Some of it is a bit "bright" for background, but overall it looks really nice and fits the game well. The background mod is awesome - I've been using that almost since it came out. Yeah, I went from beating it most of the time to getting trashed before the boss the first time I seriously played this - I think a few sectors before too. The new nebular background and the city planets need some getting used to imo but it's pretty. The Better Planets and Backgrounds mod is a neat addition to the CE mod too. Furthermore I'm more frequently running out of fuel now, but maybe that has been just bad luck so far, dunno. Especially some of the new missile launchers are very mean. :D That's a good thing though as it makes me consider emergency jumps more often and the game becomes more desperate overall as well. It gives FTL a whole lot more variety and surprises, but it seems it's also a lot harder than the base game. Drones that can shoot down other drones seems like an odd omission from this game. One thing this game needs - and modding can't do it AFAIK - is anti-drone drones. Not just because it doesn't quite work given the limitations of modding, but it doesn't quite fit in my view. The only thing I don't really like is the trading. Normally I'd get so many I have to reject about 2 or 3 by the end, whereas this time that only happened because I created some. Now that you mention it, there was a distinct lack of extra crew (that I didn't create myself). Well almost - they have 50 health so they drop like flies. This one allows you to create your own crew from scrap, which is pretty cool - and negates not getting enough. So far I've only had a chance to play it properly once, and I chose the second Engi ship which I normally never play. The extra variety in drones, the space stations, and the augments spring to mind as especially cool. Yes, definitely gives it more variety and allows for more/different strategies, but at the same time doesn't drastically change the core idea/gameplay, which is why it's the only mod I've ever played properly (apart from background graphics mods). You don't pick up free crew as easily, so have to consider reserving scrap to hire at stores or stations. Yes, it's harder than vanilla, but that's a good thing, IMO. LordAvalon: Captain's Edition is awesome. I haven't had a chance to try it out yet - just thought I'd share in case others are in the same boat and wanted something to tide them over until the Enhanced Edition comes out.Īt any rate, I assume someone on here has already found this and tried it long before I posted this? If so, what are your thoughts on this mod? It might be a while before I get a chance to dive back into FTL, but wouldn't mind people's opinions of how good this is gameplay/balance wise. Some of which sounds similar to the Advanced Edition features.Īt any rate, I don't know how the hell I managed to overlook this until now - the current version has been out since mid 2013. So it appears to be have the amount of new content one would expect from a total conversion mod, yet it appears to still stick to the original FTL in terms of goals and gameplay - just adding lots of juicy stuff. using things the enemy uses on you, such as hacking life support systems). While salivating over the up-coming awesomeness that will surely be the Advanced Edition, I came across the FTL Captain's Edition:įull details at the link, but in summary it adds new sectors, new ships, new tactics (apparently) for the enemies, new weapons, new drones (28 different types!), space stations (basically massive ship hulls that don't move with lots of weapons and high hull - can be boarded and/or destroyed), new augmentations (including one that allows manufacturing missiles on the ship at an empty beacon!), and a trade system (currently kludged into the existing framework, so need to resist exploiting it), plus larger/more numerous/more deadly rebel fleet (that is apparently REALLY deadly now if they catch up to you), lots of new events, and some other abilities (e.g.
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