[USES MULTIVERSE] [Ship, Weapon, Augments] RadiKal

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Dj0z
Posts: 1
Joined: Thu Apr 28, 2022 4:02 pm

[USES MULTIVERSE] [Ship, Weapon, Augments] RadiKal

Postby Dj0z » Mon May 02, 2022 4:21 am

Multiverse add-ons need their thread on the forum. So here it is!

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An add-on for Multiverse 5.2.3+, which adds 9 spicy (multi-ramming, lots of fire, hacking) or run-saving augments, with upgrades and Combos! Plus a very special fire weapon, all found in normal stores.
Keep an eye out for updates, a unique sector will be released later.

******CONTENT******

Fuel-hungry Combat Augments:
-Shipvore Ram, for when you need to recklessly throw yourself at the enemy in hopes of survival, disregarding your crew's safety and fuel reserves.
-Scorched Earth, because sometimes suffocation and fighting aren't fast enough and you need to set your ship on fire to get rid of boarders.
-3 tiers of upgrades for Scorched Earth, streamlining the experience and increasing your crew's efficiency wherever fire is involved.
-Plasma Teleporter, immediately igniting the enemy ship! Comes with a safe and a risky deployment method, and combos with Scorched Earth and Charged Belts.

Other Offensive Augments:
-Flammabilizer, to deal with fire immune or resistant enemies, enabling fire builds. Switch modes anytime!
-Charged Belts makes your crew damage the ship they're in on death, and comboes with Plasma Teleporter.

A utility combat augment:
-Enigmashin, allowing some gambling with the fleet progression, through temporarily peaceful hacking.

Even a few defensive augments:
-Defense Kits give your crew serious survival bonuses on your ship.
-A.E.R.A. "Second Wind" can automatically save you from defeat, once per purchase.
-Punk Harmony partially replicates the Engi harmony on your ship, with Mind Control and Hacking power scaling.

A custom weapon:
-Rain of Fire does exactly what it says on the box, allowing you to use fire even in places where you couldn't before!

A playable Ship! (With a completely different one coming very soon)
-Try out the power of RadiKal equipment with this ship outfitted with 3 of these exotic pieces of equipment, and a dangerous gimmick.

3.2 Changelog :

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-New augments "Punk Harmony" and "Charged Belts".
-Plasma Teleporter no longer requires a Scorched Earth augment, and can instead consume your fire weapons, eligible crew, or missiles! That was a lot of work.
-Added the final 2 tiers to the Scorched Earth series: "Molten Earth" and "Erupting Earth". They bring the offensive aspect. Upgrade costs tweaked.
-AERA Second Wind costs slightly less and repairs more.
-The worst possible outcome from using Shipvore Ram can now be prevented via a blue option. Combined with other mitigation, it's now possible to make the augment almost completely safe.
Additionally, low-impact outcomes (good and bad) are slightly less common, in favor of high-impact ones.
-Rain of Fire (napalm launcher) had its scrap cost reduced, aims slightly better and reloads 1 second faster.
-Added sparse RadiKal sector lore in descriptions and shortened many of them.
The RadiKal sector itself will still not be ready for a while.
-RadiKal Cruiser renamed RadiKal Scorch Cruiser. Fixed the miniship being offcentered and having no icons.
No longer starts with an engi, and the Rockman is now a Commando.
Max artillery power reduced to 4, in line with other Multiverse ships. Starts with more missiles.
Systemless rooms and doors reorganized to trade some door control for greater damage to boarders.
Fixed the bug where Tully didn't give it any help at the start of sector 8 (boss), after scanning ID.


Special thanks to (in no particular order) Untitled, Pupi, vertaalfout, Kix, [Enchanter], Pedrosian96, Royal Slime, [yenlo]R4V3-0N, robinthedragon2, Ehtya (Laythe), Blizz/mr_easy_money, Skye[NikoMaster], Julk and all the other helpers on the FTL:MV Discord, for precious information on general modding, coding and art.

Feedback? Questions? @zandoware in the Multiverse server on Discord

Good luck and have fun!

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