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    Thursday, June 10, 2021

    Faster Than Light | That was a VERY long fight. System damage only, I've got no offensive weapons!

    Faster Than Light | That was a VERY long fight. System damage only, I've got no offensive weapons!


    That was a VERY long fight. System damage only, I've got no offensive weapons!

    Posted: 10 Jun 2021 02:38 AM PDT

    Apparently a learning channel called Kurzgesagt used FTL as a Easter Egg in their Youtube videos!

    Posted: 10 Jun 2021 01:57 AM PDT

    There goes the achievement

    Posted: 09 Jun 2021 12:18 PM PDT

    First jump -a story in pictures

    Posted: 10 Jun 2021 01:59 AM PDT

    Curious to know if anybody successfully pulled a pure missile strategy against the flagship?

    Posted: 10 Jun 2021 08:37 AM PDT

    I know missiles suck. That's why rock A is a bad ship since once your stockpile runs dry, you're basically screwed.

    But then, missiles are not completely useless. If you hoard enough explosives, missiles are a great supplement to your fire power to fight the flagship at end game.

    Or if you get explosive replicator to double your inventory.

    I wonder if anybody have tried a pure missile approach against the flagship? Like you mount 4 hull missiles, max 16 damage for the lolz

    Or 4 swarm, max 12 damage

    submitted by /u/Dorkdogdonki
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    Playing on easy

    Posted: 10 Jun 2021 07:03 AM PDT

    What are your opinions. I've only ever played it on easy. I've recently reset the game to start unlocking ships again and have been enjoying the game all over again.

    My reasons for playing on easy is, I love to stomp the ships and to have the scrap to buy all the lovely toys when I get to the shops.

    submitted by /u/ClandestineMovah
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    Won with Cerenkov (Zoltan C) on hard mode! What a mismatched combination of weapons.....

    Posted: 09 Jun 2021 11:02 PM PDT

    Now this? This is beautiful.

    Posted: 09 Jun 2021 10:12 AM PDT

    Epic game store save corrupted, anyone know how to fix that ?

    Posted: 10 Jun 2021 08:22 AM PDT

    Captains Edition Versus Multiverse; A look at the two mods and some thoughts on the modding community.

    Posted: 09 Jun 2021 06:27 PM PDT

    With the growing resurgence of modding in the FTL community, especially concerning that of Multiverse and Hyperspace, it seems there's been a lot of talk about the comparisons between Multiverse and Captains Edition. Figured I'd make a post comparing the two, though take it with a grain of salt because I'm coming in from a fairly biased perspective here, but I'm going to try and make this comparison as objective as possible.

    If you don't want to read all of this, I'll put a TL;DR at the bottom of the post.

    What is Captains Edition?
    CE is technically the first functional overhaul mod to be made for FTL. It was made long before the days of hyperspace, and thus was forced to make due with softcoding. It adds a number of new events, sectors and weapons, but the most infamous feature of CE is it's difficulty. CE is undoubtedly considerably harder to win at than vanilla, for better or for worse (but I'll touch on that later). CE's developer has long since moved on from the modding community and the mod has remained untouched for several years. It is partially incompatible with the changes added in the 1.6.9 update (localizations) and above.

    What is Multiverse?
    Multiverse is the latest overhaul mod for the game, and has been in development for almost 2 years. Already, it's the largest overhaul mod that exists for the game, and is still in active development. Multiverse is the first overhaul mod to take advantage of Hyperspace, the relatively new hardcoded modding API, allowing it to accomplish things impossible to do before, such as adding new crew types (yes, CE and several other mods had AI Avatars, but those were only a scrapped crew left behind in the vanilla game's files) and player ships. MV adds hundreds of new events, almost 200 player ships, and a lot more. Taking into account the faults of past mods, MV aims to achieve a level of balance that's more stable than in the past, though as it is still a work in progress mod there are a number of bugs and balance concerns that pop up and are usually dealt with promptly.

    How do these mods compare?
    Frankly? Not at all. There is very very few similarities between the two besides the fact they are both mods for FTL. Multiverse brings back several minor features from CE like talking to crew, combat augments, minelaunchers, etc, but executes them in vastly different manners (talking to crew no longer "uses" that jump opportunity, no more RNG failure chances for combat augments, minelaunchers are significantly more efficient and viable, and no longer pollute stores.) Captains Edition is something of a community mod, meaning a large portion of content was donated to it by the community, and was compiled together by a single developer. Multiverse has a team of devs (primarily artists) who compose the majority of the game's assets, and occasional outside community content is included.

    --Pros and Cons--

    Installation

    CE

    • CE is fairly easy to install, which is likely it's biggest positive over MV. You just have to put it into slipstream, patch, and you're ready to go.

    MV

    • It can be very difficult to install Multiverse, and it doesn't work on Mac devices due to the lack of 32bit support. Multiverse itself is the same process as CE, just use slipstream, but for hyperspace you'll have to go through another process entirely. Witherbottom has a good tutorial for this on youtube, in case you struggle with it.

    Equipment

    CE

    • CE adds a lot of items, but there isn't very much actual weapon variety. A good number of the weapons are statistically inferior to existing vanilla weapons (scatter lasers, which are burst lasers without the system damage), and others are just unusable (ie; minelaunchers and effectors.) Ultimately, what this ends up doing is making the game considerably more frustrating, as you'll find while you found a decent number of weapons, none of them were ones you can actually use. To make matters worse, these weapons are justified with low price tags, which doesn't make them any more worth purchasing from stores but means you end up selling all of the sell-fodder in your storage for only 10 scrap.

    MV

    • MV adds a large variety of weapons as well, but they are carefully balanced with the intention of all weapons being usable. Balance patches are frequent as well. A large number of special equipment is also available as drops from unique bosses or quests, which are usually not only stronger but specialized towards specific playstyles. A great amount of effort has been put into making certain builds viable, including widespread missile buffs and a complete drone control rework.

    Difficulty

    CE

    • CE's difficulty is often times blistering, though it's not usually for good reasons. It was by design that the mod try and satisfy subset's original goal for the game, in which only a small percentage of every run can be won. While this certainly didn't come true for vanilla, it definitely did for CE. Even some of the best FTL players can't keep consistent winstreaks in the mod, due to the overwhelming amounts of unpredictable, uncounterable, and often times just plain unfair levels of RNG. CE has a great number of hazards and events that cause unavoidable crew loss or hull damage, much like vanilla's infamous and widely hated rock live mine event. CE also features things such as the Avatar Nebulas, which host a special form of nebula hazard that decreases all of your systems by 1 bar, and causes 1 unavoidable hull damage for each one you enter. That being said, if you find vanilla too easy, CE is certainly harder. I personally wouldn't call it a good kind of hard, but if you're in a masochistic mood it can certainly deliver.

    MV

    • MV goes for a more predictable level of difficulty, cutting out large portions of randomness. There are no more forced hull damage or crew loss outcomes, even removing the ones from vanilla, weapons drops are a lot more common, and so on. In return, Multiverse makes its enemies much harder, including several secret questlines that feature much more difficult enemies, as well as more bosses than just the flagship. It has been said before that Multiverse is often times too easy, though that largely depends on how good you were at vanilla originally. It would still be advisable not to enter any mod until having a firm grasp of vanilla as even Multiverse's much harder enemies can cause you major problems.

    Lore, Cohesion, and Worldbuilding

    CE

    • CE essentially has no lore to its new features, or at least far less than even vanilla. While Vanilla keeps its lore vague but intriguing, CE's limited new factions can be summed up in usually a few bullet points. There are some extremely questionable aspects to certain events, like when your (often male) mantis gives birth to a live child who's already mature, despite the anatomy of a mantis completely forbidding such a thing. There's some other really weird events like the infamous Rebel Traitor, another (unless you have a slug) unavoidable event where one of your crew randomly turns out to be a rebel spy, turning hostile and damaging your hull. This can happen with any crew, even if they aren't human, and even if they're the only crew on your ship (RIP Engi B).

    MV

    • MV''s worldbuilding is extensive, not only inventing new and diverse factions and alien species but also filling holes in vanilla's own lore. Characters from vanilla like Kazaaakplethkilik, Slocknog, Admiral Tully, etc are given extensive backstories and often appear as unique crew types as part of longer running questlines, which feature their own narratives. This can be overwhelming at times though, and the mod features a number of events with larger textwalls (even having one or two that take this to a comedic degree intentionally). Some events are made with the intention of keeping the player paying attention to finer details, and even has an entire murder mystery event with its own self-contained menu.

    Writing and Music

    I'm a bit too biased for this one because I do the writing for MV, but I'll leave it at this. CE was written by someone who wasn't a native english speaker, and because of the lack of lore the writing can be pretty bland. Dialogue is about as barebones as vanilla. MV is generally a lot more comedic in its writing and takes itself less seriously in that regard, but there's a number of typos (that we're working on fixing) that people frequently point out.

    CE's base mod contains no extra music, but it does feature an addon that includes several new tracks. However, the majority of these tracks were not made for CE nor FTL, and are just taken from various sites. Thus, a large majority of the music sounds very out of place amongst vanilla's soundtrack. MV has its own set of composers who make music for the mod themselves. Whether or not you'll like the MV soundtrack or not depends, but we've gotten a lot of positive feedback on it.

    Whats the point of this? (Tl;Dr)

    In the end, with this giant wall of text, my point to convey here is that I hope the community can move on from the era of CE at last. It's held a firm grip over the community for 9 years and it's finally starting to slip. It's been a major drain on the modding community (encouraging practices like sprite ""borrowing"" or splicing as a primary form of art) and it's incredibly outdated. I'm not the only person to notice the blatantly broken balance of the mod, and unfortunately it seems it has killed a lot of people's interests in the game (you're drawn in by the new content, stay for a while, get tired of the balance, don't want to go back to vanilla, and just give up). Unfortunately, CE's advertising is extremely misleading. When I first discovered the mod, with no idea the potential of FTL modding, I thought the mod was going to be so much more than it was. Yes, it has an amount of content much larger than vanilla, but it's also far smaller than modern overhauls like Multiverse or ARS+. Speaking of ARS+, though I haven't mentioned it here, I would also recommend it a lot. The English version (the mod's original developers are russian) doesn't yet have a hyperspace version, which means if you don't want to go through the hassle of installing hyperspace ARS+ is still a massively superior option to CE.

    I'll leave it at this. Don't get me wrong, CE was certainly a pioneer in the modding community, and I mean no disrespect to Sleeper Service (the dev). Without it, mods like MV or ARS+ wouldn't exist. However, just because its the first of its kind doesn't mean its the best of its kind, and it's been fairly unhealthy for FTL as it's long overstayed its welcome. CE should be used as the bottom rung of the ladder that we can climb towards making better, higher quality mods, rather than as the holy grail mod that should be followed in its every footstep.

    submitted by /u/Kixthemuricanslug
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    Man kestrel C is fun with flak 2 ion blast 2 and burst laser 2. (Last ship slot would have been hacking but in all the stores I saw I couldn’t find it, at least I got a weapon pre igniter!)

    Posted: 09 Jun 2021 10:36 PM PDT

    Tough little ship

    Posted: 09 Jun 2021 07:26 PM PDT

    Phase 3 FS without teleporter

    Posted: 10 Jun 2021 06:12 AM PDT

    Breezed through phase 2 with a Rock b. Had 5 rocks and a mantis so I thought It would be an easy phase 3. BL2, BL2, Halberd Beam, Pegasus. After dropping Z shields I try to pegasus the missile room but during this I'm being boarded, mind controlled, shields hit, engines and clone bay too. Crew starts dying and game over.

    If it happens again I'm thinking I need to warp out to another beacon. Probably fight another ship while being shot by the fleet as I fight the crew. Still less dangerous than a crewed flagship. That mind control at level 3 is devastating.

    Do you guys have any other tips?

    submitted by /u/cosmosfan2
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    Now we wait...

    Posted: 09 Jun 2021 08:17 PM PDT

    Project Junkyard Commence (this video was posted 6 years ago)

    Posted: 09 Jun 2021 07:41 PM PDT

    Flak or Bombs?

    Posted: 09 Jun 2021 09:55 AM PDT

    [Multiverse] Is there any guide on how to unlock some of the ships in the Multiverse mod?

    Posted: 09 Jun 2021 03:11 PM PDT

    I'm loving playing the mod so far, but am completely stuck at how to unlock some of the ships.

    I've tried using the wiki, but the majority of the articles on unlocking the ships are unfinished, so I have no idea if I'm going the right path to unlocking the ships or not, and would prefer not to use the flagship to unlock them as it feels like I'm cheating and missing out.

    I think the biggest examples of ships I'm confused about would be the Hacker and Augmented ships, as I thought I was doing the right thing to unlock the ships, but missed them.

    Thanks

    submitted by /u/Tragic_Undead
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    Multiverse hates me.

    Posted: 09 Jun 2021 05:35 AM PDT

    Tried installing multiverse yesterday. Followed this video: https://youtu.be/YAkBNxBx2Yw exactly multiple times. Still get the error "Uh oh, looks like you didn't install hyperspace properly." upon loading. Anyone any ideas why?

    EDIT: Turns out I'm just stupid. Had the game installed twice on different hard drives. Fixed it now.

    submitted by /u/charjf
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    FTL Multiverse glitch

    Posted: 09 Jun 2021 02:48 PM PDT

    The last couple of times I loaded up FTL, the screen turned black and an error message appeared that said to press the ok button to close FTL. I was using the latest version and the opengl shortcut.

    submitted by /u/Shovelknightminecraf
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    FTL giveth, and FTL taketh away

    Posted: 09 Jun 2021 01:04 PM PDT

    mostly taketh

    submitted by /u/monsieuro3o
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