Thank you to all of you that still continue to send in bug reports. I've been working on this patch for months as the final bugs trickle in and get reported. It's amazing what we're still finding 6 months after release! Along with the bug fixes, we've also put in a few very minor gameplay changes. The teleportation one is probably one of the most requested problems in the game.
As in the past, I'm going to start the patch on the Steam beta branch. This helps us make sure it's ready for the public so we don't waste anyone's time with bad updates. If you're a kind and generous soul (or you just want to make it slightly easier to finally get the Crystal Ship), please switch over to the beta branch and test it out. If you encounter any problems feel free to email me (email@example.com) or post on this GetSatisfaction
Access the patch:
Right click on FTL in Steam and select "Properties". From the "Beta" tab you can choose to opt into the Beta Builds. Put in the password "betapatch" (without the quotes) and press "Check Password" and it will download. You can revert back to pre-patch if something goes wrong by selecting None from that tab.
Change Log v. 1.03.3
-You can now retrieve crew from a room when teleporting even if they are shooting at a door or walking, limit of 4 per teleport
-If you're carrying the Crystal alien from the stasis pod, the Rock Homeworld map will start with the appropriate quest marker to for the beacon that leads to the Crystal sector
-The Crystal Lockdown bomb is now available as a drop (from enemies or in Stores) in Rock sectors
-Shield Skill will level up when the shields absorb a hit, not when they recharge. This prevents turning the shields on/off to level up.
-Fixed: Bug that would sometimes cause an enemy ship not to get hit by asteroids in an asteroid field
-Fixed: Bug gave double rewards after victory when player teleporter was broken and crew 'used the shuttle'
-Jumping will now immediately provide invulnerability to solar flares, incoming boarding drones, and beams
-Can no longer open the ship upgrades screen in hostile situations using the hot key
-If the boss is destroyed, at that point game over will be blocked and your victory is assured even if your ship is exploding.
-Blast Door health will properly regenerate on safe (no current boarders) jumps
-Boarding Drones will no longer be hit by projectiles after they've successfully landed
-Boarding Drones will no longer be destroyed upon Boss Ship Super Shield regeneration
-Waiting in a nebula will no longer remove the sensor dampening effect
-Fixed: Sometimes enemy boarders wouldn't pursue any targets and just stand around.
-Drones should no longer fly "into" the shields and fire past them.
-Dying crewmembers will stay dead if you Save & Quit + Continue. They will also remain unselectable and unmovable as soon as dying animation starts.
-Will no longer open the store / allow repair in the rare situation that you have 0 hull and should be dead
-Credits + Victory screen won't close if you accidentally tap a key - only escape will close it
-Missiles/lasers/asteroids/etc. will no longer collide with bombs since they are technically 'interior' objects
-The event where your crewmember goes crazy will have the correct race/name after going crazy
-You won't be able to waste your money choosing pointless repair choices at the repair station event
-Beam Weapons can now correctly cause breaches, but that will not come standard to current weapons to preserve balance so it's just for modders.
-Interior console glow fixed to display correct colors for crew levels
-Combat/Defense drones will properly trigger blue event options
-Drone / missile counts can no longer go negative
-Modding to have more than 4 shield bars will no longer make asteroids ridiculously terrifying
-Crew will no longer continue repairing a breach if the room is on fire, the fire will take the correct priority (as the animation shows)
-More grammar/typo fixes and minor animation/image polish
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Nice to see you guys working on FTL again =)
Have you considered implementing some balance fixes? E.g., it'd be nice to have equipment such as Reverse Ion Field, Repair Arm, and Defense Drone Mark II strong enough to actually be useful. Likewise with some of the expensive auxiliary ship upgrades like Lvl3 Medbay, Lvl3 Sensors, Lvl3 Pilot, etc.
I've been working on a rebalance mod myself, with the idea of improving the balance on the vanilla equipment in the game but probably not adding much (if any) new items to the game. I've still got a lot of testing and fine tuning left to do but I can share my initial plans if you're interested - would love to see these balance tweaks in the main game instead of a mod.
I got the furthest I have with the DA-SR12 largely due to the Repair Arm, and I often take it on any ship if I'm trying to recover from behind the power curve - I feel the constancy of the repair makes up for the increased scrap cost. Defense II is well-balanced, great for asteroid fields and ion weps including the boss' and keeping one more level of shields against typical laser barrages is valuable. Level 3 of anything auxiliary seems to be intended as a specialized taste, and they aren't at all expensive by level 3 standards, especially since they don't or only intermittently require power.
Top two of my balance wishlist are to double the Piloting system's bonuses to make level 2 useful as more than a damage soak and level 3 tempting, and to give AP and Boarding drones Mantis' double damage as well as Rock's health, because they're freaking combat machines and I only get them occasionally in desperation because they're so marginal for their financial and power costs.
Thus, why the game isn't going to exactly fit any of our particular tastes - we didn't spend two freaking years living and breathing and building it. Why mods are a thing, so you don't have to prevail on the developers to start over on balance that's demonstrably Pretty Great when they're in post-release bugfix mode. And why I for one have taken the position that the forum is for that sort of argument and this place is for actual bugs.
Hypocee: From your description it sounds like you haven't yet beat the game? I don't mean to sound dismissive, but it's difficult to have strong opinions on balance if you haven't beaten the game on Normal multiple times.
As for the Repair Arm specifically, do note that it a) rounds against you, so if you gained 21 scrap you'd be taxed 4 scrap, and b) it charges you even if your hull is already fully repaired. Combine that with the initial opportunity cost of buying it and compare to how much repairs would've cost otherwise, and you're left with an item that costs you lots of extra scrap for too little gain.
And as for the beta - I've been using it an informing people who watch my stream where to get it as well. Everything seems to be working smoothly - certainly haven't tested everything, but all of the changes I've seen appear to be working correctly. Here's a few issues we found that still remain:
* 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.
* There's still a decent number of sentences missing punctuation at the end. There's 2 right near the start of the main events.xml file, for example. Let me know if you want a detailed list of where I've found errors.
* There are a small handful of events that switch the standard ordering for options. In the vast majority of events, the dangerous/combat options are listed first while the safer/escape options are listed later. However, there is at least one where the 1 option ignores the ship and 2 attacks - making it easy to mistakenly choose the wrong option when playing quickly.
* 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%.
I suspect this one's a year old and just now happened to occur - roguelike development! - but there's an outside chance it's related to the blast doors fix or something. If it is old it's very minor.
In sector 3 Uncharted Nebula with a DA-SR12 with 2-pip doors, I encountered NEBULA_REBEL_CHASE and used the Long-Range Sensors blue option. I got a Rebel Fighter, if that's randomized, who beamed one boarder onto me aft of the helm. The boarder started trying to break into O2 first; I kept them busy with asphyxiation herding while cloaking and charging the Glaive. I'm guessing it's important that thanks to the nebula and my indifference I never had the boarder's sprite drawn on my screen.
The boarder was hitting the medbay door when I laid the Glaive on the fighter and accepted surrender. I got the specified rewards, the game returned to Neutral status and I heard the "teleporting out" sound effect. However the medbay door continued flashing as if being attacked, but silently. After four or five flashes (a correct amount for continuing from the earlier hits) the door broke. Unfortunately I didn't properly think like a tester at this point - I should have waited to see if the system started taking damage, but I had already sent a crew member to check whether the boarder actually existed. Thus I can only specify that all paranormal activity ceased either upon breaking down the door and entering a new state or (my guess) upon the player gaining vision of the situation.
see the change log