Getting the entire mod spell checked has been a major request for a long time. FTL Captain's Edition's event files are now on git hub, so anyone can help out with spell checking and go though some text. To join the effort you need to have/create a github account and fork the repository via the client. Please carefully read the readme if you want to contribute.
Download Version 1.069
The core mod. Install with Slipstream Mod Manager.
Download Captain's Edition for Player Ships Addon 1.067
Optional. Equips all player ships with CE gear, has to be loaded after Captains Edition to work properly. Install with Slipstream Mod Manager
Download CE People Modified Addon (CEPM) 2.0
Optional. Let's you change crew skins. Unzip and follow the instructions in the readme. Install with Slipstream Mod Manager. Final mod file has to be loaded after Captains Edition to work. Also usable as a standalone mod.
Capain's Edition uses some images from sanmonkus great Better Planets and Backgrounds mod in certain events. It is recommended to use this mod alongside CE for coherency. And also because it looks simply fantastic. Better Planets and Backgrounds has to be loaded before Captains's Edition in order to work correctly with it.
If you want to see more of your new enemies you can use kartoFlanes nifty Expanded Enemy Window 1.1 mod.
FTL Captain's Edition is a major overhaul mod-compilation that aims to diversify and extend FTL's game-play on different levels. The mod tries to match the games lore, graphic style and general tone. While it adds a lot of new content, it also aims to maintain the balance of the vanilla game.
And, like Kieve has put it,
Kieve wrote:[...] it's built on the work of everyone who came before it, and continues to expand because of innovation - not just within the mod but from other ideas that have been incorporated into it.
This should give you an overview of what is include in the mod (asset suffixes in brackets).
FTL Captain's Edition currently includes the following stand alone mods, assets and projects (when no author is mentioned it's by me):
-diversityMod (visuals only) by likad, modified by Istarune
-Rebel Destroyer ship model, originally from Turning The Tide by Kieve
-Engi pirate ship models by kartoFlane
-Asteroid Station ship model, based on The Asteroid by 5thHorsemen
-Federation Light Artillery ship model by R4V3-ON
-Rock Brawler ship model (recoloured), originally by Ericrumor
-Red Crystal enemies and wapons by Killox3
-Federation Ambusher ship model by Cyk0
-Mantis Minelayer ship model by R4V3-ON
-Event Ideas/events/flavour texts by: Snowhusky5, Estel and many others
-Part of the sM Polish Kit by: slowriderxcorps
-New Enemy Classes
Captains Edition (CE_)
Some parts of the compilation haven't been part of other projects/mods. Most of this stuff concerns compatibility, new events or modifications of vanilla events.
A modified version of liakad's diversityMod, (done by Istarune), is included in this compilation for your convenience. (You have to deactivate the standalone diversityMod when you play Captains Edition)
Battle Stations! (BS_)
The battle stations component lets you, well, battle with stations. Space stations of the different factions will appear in completely new events across all sectors. They are a distinct kind of enemy with strong hulls, but as stationary installations they usually have no engines and can not dodge. This might require you to take them on differently than normal enemies and makes certain weapons more/less effective against them.
There is one station design for each faction, all completely with gibs and cloak images, and they come in different layouts as well. There are neutral stations to encounter as well, and you also can find a few new quests that involve fighting or boarding stations. For more details you can see the mods development thread.
Cruiser Extension (C_)
The cruisers, they never get in firing range. But with the cruiser extension component they finally will. This part of Captains Edition aims on diversifying the Rebel fleet by letting you encounter various capital ships during certain events. So the Rebel Fleet should even more feel like a proper Fleet now, a threat that has to be taken seriously. At Rebel occupied beacons you might have to face ships that are equally or even better equipped than your player cruiser. Fleeing will often be your best bet. In Rebel Sectors and during the Last Stand you can also encounter Capital ships. They come in different layouts as well, again all completely with gibs and cloak image. Encountering capital ships is quite flavour heavy, making encountering each capital ship a unique experience during your run.
A big thanks to Kieve for supplying his great Rebel Destroyer ship model. His support made it possible to extend this component of Captains Edition even further.
New Enemy Classes (TB_ originally called "Type B Enemies") adds over thirty new enemies layouts to the game that use new tactics and sometimes distinct weaponry. You can check out the details in the original mod thread.
Balanced Arsenal (BA_) adds 60 new weapons that are available for the player and for the most part to the enemies as well. The weapons are designed to fit within vanilla and to be as balanced as possible. Some of them have quite unique functions and uses and allow for new tactics in combat. Check out the details in the original mod thread.
Drone Extension (DE_) tries to diversify drones as much as Balanced Arsenal diversified conventional weapons. (Drones Plus already did a a good job with that, but apparently is no longer supported.) Currently, 28 new drones are added to the game. Some of the drones that where planned didn't work as intended, they didn't make it into the mod and are sad now.
Augment Extension (AE_)
I guess you get the idea. Augment Extension (AE_) currently adds eleven new augments to the game. Passive vanilla-like augments with new effects currently can't be made via xml.editing. That's why the AE augs are all dummies that enfold their potential through events. The implementation is designed to be well streamlined. This component introduced a hidden choice layer in every situation where an opponent gets hostile, allowing you to deploy your augs. So you finally can hack your enemies lifesupport, disrupt their teleporters or scramble their weapon targeting.
AE's augments fall into three categories, although the lines between them are a little blurry:
Combat Augments (currently 5)
Can be used as soon as an enemy gets hostile. Your ship only provides enough power for one of these, but with certain equipment it's possible to put together a dedicated hacker ship that can run more than on combat aug at the same time. (Note: disrupting a system that has already been disrupted by another augment will override the effect and is not advisable.)
Support Augments (currently 5)
Help to gain or conserve resources. Need empty beacons to be used. Empty beacons are the places that offer no options beside continuing on, areas where you are alone and undisturbed. Starting beacons of new sectors count as empty beacons.
Contextual Augments (currently 2)
Provide blue options in certain situation. Generally pretty cheap.
Disrupting systems that already have been effected by another augment or the event itself is not working (overrides the first effect) and should be avoided. Using ion weapons on the system should still works as if the disrupted system bars are not there at all. Direct damage is first dealt to the disrupted bars.
The internal effector works well against certain systems and not so great against others. This is for balancing reasons. If your enemy has buffer bars, it might actually not disrupt certain systems at all. Lvl three sensors can help you see and predict how effective the Effector might be.
A lot of CE custom weapons and drones feature custom projectiles and impact graphics as well.
CE also modifies some Impact graphics to show small, vanilla-like UI prompts (put there by your ship computer). This is mainly for flavour, but can also warn you about dangerous weapons fired at you. Weapons that leave no visual traces always feature indicators like that.
some of CE's UI stuff
The CE People Modified Addon further lets you customize how FTLs crew looks. You can choose from various new skins.
some of the new crew skins that come with the addon
Trade Extension (TE_)
Trade Extension adds a very basic trade system to FTL. Trade goods come as 22 different augmentation type items. They can be bought and sold in trade events at each shop you visit. Different sectors supply and demand different commodities, transporting goods to other sectors nets profits. If you know where a certain cargo is in high demand and plan your route through the sectors accordingly you can make good scrap without endangering your ship. But be careful: Your Rebel pursues will not rest while you negotiate prices and load commodities. Trading takes time and makes the Rebel fleet catch up faster with you.
The trade system is limited by what is currently possible with FTL events:
-Most important of all: Selling requires player corporation. When selling goods in the trade events, you need to sell the goods to the shop afterwards to get your full payment. There is no way to for modders to force you to do this (o remove augs in another way), so cheating and breaking the trade system is possible every time you sell goods in events. Just cooperate ok? To remind you of this situation, you will get a subtle hint every time you sell stuff:
[Reminder: Not selling off the goods at the shop breaks the trade system and means you are cheating.]
-Player has to be sure that he has space when buying, else he has to leave an argumentation behind or sell one to the shop and loose some money
-Right now, you can't buy and sell during the same event
-Profit can't be balanced according to difficulty, trading gives the same profit on easy and normal, offsetting the balancing a little
-Trading is usually still more profitable early on, as prices and profits are currently fixed and not dynamic...
Sector Extension (SE_)
Sector Extension gives you several new sector types to explore. Currently included are Hazard Sectors, Federation Controlled Sectors and Civilian Coreworlds. The new sectors are designed to follow certain themes and should feel like a distinct area to travel to. Each offers new challenges and opportunities. The majority of these sector's events are custom made.
To make your journey more unique, Sector Extension also includes a few hundred custom names for each sector type, randomized on each play through.
Hazard Extension (HE_)
Hazard Extension was originally an attempt to create some new and unique environmental Hazards. The idea was derailed a little and lead to the implementation of planetary artillery and long range artillery weapons for some factions for now. The Rebel fleet might also target you with these weapons if they catch up with you.
Planetary Artillery and the Rebel PDS are devastating long range weapon that can severely damage your ship. They fire multiple shots in one barrage, pierce all shields, deal heavy damage and can also cause fires and breaches, but they also charge extremely slow. A lone cruiser should avoid getting hit by these weapons at all cost. Events that feature this weapons strive to create tense deadline fights.
HE also features minefields events in some sectors. There might be additional Hazards added in the future.
Did I install this correctly?
The game should have a custom loading screen, showing a small space station. If you get the regular "LOADING" image, then something went wrong.
-I assume you can guess that this wont work together with the stand alone versions of BA and TB...
-Incompatible with mods that change vanilla enemies. CE/TB use their own copies for theses, so changed vanilla enemies won't spawn.
-Probably incompatible with mods that change ship lists, weapon lists or drone lists
-Event mods probably wont work well with CE. Incompatible with mods that change event lists.
-Most other stuff, specially visual mods, should work
-Drones can't target incoming swarm missiles efficiently
If and how I will extend this mod largely depends on how much fun I keep having with moding. There are a few ideas:
Generally a lot could happen on the event-horizon (got it?). There is a call for event if you want to get your own events into the mod, I'm working on implementing stuff from there.
Sector Extension might still grow further. There are ideas for at last two more sectors types. It might also include sector specific loot lists for each sector type soon. If you feel like it, you can suggest your own sector names for the mod.
Mod Intigreation of other peoples mods for player convenience would be possible, although not to necessary, as FTL has not to much compatibility issues.
Special Thanks to:
The creators of the game, its still awesome!
liakad, for the Diversity Mod
karmos, for Drones Plus
Kieve, for supplying his Rebel Destroyer ship model
Snowhusky and Estel, for their event ideas
kartoFlane, for the Subliminal Ship Editor, the Error Checker and his help with early and late testing; without his tools CE could never have grown that big and run that stable
solarion for his support with spell-checking
slowriderxcorps for his support with spell-checking and for the effort with his sM Polish Kit mod and the CE integration
5thHorsemen, R4V3-ON, Ericrumor and Killox3 for contributing their ship hulls
Sanmonkus, for allowing to use his great backgrounds and planets
Everyone who has posted bug reports here to help making this run stable
- Code: Select all
-Two new enemy ship hulls added, courtesy of Cyk0 and R4V3-ON
-Boss beam shortened
-Bio Focus beam cooldown increased
-Combat aug options for "young Mantis in a charred uniform" event added
-Hazard sector sun event risk/reward slightly reworked
-Several small fixed
-The Rebel Flagship now targets the player with customized artillery strikes in phase II and III (experimental)
-Phase III of the boss-fight has a chance to take place within a hazard zone (no storm or minefield though)
-Combat aug choices of the flagship fight slightly customized
-Rebel fleet background from the Rebel sector PDS event removed
-Internal Effector can now also target artillery systems
-Enemy weapon and drone systems are much better protected against hacking attempts than other systems now
-Internal Effector can no longer hack systems that are already affected by other combat augs
-Price of the Internal Effector and the Radiation Projector increased
-Advanced Proximity Navigation price decreased
-Anti-Ship Ion Drone Mark I and Heavy Ion Drone now need one less power to run
-Enemy versions of the Hull Ripper Drone Mark I and Mark II are no longer available to the player
-Old lasers are no longer available as loot or in shops
-All swarm missile projectiles are animated now, missiles behave less static during flight
-Custom impact graphic for light lasers added
-Blue option for the artillery beam added
-Several small fixes
-Three new enemy ship/station hulls added, courtesy of 5thhorsemen, Rav3-on and Ericrumor
-Six enemy ship b recolours added, red crystal enemies by Killox3
-A few new events involving new station and cruiser encounters added
-Events featuring planetary defence weapon for all red and some other sectors added
-Minefield events for some red sectors added
-New enemy classes related to these events added
-The Rebel fleet might fire long range artillery at you in all kinds of fleet events
-Some background and planets from the Better Planets and Backgrounds by Sanmonku used for the PDS events, it is recommended to use Better Planets and Backgrounds alongside CE
-AE: One more augment added
-Global combat augment rarity increased
-Internal Effector now also triggers the blue options that the other effectors offer (?)
-BA: Four new weapons added (one bomb, one beam, two lasers)
-Maul beam needs four power now and deals only four damage
-Flail Beam now needs three power
-DE: Two new drones added
-Anti-Ship Beam Drone Mark II beam reach increased
-Hull Ripper Drone now fires the correct hull laser projectiles
-Hull Ripper Drone is now used by enemies as well
-Heavy Defence Drones is a little less rare now
-Most defence drones reload speeds reworked once more
-Experimental flagship changes re-added, boss uses augments and becomes significantly stronger in each phase now
-Flagship Laser now does two damage
-Flagship Beam now has longer reach and travels slower, much like the flail beam
-Combat augments can now be used against the flagship, allows for interesting new possibilities
-Rebel capital ships all start with a medbay now
-Rebel capital ships are general less prone to fight to the death and will try to retreat more regularly
-Starting and max engines for all Interceptor class ships increased
-Medevace, Medical Stations and capital ships all start with better life support
-Non-Rebel transport ships in piracy events will now surrender their goods more often
-Cargo ships and freighters are slightly more powerful now
-Late game stations are slightly more powerful again
-Damage from self-destructing stations and auto ships slightly increased
-Reward for destroying auto stations lowered
-Derelict wreckage rewards changed
-Rewards for all custom distress events reworked
-One more blue options for the bounty hunter event added
-Enemy Weapon lists readjusted, now use weapon type percentages similar to vanilla lists
-Pirate weapon list slightly upgraded
-Some more typos fixed, some more missing hidden="true" tags added
-Captain's Edition for Playerships Addon updated
CE People Modified Addon (CEPM) 2.0
-Structure reworked, contains a metric ton of separate FTL files for each crew skin now, should be easier to use
-One more Crystal skin added.
-Another attempt to fix the enemy fire bomb...
-All defence drones now have their reload time mentioned in their description
-Missile production reworked once more
-Cluster bomb descriptions clarified (don't know why they don't get a "shots" tag automatically...)
-Enemy fire bomb graphic fixed (?)
-Teleporter disruptor now has a chance to also disable lvl 3 teleporters
-Stray fleet event reward slightly randomized
-Hull weapons re-added to some enemy lists
-Bad text in Rebel station destroyed event split
-Scatter Laser impact sounds diversified
-Focusbeams now use some custom sounds that where cut from the vanilla game
-Choice-layer in civilian start event added to prevent crashes on game start
-Enemy Fire Bomb MK III impact graphic fixed
-Enemy version of the Heavy Scatter Drone is no longer available to the player
-Crystal weapons now use the crystal lockdown sound
-Civilian Sector start beacon now allows blue options and like all sectors features a textlist
Player ship addon 1.061
-Rock A starting ammo reduced
-Some trade augs removed
People Modified Addon 1.061
-Missing player sheets for the Rebel coloured AP drone added
-Production capacity for ammo manufacturer for Engi and Mantis sectors fixed
-Name ambiguities between Federation and Rebel Sectors removed (Fronts are no always Rebel sectors)
-A missing textlist added
-Global enemy ammo capacity fine-tuned
-All troopships and most stations start with doors lvl2 now
-UI icons and mini-ship icons from sM polish kit integrated
-Incorrect price calculation for hiring crew from black market stations fixed
-Station surrender offers are more randomized again
-Spending time in debris fields to salvage now yields standard rewards instead of stuff rewards
-Four cut Mantis and Rock events modified and reintroduced to the game
-Some more events and blue options added
-AE: Two new augments added
-Ammo Manufacturer production capacity increased
-AI Avatar Generator can fail now
-Some vanilla augments rebalanced to fit in with AE
-Some vanilla augs made available in shops
-A few more sector names added
People Modified Addon 1.05
-Nine new crew skins added
-Some visual glitches and wrongly assigned crew sheets in the addon fixed
-The Addon now also contains three premade mod files for easiyer usage
-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
-Some typos fixed
-KartoFlanes Engi-pirate hulls added
-Pirate list reworked to make some ships more unique to their respective faction
-Bio Beam II uses correct contact graphic now
-AI avatar rarity significantly increased
-Some blue options for AI avatars added
-Some augment costs readjusted
-Auto-Turrent and Auto Drone-Harbor starting power decreased
-Repair Burst tooltip corrected
-Slug infiltrator weapon mount mirrored
-Blue options for shuttle event added
-Dual Laser Mark II rarity increased
-Auto ships will sometimes try to self-destruct
-Light Missile Drones attack speed decreased
-Some more typos corrected
-CE People Modified Addon 1.0 (DIY mix and match) released
-Crew laser projectiles customized, in order to make vanilla crew projectiles coherent with addon crew skins
-More junk character removed
-One single junk character removed, runs stable again?
-Some more aug-immune ships fixed
-"Invasion" boarding AI for some more ships assigned, seems to work nicely
-Scythe and Flail Beam charge time increased
-Duplicated choice tag removed, should work now
-Duplicated choice tag removed, should work now
-False tags from Rebel Flagship blueprints removed, should make it... less broken
-Nebula weapons trade combat aug immunity removed
-Rebel Flagship randomized
-Some Mantis now use the "invasion" boarding tag; let's see how that works out
-AE: One more support augment added
-Several ships immunity to combat augs removed
-Internal Effector can now disrupt the enemy weapon system correctly
-Several minor event corrections
-Starting beacons, except the first beacon of the game, now also count as empty beacons; this adds a reward factor for finishing a sector and allows for more predictable augment use
-Beacons with Federation fleets in Fed sectors now also count as empty beacons
-Repair bombs reworked, they no longer can repair systems; makes them more boring, but less glitchy
-Heal Cluster Bomb reworked to be more effective when targeting your own ship
-Bounty hunter ship now finally holds fire in the beginning of the event?
-Bounty hunter now escapes via a fixed timer
-The sun in the DISTRESS_SUN event lost its magical property to heal you and now deals damage instead, like intended
-Energy AI ship from pirate list removed (hopefully before anyone notices that it has no hull image for that...)
-Trade union now pays their dues
-Augment Extension component added, includes ten new augments with various combat and support functions
-Very broad event modifications in order to integrate the new augs (includes every single event that makes a ship hostile)
-Holographic AI avatar crew added (aka ghosts)
-Cut vanilla ghost events modified and re-added to the game
-BA: Four beams added (side-note: Scythe Beam graphic is now used for a similar, more powerful weapon, so watch out!)
-TB: One new enemy class added
-DE: One drone added
-The Rebel Fleet will now always send cruisers in when it catches you without fuel
-Player ship addon updated, several ships received some of the new augs
-Five ships/stations with encased systems integrated
-Entire event texts spell-checked again, this time by slowriderxcorps; Thanks a lot!
-Drone lists reworked for less harsh Missile Drone distribution
-Pernach and Maul beam length decreased, should no longer be able to hit two rooms
-Avoidable forward cruisers from a certain event should now be marked correctly on the map
-Late game exit beacons gain a chance to let you encounter Rebel Battlecruisers
-Elite Cruisers and Battlecruiser cloaking systems limited, longer cloak actually made escaping them easier
-Several remaining typos fixed
-The auto terminator should now hold fire at the beginning of the fight, just like the event says
-Mantis Teleporter Barge and several other new ships reworked and tested, they should be glitch free now
-Civilian stores from Rock homeworld removed (no idea how the got there)
-Several minor event adjustments
-Player Ship Addon: Slug A's crew killing ability improved
-A few cut events re-added to the game
-Traitor event now lets you fight your real own crewmen
-Human crew members now have many many, very uninteresting things to say
-Some sound adjustments, global missile sounds changed
-Civilian Infiltrators got their civ paint-job back. Union Shipyards is apologizing for constantly messing things up, no refund though.
-High tier beam weapons rebalanced
-Healing Burst changed into Healing Cluster Burst
-Ion Cluster Bomb projectile graphic fixed
-Simurgh Missiles weapon graphic reworked to distinguish it more from the real swarm launchers
-Peryton and Cockatrice weapon graphic from sM Polish Kit integrated
-Auto Drone-Harbour hullpoints lowered
-Correct drone list for the Repair Station assigned
-Pernach Beam price lowered
-Stray power and buffer systems in the player ship addon fixed
-Three potentially crash causing typos removed from the xmls
-Size bloating tilde files cleaned up again
-Fire Bomb MK II graphic fixed
-Mantis Teleporter Barge layout reworked, glitch free now?
-Risk/Reward for traitor event slightly adjusted, still a potentially dangerous event
-Two new event with delayed environmental effects added
-Heavy Scatter Lasers charge glow positions fixed
-Heavy Scatter Lasers sound volume increased
-Hull Beam Mark I and Hasta Beam length decreased
-Minor event adjustments
-Unique sound for light lasers added
-Enemy version of the small Minelauncher entirely removed
-Heavy anti-ship scatter drone name shortened, was never meant to include "Mark I" anyway...
-CE For Player ships addon requests implemented: Slug a has a damaging laser now, Stealth B almost has its old load-out back
-Parts of slowriderxchorps sM Polisch Kit mod have been directly integrated into CE. Among other things the following has been integrated: weapon graphics for Dual Laser and Burst Laser MK IV, the smaller font, Rebel pursuit circle graphics, flavour texts for ship destruction and hundreds of new names for your crew; well done slowriderxchorps!
-BA: 17 weapons added (three light lasers, two heavy lasers, two utility bombs, three cluster bombs, three true swarm missile launchers, four boring minelaunchers)
-Several other small adjustments to BA's weapon graphics made (tech missiles visually convey their function better now for example)
-Several new weapon sounds added, mostly mashups of exiting sounds
-DE: Three drones added, equipped with the new weapon types
-A lot of blue event options for the new weapons added
-Five generic distress events added
-Some other new events added
-"Take a drink at the local canteen" option to pirate blackmarkets added, allows to get a lot of hints about CE, specially about trading; the list might still be extended
-TE: Trade event for crystal sectors added, just in case...
-TB: Barge classes for Mantis, Engi and Slug factions added
-Zoltan ship layouts changed to include way more doors, realised that accessibility seems to be a Zoltan thing in vanilla
-Enemy weapon lists reworked for less harsher missile distribution
-Several BA weapons from pirate(aka standard)-list removed
-Interceptors appear earlier in the game
-Proper drone list for Auto Drone Harbour assigned
-Auto Troop Ships no longer carry system repair drones
-Union Shipyards is happy to announce the completion of the Civilian Infiltrator Model 1.2928pk recall; All models delivered from now on will be equipped with suitable life support systems
-SMM description added
-CE for Player Ships addon updated
-Map overlay images modified to allow for longer sector names to be displayed
-More modified impact graphics added
-Oni missiles impact graphic fixed
-Float mounts on (almost?) all ships fixed
-Tech missiles from some enemy weapon lists removed
-Multi-shot missile launchers no longer have any fire and/or brach chance
-Hammer Beam damage increased
-Civilian store from Rock sectors removed, no idea how that got there...
-A few typos corrected
-SE Component added, brings three new sector types to the game (includes dozens of new events and quite a few quests)
-Randomized sector name generation reintroduced, a few hundred custom sector names added
-A few new general events added
-TE: Global trade profit slightly increased
-TE: Profit from selling good in high demand significantly increased
-Stores in nebula clearings no longer sell civilian goods
-events_pirate.xml.append fixed, enables trading in pirate controlled sectors and other pirate event modifications
-BA: Two weapons added
-Detonation delay for some bombs added, comes with fuse animations
-Small flavour UI prompts to various impact animations added
-All stations that can be encountered in the first sector nerfed
-Suiciding stations now finally blow themselves up more reliably and activate their FTL cores correctly
-Energy Shield Barge removed from pirate list to purge hull display bug
-Federation Cargo Ship mount adjusted
-Repair Station once again redone, displayed correctly now?
-Custom enemy version of the Effectors with lower cooldown added, should make them more of a threat now
-Several offsets and shield bubbles fixed
-Auto Drone Habor redone
-Two typ c graphics for zoltan ships added
-Fleet delay reward for destroying cruisers on exit beacons restored
-Destroying exit beacon cruisers no longer slows down the fleet, because pursuit modification doesn't carry over to the next sector anyway
-Most of the lost ship blueprints added again
-Visual glitches fixed
-Most of the mod has been spellchecked by Solarion (thanks a lot!)
-BA: several weapons rebalanced, many weapons renamed for coherency, tool-tips clarified and short titles adjusted
-Addon player ship load-outs rebalanced
-DE: one drone added
-Global probability of encountering auto turrets lowered
-TB: One auto turret variant added, apparently these things where boring a lot of people to death
-Probability of station encounters in civilian sectors lowered
-Several events modified
-Piracy options added to a few more vanilla events
-A few enemies use recoloured hull graphics now, matching the style of the type b player ship of their faction
-Some new beam contact graphics added
-Several minor errors fixed
-Slug hunter class offset adjusted
-Several weapons stats rebalanced
-Rebel Repair Ship layout changed to fix vertical offset
-DE: eight drones added, Drones Plus is no longer required to run CE
-Light lasers design slightly changed
-Light laser MKIII now uses its own weapon sheet as intended
-Stations crew increased
-Slightly lowered Auto Turret HP
-Piracy options significantly extended
-Trade goods as rare loot added
-More avoidable forward cruisers added
-One more space diner quest added
-Slug Exterminator ship.txt reference fixed for real now?
-Bad destroyed tag of one pirate station purged
-Several bad weapon IDs purged
-One bad ship.txt reference fixed
-Missing files for Fed Bomber added
-Missing sound file added
-Other minor errors fixed, CE should run much more stable now, big thanks to kartoFlane for his exact error report that made fixing all this stuff possible
-Trade Extension (TE) component added: all shop events modified, 22 trade goods introduced
-Trade goods added as loot to certain events
-Piracy options extended
-Commanding ships of generally hostile factions lets you get away with Piracy more easily
-Fuel events modified, some CE contend integrated, specially piracy (for once it can be you who lures ships into a trap with a distress beacon)
-BS: Stations empowered. Some more augs added to stations. They should feel more like a real threat now and fighting them should be more exiting.
-BS: Station encounter probability slightly lowered
-BS: Suicide capable stations should blow themselves up correctly now?
-Fixed some crashes that where caused by too long event texts (Rebel supply depot quest, encounters in Engi sectors, ...)
-DE: three more drones added
-Light defense drones projectile speed further increased, some other defense drone stats changed
-Min and max sectors for vanilla ships restored
-Min and max sectors for mod contend introduced
-DE drones in one more vanilla event integrated
-Fleet events fixed
-Destruction of cruiser in fleet occupied beacons slows down the fleet as intended now
-Slug crew now allows you to read the mind of potential crew members in some events and identify individuals that want to deceive you (idea by snowhusky5)
-One new boarding event added
-BA weapons integrated into blue options of faction specific events (way less work than I thought it would be)
-Odds for negative outcomes lowered when the player commits acts of piracy
-Tech missile launchers made available for enemies now
-Rebel lifter offset adjusted
-Minimum crew for some stations increased
-Bad event name on ITEMS_ENGI list purged
-Cruiser Extension component added (two new enemy ship models with five layouts in total, not including elite variants; new unique events to encounter the ships in)
-DE: two high tier defense drones added
-BA: two high tier missile launchers, one mid tier laser and one mid tier beam added.
-Various vanilla events modified, some options added. All non faction specific events support BA weapons for blue options now
-Odds for Turret surrender lowered
-Self destruction of stations changed, works now?
-Bad weapon ID name on Rock Missile Barge weapon list fixed. (caused random crashes on beacon load?)
-Setellite supply depot event fixed
-Modified vanilla events added again
-Light lasers (weapons and drones) projectile speed increased
-Some drone values adjusted
-A few offsets and names adjusted
-Pirate suicide event fixed
-Suicide capable stations now are controlled via escape timers, to make them blow themselves up more effectively
-Some drone stats readjusted
-All modified vanilla events deactivated, to see if crashes persist
-Auto Satellite spawn text fixed
-Corporate Science Station graphic fixed
-Scythe Beam charge glow added
(concerns initial release and what changed since the last updates of the components stand alone versions)
-Battle Stations (about 18 stations, events, three quests) and Drone Extension (six drones) component added
-Tips List modified, contains a lot of Tips about new weapon and enemy types now
-Asteria missile launcher removed from standard weapon list, was not intended to be in pirate hands
-Hull weapons removed from standard weapon list, should fix crashes on enemy spawns
-Some spelling errors fixed
-New Enemy Classes offsets fixed, new classes should all be centred nicely now
-Some free floating/wrong oriented weapon mounts on new classes fixed
-Repair Ship classes got a unique enemy version of the hull repair drone so that they can repair themselves slower and more efficiently now
-Some classes rebalanced, carriers all start without weapons now, miners start with weaker drone control
-A few new classes added (Energy Troopship, Engi Collector, Corporate Assault...)
-Diversity Mod intigrated
-Drones Plus is required to be used together with the mod now
-Faction and class specific drone lists added, carriers of different factions use different drones now
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/. All assets of this mod, besides third party ones which are not created by the author, are free to use for other modders, as long as they use them for non-commercial purposes and a willing to share their work alike.
Sleeper Service wrote:Mandrake wrote:I just signed up to say 'Thanks!' for this incredible mod. It's awesome. Do you take donations via Paypal perhaps? I'd love to send you a few dollars.
Oh wow money... yeah I'm not really interested in that stuff. Also CE is just a mod, It couldn't exist without vanilla FTL, that is where the credit should go. I'm just mashing up some xmls and sprites here and I already gained a lot (in the form of fun) by making it. But if the mod gave you a good time, if you have money to spare and if you want to make me happy, consider donating to a local NGO in your area in exchange for the joy you had with CE. Maybe one that deals with drug prevention, social-equality or woman’s rights.