Bugs patch - 1.03.3

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Fusha
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Re: Bugs patch - 1.03.3

Post by Fusha »

Had a fire (?) occur on an auto-assault ship. Couldn't actually see it, but I partially damaged its shields, and then it randomly went from partial damage to full damage, and that's why I think it was due to a fire.. Was in a nebula, shot them with a Burst Laser Mark II.
Dontmindme
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Re: Bugs patch - 1.03.3

Post by Dontmindme »

Fires can start in an airless space (not sure if that is intended, just the way the game has been working), its just that they will usually go out before doing any additional damage. It could be possible your hits started a double fire and that might be enough to do a point of damage before the low oxygen puts them both out.
MoD1982
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Re: Bugs patch - 1.03.3

Post by MoD1982 »

Sounds like an awesome lil update. Half of those I didn't even realise were issues as I hadn't tried to break the game enough to find them, but it's also very reassuring to see that the Crystal ship is almost within reach of those whom aren't favoured by the RNG! :D
966socho
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Re: Bugs patch - 1.03.3

Post by 966socho »

Dontmindme wrote:Fires can start in an airless space (not sure if that is intended, just the way the game has been working), its just that they will usually go out before doing any additional damage. It could be possible your hits started a double fire and that might be enough to do a point of damage before the low oxygen puts them both out.
It can, I've done it with two Fire Beams once.
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5thHorseman
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Re: Bugs patch - 1.03.3

Post by 5thHorseman »

You can even destroy an automated ship with a single fire beam, but it takes a LONG time. With 2 beams, staggered, it's actually not that tough. Assuming of course you have an ion to keep the shields down.
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Twinge
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Re: Bugs patch - 1.03.3

Post by Twinge »

Alright, been using the beta patch for the last several weeks and I've scoured the event files for a balance mod I'm working on. Here's the outstanding issues I've found:

* 'Show Beacon Connections on Hover' should be enabled by default. In the past couple weeks I've told over a dozen people about it who didn't know it was an option and much preferred it being on.

* Bombs you fire should not miss your own ship. This is especially true for Healing Burst, and even moreso for out of combat situations. It's very silly to be using the Stormwalker and try to heal your crew between combats with a Healing Burst only to watch it miss and waste a missile.

* Reverse Ion Field states a 20% effect, but is actually 15%. (I would suggest buffing this item significantly anyway, but at the very least the text should be accurate.)

* Drone Reactor Booster states a 50% effect, but is actually 25%.

* If possible, Stealth Weapons should be set to rarity=0 for the Federation Cruiser.

* The FUEL_ON_SLUG_OVERPRICED event gives you an option to pay 50 scrap for 5 fuel, but actually gives you 10 fuel.

* The 'Leave your crew member behind' option for the CRYSTAL_HELP_DIG event doesn't correctly make you lose a crew member. These two bugs are also highlighted in the links below.

* There are still several cases of missing punctuation/etc. in the event texts. Here's the changes so far (this also includes some balance and phrasing tweaks I've made that you might consider): http://diffchecker.com/5f0nasoh -- events ; http://www.diffchecker.com/muqxfokj -- events_boss ; http://www.diffchecker.com/q07xoeek == events_crystal ; http://diffchecker.com/o3tqkhuh -- events_engi ; http://diffchecker.com/lozddthz -- events_mantis ; http://diffchecker.com/kiliitg0 -- events_nebula ; http://diffchecker.com/whm4vv03 -- events_pirate ; http://diffchecker.com/xkqufp3e -- events_rebel ; http://diffchecker.com/7drap9ap -- events_rock ; http://diffchecker.com/djdrprr7 -- events_ships ; http://diffchecker.com/vln9jsw8 -- events_slug ; http://diffchecker.com/fnjhr98r -- events_zoltan ; http://diffchecker.com/b6pccjlb -- newEvents ; http://diffchecker.com/tj7svnd8 -- tooltips ; http://diffchecker.com/wlvyrngq -- blueprints


* If an enemy crew member dies on the Flagship right before you defeat a phase, they don't die and are revived for the next phase.

* For enemy ship health bars, the hump that should be indicating 10 health occurs after 11 health instead of after 10 health.

* Jumping away from enemy ships that are about to jump and warn the Rebel fleet results in them not warning the Rebel fleet; this makes no logical sense.


Non-bug Recommendations:

* Beacons that are unsafe to visit should flash if they are about to go under Rebel control, just as they do in The Last Stand. This removes any ambiguity if a beacon right on the line is safe or not.

* With the shield bug fixed, consider reducing the experience required to train a crewman in shields slightly. There's still ample opportunity to max it in easy combats if a player is so inclined, but playing normally it tends to level slower than other skills do.
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5thHorseman
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Re: Bugs patch - 1.03.3

Post by 5thHorseman »

I agree with every one of these except:
Twinge wrote:* Jumping away from enemy ships that are about to jump and warn the Rebel fleet results in them not warning the Rebel fleet; this makes no logical sense.
I like it how it is now, a race to jump away first. If you win that race you win not being caught. By your logic, any result other than destroying them should mean the rebels are warned of your location which doesn't see as fun :)
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Matthew
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Re: Bugs patch - 1.03.3

Post by Matthew »

I'll address your issues point by point. Very thorough and very good observations, thanks for taking the time. I won't address your diff links at the moment as I don't have the time to go through them right now. I'll check them out when I have a chance.
Twinge wrote:* 'Show Beacon Connections on Hover' should be enabled by default. In the past couple weeks I've told over a dozen people about it who didn't know it was an option and much preferred it being on.
That option was added by popular demand but is not endorsed by either Justin or I. I've gone into it in some depth in other posts so I won't give an overly long explanation here. We designed the game with the intention to keep connections vague and include it as a risk factor when deciding your route. So I prefer it kept off by default.
Twinge wrote:* Bombs you fire should not miss your own ship. This is especially true for Healing Burst, and even moreso for out of combat situations. It's very silly to be using the Stormwalker and try to heal your crew between combats with a Healing Burst only to watch it miss and waste a missile.
This is a common complaint that I've personally gone back and forth on. We'll consider it.
Twinge wrote:* Reverse Ion Field states a 20% effect, but is actually 15%. (I would suggest buffing this item significantly anyway, but at the very least the text should be accurate.)

* Drone Reactor Booster states a 50% effect, but is actually 25%.
Did not know that. Thanks!
Twinge wrote:* If possible, Stealth Weapons should be set to rarity=0 for the Federation Cruiser.
We try not to make the universe change because you're flying a certain ship. The world doesn't revolve around you :-P
Twinge wrote:* The FUEL_ON_SLUG_OVERPRICED event gives you an option to pay 50 scrap for 5 fuel, but actually gives you 10 fuel.

* The 'Leave your crew member behind' option for the CRYSTAL_HELP_DIG event doesn't correctly make you lose a crew member. These two bugs are also highlighted in the links below.
Thanks! I'll get them fixed
Twinge wrote:* If an enemy crew member dies on the Flagship right before you defeat a phase, they don't die and are revived for the next phase.
Odd, I'll check it out.
Twinge wrote:* For enemy ship health bars, the hump that should be indicating 10 health occurs after 11 health instead of after 10 health.
Can't say that ever bothered me...
Twinge wrote:* Jumping away from enemy ships that are about to jump and warn the Rebel fleet results in them not warning the Rebel fleet; this makes no logical sense.
We like that it gives an alternative escape from the situation. From a lore perspective, perhaps if you're so quick at jumping then any information the drone provides is out of date and worthless.

Non-bug Recommendations:
Twinge wrote:* Beacons that are unsafe to visit should flash if they are about to go under Rebel control, just as they do in The Last Stand. This removes any ambiguity if a beacon right on the line is safe or not.
The flashing in the Last Stand is because of the random nature of that sectors take over. Again, I prefer ambiguity in situations like these, but we can consider it.
Twinge wrote:* With the shield bug fixed, consider reducing the experience required to train a crewman in shields slightly. There's still ample opportunity to max it in easy combats if a player is so inclined, but playing normally it tends to level slower than other skills do.
I've noticed the slower increase in Shield skills as well and it's a valid suggestion. On the list for consideration :)
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The Captain
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Re: Bugs patch - 1.03.3

Post by The Captain »

(Bombs missing your own ship) is a common complaint that I've personally gone back and forth on. We'll consider it.
It's one thing to say you can miss from point A on your moving ship to point B on an evading enemy ship, but on your own ship the orientation between points A and B remains the same, so how can you miss? Unless you want to insist that Mr. Murphy says there's a 1% chance of missing (maybe only in combat, or higher % in combat?). :o
Gaming
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Re: Bugs patch - 1.03.3

Post by Gaming »

Matthew wrote:
Twinge wrote:* 'Show Beacon Connections on Hover' should be enabled by default. In the past couple weeks I've told over a dozen people about it who didn't know it was an option and much preferred it being on.
That option was added by popular demand but is not endorsed by either Justin or I. I've gone into it in some depth in other posts so I won't give an overly long explanation here. We designed the game with the intention to keep connections vague and include it as a risk factor when deciding your route. So I prefer it kept off by default.
Twinge wrote:* Bombs you fire should not miss your own ship. This is especially true for Healing Burst, and even moreso for out of combat situations. It's very silly to be using the Stormwalker and try to heal your crew between combats with a Healing Burst only to watch it miss and waste a missile.
This is a common complaint that I've personally gone back and forth on. We'll consider it.
How about adding these options under a new "Difficulty settings" tab?
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