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Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations + Hotfix]

Posted: Fri Jan 22, 2021 2:52 am
by TheMultiverseTeam
I mean, to be fair the button does literally tell you that pressing it will kill you, and gives around 5 confirmations. I don't think anyone else I've seen really has an issue with it.

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations + Hotfix]

Posted: Fri Jan 22, 2021 2:44 pm
by batubatu
Hey, can anyone post the weapon and drone ID's for all ancient items? There seems to be a bug right now, so I decided to use the console to get them (after a post in this forum), but I could only find the three in the original post.

Entering the name wrong gives you a blank weapon/drone that crashes the game whenever you try to access ship inventory btw.

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations + Hotfix]

Posted: Fri Jan 22, 2021 4:51 pm
by TheMultiverseTeam
Sure;
Harbinger Mk I: ANCIENT_LASER
Harbinger Mk II: ANCIENT_LASER_2
Harbinger Mk III: ANCIENT_LASER_3
Carnage Missiles: ANCIENT_MISSILES
Eradicator Mk I: ANCIENT_BEAM
Eradicator Mk II: ANCIENT_BEAM_2
Eradicator Mk III: ANCIENT_BEAM_3
Plasma Cannon Mk I: ANCIENT_ION_1
Plasma Cannon Mk II: ANCIENT_ION_2
Purifier Focus: ANCIENT_FOCUS
Payload Teleporter: ANCIENT_BOMB
Onslaught Minelauncher: ANCIENT_MINELAUNCHER
Ancient Peacekeeper: ANCIENT_STUN
Harbinger Drone Mk I: ANCIENT_COMBAT_LASER
Harbinger Drone Mk II: ANCIENT_COMBAT_LASER_2
Sentinel Drone: ANCIENT_DEFENSE_1
Plasma Drone: ANCIENT_COMBAT_ION
Carnage Drone: ANCIENT_COMBAT_MISSILE
Mender: MENDER
Director: DIRECTOR
Atomizer: ATOM_DEFEND

The original plan was to fix the ruins and other various bugs with the release of 4.7, but as the ruin bug seems to be far more impactful than I first realized I'll likely be putting out a hotfix for it very soon.

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.6 [Hangar Renovations + Hotfix #oh god help me now]

Posted: Tue Jan 26, 2021 10:49 am
by TNC
Was wondering why Prototype Cruiser Type C wasn't unlocked after defeating the flagship with Type A, and then I found this:
Image
Bruh...

Also there's a typo in events_storage.xml, line 12049 supposes -> supposed

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.7 [Panic at the Science Center]

Posted: Fri Jan 29, 2021 7:48 pm
by TheMultiverseTeam
4.7 is out! Finally, this one took a while.

Code: Select all

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 FEATURES:
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Added the Shell Science Center sector.

Added Morph Technopaths. Morph A now starts with one.

Shell ships are now on their own page.

Added two new unique crew, OOJ MAJOO and Alkali. Both of them can be found in the science sector.

Added Morph B and C, and the new Scientist Cruisers.

Added a new morph cruiser unlock.

Added a new Beacon Eater hull sprite, courtesy of BetelgeuseBear.

Added 3 new Shell subtypes, Scientists, Mechanics, and Guardians. Each subtype also has their own ship variants.

The shell guard in standard shell sectors is now randomized from the different types.

Added Nanite gas, specialized for Shell Mechanics, and Expeditive Gas, specialized for Shell Scientists.

Added a new Crystal track, thanks to Squishy Boi.

Added a new logo for the Legionnaire ships.

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 CHANGES:
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Flagship victory unlocks are changed to work with any type of victory.

Renamed the Advanced Gunboat to Legionaire Gunboat.

Mantis Assailant loot has been changed to the Mantis light laser loot.

Shells no longer use missiles or particle weapons. They can still use bombs.

Orchid Chieftains can now use heavy lasers as well.

Decreased Shell surrender chance.

The droppoint crystal event now has a decent chance to give you resources instead of crew.

Changed the ammo replication text slightly.

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 BALANCE:
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The special flagship has lvl 4 arties instead of lvl 5 and lvl 3 teleport instead of lvl 4 again.

Orchid C now has 4 weapon power but not kernal greenhouse.

Massively buffed spider combat damage.

Engineer A now has many more droneparts.

Doctor drones now heal crew at 7hp/s. Engineer B now has 2 doctor drones and a soldier.

Buffed Monk A mind control and reactor.

Modified Rebel A's weapon settup.

Nerfed pirate civilian transport weapons.

Elite Orchid Cruiser now has elite kernal weapons.

Separatists now cost 60 scrap to hire.

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BUG/ISSUE FIXES:
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Fixed some tpyos.

Fixed some missing combat checks.

Updated Cognitive animations.

Fixed Knighted A having two Nights.

Reworked the Morph morphing system to not force you to dismiss the morph when at full crew.

Fixed unspooler cooldown saying shorter instead of longer.

Fixed Elite Engi reinforcements spawning the default rigger.

Fixed Sylvan damaging friendlies.

Fixed some invalid weapons in the crapbucket weapon pool and added some missing ones.

Fixed ghost mounts.

Fixed the Crystalline MV Cruiser not supporting battery.

Fixed disabling arms taking resources.

Fixed a few enemies spawning hostile when they shouldn't be.

Fixed the uplifted combat sprite.

Fixed crew drone names.

Fixed the Sylvan Cruisers not having last stand support options.

Fixed the missing door on the civilian Multiverse Cruiser and alt Suzzy cruiser.

Fixed the Separatist drone crew kill event not giving a drone.

Fixed the Dusk B MV Miniboss.

Fixed recycler missiles anim.

Fixed the Spider Cruiser A and Kestrel B unlock.

Fixed the ERROR augment in Engi Harmony and Free Mantis Hunting Grounds.

Fixed Coalition Transport not running immediately.

Fixed Ember C being unlocked by beating the flagship with the type A/B

Fixed the battery performance upgrade price preview in the menu saying missiles instead of fuel.

Fixed breach beam description.

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.7 [Panic at the Science Center]

Posted: Sat Jan 30, 2021 11:18 am
by Ilikemultiverse
Hey! I just wanted to say that the mod is really cool, but I do have a couple of questions.
First, will updating to 4.7 delete my 4.6 progress?
And second, the Ancient Cruiser Type B still says you have to unlock 2/3 achievements to unlock the ship. Is that a glitch?

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.7 [Panic at the Science Center]

Posted: Sat Jan 30, 2021 3:53 pm
by TheMultiverseTeam
Glad you're enjoying the mod!
Don't worry, updating won't reset your progress. Multiverse's save files are kept between versions. When a new ship is added is starts locked, but the rest will remain as you had them before.
And yeah, the Ancient B hint was broken, though it should be fixed in 4.7

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.7 [Panic at the Science Center + Hotfix]

Posted: Tue Feb 02, 2021 2:45 pm
by efhunter
Thank you guys so much for making and continuing to work on this mod! I've been having a great time working my way through unlocking the huge amount of ships and experiencing all the new content.

I think I may have encountered a bug (playing on the latest version, 4.7). The big blocky "Unidentified Cruiser" on page 9 that requires you to "Travel to the wastelands of a long forgotten ancient alien race" did not unlock even though I'm quite sure I fulfilled the requirements. It's the "secret" sector that you get warped to after showing some ancient technology you found to a certain ship (they do stuff to your FTL drive), right? And the sector is filled with Augmented Lanius and various ruins, with the boss at the end being called the "Anointed" or something similar?

I went there, destroyed the boss, and ended up completing the run, but didn't get the unlock.

Is there a console command I can use to unlock it, assuming it was supposed to unlock?

And thanks again for this wonderful mod. I can't wait for future updates :)

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.7 [Panic at the Science Center + Hotfix]

Posted: Tue Feb 02, 2021 5:14 pm
by TheMultiverseTeam
You're close, but that's not all there is to that unlock! You'll have to do something different with that boss rather than killing it, which will lead you to further down the questline. You'll unlock the 'blocky' cruiser later on in that process. (There's another cruiser you can unlock in the recovery site though, but it doesn't involve the anointed boss)
Glad you're enjoying the mod though!

For future reference though, some of the unlocks for B/C variants seem to act a little funky. If you DO encounter a broken unlock, you can use the SHIP_CUSTOM command to unlock the ship (you won't get the unlock popup at the top left, but it will appear in your hangar). This only works on version 4.7+.
Full syntax for the command is:

Code: Select all

SHIP_CUSTOM PLAYER_SHIP_ID_#
You can find all of the ship ID's in bluperints.xml.append (A and B variants for most ships), dlcblueprints.xml.append (A/B/C variants for Sylvan's Cruisers and Proto-MV Cruisers), and dlcBluperintsOverwrite (C variants for most ships).

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 4.7 [Panic at the Science Center + Hotfix]

Posted: Tue Feb 02, 2021 10:05 pm
by efhunter
TheMultiverseTeam wrote:You're close, but that's not all there is to that unlock! You'll have to do something different with that boss rather than killing it, which will lead you to further down the questline. You'll unlock the 'blocky' cruiser later on in that process. (There's another cruiser you can unlock in the recovery site though, but it doesn't involve the anointed boss)
Glad you're enjoying the mod though!

For future reference though, some of the unlocks for B/C variants seem to act a little funky. If you DO encounter a broken unlock, you can use the SHIP_CUSTOM command to unlock the ship (you won't get the unlock popup at the top left, but it will appear in your hangar). This only works on version 4.7+.
Full syntax for the command is:

Code: Select all

SHIP_CUSTOM PLAYER_SHIP_ID_#
You can find all of the ship ID's in bluperints.xml.append (A and B variants for most ships), dlcblueprints.xml.append (A/B/C variants for Sylvan's Cruisers and Proto-MV Cruisers), and dlcBluperintsOverwrite (C variants for most ships).
Oh, wow, I didn't know there's even more to that questline! That's pretty cool.

I think I know what to do now with the boss. Speaking of that, maybe that option could be highlighted in blue to hint at it being important/unique for the questline? I may not have read carefully enough, but I was conflicted between the two choices, since it seemed like the boss wanted to take that crew member against their own will, and that handing him over was the easy way out/a way to get some resources & avoid having to fight at the cost of ending the questline.

Anyway, thanks for the reply! I'm going to try and get back there with this new knowledge :)