Sleeper Service wrote:I was considering taking "purple" (actually I already worked it in) but if you consider the current "rainbow" your masterpiece than I'll opt for that. It looks a little less conservative compared to purple and thats a nice twist. Technically the CE releases could even get altering title screens whenever the resource pack is changed.
Thanks for your help. My WIP looks pretty much like yours now, minus the ships.
Welcome to GIMP.
Thanks for willing to include it
I also though about rotating landscape... spacescape... whatever
from time to time, with CE releases, but skipped suggesting itm because, you know - I just made a background, a absolutely micro-promile input on CE, yet I already made few very long posts about that
Didn't wanted to sound obtrusive.
But, if we're at it, I also though that if you even introduce that random boss element (or other heavy randomization) by things that roll it and automatically patch, you could as well rotate menu backgrounds randomly
Having rebel base in different places would fit the ever-changing galaxy we get at start of every run.
Russian Rockman wrote:ALSO, I'm not sure if you answered this question already. Do radiation events still not work?
IIRC, last answer from Sleeper was something around the lines of "there are too many things introduced with auto anti-stalemate that may end up in a crash, that I don't see it worth extensive work required to (possibly) get it back. But, feel free to test yourself, and if you find a proper way, I'll gladly re-introduce it".
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Just when I wanted to do small session, "celebrating" new menu (and finally cleaning up my high scores of CE nfinite records, thanks to FTL profile editor - I want to keep separate stats for CE Infinite from now on), it went awesomely well, and guess what, resulted in pretty easy win, bumping my CE/HARD won sessions count to 3 (fun fact - game disagrees, telling me that I have also won on Hard with Mantis A, but I can't remember it for a life of me... Neither my high scores seems to know anything about it.). Rock C is really capable ship - I've deliberately keep both starting weapons up to the sector 8 and that speaks something about their versatility (in fact, I kept charging missile to the very end and it was important part of busting Flaghsip's shields - I just swapped heavy crystal for Artillery gained at last moment, just because it's the same cooldown and shield piercing, but twice damage at triple power cost, which I suspected - correctly - that I'll be able to get compensated by upgrading weapon system before meeting boss).
The final fight was very steady, without any major turning points - I knew that I have to do it without losing too much hull (as repair stations spawned on the complete opposite of sector), and it turned out well, with more than half hull standing to the end. Mind control and boarding drone on phase 3 caused some controlled havoc, but other than that, nothing unplanned. Flagship managed to fire stage's 3 super weapon only once (no super-shield recharging, either), so I guess it went down quickly.
What is worth to note, trading helped greatly during that run. I was able to sell asteroid ore to the slugs TWICE in one sector (both gained by pirating), so it made effort-less scrap boost. I also had on-board assembly line, but it was never able to produce things required in the sector I was in
/Estel
// Edit
Small'ish bug /suggestion report, in case you still have time do fix things before rolling next update:
Bug:1. There is this event with Slug captain Night of the pirate ship raved, that want to challenge us. If he offers to surrender, there is no option to break truce
(Severity:
Minor)
Suggestions:1. In those event where Rebels are sympathetic for civilians, we can mercilessly stole supplies they provided. In some cases, supplies turn out to be booby-trapped, as soon as we return to ship, making us get no reward, unless few points of hull damage is an appropriate one for such deed.
Anyway, it would be fitting to have option of massacring treacherous civilians there, with obvious chance-for-protest from crew (maybe a little lowered, as they just tried to kill us... Or not, as they actually had good reasons), and blue option for hostile factions. It should be stated that such pacification of settlement require time (fleet delay doubled for 1 jump), but provide small scrap reward from looting the poor settlement. The same things that offer blue option during the quest where we save settlement by bombing advancing marines (orbital bombardment, fire bomb, etc) could give blue option ensuring no fleet delay will happen (would still be risky to do with Vindicator beam, as fed cruiser is no hostile faction and crew can desert us - but still, would be "fun" twist on the name "
Vindicator Beam").
Considering that we already have option to intimidate civilians with fire bomb (showing pirate how to do so properly), I don't see why we couldn't disallow those bastards to try bombing us, leaving it unpunished
2. Considering the "streamlining" options added some time ago (possibility to change mind about pirating, after learning that it may disturb our crew, etc), it would be
really great to have option of socializing with crew at the production augment dialogues, in addition to (currently present) "change your mind and just move on". Many times, I want to check what I might produce with that augment/how much scrap it cost/what options, if any, that new crewman/augment gives to on-board assembly line, and even if I don't produce anything, it means "Wasted" beacon, without socializing. Also, we already have possibility to change mind and socialize in the ship's engineering dialogue, so why not in other empty beacons options, too?
Typos:1. There is possibility that we get servo drones as a trade good - event text about it contain typo, it should be "you don't have use
for them".
2. After Mr. Johnson's corporate quest - if we somehow disobey them, and kill his disciplinary forces - there is event text about finding and securing an "argumentation". Should be "augmentation".