Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
Posted: Fri Aug 08, 2014 5:19 pm


Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
I recommend your read through the troubleshooting section at the beginning of this thread.Darri-Dynamite wrote:i cant add any "big" mods to my game it says patch failed and java.lang.IllegalArgumentException: MALFORMED.
do you mean :Go to SMM/backups, delete data.dat.bak and resource.dat.bakSleeper Service wrote:I recommend your read through the troubleshooting section at the beginning of this thread.Darri-Dynamite wrote:i cant add any "big" mods to my game it says patch failed and java.lang.IllegalArgumentException: MALFORMED.
There was quite a bit of stuff that needed fixing lets have 1.24 out, even though not every single planed feature is included yet.
CE Resource Pack 1.24
- Estels great title screen added
- Revamped version of Lord Trilobites Mantis and Rock crew portrait integrated
- Ship and station images for the Auto Constructor faction added
- Other assets related to auto sectors added
- Lemmonades awsome Letze Reise Cruiser integrated
- Some backgrounds for the mixed hazards occurring in hazard sectors added
CE Update 1.24
- Does not contain a Testrel
- Two unique hostile sectors added (Auto controlled sectors and Pirate Homeworlds)
- Many new events and quests added
- Auto Constructor faction added
- Auto Constructor cruisers can occasionally appear outside auto controlled sectors in classic auto cruiser events (beacon builder and such)
- One Hazard added
- One Augment added
- Added a large amount of flavor events and texts that have a small chance to be called in a very broad range of fights
- Combat aug power costs will be applied correctly during the boss fight now
- Drone Uplink Jammer can be used upon boss AI takeover now
- All combat augs should work correctly now after Zoltan negotiations with the boss fail
- Pre-fight options now follow a global order (1. Continue... 2. Offer surrender 3. Special Aug options 4. Combat aug options)
- Subspace scanner pre-fight options texts clarified
- "Full Maintenance" option of the Hull Repair Kit now repairs more hull and needs more time again
- Some new blue options and event outcomes added
- Hyperspace events use the correct textlist now
- Games start text no longer refers to a non-existing hyperspace jump
- Scythe Beam gained a small fire chance
- Enemy version of the Adaptive effector can no longer be acquired by the player
- Sha'k Internal Teleporter on enemy Teleporter Barges is slightly more intimidating now
- Auto Repair Ship no longer appears among normal auto ships
- Invader classes now appropriately use the 'invasion' boarding AI
- Slug artillery triggers neural stunner blue options correctly now
- Energy AI ship now uses the original Zoltan style AI Bomber hull
- Zoltan military ships now use more type b hull designs
- Auto-Cruisers are generally equipped with Titanium System Casing now
- AI ship AE-override list fixed, AI ships with AE systems will appear correctly now
- One bad ship ID from the Engi ship list purged
- Some bad weapon IDs from the STANDARD weapon list purged
- One bad ship ID from the PIRATE list purged
- Swallow medbay system tag fixed
- Onboard Science Lab now works when being out of fuel
- You can now change your mind and socialize after considering your onboard production options
- A few new science outcomes added (including ways to start the crystal quest)
- Stealth drones no longer count as mining drones
- Pirate traders now always have cargo teleporters, but only allow pirate ships to actually use them
- Quarantine sectors now have a chance to grant a single safe crew member for free, just like they might randomly infect one of your crew
- The "Federation Medical Officers join your crew" outcome now telegraphs more clearly what is actually happening
- Engi Scrapyard event no longer gives preset weapons
- Civilians ships in the ESCORT event now actually show serious malfunctions when being engaged
- Fixed a problem that prevent the Union pirate hunt quest from spawning quest beacons upon destroying the first or second pirate ship
- Slug stations personnel wised up and no longer tries to run away with a stationary space station after hacking your piloting
- Auto Turret frying its processors gives MED reward now, for consistency
- Raiding Slug Blackmarkets no longer counts as an act of piracy
- Another take on actually preventing those ice-field enemies from cloaking
- Auto Drone-Harbors and Auto Drone-Carriers start to appear later now (as they should have, but only did in infinite so far)
- Auto Troopships start to appear slightly earlier now
- Reworked the way the avoidable Rebel cruiser holds back and powers up
- Some typos fixed
CE Infinite 1.24
- Changes of CE 1.24 imported
- High level system upgrades for most systems enabled
- A few quarantine sector NOTHING texts from the deep space list removed
EL Texture Pack 1.24
- Missing invisible textures for invisible effector impacts added
CE Endless Loot 1.24 for CE and CE Endless Loot 1.24 for CE Infinite
- Changes of CE 1.24 imported
The auto sector actually turned out a lot like condonzack imagined it. It gives away how the Rebels get all their warships and such, but it also leaves a lot of stuff rather vague. There aren't many actual persons around in these sectors and the Rebel machines usually don't explain themselves.
The pirate homworlds remain a little unspectacular right now. They are pretty much just pirate sectors with slightly different text lists. There are also cruiser encounters and a quest that allows a lot of backstabbing on multiple levels.
Apart from all the fixes and visual improvements, version 1.24 also includes some global combat aug option streamlining. And there is a large amount of flavor events that can just randomly happen in a very large range of fights. These fluff events will remain very rare, so if they happen they'll usually come as a surprise.
The Combat Simulator aug has become one of these things that has a lot of code behind it even though the actual applications are pretty limited. I still love how it turned out. There'll probably soon be another one of these "playground augs" that have a lot of different event outcomes associated with them. It'll deal with bounty hunting.
Yep, will be done.stylesrj wrote:Is there an option just to take what you've already got and run the FTL drive out of there without having more clawed death on your ship? I know there's a disruptor that solves the teleportation issues, but I'd like a bit more choice in that event. For some reason the enemy loves putting troops in my door controls or in hard-to-vent locations. And it's not like I have a choice not to attack the convoy. They attacked me at the beacon to infinite space. What am I to do?
The new sectors are both unique, so they won't spawn more than once per game. They can spawn on any sector level though.stylesrj wrote:Anyway, I'm looking forward to encountering those new sectors. Hopefully they'll turn up. I always seem to get at least one quarantine zone per run. Every time.
That would certainly be interesting. I considered this a while ago, but came up with no satisfying ideas for what the actual hazard would be. Well none that can be done by modding at last. It could still serve as a backdrop for a complex boarding event.Russian Rockman wrote:But what would make me REALLY love you forever is if you added some events where you can actually LAND on planets, with custom backgrounds showing that. If you could even find some way to explain a combat scenario while landed that would be really really cool. Maybe something to consider for the future...
Rann is working on the program and I'll start making the boss assets at some point soon.Russian Rockman wrote:Also, how's work on the flagship coming? I'm looking forward to seeing your new weapons for the boss.