Posted April 03, 2014
high rated
Hi all,
I don't think this update needs any introduction but in case you think it does then here we go:
Starting now, FTL: Faster Than Light is now FTL: Advanced Edition!
Changes and oh boy are there tons of them! :D
This list is not comprehensive. It was not kept in great detail over the development, but still
captures the vast majority of polish changes and content additions provided.
Polish / Modifications Considered general improvements that apply to both Vanilla and
Advanced Edition versions of the game.
Weapon Depower Delay After removing or losing power a weapon will quickly lose its charge
over time rather than immediately lose all charge.
Additional Music: Ben Prunty has added four new tracks, one of which is only heard within the
Advanced Edition Lanius sector.
New Events: New event scattered throughout the game, some penned by Planescape writer
Chris Avellone.
Additional manning options: Doors and sensors can be manned to provide a +1 level boost to
the system. Systems redesigned to 4 levels of power instead of the previous 3. Sensors at level
3 show the player the cooldowns of enemy weapons, while sensors at level 4 show the power
bars.
Store Tabs: Stores can now have an additional tab, often increasing the amount of
equipment/crew sold by 50100%.
Human change: Humans are 10% faster at learning skills
Zoltan change: Zoltan explode on death, causing damage to nearby enemies
Boss redesign: The Flagship and the player start a couple jumps from the base. If the flagship
gets to the base, it is not instant gameover. The player has a countdown to fight it back.
Save & Quit anywhere: Midbattle or even midevent, you can save & quit whenever. Closing
the game in other means (the window X) also saves the game.
Crash Recovery: You will be able to continue a game after a crash, usually at one jump prior to
the crash. Ideally this is never actually needed.
Reward boxes: New reward boxes show resource changes, weapon/drone visuals, and any
gained (or lost) crew
Crew colors: Crew sprites now have multiple colors available.Rename mid game: Rename any crewmember from the Crew Manifest screen
Shield recharge bar: Explicitly shows the recharge time on your shields
Random ship button: Select a random ship from the hangar.
Drone Reconstruction: If a drone is destroyed, there is a cooldown before it can be used
again preventing enemy from spamming boarder drones
Drone AutoDestruct: Battle drones left on the player ship after a fight will selfdestruct, no
longer creating an annoying obstacle to destroy.
Saving Crew Positions: Hot keys and on screen buttons available to save and restore crew
stations.
Federation Ship’s Cloaking: Federation Cruiser can obtain the cloaking system (or any other
systems, up to the now standard limit of 8)
Enemy pirate layouts: Pirate ships have completely new layouts for every enemy ship.
Minor tuning / balance: Changes to enemy AI, event rewards, stalemate prevention etc.
Minor UI changes: “In Danger” message on Ship button when unavailable and other small
modifications to make the game more user friendly
Additional Content Only present when the Advanced Edition content toggle is enabled within
the player hangar.
Four new systems:
Hacking: Launch a hacking drone to periodically disrupt an enemy system unique effect for
every system.
Mind Control: Temporarily turn an enemy into an ally
Clone Bay (Replaces Medbay when purchased): Crew are cloned on death, losing some skill
progress. Can't heal mid battle, but microheal on every jump.
Backup Battery: Provides temporary power
Weapon Stun Many weapons have a chance to stun crew that they hit in advanced mode
Enemy ship variations: Every enemy ship now has alternate system distribution, many of
which take advantage of the new systems mentioned above.The Lanius: New alien that is not hurt by low o2 and drains o2 from the room its in
New sector with entirely new events, new music track, and two new enemy ships (the Lanius
ships)
New player ships: Type C layouts for the 8 base player ships, plus an entirely new Lanius
cruiser with its own alternate layout and achievements.
New Weapons:
Laser Chainguns: Every time it fires, its cooldown decreases.
Ion Chaingun: Every time it fires, its damage increases.
Flak Guns: Less accurate, more potential for damage (Area targeting)
Charge Guns: Can charge multiple times, adding more projectiles every time it charges
Repair Bomb: Fully repairs the system its fired at
Stun Weaponry: Minor ion damage along with guaranteed stun of enemy crew
New Drones:
Ion Intruder: Boards enemy ship and ions systems randomly
Shield Drone: Charges a green energy shield to defend the player
AntiDrone Drone: Shoots down enemy drones attacking the ship
New Beam Drones: A fire beam drone, and an advanced version of the standard Beam Drone
New Environments:
AntiShip Battery: Attacks the player ship, enemy ship, or both depending on the event. Present
at every rebel fleet location.
Pulsar: Ionizes any ship’s shields and possibly other random systems
New Augments:
Lifeform Scanner: Detects the location of life forms, even when sensors are down.
Zoltan Shield Bypass: Allows teleporting and mind controlling through Super Shields
Defense Drone Scrambler: Completely disrupt any targeting by enemy defense drones
Backup DNA Storage: Crew won’t be lost if they die when the cloning bay is off.
Battery Charge Booster: Backup battery’s lock time is halved.
Emergency Respirators: Crew take half damage from low o2.
Fire Suppression: Automatically put out fires throughout the ship
Explosive Replicator: Missile based weapons have a 50 percent chance of not using a missile
Distraction Buoys: Leaves a false signal at sector start to delay rebels 1 jump
Hacking Stun: Adds a stun effect to the hacking activated power
Bug/Misc Fixes:Enemy ships are much less likely to have 2 of the same drone.
No more comma differences between the text of the marooned slug (sorry /u/Twinge).
Alternate blue choices to unlock the Mantis Cruiser
Ion Bomb cooldown increased to 21 from 18
Automated Reloader benefit decreased to 10% from 15%.
Added an animation when fires get put out.
Hull damage / bonus repairs from events will not mysteriously remain at visited locations.
Fixed: Enemy boarders going on 'space walks' with strange pathing
Reverse Ion Field and Drone Reactor Augments fixed to display their correct values
Cloak meter correctly resets when jumping cloaked out of combat
Rockmen AI will no longer be 'scared' of fire, preventing repairs.
Can now remap options button without causing options screen to open
Shields only provide skill boost if an enemy is present
Restored defense drone drift after power off
Enemies will no longer power their missile weapons if they don't have missiles
Fixed: Repair progress would reset in some specific circumstances when taking damage
Fixed: Repair progress could reset when the system was limited by nebula/event
Jumping away from the boss midexplosion won't reset progress
Fixed: Ion lock rendering bug when you had locked systems adjacent to eachother
Rebel locations will continue to have enemy ships even after you've cleared them
Flagship will have the proper weapon visuals during its destruction
Zoltan energy is preserved correctly after loading a game
System order preserved in ship hangar screen
No longer plays oxygen loss sound effect when breaching empty rooms
Shields should properly repower in all situations after damage/ion effects
Store no longer autoopens on reload
Systems will properly repower after limits imposed by events disappear
Minor text fixes
Minor rendering bug fixes
Bombs can no longer miss when targeting yourself
Enemy boarding drones are destroyed when the enemy ship is defeated
Maps will no longer have disconnected beacons, everything will be accessible
Hull Missile cost down to 65 from 75.
Shield system cost down to 125 from 150.
Heavy Laser I cost down to 50 from 55.
And finally: bonus, never seen before, new bugs added with all of this new content!
Enjoy, everyone! :)
I don't think this update needs any introduction but in case you think it does then here we go:
Starting now, FTL: Faster Than Light is now FTL: Advanced Edition!
Changes and oh boy are there tons of them! :D
This list is not comprehensive. It was not kept in great detail over the development, but still
captures the vast majority of polish changes and content additions provided.
Polish / Modifications Considered general improvements that apply to both Vanilla and
Advanced Edition versions of the game.
Weapon Depower Delay After removing or losing power a weapon will quickly lose its charge
over time rather than immediately lose all charge.
Additional Music: Ben Prunty has added four new tracks, one of which is only heard within the
Advanced Edition Lanius sector.
New Events: New event scattered throughout the game, some penned by Planescape writer
Chris Avellone.
Additional manning options: Doors and sensors can be manned to provide a +1 level boost to
the system. Systems redesigned to 4 levels of power instead of the previous 3. Sensors at level
3 show the player the cooldowns of enemy weapons, while sensors at level 4 show the power
bars.
Store Tabs: Stores can now have an additional tab, often increasing the amount of
equipment/crew sold by 50100%.
Human change: Humans are 10% faster at learning skills
Zoltan change: Zoltan explode on death, causing damage to nearby enemies
Boss redesign: The Flagship and the player start a couple jumps from the base. If the flagship
gets to the base, it is not instant gameover. The player has a countdown to fight it back.
Save & Quit anywhere: Midbattle or even midevent, you can save & quit whenever. Closing
the game in other means (the window X) also saves the game.
Crash Recovery: You will be able to continue a game after a crash, usually at one jump prior to
the crash. Ideally this is never actually needed.
Reward boxes: New reward boxes show resource changes, weapon/drone visuals, and any
gained (or lost) crew
Crew colors: Crew sprites now have multiple colors available.Rename mid game: Rename any crewmember from the Crew Manifest screen
Shield recharge bar: Explicitly shows the recharge time on your shields
Random ship button: Select a random ship from the hangar.
Drone Reconstruction: If a drone is destroyed, there is a cooldown before it can be used
again preventing enemy from spamming boarder drones
Drone AutoDestruct: Battle drones left on the player ship after a fight will selfdestruct, no
longer creating an annoying obstacle to destroy.
Saving Crew Positions: Hot keys and on screen buttons available to save and restore crew
stations.
Federation Ship’s Cloaking: Federation Cruiser can obtain the cloaking system (or any other
systems, up to the now standard limit of 8)
Enemy pirate layouts: Pirate ships have completely new layouts for every enemy ship.
Minor tuning / balance: Changes to enemy AI, event rewards, stalemate prevention etc.
Minor UI changes: “In Danger” message on Ship button when unavailable and other small
modifications to make the game more user friendly
Additional Content Only present when the Advanced Edition content toggle is enabled within
the player hangar.
Four new systems:
Hacking: Launch a hacking drone to periodically disrupt an enemy system unique effect for
every system.
Mind Control: Temporarily turn an enemy into an ally
Clone Bay (Replaces Medbay when purchased): Crew are cloned on death, losing some skill
progress. Can't heal mid battle, but microheal on every jump.
Backup Battery: Provides temporary power
Weapon Stun Many weapons have a chance to stun crew that they hit in advanced mode
Enemy ship variations: Every enemy ship now has alternate system distribution, many of
which take advantage of the new systems mentioned above.The Lanius: New alien that is not hurt by low o2 and drains o2 from the room its in
New sector with entirely new events, new music track, and two new enemy ships (the Lanius
ships)
New player ships: Type C layouts for the 8 base player ships, plus an entirely new Lanius
cruiser with its own alternate layout and achievements.
New Weapons:
Laser Chainguns: Every time it fires, its cooldown decreases.
Ion Chaingun: Every time it fires, its damage increases.
Flak Guns: Less accurate, more potential for damage (Area targeting)
Charge Guns: Can charge multiple times, adding more projectiles every time it charges
Repair Bomb: Fully repairs the system its fired at
Stun Weaponry: Minor ion damage along with guaranteed stun of enemy crew
New Drones:
Ion Intruder: Boards enemy ship and ions systems randomly
Shield Drone: Charges a green energy shield to defend the player
AntiDrone Drone: Shoots down enemy drones attacking the ship
New Beam Drones: A fire beam drone, and an advanced version of the standard Beam Drone
New Environments:
AntiShip Battery: Attacks the player ship, enemy ship, or both depending on the event. Present
at every rebel fleet location.
Pulsar: Ionizes any ship’s shields and possibly other random systems
New Augments:
Lifeform Scanner: Detects the location of life forms, even when sensors are down.
Zoltan Shield Bypass: Allows teleporting and mind controlling through Super Shields
Defense Drone Scrambler: Completely disrupt any targeting by enemy defense drones
Backup DNA Storage: Crew won’t be lost if they die when the cloning bay is off.
Battery Charge Booster: Backup battery’s lock time is halved.
Emergency Respirators: Crew take half damage from low o2.
Fire Suppression: Automatically put out fires throughout the ship
Explosive Replicator: Missile based weapons have a 50 percent chance of not using a missile
Distraction Buoys: Leaves a false signal at sector start to delay rebels 1 jump
Hacking Stun: Adds a stun effect to the hacking activated power
Bug/Misc Fixes:Enemy ships are much less likely to have 2 of the same drone.
No more comma differences between the text of the marooned slug (sorry /u/Twinge).
Alternate blue choices to unlock the Mantis Cruiser
Ion Bomb cooldown increased to 21 from 18
Automated Reloader benefit decreased to 10% from 15%.
Added an animation when fires get put out.
Hull damage / bonus repairs from events will not mysteriously remain at visited locations.
Fixed: Enemy boarders going on 'space walks' with strange pathing
Reverse Ion Field and Drone Reactor Augments fixed to display their correct values
Cloak meter correctly resets when jumping cloaked out of combat
Rockmen AI will no longer be 'scared' of fire, preventing repairs.
Can now remap options button without causing options screen to open
Shields only provide skill boost if an enemy is present
Restored defense drone drift after power off
Enemies will no longer power their missile weapons if they don't have missiles
Fixed: Repair progress would reset in some specific circumstances when taking damage
Fixed: Repair progress could reset when the system was limited by nebula/event
Jumping away from the boss midexplosion won't reset progress
Fixed: Ion lock rendering bug when you had locked systems adjacent to eachother
Rebel locations will continue to have enemy ships even after you've cleared them
Flagship will have the proper weapon visuals during its destruction
Zoltan energy is preserved correctly after loading a game
System order preserved in ship hangar screen
No longer plays oxygen loss sound effect when breaching empty rooms
Shields should properly repower in all situations after damage/ion effects
Store no longer autoopens on reload
Systems will properly repower after limits imposed by events disappear
Minor text fixes
Minor rendering bug fixes
Bombs can no longer miss when targeting yourself
Enemy boarding drones are destroyed when the enemy ship is defeated
Maps will no longer have disconnected beacons, everything will be accessible
Hull Missile cost down to 65 from 75.
Shield system cost down to 125 from 150.
Heavy Laser I cost down to 50 from 55.
And finally: bonus, never seen before, new bugs added with all of this new content!
Enjoy, everyone! :)