The game randomly generates eight space sectors similar to roguelike games, with roughly twenty waypoints (called “beacons”) in each sector. GameplayĪt game start, the player chooses a spacecraft to start with, each one with a different layout and containing a different mix of weapons, systems (piloting, engines, weapons, oxygen, etc.), and crew. All type C ships come with a clone bay installed and old ships can replace their medbay for one at the store, for 50 scrap. Although the replacement of the med-bay means the crew can’t heal normally, the clonebay will restore a slight amount of health per jump. Death can still be permanent, should the system be damaged mid-cloning. Clones are generated when crewmembers die as result of combat (for a small crew skill penalty) or events such as Giant Alien Spiders or Escape Pod Floating Nearby. Clone Bay is a system that replaces the Medbay. New Race: on FTL writer Tom Jubert’s blog, he specifies that there will be a new race that will be closely tied to the new sector, which has been tentatively named the “Abandoned Sector”. New Weapons and Effects: Many new weapons that take advantage of new mechanics: overcharging to increase the number of volleys, stun effects to freeze crew, and area effect targeting, to name a few. They’ve been helping us add a new sector and scatter new events throughout the rest of the game. New Sector and Events: Our writer Tom Jubert has returned along with special guest writer Chris Avellone (of Planescape fame), who managed to find some time for us between his work on Project Eternity and Wasteland 2. Unique effects for each system, ranging from forcing a teleporter to remove boarders to making the medbay damage instead of heal. Hacking System: Lock down and disrupt enemy systems. Force a boarder to repair the damage they just did, or have the enemy pilot sabotage their own helm. Mind Control System: Temporarily turn enemies into allies. FTL is now available in 9 languages! English, German, Spanish, French, Italian, Polish, Brazilian Portuguese, Russian and Simplified Mandarin! The free expansion, FTL: Advanced Edition, is available now! Content additions include: new alien race, events, weapons, playable ships, drones, and more! Also adds additional musical tracks by Ben Prunty, and events by Tom Jubert and guest writer Chris Avellone. The player may also accrue resources throughout the game, which can be used for the firing of certain weapons, activating drones to assist in combat, or simply upgrading the ship/buying stuff. Throughout the game, there are various events that the player is able to encounter at any beacon they travel to, with different possible results. As always special thanks to Ben Prunty for our awesome theme song, and Greg Wohlwend for our super cool logo.FTL Faster Than Light Free Download Repacklabīut an increased score multiplier at the end of the game. Questions? Comments? Concerns? Offended? Let us know! Oh and… I forgot to put the podcast on itunes again. I’m no longer going to do the giant list of things we discuss because that was really annoying to do every time, sorry! Here’s a short list though, and it’s not all in chronological order (just to keep you on the edge of your seat.) We’re finally back! Everyone is finally back in the house and we’re comin’ at you with episode 4! Actually, not everyone is back in the house yet… we have a new housemate! But who could it be? You’ll have to listen to the podcast and find out! IGH Podcast - Episode 4ĭownload the episode directly right here. IGH Podcast – Episode 4 Posted by Kyle Pulver on February 21st, 2013 in IGH Podcast I hadn’t bothered to keep my project up to date in source control (a decision whose stupidity is only really considered in hindsight) and as a result the only remaining copy of the project I could find was from the beginning of the summer, not long after the game jam. But all that changed in an afternoon, when my backpack get stolen with my laptop, wacom tablet, and all my game’s design notes inside. By October, I had an almost completed game that I felt pretty good about. I threw myself into the work in my off-time. By the end of the jam, I had a working prototype that I refined over the next few months. The theme was “Motherhood,” and the idea was that I would give this game as a present to my mom when I completed it. I started Growing at a game jam in May 2011. That’s my fault! I’m going to be more open about future game projects. The rest of you probably know little to nothing about the game, or even that Growing is a game. That’s what’s UP! Many of you who know me well know this is a pretty big deal for me. You can also get to it via the Games section of my blog. YEAH, I’ve released my game! Here’s a link to the landing page. Growing is Complete! Posted by Corey Nolan on August 7th, 2013 in Development, Growing
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