The release of version 1.07 concluded the first spell checking session on github. Unfortunately not everyone submitted their changes as pull requests, but I integrated as much as possible manually (was painfull). If github would offers better Linux support I would have left the files up, but as I can not use the github app on my OS I removed the repository for now.
Big thank to Jep, Joshklement, Masterplayer 1337, CaptainLordAvalon, kartoFlane, mict5pn for their help with spell checking.
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
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- Posts: 390
- Joined: Thu Mar 28, 2013 1:44 am
Re: FTL Captain's Edition 1.071
Re: Sector Scanners.
"Allows to scan the entire sector ..." is awkward in English. I would change it to "Scan the entire sector ...."
"Allows to scan the entire sector ..." is awkward in English. I would change it to "Scan the entire sector ...."
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Re: FTL Captain's Edition 1.071
I recorded a video for this bug:
https://www.dropbox.com/s/msm1om32f4k45 ... -17-27.avi
This is the second time in as many startups since I updated Captain's Edition. No other mod changes.
https://www.dropbox.com/s/msm1om32f4k45 ... -17-27.avi
This is the second time in as many startups since I updated Captain's Edition. No other mod changes.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.071
R&D news
I think it was proven before that nebula beacons on the map do not actually have to call events that have real nebulas in them, but I wasn't sure about that. The latest test run confirmed that, so the industrial sector will work out as intended. Yay!

Industrial Sector Map Preview
Note the more neutral colour of the nebula on the map (already implemented in the current version). As nebula and clouds can have various appearances in CE, the map colour wasn't really fitting any more. The Industrial sector will feature brown yellowish dust and smog clouds, but CE might include various new nebula types in the future.

One of many new events in the industrial sector
There is still some kind of random crash cause hidden within a cloud events, I hope I can track this down soon. Apart from that the sector is done and works. The hazard sectors smog clouds will not only be visually distinct, they will also feature an array of new hazards unique to this sectors nebula:
Pollution/Smog/Micro Particles
Free floating industrial emissions and particles that clog your engines and impede your sensors. Particle clouds can come in different densities, which governs how much they will effect both yours and the enemy ship. The least dangerous of the new hazards.
Radiation
Irradiated areas in the clouds. Much like the Radiation Projector augment, this hazard endangers your crew by slowly polluting the ships atmosphere (basically causing your life support to loose power). I don't know why but this currently does not work outside of combat. Maybe additional negative outcomes in the related events can balance that?
How dangerous this is is largely situational. Jumping to multiple irradiated areas in a row will endanger your entire crew, but irradiated areas are more rare in the clouds.
Acid
Wast disposal areas with high concentration of caustic substances. The acid will eat away on your ships hull when you charge your FTL here. Spending additional time to salvage or perform other actions will make the ship suffer more damage. A largely event based hazard that can weaken your ship, although is unlikely to deal critical damage.
All the new hazard backgrounds are none dynamic. Thanks again to sonmunku for the permission to use his nebula assets, which these new backgrounds are based on.
I think it was proven before that nebula beacons on the map do not actually have to call events that have real nebulas in them, but I wasn't sure about that. The latest test run confirmed that, so the industrial sector will work out as intended. Yay!


Industrial Sector Map Preview
Note the more neutral colour of the nebula on the map (already implemented in the current version). As nebula and clouds can have various appearances in CE, the map colour wasn't really fitting any more. The Industrial sector will feature brown yellowish dust and smog clouds, but CE might include various new nebula types in the future.

One of many new events in the industrial sector
There is still some kind of random crash cause hidden within a cloud events, I hope I can track this down soon. Apart from that the sector is done and works. The hazard sectors smog clouds will not only be visually distinct, they will also feature an array of new hazards unique to this sectors nebula:
Pollution/Smog/Micro Particles
Free floating industrial emissions and particles that clog your engines and impede your sensors. Particle clouds can come in different densities, which governs how much they will effect both yours and the enemy ship. The least dangerous of the new hazards.
Radiation
Irradiated areas in the clouds. Much like the Radiation Projector augment, this hazard endangers your crew by slowly polluting the ships atmosphere (basically causing your life support to loose power). I don't know why but this currently does not work outside of combat. Maybe additional negative outcomes in the related events can balance that?
How dangerous this is is largely situational. Jumping to multiple irradiated areas in a row will endanger your entire crew, but irradiated areas are more rare in the clouds.
Acid
Wast disposal areas with high concentration of caustic substances. The acid will eat away on your ships hull when you charge your FTL here. Spending additional time to salvage or perform other actions will make the ship suffer more damage. A largely event based hazard that can weaken your ship, although is unlikely to deal critical damage.
All the new hazard backgrounds are none dynamic. Thanks again to sonmunku for the permission to use his nebula assets, which these new backgrounds are based on.
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- Posts: 78
- Joined: Mon Dec 02, 2013 3:19 am
Re: FTL Captain's Edition 1.071
It's amazing how much new content you manage to squeeze out of this game. Can't wait to see what you come up with when you've gotten bored with AE. 

- Estel
- Posts: 466
- Joined: Sat Jun 22, 2013 4:03 am
Re: FTL Captain's Edition 1.071
Sleeper Service wrote:Was this in 1.07? Cause I though I fixed that. With which enemy and in which sector did that happen?
Sorry for FUD, then - I haven't checked it with 1.07, as I haven't found mention of fixing it in changelog:
viewtopic.php?f=11&t=15663&start=940#p63182
I'll keep an eye for it in latest release, then. Great work with nebulas, BTW!
/Estel
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- Joined: Thu Mar 28, 2013 1:44 am
Re: FTL Captain's Edition 1.071
Re: Zoltan event.
council, deduced, emphasize; add comma before "of course."
Next dialog box:
bursts, the (or these), really
One shield layer doesn't seem that heavy to me. Also, it didn't have any weapons. Was it just to occupy me until the artillery beams could shoot? I never got hit, though.
You drop into real space near a Zoltan settled planet and receive a worrying message: "Our counsel has deducted that your arrival in our sector will bring only destruction. We ask you to leave and will empathizes our request with a defense ship and artillery beams. For deterrence only of course."
council, deduced, emphasize; add comma before "of course."
Next dialog box:
A heavily shielded Zoltan defender burst through the atmosphere of the planet and short jumps to your ship. Seems this Zoltan relay mean it.
bursts, the (or these), really
One shield layer doesn't seem that heavy to me. Also, it didn't have any weapons. Was it just to occupy me until the artillery beams could shoot? I never got hit, though.
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- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.071
Ohhhhh... if you can alter the sector map nebulae texture, maybe you could make a darker one for Hazard Sectors, to indicate the higher presence of ion storms? Only for the map texture, no need to change the in-event background one.
- Sleeper Service
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- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.071
ArmedKevin117 wrote:I recorded a video for this bug:
https://www.dropbox.com/s/msm1om32f4k45 ... -17-27.avi
This is the second time in as many startups since I updated Captain's Edition. No other mod changes.
That should have been fixed in the current version. It's somehow caused by too long texts and that tip was shortened.
Mr. Mister wrote:Ohhhhh... if you can alter the sector map nebulae texture, maybe you could make a darker one for Hazard Sectors, to indicate the higher presence of ion storms? Only for the map texture, no need to change the in-event background one.
This would give you free info on where the storms are, which kind of defies their purpose/function. That graphic can only be changed globally anyway, not specifically for event type. Therefore It was changed to have a more neutral colour, so that it looks more like a placeholder for any kind of nebula.
Looking into that Zoltan event now...
/Edit: Seems the peaceful Zoltan defenders did not put any weapon slots on their ships...


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Re: FTL Captain's Edition 1.071
Wat I mean is indeed to make the hazard sector's nebula zone texture darker to indicate that ion storns ar
e much more common. Wether there is one in the eacon you're jumping to or not is irr
elevant, since at the scale of the sector map the nebulae should lok homogeneous.
It would be just a way to make hazard sectors look cooler and more uniqu from th map itself, and a cue for new players as to wat they just got into.
On another matter: that one event I seem to fin every time to rescue the crew of a ship stranded near a sun. They have no shieds, but their engine are online. You might want to disable them to add credibility.
Also, I think I wasn't offere the Map Scanner option when entering a Rebel sector.


It would be just a way to make hazard sectors look cooler and more uniqu from th map itself, and a cue for new players as to wat they just got into.
On another matter: that one event I seem to fin every time to rescue the crew of a ship stranded near a sun. They have no shieds, but their engine are online. You might want to disable them to add credibility.
Also, I think I wasn't offere the Map Scanner option when entering a Rebel sector.