Sooooo, those promised screencaps.
This is the sector tree the game gave to me at the start. I took a pic of it because... you'll see. I really should have stopped right then. =P
And here is The Man Of Steel, post kicking my butt. Seriously, guys, moonwalking into space, through walls, taking on a mantis and a maxed combat specialist human at the same time by himself, killing the mantis, nearly defeating the human, nearly defeating the Engi I was forced to send in to tank for the human, and all while Engi Medibots was running. That.... I can't think of anything to say.
Also THIS GUY. See the trio of anti-system missile dr-- err anti crew missile drones? This fight would have been pretty much unwinnable without the drone nerf, and a crew full of Engis. And maxed evasion. And a defense drone. And... You know, with that many Ands, you gotta admit this guy is kinda badass.
I've already reported about the Merchant Guild quest I accepted in the Rebel Sector being broken/cancelled by the Rebel Raider Intercept quest, which was also broken and canceled itself.
My, such hostility in this run. Yeeesh. XD
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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Re: FTL Captain's Edition 1.063
Last edited by PaladinGreco on Sat Oct 26, 2013 4:07 pm, edited 1 time in total.
- Sleeper Service
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Re: FTL Captain's Edition 1.064
Uh right, although I doubt that superman is caused by CE. This behaviour might be cause by messed up door paths... you fly a vanilla ship that has not been changed at all by CE. So, no idea what caused that so far 
I alos rechecked the enemy bombs, but found nothing wrong so far. Maybe someone an specify what the bomb did and which ship fired it...
1.064
-Station surrender offers improved
-Probability of positive outcomes for performing acts of animal cruelty increased
-Engi civilian surrender message fixed
-Out of fuel fleet event now spawns a cruiser as intended
-Rebel Battlecruisers might be encountered even earlier on exit beacons
-Light fire missile drone fire chance decreased
-One new ship layout added
-Bounty hunters should try to escape your ship more effectively
-Advanced Proximity Navigation aug now protects you from suiciding stations as well
-Rebel depot transport chase event now spawns a ship as intended
-Some typos fixed

I alos rechecked the enemy bombs, but found nothing wrong so far. Maybe someone an specify what the bomb did and which ship fired it...
1.064
-Station surrender offers improved
-Probability of positive outcomes for performing acts of animal cruelty increased
-Engi civilian surrender message fixed
-Out of fuel fleet event now spawns a cruiser as intended
-Rebel Battlecruisers might be encountered even earlier on exit beacons
-Light fire missile drone fire chance decreased
-One new ship layout added
-Bounty hunters should try to escape your ship more effectively
-Advanced Proximity Navigation aug now protects you from suiciding stations as well
-Rebel depot transport chase event now spawns a ship as intended
-Some typos fixed
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Re: FTL Captain's Edition 1.064
Fair enough. I am not using CE altered ships because I am trying to keep the number of altered variables in play to a minimum. So this is a vanilla bug? Either way, it's a crazy bug. Thanks for looking into it though.
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Re: FTL Captain's Edition 1.064
It really is!
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Re: FTL Captain's Edition 1.064
Well, the glitch for the moon walking wall phasers happened a couple more times on a play-through I just completed. I can't tell you if they also went Man O Steel, since they stayed on their ship, and I stayed on mine. What I can tell you is the ships were both Rebel, and the crew Human. The first ship was an Elite Interceptor in Sector 1. The second ship was a Rebel BattleCruiser (these suckers are tough) in a Rebel Sector 5. In both instances, one crew member out of the entire crew did some strange pathing through walls, into space, and of course diagonal moonwalking. They did it on their own ships. Contrary to when they boarded my ship, this time the pathing errors served to make things worse for the enemy crew, who walked repeatedly through fires.
Well, there's not much else to tell about it. Of note, the affected crew were always slightly off center in the tiles they stood in at-rest. You can see that in the screen cap I took when I first reported this bug.
I'm not sure if this is a Captain's Edition bug, or a vanilla bug, but it's a bug regardless. A reproducible one.
PS: Battlecruisers are evil, but killable. I ran into two of them, shot one down, and decided one was good enough. Ran from the second, because 1 fuel is not a proper reward for downing a battleship when it is not part of the Rebel Fleet. Well, and some simple math: max guns + max drones = NOPE. :'D
Fun stuff, all the same.
Well, there's not much else to tell about it. Of note, the affected crew were always slightly off center in the tiles they stood in at-rest. You can see that in the screen cap I took when I first reported this bug.
I'm not sure if this is a Captain's Edition bug, or a vanilla bug, but it's a bug regardless. A reproducible one.
PS: Battlecruisers are evil, but killable. I ran into two of them, shot one down, and decided one was good enough. Ran from the second, because 1 fuel is not a proper reward for downing a battleship when it is not part of the Rebel Fleet. Well, and some simple math: max guns + max drones = NOPE. :'D
Fun stuff, all the same.
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Re: FTL Captain's Edition 1.064
Is there a way to integrate the "Infinite Space" mod into this? Like transitioning to that after beating the Rebel Flagship? (Yeah, I can imagine that's a big NOPE, but figured I'd ask)
If not, is there any chance you'd make an Infinite Space counterpart to this?
If not, is there any chance you'd make an Infinite Space counterpart to this?
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Re: FTL Captain's Edition 1.064
Ok... so I found something I'd like to report.
When battling the "No Need To Hide" Cruiser, it has 2 missile weapons and a auto-laser. When my ship was at 1 HP, it stopped firing missile weapons and continued using its auto-laser uselessly against my shields. My trek is safe...for now.
Is this a bug, or intentional? I feel as though it shouldn't be intentional, because that would be unfair for perma-death games.
P.S., I died shortly after anyway in the next sector...
When battling the "No Need To Hide" Cruiser, it has 2 missile weapons and a auto-laser. When my ship was at 1 HP, it stopped firing missile weapons and continued using its auto-laser uselessly against my shields. My trek is safe...for now.
Is this a bug, or intentional? I feel as though it shouldn't be intentional, because that would be unfair for perma-death games.
P.S., I died shortly after anyway in the next sector...

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Re: FTL Captain's Edition 1.064
Ammo limit.Torchwood202 wrote:Ok... so I found something I'd like to report.
When battling the "No Need To Hide" Cruiser, it has 2 missile weapons and a auto-laser. When my ship was at 1 HP, it stopped firing missile weapons and continued using its auto-laser uselessly against my shields. My trek is safe...for now.
Is this a bug, or intentional? I feel as though it shouldn't be intentional, because that would be unfair for perma-death games.
P.S., I died shortly after anyway in the next sector...