OK here we go, 1.207 brings another set of small fixes, as well as some awesome new ship hulls made by R4V3-0N.
And thanks to RannIs great efforts, EL weapon and drone variants now finally have some visually distinctive variants. Some do appear only on a single prefix, mostly because they can clearly telegraph a function (red=fire chance and so on), but its not like each prefix has a complete unique one. But there are some variants that are generally applied with positive or negative prefixes. You will actually be able to tell now if the enemies are equipped with stuff from the junkyard or advanced space tech, but you still won't always be able how exactly the enemy weapons are modified. Ship variants are very few right now, cause batch processing has its limits there. They also swell file size a lot and EL is already triple the size than main CE now. Enjoy.
CE Update 1.207
- R4V3-ON's Engi Station Typ B and Engi Scout Typ C hull graphics integrated
- Two left out events for Federation sectors added
- A few rare event outcomes and quests added
- Stealth B loadout changed
- Some general _OVERRIDE lists altered to match the vanilla rarity of crew-less opponents more closely
- Federation Hacker clone bay room fixed
- Slightly broadened the range of price fluctuation when buying trade goods
- Producing plastic items with the On-board Assembly Line works now
- Negative slavery outcomes work as intended now
- Lanius encounters now display the continue option correctly
- Auto Tech-Cruisers depend even more on their backup battery
- Production options in Quarantine and Engi sectors correctly appear only if you have a production augment now
- After conducting Zoltan negotiations with the bribing pirate you can contact their former prey now
- Effector hit prompts display their full animation again
- Internal Effector can now also target clonebays
- Rock Asteroid Miners are sometimes equipped with Flare Drones now
- The Decoy Drone now cloaks when moving, enabling it to also distract enemy anti-drones effectively
- Hull repair bombs gained a small system repair effect
- Non-functional Shield Overcharger Drones replaced with copies of the vanilla version to keep their relative rarity intact
- Plasma Thrower Mark II fire chance reduced
CE Infinite 1.207
- Changes of CE 1.207 imported
CE Endless Loot 0.97 for CE and CE Endless Loot 0.97 for CE Infinite
- Weapons, Drones and sometimes Ships appear visually different now when having certain prefixes applied; powered by RannI batch processing
- "High Yield" and "Torpedo" tag can no longer be applied to burst missiles
- Added a tag that enables certain drones to run without power
- "Tightspread" and "Widespread" prefix can no longer be applied to missile weapons other than swarm launchers
- Weapons which don't deal hull damage can no longer have the widespread prefix
- Prefixes that reduce hull damage can no longer reduce it below zero and therefore no longer produce repair weapons
- "Shredder" prefix can no longer apply to missiles that fire more than two projectiles
- "Safe" combat drones work correctly now
- Prefixes that affect combat drones projectile speed will no longer be applied to beam drones
- Fire beam drones can now get more prefixes
- "Predictable" prefix can no longer apply to weapons which main function is to stun
- Charge Missiles can now get more prefixes
- "EMP" prefix now removes shield piercing from missiles
Kaerius wrote:I have to ask... is the permanent frog croak siren on the rock ship and the mantis ship from CE or AE? I don't remember this from vanilla, also it's really fricking obnoxious. How do I turn this shit off.
I can't really tell what you are referring there to. The ships make no unusual sounds in my game. Unless you mean the weapon ready sound? That was added with AE...
Estel wrote:BTW, have you considered other options to include - previously planned - more prefixes, resulting in ~50k weapons? Like, non-SMM methods? Or you know something that we don't - like, some planned changes to SMM, that should allow any, arbitrary number of such appended things?
This largely depends on where the SMM update is going. I won't release anything that I can't even play myself or the majority of users can't use. I sent an EL version with multiple prefixes applied to karto. He tested it and patching did not even work with the current, modified SMM build. So it is not clear if this will ever happen.
Estel wrote:I've just upgraded FTL:AE to latest, still hot patch. does it change anything re CE problems with certain events? Also, have you considered trying radiation events *without* all that invisible-crew things - just like it was implemented at first? Maybe without those invisible rooms and other such stuff, it would work without problems again?
I doubt it fixes the radiation event and I also did no further testing there. The patch might have fix some of the game-load related bugs, mainly the one that re-spawns already finished events maybe? Do you have a patchlog available?
Estel wrote:... suffer from strange bug - first, we get damages, then, in screen visible above, we get on point of damage repaired for no apparent reason. I've checked it on few different occasions, and it's 100% reproducible. (Severity: Minor)
Ehm, well, that is just me screwing around with the player behind the scenes. I basically want this event to deal more damage to your engines, so you have to sit out more flares. But I don't want the event deal that much damage to your hull, so I have the event repair some of the damage target to engines. I guess that appear kind of odd because the player gets this big numbers that tell what is going on, so I might change that again...