Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
Posted: Sun Apr 20, 2014 10:44 pm
V 1.206 download link for Infinite sends me to 1.206 captains edition download
Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
Oops, sorry. Thats fixed now.Backdraft99 wrote:V 1.206 download link for Infinite sends me to 1.206 captains edition download
This is out of our hands, as the mod manager can't handle EL on some (32b) systems due to the amount of new data to patch in. If you tried the suggestions mentioned on the first page and it still does not work then there is nothing we can do.The wise Sten wrote: Can you elaborate? Right now SMM is ignoring everything I do, but it still hasnt "died", as in completely stopped.
EDIT: I force quitted it. Guess no EL for me. Atleast until i figure out what went wrong...
How long does it take for you people to patch Endless loot?
Those are really good changes. About the swarm missiles you're right that they aren't as bad as normal ones, but I guess the reason everyone is afraid of them is because of how a lot of enemy's have them (you've fixed this now), and because of the animation and noise they makeSleeper Service wrote:Todays update deals mostly with some small and medium fixes, especially convening the Endless Loot Addon. We hope to bring you visual variants in the next release.
CE Update 1.205
- LASER type mines list-rarity reworked for AUTO and REBEL list; based on the fact that the game probably treats these as lasers
- Enemies should overall be less often equipped with cloak weapons and swarm missiles now
- A new era: Swarm missiles can now be targeted by lvl one defense drones. Holy scrap!
- Swarm missiles gained a small fire and/or breach chance (much lower than their regular missile counterparts)
Yeah for new users!Sleeper Service wrote:- Committing acts of piracy now requires a second confirmation
- Civilian trader sell option will now only appear if you carry trade goods
- Production Augments are now marked as such in the description
- Faction aug descriptions tell more clearly what special actions they might enable now
I'll try to send you the other stuff I've been working on all in a bundle, "sometime" "soon", but I am very busy of late so it might take longer than normal. However, as long as I'm sending you this stuff I will finally send you an alpha version of the hangar animations, when I do finally send you the other stuff. You can either a.) Do nothing b.) Try and add your own animations, or c.) pass it off to a more skilled spriter to add unique animations. Most likely I will just include the bases of the different species without any color changes at first.Sleeper Service wrote:- Some icon-reworks by Russian Rockmen integrated (map ship icons so far)
Thank God!Sleeper Service wrote:- Enemy flashbang sound volume lowered further
- It is no longer possible to travel towards deeps space from sector 8, due to a game-load related bug
- Ship unlock quests can now rarely be found in deep space
It partly made sense, but was never entirely intentional. They had to be LASER type to be able to fire animated projectiles, which was essential for the style I was going for. With AE that this no longer dictates how they behave against defense drones, so I might just as well make them more coherent with normal missiles. The missile might just detonate each other when one is hit and defense drones just got a whole lot smarter I guess.Russian Rockman wrote:Hmm. I get why you made them targetable by regular defense drone 1's now, but I always thought that was the point of those missiles. It seems like it would be hard for a basic defense drone to take out an entire swarm of tiny missiles. Why did you decide to change this now after so long?
RR, you always have good ideasRussian Rockman wrote:This will not happen, but I just thought it worth mentioning.After thinking about it it would actually be kind of cool if swarm missiles had the AOE targeting affect and fired multiple projectiles at once because then they would only "partially" be shot down by defense drones and that would make sense. Actually that is one thing we do not have, an AOE missile weapon. A "flak" gun that pierces shields. Actually wouldn't a flak Crystal weapon be pretty interesting?
Sounds like a fun(and OP) one. I had two asteria missiles, one with tight spread +1 system damage, and one with torpedo +1 damage, as well as an ogre with the +2 damage +1 cost prefix, going into the final battle.SpXxwW wrote:Hello. Today was the day I found an extremely overpowered weapon from infinite loot. Its that damn missile thing (forgot name..) which shoots 8 missiles at cost of 1 and its hard to aim (spreads to large area) THAT thing + THIS: plus 2 damage + 1 more missile consumed. It does 3 dmg per hit and it has 8 damn projectiles! One shots pretty much every ship that fails to evade. It was fun weapon tho.
Good to hear TWS, have fun!The wise Sten wrote:Fixed 64-bit java, EL patched in under a minute. Problem solved!![]()
Should have looked at the troubleshooting section