attempt on having the flagship correctly shut down Oxygen and Medbay in phase three...
- Flagship Effector is using the "limit" tag to disrupt your door system now, probably works better
- Rebel Interceptor doors fixed
- Auto satellites in icefields will have their cloaking disabled as intended now (?)
- Despite the harsh conditions, combataugs work during the plasma storm Rebel encounter now
- QUEST_CREWDEAD now has blue options for pretty much any dedicated crew killing equipment
- Some typos fixed, but there are always more of course
- CE Player Ship Addon updated