DrkTemplar wrote:I plan to have a download for testing by the end of the weekend (10/14). *Note this download may not contain all of the above features.
Will it come out today?
DrkTemplar wrote:I plan to have a download for testing by the end of the weekend (10/14). *Note this download may not contain all of the above features.
bathrobehero wrote:Looks great!DrkTemplar wrote:I plan to have a download for testing by the end of the weekend (10/14). *Note this download may not contain all of the above features.
Will it come out today?
Old Uncle Midwinter wrote:This is pretty much what I thought I would be getting when I bought the game. I would love for this - a mod that turns FTL into a legitimate Roguelike would be fantastic, more then fantastic, amazing. Exploration! Quests! Story! Not having the main game be painfully easy, and the final boss being linearly better unless you got an 'optimal' layout!
Anything I can do to support? I've got a mind full of words, and don't mind being a guinea pig for events or bug-testing. Anyhow, you've got all the approval I can throw your way - looking forward to this immensely!
aveond wrote:The endless space idea is a really good feature that I've wished was in the main game forever, thanks for that.
And on the harder enemies(I've been blasting through everything past sector 9ish). Maybe have them slightly dynamic? So that when you get better shields and engines and such (or more power, either or) the enemies become harder, or when you reach a certain sector?
(Like lets say that by sector 4 enemies start to have more than one shield and better weapons, sector 5ish you see more bomb weilding enemies+ more hp on ships? Sector 12 or so would have enemies with 3-4+ shields and stronger weapons?)
Just a suggestion
DiEvAl wrote:Maybe make it so player progresses through sectors 1 - 7 normally, and then switches to secret sectors?
aveond wrote:The endless space idea is a really good feature that I've wished was in the main game forever, thanks for that.
And on the harder enemies(I've been blasting through everything past sector 9ish). Maybe have them slightly dynamic? So that when you get better shields and engines and such (or more power, either or) the enemies become harder, or when you reach a certain sector?
(Like lets say that by sector 4 enemies start to have more than one shield and better weapons, sector 5ish you see more bomb weilding enemies+ more hp on ships? Sector 12 or so would have enemies with 3-4+ shields and stronger weapons?)
Just a suggestion
aveond wrote:Thank you for your quick response
And I think that the random ship idea is going to be fun (maybe more quests based on the stronger enemies?)
I havent tested the new mod update, but I'm guessing that:
1. The weaker ships will have a low scrap drop and low weapon drop
2. The medium ships (like... Idk a mantis ship with 2 shields (Choice to run or bribe?)) with a normal drop rate?(20-35 and a slightly higher weapon drop?)
3. The hard ships (Scouts, pirates and everything in between with 3 shields and more bombs?) with the highest scrap drop(40-60?)
Also I noticed that 4/10 times that I make a new normal game the first place I go to I'm met by a Zoltan bomber... WIth bombs o.o, Because I normally use a Fed cruiser(The Osprey) it gets to be a little bit of a pain, so I hope that zoltan bombers will be slightly reduced at the start o.o
Probably not a rebel
~Aveond.
#EDIT
YES! This the exact update that was needed, now the ships that should be challenging are... well, challenging!
Thanks for this change