Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just activated a steam card and I am keen to play it! =D
What? Our OP just missed the Christmas Sale whereby FTL was 75% off.
The biggest discount on bundles I got was 99% off.
$60 -> 60c :P
So yep, sales are coming! Maybe not 99% off for FTL, but it seems to hang around 75% off FTL...
-75% off right now!
>Jumps away
Added a quest marker to your map!
where's FTL multiplayer so I can pvp you
"Your ship arrives near the marked coordinates, but the necromancer's ship is nowhere in sight."
1. Scan the area for the Necromancer, or any evidence that may lead you to his location.
2. Contact the local starbase and ask if they know where the Necromancer has gone.
3. Hire a local mercenary group in the area to help search for the Necromancer. [-45 Scrap]
4. (Engi Crew) Divert power from weapons to boost your scanners and check priority zones first.
5. (Hacking) Attempt to hack a nearby satellite and check it's logs. [-1 Drone Part]
> 3
The mercenary's fee is extortionate yet you're prepared to pay for the assistance of others. Of course, they're not known for their trustworthiness; still, it's a risk you're willing to take.
1. Continue...
> 1
A little while later, the search has proved so far fruitless. You could just let them search longer, but the Rebels aren't far behind you....
1. This necromancer can wait, we need to stay away from these Rebels.
2. Let them continue their search.
3. (Drone Control) Use drones to speed up their scouting. [-2 Drone Parts]
4. (Zoltan) Overcharge their sensors to speed up the search.
5. (Long-Ranged Scanners) Participate in the search yourself.
> 3
You contact the commander of the mercenary outfit and explain that time is getting short, but you have an idea for how to speed up the search using some spare drone parts.
1. Continue...
> 1
The mercenary commander replies, "You sir, are a bloody fool, but our engineers are willing to work with you on this. However, they do mention that it's a fairly risky plan, and you haven't paid us enough to risk our ship."
1. Pay the mercenary extra for them to attempt to use the modified drones. [-15 Scrap]
2. Attempt to use the modified drones yourself.
3. Accept that the risks are too great, and move on with your mission.
4. (Defence Drone) Rig a defence drone to terminate the modified drones if something goes wrong. [-1 Drone Part]
5. (Mind Control) Convince the mercenary to use the drones.
> 5
You quietly power the mind control system whilst talking to the commander. He pauses mid-sentence and then replies "Of course we'll be willing to help you. I'll get our engineers to use these drones." He disappears from the vidscreen. You hear yelling in the background, and shortly after you hear the distinct sount of a teleporter - evidently some of their engineers are less than willing to help you out.
[2 Engi board your ship]
1. Continue...
The mercenary commander re-appears on the vidscreen. "I'm sorry about those rogue engineers but the rest of them are willing to help you out." A little while later, an airlock bay opens and your newly created drones fly out.
1. Continue...
Your drones return and shortly after the captain appears on the vidscreen. "Well, we've found this ship you're looking for... but we've also got these drones..." The vidscreen abruptly cuts off and you detect their ship's power increase!
[Fight a Pirate Ship with no weapons system but assorted Combat Drones]
(After destroying enemy ship)
From the rubble you're lucky to find what you're looking for; the necromancer's data. It seems they had cut power to all non-vital systems and helped participate in the mercenary's "search." They must have jumped away during the fight when you were too occupied to notice. However, you've got their FTL navigation data from their commander's computer, but it's a little corrupted; you're not quite sure which of these two beacons it's referring to.
[You gain a medium amount of scrap and resources]
[You gain the augment: Advanced FTL Navigation]
Added a quest marker to your map!
[Adds a second, dummy, quest marker]
(After killing enemy crew)
With all the enemy crew disposed of, you're free to search the enemy ship. You quickly find what you were looking for; the necromancer's data. They'd participated in the "search" for this ship and had jumped off during the fight; but their location is easily traceable from the data. Your crew are also able to find a fully functional drone schematic!
[You gain a low amount of scrap and a random Drone Schematic]
Added a quest marker to your map!
1. Continue...
Arriving at the beacon, once again the Necromancer's ship isn't apparent. Worried that he got away again, the scanners reports a ship not too far off, as well as some wreckage. It looks to be remains from a battle.
1. Continue...
Approaching the location, detailed scans of the wreckage seems to match the Necromancer's ship. The other ship it touting federation markings, a deep-space cruiser not unlike yours. Shortly after visual contact is made, they hail your ship on a standard federal fequency, "Aha, good to see a friendly face out here. This other ship came in with guns blazing, but we managed to take them out, no problem. Now, if you don't mind, we well be on our way..."
1. Accept this is the end of your chase, and bid the captain fairwell.
2. Demand they hold position until you have located the remains of the Necromancer.
3. (Hacking) Send a encrypted handshake transmission to their ship to check if they're legitimate.
4. (Slug Crew) "Something doesn't feel quite right about this captain..."
5. (Advanced Sensors) Run a deeper scan of the wreckage and the federation ship.
> 4
"You keep the "Federation" commander occupied with some small talk about your mission; you're careful not to give anything away. This buys you enough time for your Slug to enter his mind trance. He pulls you aside for a word; "These aren't humans... they're not even aliens... they're undead." You put additional power into sensors and see that their ship is entirely devoid of oxygen. This must have been the Necromancer's final act! Your smooth talking has stopped them noticing that you've put power to your weapons; you could get the first shot off.
1. Shoot the engines.
2. Shoot the weapons.
3. Shoot the shields.
4. (Advanced Weapons) Shoot everything. [requires 7+ weapon power]
5. (Automated Reloader) Shoot everything.
> 5
While detailing your exploits in perilous Rebel-controlled territory you're able to give a fire order to your crew. The "Federation" commander's response is immediate. "What!?" he shouts. "Since when could Federation not trust another? You leave me no choice!" You detect the typical signs of a power surge but your devastating blast has destroyed their reactor!
[Fight an enemy ship with reactor power reduced to half, no oxygen, and solely Lanius crew]
1. Continue...
(On destroying enemy ship or defeating enemy crew)
You put power into scanners to examine the remains; perhaps you can find something more. You're so engrossed you only register an incoming ship when it's gotten into weapons range; it's the Necromancer! He's somehow survived this fight! "Hahah!" he yells on the com. "I am the dread necromancer Anarcher, prepare to die!" You hear the distinctive sound of a four-person teleporter aboard your ship!
[You are boarded by 4x Lanius]
[Fight a ship with the Necromancy Beam; an Anti-Bio beam that pierces all shields]
1. Continue...
(time passes; perhaps tied to 1 enemy hull damage)
You hear his taunts over the comm. "I thought I'd necromance those poor Federation fools that happened to be passing by as something to wear you down first; not that I'm not up for a fight, of course!"
1. Continue...
(time passes)
Another taunt comes across the audio: "Of course, this was all after hiding around in those mercenaries, hahah; you didn't find me there before I'd long gone!" You hear the rattling of more boarders on your ship."
[You are boarded by 2 random enemies]
1. Continue...
(When hull is low)
Strangely, you hear no taunt from Anarcher; he's putting his power into engines to get out of here! You must finish him!
1. Continue....
(On destroying enemy ship or killing all enemy crew)
You breathe a sigh of relief. That's the last of the Necromancer over. Investigating the wreckage, on their main computer (which somehow survived the explosions), you find logistical data for an entirely new type of ship - the Necromancy Cruiser! This would be a powerful addition to the Federation. The ship isn't far from here, and it couldn't hurt to stop by....
[Gain a medium amount of scrap and resources]
Added a quest marker to your map!
1. Continue....
You arrive at the co-ordinates specified to find a vast abandoned hangar. Inside is a sleek ship almost ready to fly, though some things are clearly incomplete. Regardless, in its current state you program in the Federation command co-ordinates and hope this powerful technology makes it there safely. Extra equipment can be found in the cargo bays on the side of the hangar; among the piles of junk you find a second Necromancy Beam. An experimental zap on a lifeless being nearby produces something you'd be proud to admit to your motley crew! Looking around further, you could probably use these yards to patch your ship up...
(You recieve a high amount of scrap and resources)
(You recieve the Necromancy Beam)
(You recieve a random weapon)
(You recieve a Lanius Crewmember)
(You recieve a random augment)
(You unlock the Necromancy Cruiser)
1. No time for repairs, the Rebels have gained on us this whole time.
2. Stay and repair the ship.
3. (Hull Repair Drone) Speed up the repairs.
> 2
It's not too difficult, though time consuming, to get the construction yards to repair your ship. You're not idle during the procedure and manage to pick a couple more choice parts from the hangar before getting ready to leave.
(You recieve a low amount of scrap and resources)
(Rebel fleet pursuit doubled for 1 jump)
(Hull repaired by 15 points)
1. Continue....
P.S. can somebody please make a mod of this?