[OVERHAUL] FTL: MULTIVERSE Version 2.2 [Rebel Update]

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[OVERHAUL] FTL: MULTIVERSE Version 2.2 [Rebel Update]

Postby TheMultiverseTeam » Sun Dec 08, 2019 5:20 pm

A mod by Kix, Laythe, AgentTHeKat, Markus_McCloud, PDTM (Please Don't Touch Me), Woona, Magic Badger, Solid Boi (CurseDC)

Woona: Creator of Vicious Vessels and the Orchids mod, and let us use both in Multiverse
Stormbringer: The original creator of Project Coalition, who wrote the original PC lore and let us reuse his faction names in Multiverse
Some Federation person: For letting us use his Federation Fleetship and Fed Stealth bomber
Anthonest: Letting us use his Fleetship from the Arcadian War
Jones the Mantis: Ion mk 1 and 2 combat drones
Moreorlesser: The Orchid Shuttle sprite and event ideas
Witherbottom: First youtuber to play Multiverse. You can check him out here: https://www.youtube.com/channel/UC3GyR1Q1qFatROk6rKPx74Q

5/25/2020 - 2.1
Introducing, the Rebel Update! This update spices up the Rebel Stronghold sector, adds new rebel encounters, and adds more events to the Last Stand as well!

Old News:

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As is the tradition, its been a couple days and the next update is out! This time the Coalition sectors have been added, along with a miniboss encounter in the Coalition Stronghold. The Coalition presents a unique challenge by mixing the slugs, mantis, rockmen, and crystals together in a deadly unstable teamup.

Version [b]2[/b] is now out! A LOT has changed since version 1, and it's finally time that we call the divide between this and future versions. We're halfway through our promised features, and we now boast enough equipment, ships, and new events that we can truly call ourselves a full "overhaul" mod.
You may also notice this forum page looks a little different. Version 2 brings new backgrounds and a new menu screen, so we figured giving this page a little touch up wasn't too far out of reason!
We hope you enjoy version 2. There's no real thematic focus in this version, though one of the major changes was the addition of new backgrounds and planets similar to that of better plants and backgrounds. Credits to Laythe for making many of the new Gas Planet images. The screenshot section at the bottom has been updated to reflect these changes as well.

1.10 focuses on two sectors, the Engi Harmony (Homeworlds) and the Civilian Coreworlds. Both have new events and a new guard. Among this, the type As for the alien ships from vanilla return. New type B and Cs will be coming in a later update.
1.11, or possibly 1.12 may take a little longer than normal updates (but this is merely my guess, for all I know I'll speed through it fast and it'll be done even quicker, who knows?). It'll most likely focus around implementing the crafting system, to allow the player to make equipment aboard their ship. This was originally planned for 1.11, but we encountered an issue that needs to be fixed in the new hyperspace update, so it will be temporarily delayed.
After that, theres only a few more faction based sectors to add. A new Lanius homeworlds/regular sector, a revamped Crystal sector, the Coalition sector, an Auto-Sector, and thats it! That'll be in the next few updates, at which I think it's safe to say we'll officially be at version 2. Possibly, we may even be able to get in Gibs before that.
As for now, enjoy the latest release!

This update is one of few to deviate from the usual focus on a new sector, but it's worth it! 1.9 adds the ability to talk to you crew at empty beacons, which allows you to assign them to jobs or simply socialize, which can sometimes have rare events that pop up.
Theres also a handful of new events, and special destroyed, crew kill, surrender, and escape events/text for every faction!

The Ancient update is out! As far as updates have gone, it has less "immediate" content. However, it adds a few new player ships, and a brand new overhauled secret sector to replace the Crystal Homeworlds. (Don't worry, its much much easier to find and relies far less on RNG)
The Ancient sector is high risk, high reward. Difficult enemies but insane tech for you to wield awaits!

1.7 is now out! The Separatist update is slightly smaller than some of the previous experimental updates, but it still adds an entire new Sector (The Separatist Sector of course), 2 new Seperatist Cruisers, and a Separatist crew type (among other things).

5/3/2020 - 1.6.2
1.6.2 is out now, with a few more balance fixes, some new weapons, and some bug fixes. If you have any other issues they'll end up in the 1.7 update, which will add the Separatist Engi sectors.
Oh and a lot of typo fixes. Lots of typo fixes.

5/2/2020 - 1.6
Added this little news section cause why the hell not.
1.6 is out now! In prior versions there's been some issues with enemy/weapon balancing, the most noticeable issue being the insane amounts of evasion that some enemies wield. 1.6 primarily focuses on better balance, though obviously it won't be perfect. We're releasing 1.6 now and plan to follow it up with 1.6.2 (a few bug fixes if necessary and the purging of all of our stupid typos). If need-be, we'll release a 1.6.3 with [i]more[/i] balance fixes if things still aren't optimal (though I think they are).
1.6 has less content than other previous updates when it comes to sectors and events, but should overall improve gameplay. That doesn't mean its entirely void of new content however! 1.6 adds [b]6[/b] new player ships to save the Federation with.
Also, following a vote from our discord, the 3 Multiverse cruisers have returned to their old blue versions from version 1. If you want to help with development or take part in discussions/votes about the mod, feel free to join! (yes I'm going to keep plugging this)
(Read the changelog for a full description of everything added/changed/fixed in 1.6)

Hyperspace is a powerful new hard-coded FTL mod, which you must install separately. Hyperspace adds the ability to add new player ship slots, new alien races, and many other new features. You can install hyperspace from here: https://subsetgames.com/forum/viewtopic.php?f=11&t=35095

The Rebellion has fallen and the flagship is destroyed. At last, the Federation is again in a time of peace, taking their time to finish off the last few Rebel stragglers.
However, a group of Rebel refugees discover an ancient ship, dating long before even the Federation itself, and on it a mysterious modified FTL drive. The Rebellion quickly reverse engineered this tech and recreated multiverse travel. With this new tech, they see a second hope for their mission.
With only a couple hundred ships armed with multiverse drives, the Rebels invade other multiverses which are undergoing the same war that they had previously lost, swaying the tide in favor of the Rebellion.
However, the Federation catches wind of their plot, and quickly moves to capture multiverse tech to use for their own ships. Now, the Federation and Rebellion are locked in a never-ending war invading other universes and trying to sway the balance towards their side.

Benefits of joining the discord:
-Regular updates on mod progress
-Help with development and make suggestions/bug reports
-Talk with the devs and other people who've played the mod
-We're lonely and having another person to talk about the mod with will make us slightly happier

You may or may not have heard of the infamous Project Coalition (PC), another overhaul mod centered around the new Coalition faction. PC started in 2017 but after several years of constant problems and ultimately just a very unsatisfactory product, the countless number of bugs finally added up and the mod was rendered practically unplayable. At the time, Kix, Kat, PDTM, Woona, Magic Badger, and Solid Boi were all working on the project. PC was disbanded, but not too much long after the seeds of Multiverse began.

Multiverse was originally intended to be a small weapon/drone and ship pack, but a need for lore to connect the new factions and a growing dev team lead to larger ambitions, and eventually Multiverse bloomed into a full overhaul project. A large portion of assets from PC are recycled, many with improvements, but code wise the mod has been made completely from scratch.

A large potion of Multiverse's lore (along with many of its assets) originate in some capacity from PC. Many of the new factions were originally from the expansive PC lore. We try to structure the mod in a way that players completely unaware of the new lore going into the mod won't be left behind, but obviously we can't accomplish this perfectly.
The lore behind the "Multiverse" aspect was intended to be more of a staple behind why all of these new factions have suddenly appeared, and how they can all co-exist. Each run takes place in a new reality, where the Rebels and Federation are battling out an ever lasting war invading other realities and trying to change the outcome of the war from the events in vanilla FTL.

We do not work on or develop Hyperspace, though we are extremely grateful for all the work they've done. Hyperspace is a hard coded modding API, which allows modders significantly more customization than in vanilla. Hyperspace lets us add new alien races (previously modders were limited to the unused ghost race, which many mods reuse as "holograms"), new player ship slots, and more.
It is possible that some day in the future a hyperspaceless patch will be created with much less features, but that will not be for some time.

Though Multiverse receives updates every several days and has plenty of content already, it is FAR from finished. We have tons of plans for the future, including an Endless addon, a few new factions and alien races, more ships and weapons, new mechanics like crafting, and more.
It's always bothered us how the quality bar for other overhauls has always been considerably low, leaching more content from smaller mods than making original content. Balance is hard to accomplish, but mods are labors of love and we see no reason to simply shrug and say "Meh, so what if it's broken and unfair? We'll just say its harder than vanilla and call it a day" as so many other mods have done. Obviously Multiverse is far for perfect, but we aim to meet a much higher bar and hold a higher standard than some of the other legacy overhauls.

You can join our discord to see progress on new updates, sneak peaks at upcoming content, and listen to our struggles at random things not working as they should.

Hyperspace is a powerful new hard-coded FTL mod, which you must install separately. Hyperspace adds the ability to add new player ship slots, new alien races, and many other new features. You can install hyperspace from here: https://subsetgames.com/forum/viewtopic.php?f=11&t=35095

The Difference between Experimental and Stable builds
Most releases are marked as experimental. They come packaged as .zip files (functionally the same as a .ftl file) for ease of uploading, and are more likely to contain bugs. Stable builds receive more in-depth playtesting (but are still not promised to be entirely bug free), but will be behind the usual experimental builds. We recommend you use the experimental builds unless the latest one is somehow broken, in which case you can roll back to the latest stable build. You can also access and download previous versions bellow.


Experimental Builds are kept as zip files. Zip and FTL files are actually the same thing. To use the zip file in slipstream, put it in the mod folder, launch slipstream, go to the file tab at the top, then preferences and enable the option to recognize zip files.

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Modified the events in the Rebel Stronghold

Changed the Last Stand Start Beacon and Federation Base events

Added MFK Ace Rebel ships, which are even stronger than elites. These have a 1/5 chance of spawning instead of a regular fleet ship

but give more fuel. They will never spawn at an exit beacon or when out of fuel.

Flagship missile artillery is now a radius based weapon, giving it a higher chance to miss

Modified the Construction Flagship event to have more options and give more chances to avoid the fight. Also gave it a new


The Last Stand always spawns with one of three "judges", who will give you equipment, including some unique ones, for having

various items/upgrades.

Added more events to the Last Stand

Rebel elites now have mixed human and soldier crew (1:1 ratio)

Enemies now have fancy shields

Lanius are worse at empty beacon repairs

Taxing with Civ C at Rebel Stronghold doesn't give supplies

Decreased the amount of hull that Repair-bot dispersal repairs by 2

Decreased Flagship Missile Artillery fire chance

Slug Saboteurs appear to cloak when fighting in ranged combat

Rebel Cruiser B starts with a soldier

Added lockdown bomb, scanner, and cluster heal bomb to the "pacifist" weapon list

Ancient missiles only use 1 missile per shot now

Gave Orchid C a Recycler Module

Removed Stun laser from a few enemy lists

Added a background to Coalition Sector start beacons

Added a description of Teleporter lvl 4 to the Teleporter description

Using magnet arm on destroyed fleet ships gives low rewards instead of medium


Fixed the very broken abandoned sector start beacon

Fixed saving civilians not hiding the results

Fixed Duskbringer Fighter offset

Fixed the Repair-Bot Dispersal triggering the augment check

Fixed frost mk 1 being broken on enemy ships

Fixed swarm missile not being recognized by some blue events


Changed the crew job events to all use the same text from text_events, so they can easily be adjusted in the future.

For people using the console, 4 new testing events have been added.
MAP - reveals the map for the current sector
FLEET_SLOW - slows fleet for 999 jumps
FLEET_FAST - speeds up fleet for 999 jumps
FORCE_HOSTILE - forces the ship at the current beacon to be hostile (will not load combat augment check)

DOWNLOAD VERSION 2.1 - The Coalition Update
DOWNLOAD VERSION 1.10 - The Harmony and Coreworlds Update
DOWNLOAD VERSION 1.9 - The Flavor Update
DOWNLOAD VERSION 1.8 - The Ancient Update
DOWNLOAD VERSION 1.7 - The Separatist Update
DOWNLOAD VERSION 1.6 - The Balance Update
DOWNLOAD VERSION 1.5.2 - Loot and Hive Update
DOWNLOAD VERSION 1.4 - Ghost Update
DOWNLOAD VERSION 1.3 - Duskbringer Update
DOWNLOAD VERSION 1.2 - Lost Sun Update
DOWNLOAD VERSION 1 - First Stable Release

Multiverse adds a wealth of new content, boasting more than 100 weapons, 50+ drones, and over 400 new enemy hulls!



Randomized Enemy Destroy/Crew Kill/Surrender/Escape Events
Each faction now has its own set of randomized flavor text for certain events, as well as some rare special events, such as a Rebel escape pod ejecting from the enemy ship, or finding an Engi defense drone still intact after crew killing the ship.

Talking to Crew
Much like other major overhauls, Multiverse adds the ability to talk to any of your crew at empty beacons. However, you are also granted the option to assign your crew to preform certain jobs around the ship, such as repairing the hull, mapping the sector, or running a salvage mission. Certain races preform certain jobs better, and the more crew you have of that race, the more you can assign to do the job even better. Some races also have special jobs like upgrading certain systems for cheaper.

Elite Crew Types
Almost every race type also comes with an elite crew type, which are very rare to obtain but have further increased buffs and sometimes even unique abilities.

Combat Augments
Also like many overhauls, Multiverse adds an array of combat augments which consume a portion of player power in return for certain effects, primarily limiting enemy systems. Some ships even start with unique unobtainable combat augments that have special effects.

Brand New Secret Sector
The Crystalline race from vanilla has finally integrated themselves in the galactic scene, and can be found outside of their homeworlds. A new alien race takes their place, with a brand new quest line to get there (no hints, but it does require a lot less RNG than the vanilla quest line)

Sector Guards and New Homeworlds
Almost every faction controlled sector is now protected by a guard. Peaceful sector guards usually won't attack unless you do first, but some of the more hostile factions may not be so happy to see you in their territory. Homeworld sectors are given new names and brand new events to make Homeworlds more interesting than just a regular sector with a special quest.

Loot Transports
Most Homeworld sectors now have a transport encounter, that when crew killed drops special "loot" weapons, which resemble another regularly obtainable weapon but with a unique modifier to make them more interesting and specialized.

COMING SOON: New Unlocks for Every Ship
Every vanilla cruiser is planned to be replaced with new ships which will be unlockable in entirely new quests. Multiverse also adds several more pages of ships for each faction that start unlocked for the player to try as well, but the unlockbable ships will provide extra unique play styles.

Players will be able to craft equipment at beacons using crafting goods, which can be kept in your storage. Crafting goods can be bought at certain stores before entering the main market. You will be able to assemble certain items from scratch, or upgrade existing equipment.

COMING SOON: Federation Outposts
Using an upcoming hyperspace feature of custom beacon labels, very rarely sectors will contain a Federation outpost, a special globally visible beacon that will provide aid for the player.


Why did you start with a demo first?
In other previous mods/projects, we noticed that releasing unfinished versions as development progressed was very negative for our reputation. Often-times, people completely ignored what was in the game to focus on the lack of a finished product. Truth is, its simply impossible to completely finish a mod with all events and content and still release in a reasonable amount of time. Releasing versions with semi-frequent updates is a good way to keep the mod alive.
By releasing a demo, we showcased some of our new content but limited players to a manageable amount of it till we could add enough to fill the other sectors. All versions after the demo have had all 8 sectors fully available.

What was PC? What does that have to do with this mod?
PC, or "Project Coalition" was a mod started back in 2017, originally between Stormbringer and Kix. The mod also took place after the events of vanilla, with a new threat, the coalition, a team up between the slugs, rockmen, mantis, and crystals. However, the mod went awry when Stormbringer left for university and Kix was left in charge. Without proper direction (as if we ever had it), the development of PC went to pot, and soon two major bugs formed that were too time consuming to fix. Many, if not most, of the assets and a very large portion of the factions/lore were recycled from PC to be used in Multiverse, including the Coalition faction.

Can I help in the development? Where do I submit suggestions/bug reports?
Why yes, you can indeed help. To submit suggestions or bug reports, or anything else you might have in mind, feel free to join our discord!

Still with us? Well, heres some screenshots of the mod.
Last edited by TheMultiverseTeam on Tue May 26, 2020 12:20 am, edited 32 times in total.
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Postby TheMultiverseTeam » Sun Dec 08, 2019 5:28 pm

Claw ship.png
Kat told me to post this
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Postby Stormbringer » Tue Mar 03, 2020 1:33 pm

Just so you know, Project Coalition is coming back.

So... now might be the time to panic.
killin' slugs and beating Rebels since 2014, modding the game since 2016
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Postby TheMultiverseTeam » Mon Mar 16, 2020 4:36 pm

Stable Version 1 is out now! Overhauled events, more equipment, even more new enemies, more player ships, new artillery systems, and more!
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Re: [OVERHAUL] FTL: MULTIVERSE Version 1 [Experimental V1.2]

Postby TheMultiverseTeam » Thu Apr 09, 2020 6:00 pm

Experimental Build V1.2e is out!

Adds Lost Sun sectors and events
Picket and Battleship class ships now can only spawn in sectors 4+ (previously 3+)
Fixed bug where Halberd/Pike/Minibeam wouldn't shoot

Don't forget to join our discord server if you want to receive additional experimental builds, notifications for new releases, see development progress, or talk with other mod players.
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Re: [OVERHAUL] FTL: MULTIVERSE Version 1 [Experimental V1.3]

Postby TheMultiverseTeam » Sat Apr 18, 2020 2:17 am

Version 1.3e Is out!

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Added Duskbringer Sector

Added Smuggler Cruiser

Added Tuco's Cruiser type A and B

New sprites for Nyx, Hades, Hydra, Asclepius missiles

New particle missile and laser sprites

Zoltan Deleter can pierce 1 shield layer

Motherships can only spawn sectors 4+ (previously 3+)

Reworded some classes for specific factions
   -Civilian Harvest -> Civilian Miner
   -Civilian Scout -> Civilian Surveyor
   -Civilian Dropship -> Civilian Carryship
   -Auto-Trapper -> Auto-Minelayer
   -Auto-Harvester -> Auto-Salvager
   -Engi Dropship -> Engi Infiltrator
   -Lanius Scout -> Lanius Surveyor
   -Lanius Outrider -> Lanius Seeker
   -Lost Sun Trapper -> Lost Sun Minelayer

Engi are no longer super cheap


Flagship artilleries now properly correspond with the correct room

Fixed charge glows on chain/cluster/bio/recycler bombs

Fixed descriptions for Rockmen and Engi

In the event where you explore an asteroid field and encounter a pirate, the encounter actually spawns a ship now.


Changed locked ship description so people will stop complaining about it.

The "missing asset" error triangle is now invisible so people will stop complaining about the missing gibs. They're coming, I promise.

The Main menu now shows the current mod version in the bottom right corner.
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Re: [OVERHAUL] FTL: MULTIVERSE Version 1 [Experimental V1.3]

Postby G3PSx » Thu Apr 23, 2020 7:12 am

Just a quick post to say "WOW".

This looks amazing guys, keep up the good work.
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Re: [OVERHAUL] FTL: MULTIVERSE Version 1 [Experimental V1.3]

Postby firemix19 » Fri Apr 24, 2020 10:56 am

Wow, looks nice, works fine
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Re: [OVERHAUL] FTL: MULTIVERSE Version 1.4 [Ghost Update!]

Postby TheMultiverseTeam » Fri Apr 24, 2020 6:23 pm

Version 1.4e Is out!

Ghosts and ever important bug/balance fixes!

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Ghost Nebula Sector

More ghost ships

Teleporter can be upgraded to level 4 for 150 scrap, which allows for instant cooldown.

Added miniship preview for Tuco Type B

Decreased Multiverse type B cruiser's artillery's breach chance by 20%

Added blue option for explosive replicator for the mining donation event

Gambling on Tuco Type B has a 1/3 chance of success instead of 1/4

Removed system lasers from all enemy weapon lists except for civilians

Decreased starting power of Smuggler Cruiser by 1

Cost of hacking increased

Decreased the cost of Energy weapons considerably

Sped up Energy, Anti-Hull Beam, Ion, and Mining drones

Nerfed Chain-Flak

Orchid type C starts with sensors now


Fixed the cloak on Rebel Bomber

Oxygen now costs 35 scrap (previously 0, the default value from vanilla)

Fixed various typos/bugs in the event files, many of which carried over from vanilla

Fixed error where engi were captizalized in the engi event files which resulted in some wierd errors

Fixed text with FTL booster storage check

Fixed Rebel Cruiser offset

Fixed schimitar glow

Fixed more event typos that caused other wierd bugs

Fixed Halberd (again) cause it wasn't firing still.

Fixed Elite Rebel Rigger offset

Fixed Flagship artilleries on stage 3

Fixed wierd mantis scout door linking

Fixed typo in Eris Missile's description

Ancient Combat no longer sells for 0 scrap

Fixed missing minelauncher mk 1 sprite

Fixed bug where trapper class ships only spawn with one weapon

Fixed Fed Auto-Ship event to actually give rewards

Fixed some events where nebula events didn't have nebulas


The ghost buster unlock has no ship to unlock yet. It'll be added in 1.5

The wierd bug where peaceful ships teleport crew onto your ship for no apparent reason if they have a

teleporter is known, but we aren't sure what causes it. We're working on it.

We've noticed a potential nebula sector crash. Happens very rarely to only certain people, and we can't

seem to replicate it. If you encounter this bug please let us know and give as many details as possible.

(equipment, sector #, if it was regular nebula or a different type of nebula sector, etc)

Forum signature for the Multiverse account is much smaller
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Re: [OVERHAUL] FTL: MULTIVERSE Version 1.5 [Loot and Hive Update!]

Postby TheMultiverseTeam » Mon Apr 27, 2020 3:47 pm

Version 1.5e is out!

New events for the Mantis Homeworlds (renamed to Mantis hive), and Special Transport encounters that drop modified weapons, as well as other features.

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2 New generic Mantis events and new Unique events for Mantis Hive (Homeworlds)

Homeworld sectors now always spawn a "Loot" transport encounter (some factions are missing)

"Loot" Transports scary special equipment with unique modifiers (currently only one per faction with a transport)

Slug Pleasure Cruiser type A and B

Modified Militi A's starting layout to be much stronger

Smuggler A now starts with 17 missiles

Kazaaak encounter no longer gives mantis cruiser (as it will be a new ship eventually), and spawns a Suzerain

Removed slug station from generic station list (so they dont appear very often in other sectors)

Decreased the number of empty beacons in various sectors, especially homeworlds

Repair-bots now repair in intervals of 4

Ships with more/less than 30 hull now indicate their hull health in their miniship

Changed Rebel B's name

Mercenaries now have their own destroyed and crew kill text


Black Raven event spawns the Black Raven ship instead of a generic slug ship

Outcome of broken Fed Autoship event is now hidden

Lost Sun civilian distress ship no longer spawns as hostile

Lost Sun rock/lost sun choice event now spawns a lost sun ship when you defend the rock

Zoltan Guard offset fixed again

Fixed cloak offset for elite rebel assault

Fixed wording in drone reactor storage option

Changed wording in Crystalline Defense Drone

Auto Trapper artillery's projectiles are now appropriately slow

Fixed Orchid Cruiser B and C's descriptions

Also, 1.6 will be a large rebalance update, to make enemy balance more akin to vanilla, and to better balance weapons, so look forward to that.

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