![]() Gaining supplies and fake-selling them was/is a nice way to "attempt" to balance out the added difficulty. The events that let you talk to your crew or replicate/create additional augmentations was a nice way to To let new crew access and repair it, making a once beloved vanilla-FTL strategy almost completely useless. With the obvious exception of the "improved" flagship, who's missile-launcher system now has doors Though, I'd say the addition of new ship designs and stations were one of my favorite added features of this Innately beefed up, which makes them more annoying, especially if you're doing an anti-crew run. Just command a station, and build it up to defend against attackers. ![]() I really wish there could be a mod where instead of running, you Running into a ship with stealth systems near the start gave me a big You play, even on the easiest difficulty. If you think it is, have fun losing literally every single game Isn't as important as saving the entire quadrant. Any good vanilla FTL player will tell you, thatĮvery last piece of scrap counts, and both you as a player, and the in-game scenario demand that you don'tīother with moral choices 80% of the time, because if you lose, the federation loses. Vessel race that enables me to do so without that side-effect. Haven't seen what happens if you "anger your crew" too much from pirating/murdering, because I use whichever The addition of an advanced moral-choice system was a real wtf-moment when I first saw it. The power usage, which can be extremely useful for late-game power conservation.Įvents/New enemy ships. Certain weapons seem to achieve almost the same damaging yield as un-modded weapons, but have half In the end, I found myself actually avoiding most of the "new" weapons in favor of the old, with the exception ofĪ few. Imagine if you took the lowest-level basic laserįrom an un-modded FTL, and then removed it's capability to damage systems, and crew. They are by far the absolute most useless weapon in the game. Even after a long series of playthroughs, I have never once found scatter lasers ever useful. Scatter lasers (only damages shield/hull, nothing else) While I casually waited for my lasers to recharge and repeat the process. One guy, use a single salvo to insta-kill one or two others, and hack their shields so I could cripple their weaponry, Slug cruiser, having anti-personnel lasers turned my ship into a long-standing death machine. Some weapons seemed useless at first, like the lazer weapons that only damage crew, but in a run with a Type-C Greater variation and selection between just how much firepower you want, new weapon types for more advanced Smaller/bigger weapons to add to the already-existing ones to give Here, I will explain bit by bit my experience, in a way that showcases both the pros and cons of the mod. The process of installing them was a bit strange, but after I'd saw and installed captain's edition (CE), I felt glee, seeing all of the A long-standing fan and player of FTL, after years of playing and beating it, I'd finally decided to look up mods.
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