Once again sorry for all the late replies, don't check the forums as often as I should. Also to clear up confusion, when I mention 5.0 in this message I'm referring to the current WIP update - 5.0 should be out in another week or two hopefully.
Deltakai wrote:Just unlocked the Sodium Cruiser and I was just wondering whether the Salt Man's ability is bugged or working as intended (Using the latest version 4.11). The description of their ability is "Drains 4 health per second from ALL nearby crew". From this I assumed that he would drain health as in also restore 4 health per second for each crew member affected by his ability. However, at the moment he only applies a 4 health DoT and doesn't heal at all. Considering that one of his passives is healing 50% less from other passive health sources like the Med-Bay I assumed that you were meant to drop him into a room with 2-3 enemies and use his ability to heal off enemies whilst dealing substantial damage to them.
If it is working as intended I think this ability is a little underpowered and there are very few uses for it since it also damages friendly crew.
Ironically, no one's mentioned the whole "drain" confusion until very recently. I didn't realize drain to some people meant lifesteal, it was always just meant to be standard DoT. Nevertheless Saltman has received a bit of a rework in 5.0, now reducing the heal speed of crew in the room rather than healing slowly himself, making him great for fighting in enemy medbays (alongside his normal ability).
iron84 wrote:Hi, may I ask if the Ancient Questline scals dificulty depending on wich moment/sector you use Ancient Activator.
Im 99% sure that when I had "The Harmony Link" on sector 2 then the Lanius guarding the ruins had 2 shield and when HL on sector 3 they had 3 shields.
ALL secret sectors inherit the scaling of whichever sector you visit them from. Thus, if you enter the wastelands in s5, both the wastelands and homeworlds will act like s5 for both enemy scaling and rewards. That being said, obelisk ships are extremely powerful and the bosses don't scale in any way other shields, meaning visiting them as late as possible is recommendable (you can even activate Aenwithe in s8).
BriteShadowWolf wrote:Question: Are there plans to make some more crew upgrades in the onboard lab? Most notably leeches? Also, I'm not sure if it's a bug, something that hasn't been implemented yet, or something that was decided wasn't worth implementing but I've noticed that some of the special crew aren't in the list of "Talk to crew." Billy Hektar is the most recent example I can remember, but I know there have been several times where I had crew that I went to check scan their bios and see if there were any major differences between them and their standard counterparts but they weren't listed.
Mostly just curious if this is stuff that has plans to be added in a future (hopefully soon) patch...
Edit: was curious because I really like the leeches, but with lab upgrades some of the others races end up being a better pickup to replace them
There won't be any more primaries for existing crew that already have 3, but 5.0 adds many more secondaries, along with leech labs. Leeches only lacked labs because the leech update was never entirely finished in 4.11, and the rest of the content was merged into 5.0.
BriteShadowWolf wrote:To note I believe I just found a bug. I unlocked all of the non-elite page 9 ships, except mechanic c. Unless the unlock has changed from the temporary unlock of shell and science c? Otherwise it seems I'll have to put on hold unlocking all of page 9 for now as (and perhaps I'm an idiot and typed something wrong) it seems that not even the console command will unlock the mechanic c for me right now.
Also, I believe the note before unlocking the morph c said that I had to find ooj with the morph a or some such, however all I did was reach sector 8 and the morph c unlocked.
Edit: I managed to get the mechanic c unlocked by getting the angel a to sector 5...hope that helps.
Assuming I understand the issue correctly, this sounds like an already known Hyperspace bug regarding "multi-unlock" unlocks. There's simply just a delay sometimes, usually just restarting the game will fix it.
iron84 wrote:Did someone had true ending on Extreme difficulty?
I lost twice, one to Ancient Dreadnaught then to the Royal Dreadnaught

Its so time consuming just to get there (with optimal chance - Ancient Activator on Last Stand) that I have enough the FTL and MV mod...
If someone beat the Ancient Questline on Extreme, share your story/builds.
Thx.
Quite a few people've beaten the True End on extreme, even on no pause. If you're ever looking for a more immediate response from a larger pool of people, I'd recommend the MV discord (linked on the download page), or even the standard r/FTLgame subreddit.
Scottj wrote:I am getting a bug where after installing Hyperspace and Multiverse FTL's display window freezes right as it is about to finish loading (When the E in Multiverse is the only black letter left). The game's sound is working and I can hear it when I mouse over menu options, and they seem to be clickable, but the window for the game still just displays the end of the loading screen. I tried redownloading the mod and I did a complete reinstall of the game, but the same issue is persistent.
Any ideas what I need to do to fix this?
I've already tried turning off steam cloud synching and deleting the user profiles.
Hopefully I'm not too late, but try -opengl for this if you haven't already. Here's the steps;
Code: Select all
make a shortcut of FTLGame.exe
right click
properties
at the end of the target textbox, after the quotation mark
type space and -opengl
then run the game using the shortcut
WhatAJoke wrote:What a fun mod, balanced, where picking the wrong answer in an event results literally in instant death.
So fun ! This is such a great idea that you should make it so it can happen in every event in the game !
You aren't the first person to complain about this, and understandably so. It was meant to be a "punishment for not reading event", though this one is quite a bit more extreme than the usual. It's been changed for 5.0. Hopefully this didn't ruin your experience with the mod, its quite a bit of an outlier in extremity.