Stellaris

Stellaris

FTL Redefined
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Update: May 28 @ 7:27am

1.4.1

> Released a fix for civilian ships in existing saves losing their hyperdrive slots

Update: May 27 @ 7:56pm

Well, I did a bit of a whoopsie and uploaded the 3.14 files instead of the 4.0 ones... that's fixed now.

Update: May 25 @ 10:26am

1.4.0:

> Initial 4.0 release. Support for vanilla bioships has been added, and higher tier hyperdrives added for bioships.

> Also a bit of reworking of the UI, as well as allowing for customisation of FTL speeds rather than being limited to pre-set options.

Update: Apr 6 @ 3:40pm

Somehow April Fool's mode snuck itself back on by default, whoops! Small patch just to fix that.

Update: Apr 6 @ 8:23am

1.3.0

> No longer requires overwriting hyperdrives in order to function

> Added support for the jump drive and psi jump drive - jump drive has a base hyperlane travel time of 5 days, psi jump drive is instant

> Custom hyperdrive tooltips now also dynamically display the correct windup days, not just hyperlane days

> Rewrote many internal checking functions to be more accurate and have less performance impact

Update: Apr 2 @ 2:23am

> Disabled April Fool's mode :)

> It can be turned back on in the menu still for now

Update: Mar 31 @ 10:06pm

> 1.2.0

> A complete rework of the FTL system!

> In an attempt to enhance realism, faster than light travel is no longer possible

> Ships will now travel hyperlanes at varying speeds depending on the tier of thrusters they have equipped, varying from 50 years down to 15 years

> Hyperdrives have been replaced with cryogenic systems, allowing the user to speed up time significantly while waiting for ships to arrive in a system

> Micro Wormhole Drives have instead been replaced with planetary Micro Wormhole Generators, which open temporary rifts to alternate, resource rich realities and briefly allow near infinite production of a random resource





> Okay all of the above was a lie - look at the date! However, I DID implement an April Fool's easter egg (it doesn't affect gameplay and can be disabled, don't worry).

> This'll remain as a toggleable option after April Fool's, disabled by default, cause honestly I think it's fun

Update: Mar 26 @ 11:15pm

1.1.13

> Added a system to check for missing companion mod dependencies, to prevent people forgetting them and experiencing issues

> Fixed a bug causing the subspace drive to have no cost or power consumption

> Fixed some localisation inconsistencies

> Added localisation for all languages - it's all in English, sorry, I'm just a dumb Brit, but it now at least shows English text rather than localisation keys

> Fixed a little more annoying error log spam!

Update: Mar 25 @ 3:04pm

1.1.12

> Fixed a bug causing the mod menu to open every time a save was loaded, rather than only on new game

Update: Mar 25 @ 9:53am

1.1.11

> Complete menu overhaul! It now looks visually better and has plenty of settings tabs to use in future. Currently the only extra setting is one related to the companion mod Subspace Drives Expansion.

> Made the menu usable only by the host of a game, rather than every player

> Prevented FTL speed settings from being changed more than 10 years into a multiplayer game (singleplayer games still have no limit)

> Increased volume of the ships starting moving sound effect as I made it TOO quiet in an attempt to make my custom SFX audible