[FFS] Feast of Fire and Smoke Dungeon Tweaks

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Author: Rylasasin

Last revision: 27 Dec, 2023 at 01:48 UTC

File size: 75.58 MB

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Description:

So this is something that I’ve been sitting on for more than a year. My original intent was to sent this to Ravy to incorporate into the next version of FFS. However, since FFS EP 3 is a long ways off (and might not even come), I’ve finally decided to do what I should have done a long time ago and release this.

So what’s this do? A few things.

Ep 0: You no longer get the protectorate weapons so easily. I always thought these powerful weapons were a little too easy to get ahold of, so now it’s now a scavenger hunt. Spoilers are down below on where and how to find them.

Ep 1: No changes.

Ep 2: A large number of tweaks were made to make this less of a pain in the ass.

* "Wall of hidden switches" cleaned up so it only uses one per scene, hopefully increasing performance somewhat.
* Raised the insta-kill ceiling significantly. You can now safely use mechs and flying vehicles in these maps. (except in the house one.)
* The house segment is now heavily altered. You can now access the back room to duck into if things get a little too hot. Plus the roof is now two tiles thick instead of just 1. This hopefully makes the house segment somewhat easier. It’s still hard, but hopefully not ‘Pixel Robbery: The Segment"
* There is a hidden easter egg in that segment too. Good luck finding it!
* The room with the door code buttons is a little wider to account for followers. It’s also labeled so there’s less confusion as to what order the numbers are in.
* There is now an alternate way to solve the annoying pipe puzzle.
* In the final segment, there is an easter egg that might help you. Though you won’t be able to take it onto the ship.

For those that need some help finding the new things…
WARNING: SPOILERS BELOW!

General Tip: If you hear the metroid item theme, you are probably on the right track. Seeing the Matter Manipulator symbol is also a good indication that a secret is nearby.

EP0:
Phaser: once the pod door opens, simply wait there for the other one to open. Go out into the water and swim untill you see a chest. It will have the phaser
Plasma SubMG: After the boss of Floor one, use your matter manipulator in the room he came out of. If used in the right place, you’ll be able to mine some blocks leading to a hidden passage. You’ll need a spike sphere or wall jumping to make your way down though if you don’t want to fall to your death.
Plasma Shotgun: On floor two, look for the manipulator symbol directly to your left. You’ll need a sphere to access it. Use your matter manipulator to mine your way onto a path up, to the left, and then down into a room that has it.
Plasma Sniper: On floor 3, you must find four switches, each marked by a manipulator symbol. The first one is a valve just above the first set of empty cells you encounter. The second one is located in the room where you are first ambushed by the psychos, in the lower right corner. activating this switch however is not the switch you need, it merely opens a path to the actual switch. The third is located at the bottom of the blood lake. The fourth is hidden on a wall in the same room as as the captive. It’s marked by both a symbol and a small lantern. If you’ve found and activated all four icons, a manipulator icon will light up at the elevator door and the way will open to what seems to be a dead end. Mine the bricks at this dead end, then activate the fake wall and use a ball tech to roll down into the room containing the plasma sniper.
P113: At the end of room 5, don’t take the cave out. Instead, mine the floor to reveal a passageway to the bottom, which will in turn reveal a console. activate the console, and follow the path up and around to find the room with the P113, and find yourself back in the boss room.

EP2:
House Easter Egg: At the end of the level, don’t enter the cave. mine the bricks untill you find some that can be mined, revealing a tunnel. Use a spike sphere to follow the tunnel to a bonus room. … Or if you have a microsphere or some other method of teleporting out of the house, you can take a shortcut skipping the level entirely by mining the floor in the back room.out that way just before the land mines there is another minable area that will break into the tunnel also leading to the bonus room.
Alternate pipe puzzle exit: On the lower left side, use your matter manipulator to mine some tiles leading to a hidden passageway. Use your spiderball to go through the passage. Ignore your new friend’s protest and keep going, eventually you’ll hit a dead end that contains a pressure switch that will open the door, and net you an apology from said friend.
Space battle extra firepower: During the space battle and final segment of EP2, Go down and to your left instead of proceeding right. You will find a mech summoning platform and a mech assembly station floating on an asteroid. You can use this to summon your mech if you don’t feel like floating around with that silly gun. Unfortunately you can’t take it with you into the enemy ship as the cooridor is too small, but it should make the fight to get there MUCH easier.

New in 2.0: Hardcore Maps.

At the end of each of the episodes, you may notice an odd out trashbin with a radio in it. These radios will take you to HARDCORE versions of the campaigns you just encountered. The tier is now up to 5, 6, and 7 for episodes 0, 1, and 2 respectively, the enemies are tougher, the placement is smarter, and in the first two, the pirates are almost completely replaced by NPCs with real weapons. That’s right. No more enemies with easy to dodge tracer rounds. They now weild proper FFS weapons.

You are advised to bring your best weapons and armor to these harder versions of the campaign, and to compress all of your pixels. Unless you are seriously OP, you are going to die, a lot. But the rewards in money and items is well worth the pain and struggle.

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[FFS]Feast of Fire and SmokeSteam Workshop