Shortest Trip to Earth

Shortest Trip to Earth

View Stats:
WarStalkeR Sep 27, 2019 @ 9:41pm
[MOD] Fight For Universe: Bleeding Edge
Fight For Universe: Bleeding Edge is a mod that extends original Shortest Trip to Earth in many different ways. Gameplay was changed considerably, new features that game never had, were implemented and some original features that were not used (such as reactor overcharge) were re-implemented back. Mod currently in beta release, which means that I've implemented everything I wanted, but there are still some bug fixing and balancing issues that might arise.

https://www.youtube.com/watch?v=vgqHonXnDy4

Bleeding Edge Features
  • Total Gameplay Rebalance - every ship, module and crew-member got their stats and parameters changed, categorized, specialized and assigned specific role.
  • Tactical Space Battles - with rebalance of all space battles between ships became slow paced and more profitable. Now you have time to send boarding parties while sipping tea.
  • Modules Specialization & Roles - every module type is specialized and assigned strict category and role. No more useless module types.
  • Module Reverse Engineering - Research Laboratory modules are no longer just credits/xenodata generators. They are needed if you want to make discovered modules craftable. To track your reverse engineering progress and queue, hover over the research icon at Economy panel (that is under Resources panel).
  • Crafting Research Progression - The more research progress you will make, the greater chance you will get to craft module with higher tier. Also boosted a little by scrapping modules. To track your research progress, hover over the research icon at Economy panel (that is under Resources panel).
  • Dynamic Module Tiers & Stats - Module tiers can very from MK-I (default stats) all the way to MK-X (end of the line top stats). Tiers of modules sold at stations depend on sector number. Tiers of modules installed on enemy ships depend on sector number and your research progress. Tiers of modules craftable by you depend only on your research progress.
  • Intact/Damaged Modules Looting - Every non-destroyed module from enemy ships has 85% chance to be looted by you. So extermination of enemy crew to leave ship intact became very profitable. Also, please do remember that all crew members were rebalanced too.
  • Extensive Module Information - When you will hover your mouse over modules in crafting list or over the top-left corner (icon) of selected module data panel, you will get exact module stats and parameters.
  • Extensive Mod Configurability - Module has external INI configuration file that will allow you edit all kinds of multipliers and settings to make your life easier (or even unlock all modules for crafting), if you find it too hard. Default mod config file location: %userprofile%\AppData\LocalLow\Interactive Fate\Shortest Trip To Earth\ModsConf\FFU_Bleeding_Edge.ini

Installation Instructions
https://steamcommunity.com/sharedfiles/filedetails/?id=2465282011
Post Scriptum:
  1. Exact information about all settings and multiplier in mod's configuration file can be found here: https://discordapp.com/channels/326634285614497804/618775735922065418/618817112366120976
  2. Full source code in case if you like to abuse yourself is here: https://github.com/WarStalkeR/FFU-BE
  3. Iceberg Interactive Official Discord (with STTE's modding channel): https://discord.gg/iceberginteractive
Last edited by WarStalkeR; Jun 19, 2023 @ 3:10am
< >
Showing 1-15 of 59 comments
WarStalkeR Sep 27, 2019 @ 11:02pm 
Updated to 0.8.1.8.
Shiro Sep 28, 2019 @ 12:25am 
what are reimplemented unusued features?
WarStalkeR Sep 28, 2019 @ 2:50am 
Originally posted by Shiro:
what are reimplemented unusued features?
Reactor overcharge.
Shiro Sep 28, 2019 @ 6:02am 
Originally posted by WarStalkeR:
Originally posted by Shiro:
what are reimplemented unusued features?
Reactor overcharge.
so "features" are just one feature, being reactor overcharge?
also, I understand you might be completely oblivious to that but... I still don't get what is reactor overcharge
WarStalkeR Sep 28, 2019 @ 8:27am 
Updated to 0.8.2.0.
WarStalkeR Sep 28, 2019 @ 8:30am 
Originally posted by Shiro:
Originally posted by WarStalkeR:
Reactor overcharge.
so "features" are just one feature, being reactor overcharge?
also, I understand you might be completely oblivious to that but... I still don't get what is reactor overcharge
Reactor overcharge is one of the features. And it allows you to overclock the reactor to increase power output for a certain of time at risk of malfunction, EMP overload and starting fire hazard.

Another feature is active biological payload. Now a couple of biological nukes (yep, now nukes have their own classifications and categories too) drop living creatures at enemy ship on impact that can be used to munch on enemy crew and then "expire" after some time.
WarStalkeR Sep 28, 2019 @ 10:05pm 
Updated to 0.8.2.5:
- Crafting resource package from Resource Panel via "CRAFT PACK" button consumes full costs instead of meager surplus.
- Now on game start player receives additional resources and credits (in future additional crew will be added too).
- Minor mod's bug fixes and improvements.
Last edited by WarStalkeR; Sep 28, 2019 @ 10:05pm
WarStalkeR Sep 28, 2019 @ 10:52pm 
Updated to 0.8.2.7:
- Now mod configuration file on creation contains "default" crew types that will spawn at each ship type on new game start.
- Moved "xenoIntruderIDs" list from permanent storage to playthrough storage.
Last edited by WarStalkeR; Sep 28, 2019 @ 10:53pm
deathmage390 Sep 28, 2019 @ 11:05pm 
hmm, interesting has anyone tried this mod yet?
WarStalkeR Sep 28, 2019 @ 11:12pm 
Updated to 0.8.2.8:
- Fixed exploit where scrapping resource packs allowed player to increase research progress for free.
Last edited by WarStalkeR; Sep 28, 2019 @ 11:12pm
WarStalkeR Sep 28, 2019 @ 11:13pm 
Originally posted by deathmage390:
hmm, interesting has anyone tried this mod yet?
In discord people even helped me testing it from version 0.1.0.0.

If you finished original game, try it out :)
Last edited by WarStalkeR; Sep 28, 2019 @ 11:17pm
deathmage390 Sep 29, 2019 @ 4:40pm 
ok, i'll try it out when i finish the game (on blue blob now, and only have to go back for nuke runner at some point) the research thing and upgrading modules looks good.
WarStalkeR Sep 29, 2019 @ 10:00pm 
Updated to v0.8.3.0:
- Now warp travel also increases research and reverse engineering progress, but with only 80% of active labs efficiency.
- Rebalanced Sub-Light Engines: considerably reduced their speed, since FTL/Warp travel now also generates research.
WarStalkeR Sep 30, 2019 @ 2:01am 
Updated to v0.8.3.2:
- Now enemy ships health points scale along with player's and sector's tech level.
- Made all projectile weapons (except Plasma) interceptable by CIWS.
WarStalkeR Sep 30, 2019 @ 2:39am 
Updated to v0.8.3.4:
- Enforced crew health points maximum limit to 99.
- Research progress generated from scrapping artifact modules is increased by 10 times.
Last edited by WarStalkeR; Sep 30, 2019 @ 2:39am
< >
Showing 1-15 of 59 comments
Per page: 1530 50