Stellaris

Stellaris

FTL Redefined
Showing 1-10 of 28 entries
< 1  2  3 >
Update: 20 Jun @ 6:15am

1.4.2

> Fixed a bug where custom speed settings were not being applied to newly created ships

Update: 28 May @ 7:27am

1.4.1

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

Update: 27 May @ 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: 25 May @ 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: 6 Apr @ 3:40pm

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

Update: 6 Apr @ 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: 2 Apr @ 2:23am

> Disabled April Fool's mode :)

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

Update: 31 Mar @ 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: 26 Mar @ 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: 25 Mar @ 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