AE R&D - What is new? What can we do now?
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Advanced Edition - What do we know so far?
I messaged the defs on compatibility when first hearing about AE. The overall structure of the game will not change. What is controllable via xml now, will likely be controllable in AE as well. Mods might require updating, but the whole process might actually not be to complicated. Just add you stuff to some new lists. Simple things, like ship mods, might not require any updates at all.
- Ora_unit_SR388
- Posts: 190
- Joined: Fri Apr 12, 2013 2:41 pm
Re: FTL Advanced Edition - What do we know so far?
I just got some mail from him, and he added a few things.
Hey Ryan,
As I don't know what you've changed, it's difficult to say what you'll need to do. Ideally it should not be too difficult to make the switch though. 85% of the data works in the same way.
I believe door and sensor stations will default to a certain position, but you'll want to add specific locations if the defaults don't work.
And you'll need to change all of the crew death events to include a new tag that accounts for the possibility of cloning that dead crewmember. I think that's the only significant change to old events.
Cheers,
Matthew
- Sleeper Service
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Re: FTL Advanced Edition - What do we know so far?
I guess that refers to non-combat events, like the giant alien youknowwhat. This is really interesting, that tag for reviving crewmen might also be useful for some other stuff.Ora_unit_SR388 wrote:I just got some mail from him, and he added a few things.
[...]
And you'll need to change all of the crew death events to include a new tag that accounts for the possibility of cloning that dead crewmember. I think that's the only significant change to old events.
- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: FTL Advanced Edition - What do we know so far?
This statement bothers me a little, since modded ships can have 9 systems right now. I understand that it adds to the challenge by having a limit like that, but if there is a new hardcoded limit to installed systems, it kind of messes with the AE updates that I had planned for my ships. Actually, it might not mess up my plans, but they certainly wouldn't work how I was expecting.The system limits for each player ship will remain the same, with only 8 systems installed at one time.
I wonder how this works. Is it two systems assigned to the same room and the last one installed will override what is currently there, or is the Clone Bay actually coded to the Medbay? I don't see it say anywhere that you can replace your Clone Bay with a Medbay.Clone Bay is an alternative to the Medbay...you can replace your Medbay from stores
The ship in the system previews look like a Kestrel with pirate paint. Should we expect all Type C ships to be pirates, or will some of them have new color schemes?
- 5thHorseman
- Posts: 1665
- Joined: Sat Mar 02, 2013 2:29 am
Re: FTL Advanced Edition - What do we know so far?
I expect it'll be like it is now. You CAN add more systems but it'll mess up the UI.RAD-82 wrote:This statement bothers me a little, since modded ships can have 9 systems right now. I understand that it adds to the challenge by having a limit like that, but if there is a new hardcoded limit to installed systems, it kind of messes with the AE updates that I had planned for my ships. Actually, it might not mess up my plans, but they certainly wouldn't work how I was expecting.The system limits for each player ship will remain the same, with only 8 systems installed at one time.
No clue on the rest, of course, but I'm excited to find out. I'm imagining a Zerg Rush teleporter ship where you just keep sending guys in to die, and get new ones to send in. Probably a horrible strategy but there's only one way to find out.
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- Joined: Tue Dec 18, 2012 7:18 pm
Re: FTL Advanced Edition - What do we know so far?
I haven't really seen anyone mention it, but the latest news (the one about (sub)systems) gave us a sneak peek of the C layout for Kestrel, which seems to have the pirate ship paintjob. (similar to how B looks like a Rebel ship).
I thought someone might find that interesting. I do anyway, as a trivia hunter.
I thought someone might find that interesting. I do anyway, as a trivia hunter.

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Re: FTL Advanced Edition - What do we know so far?
Look two posts before yours. 

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Re: FTL Advanced Edition - What do we know so far?
Well I am blind then.
Still, I wonder what the new layouts are going to be (and for that matter, what ships are getting them, since there's this speculation of the Crystal ship not getting anything new this time).

Still, I wonder what the new layouts are going to be (and for that matter, what ships are getting them, since there's this speculation of the Crystal ship not getting anything new this time).
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- Posts: 547
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Re: FTL Advanced Edition - What do we know so far?
DarkDXZ wrote:Well I am blind then.![]()
Still, I wonder what the new layouts are going to be (and for that matter, what ships are getting them, since there's this speculation of the Crystal ship not getting anything new this time).
I hope the crystal is that one, rather than another.
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Re: FTL Advanced Edition - What do we know so far?
NEW INFO!
I did a little digging around in reddit, and found that humans will have a 10% boost to skill leveling!
Not so exciting, single-path sectors will be patched out.
Also a question for you modding experts: Apparently some ghost event is supposed to be in the game, but the dev doesn't know why it doesn't work. Can any of you investigate and see if it's an XML error?
I did a little digging around in reddit, and found that humans will have a 10% boost to skill leveling!

Not so exciting, single-path sectors will be patched out.
Also a question for you modding experts: Apparently some ghost event is supposed to be in the game, but the dev doesn't know why it doesn't work. Can any of you investigate and see if it's an XML error?
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Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!