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This is the beginning of the next chapter in your saga. What will await you next?

FTL: Multiverse is a massive community overhaul mod for FTL: Faster Than Light by Subset Games.

The overhaul adds many new player ships, over 500 new enemy vessels, around 200 new pieces of equipment like weapons and drones, and many new sectors, species, factions, and questlines to discover.

Multiverse is functionally a sequel to the base game, with every run taking place in a new reality, similar to Into the Breach. You play as a Federation Multiverse Traveler, using reversed engineered technology from a forgotten era, discovered after the defeat of the Rebel Flagship in the original timeline of the base game, known as Universe 0. Your mission is to traverse into different time-lines to turn the tide of the Rebel-Federation war in an endless amount of realities.

Has its own wiki accessible here.


Multiverse contains examples of:

  • Abusive Precursors: The Obelisks invented the Multiverse drive to plunder the resources of other realities after they exhausted their own. They hold great comtempt against most of the other species, and their leaders are planning an invasion on Universe 0.
  • Abnormal Ammo: Kernel launchers used by the Orchids fire kernels of giant plants, and the Duskbringer Clone cannon fires any crew loaded in it as a projectile.
  • Achievement Mockery:
    • The mod adds many achievements to the game, and some of them are quite dubious in their qualification as an "achievement":
      • "Beyatch!" is unlocked by dying to Leah outside of the Obelisk Homeworlds where she isn't so easy.
      • "Been There, Done That" is unlocked by dying 25 times.
      • "A Dubious Investment" is unlocked by paying a slug to crash your ship into a moon.
      • "Reading Comprehension" is unlocked by making Boline repeat her speech five times.
      • "Stubborn To The End" is unlocked resisting to Narcissus in the Obelisk Wastelands even knowing that all your systems are disabled.
      • ""It's Elementary"" is unlocked by spitting in the face of all three suspects in the Murder Mystery event and then accusing Haynes of murder.
    • Unlocking the Pimped Out Cruiser's type A requires you to "invest in one of the many bad decisions one can make in the Multiverse", which entails spending scrap on a joke option in an event (such as buying a single unit of fuel for 100 scrap from a station in a Slug sector).
  • Achilles' Heel:
    • Shells take twice as much damage from suffocation. While their abilities are active, Mantis Suzerains and Bishops take greatly increased suffocation and fire damage as well.
    • Elite Cruisers all share a common gimmick where they are above average as a whole, but with a significant flaw to deal with.
      • The EDC Cruiser has a high snowball potential, but starts with a weak loadout.
      • The Federation and Alt-MFK cruisers have powerful artilery systems that can devastate enemies once upgraded, but start without shields. Instead they have to make do with less reliable defenses such as a zoltan shield with cloak and an overcharger respectively. Similarly, the Alt-Bishop Cruiser only has a cloak but can end all early fights quickly with its two bishops, the Clairvoyant Cruiser has a diversified arsenal to manipulate the enemy crew while shieldless, and the Cruising Reaper has a very long cloak to make up for its slow weaponry.
      • The Elite Rebel and New Order cruisers give powerful boons to one race (respectively humans and zoltans) in your crew, but cripple all others.
      • The Harmony and Alt-Suzerain cruisers have a powerful drone and boarding game, but they don't even have a weapon system to start with. The Warlord, Sentinel, Ampere and Swarm cruisers meanwhile have a weapon system but no weapon nor drone to assist their boarding. The Vagabond Cruiser does have a weapon but it's a rusty Burst Laser II that's slow and very inaccurate.
      • The Alt-Peacekeeper Cruiser has four overclocked Peacekeepers, giving it huge amounts of power, but it doesn't have a reactor to start with and its crew is extremely fragile with no medical system to protect them.
      • Downplayed by the Inquisition Cruiser, which only has missile weapons, but a whopping 75 missiles to keep on going.
      • The Alt-Paladin Cruiser trades a shield and strong weapons for a near-total immunity to hull damage. Another Stone Wall is the Radiant Cruiser, whose Botulinum Gas kills boarders extremely quickly and which starts with two shield layers, but has no airlock.
      • The Alt-Knighted Cruiser has shields and anti-bio weaponry to assist its teleporter, but is otherwise poorly defended.
      • The RUES Cruiser starts with four different Elite crews, but that's also the maximum of its Arbitrary Headcount Limit.
  • Alliance of Alternates: The Continuity Enforcement League is an alliance of all Sylvans in all realities (well, and a Nights)) with the goal of preserving the existence of the Multiverse.
  • All Your Powers Combined:
    • Coalition Ships have the augments of three of the four races that make up the Coalition, that is Rock Plating, Slug Repair Gel, and the third being Mantis Pheromones.
    • Captain A554013 is a drone that can board or protect the ship like a Battle drone, repair, man systems and even heal friendly crew in the same room.
    • The Chaotic variant of the Yin-Yang drone combines the effects of both its shipboard and boarding modes for both of them, in addition to providing power to systems in the former mode.
    • As both a former Zoltan Peacekeeper and Duskbringer Martyr, Devorak "the Deathless" inherits the former's ability to provide 2 power and the latter's inability to lose skills on cloning and explosiveness, in addition to his powerful melee attack and long-ranged personal teleporter.
  • Always Accurate Attack:
    • Like Beam weapons, Pinpoint weapons cannot miss. They sacrifice the ability to hit multiple rooms for higher damage per strike, and a usually faster charge rate.
    • Multiverse adds Accuracy as an extra stat for projectile weapons, which is substracted from the target's base evasion. Some weapons such as a accuracy-modded Hektar Missile have a 100% accuracy, even if the target cloaksnote . In particular, the Sniper Laser shoots a very fast projectile that always hits and pierces all shields.
  • The Alleged Car: The Limit, aka the Unoptimized Cruiser, is a series of four player ships with not only few slots and bad systems to start with, but also lower limits to how much the system can be upgraded. Good luck.
  • Always Chaotic Evil: While there usually exist a way to pacify the Homeworlds sector guards, the Rebel MFK Guard and the Elite Coalition Guard in their Strongholds will always try to engage you on sight, without a blue option to avert the fight. Also applies to the Obelisk guard.
  • Anti-Climax: Within Spectral territory, you might encounter Ghosts terrified of a "demon". You can decide to fight said demon, which reveals itself to be... a pathetically weak Auto-ship. Even the event box is dismayed.
  • Anti-Human Alliance: The Coalition is made up of Mantis, Rockmen, Leeches, and Slugs united in response to the human supremacist Rebellion and the weakness of the Federation.
  • Arbitrary Headcount Limit: Most player ships still stick to the usual crew limit of 8, but some of the other playable ships can have a different amount, ranging from 3, to as much as 32. Aenwithe's Cruiser goes up to 80 crew members.
  • Artificial Brilliance: The few enemies that have them are shockingly adept at utilizing their Temporal Manipulator systems, using it to both hinder your crew and aid theirs. For example, Siren ships will combine it with Mind Control to cause your crew to rapidly sabotage your own ship.
  • Artificial Stupidity:
    • Before 4.0, enemy Duskbringer Devotees had a tendency to use their Kamikaze ability on sight against hostiles when it wouldn’t be beneficial, such as when one of them is Mind controlled, or against harmless drones, even if their ship had no Clone Bay installed.
    • Your opponent may decide to use their mind control.. on your Zoltan monk. They won't pose any threat, although your own crew will still be distracted and try to fight them off.
    • 6-Legged Equinoids cannot repair or extinguish fires, and yet they constantly try. Because of this, they often plunge themselves into fire or breached rooms seemingly for no reason at all. As of 4.0, they are tameable, allowing for repairs and fire extinguishing, as well as full player control.
    • Augmented Lanius can heal and buff themselves by assimilating (and damaging) the ship they're on. They will do this on their own ship—even if this would destroy it! This could be interpreted as Taking You with Me if the player has a boarding party on that vessel.*
  • Armor of Invincibility: The Alt-Paladin cruiser is equipped with "Divine Armor Plus", which allows it to negate 100% of all hull damage: however, it is not immune to system damage, and cannot resist the hull damage of weapons that cause a breach.
  • Ascended Extra: Tuco, the Giant Alien Spiders, the six-legged horses, Slocknog, Captain Nights, Kazaaakplethkilik, General Turzil, Ariadne and Ruwen have been given a more important role than just one-off events, and even Admiral Tully may join your fight if you deliver a certain parcel to the Last Stand. The Crystalline people themselves also count, driven out from their isolated home sector; they no longer are an unusual sight.
  • Attack! Attack! Attack!: The MVFS A player ship starts with shields as a defensive system, but that's it: no hacking, no cloak, and you can't get more. Instead you get Mind Control, Teleport and four artilleries that go to level five. On top of that, your engine is limited at 3 bars. This means that your strategy to survive hard enemies is essentially to flatten them under a deluge of projectiles before they can do too much damage to you.
  • Auto Doc: The Doctor drone, which can be used either on your ship, or enemy ships in boarder mode, to heal your crew as long as they stand in the same room as it, with the efficiency of a level 1 Medbay.
  • Awesome, but Impractical:
    • The Voulge beam. It overpowers even the Glaive, but costs a whopping 5 power to maintain, and takes 30 seconds to charge. The high power requirement severely limits which weapons can support it.
    • The Elite Chain Kernel takes only two seconds to fire once it's fully chained. This is almost as fast as a Vulcan, but it stuns and pierces shields as well! However, as a Kernel it does consume ammo, and while it does benefit from a reduced cost, it will still guzzle through your entire ammo supply extremely quickly.
  • Bait-and-Switch Boss: For C.U.R.A.'s "Final Task", when you reach the physical headquarters of Wentworth Innovations, VP Stimly will summon a mighty Innovation Dreadnaught to fight you. However, very shortly into the fight, the ship will suddenly explode due to an unknown error, after which you receive the location of the prototype cruiser you were sent to retrieve. After reaching the beacon, you are faced with the real "Final Task": C.U.R.A. itself, now revealed as the Rebel AI C.I.C.A., in control of the prototype cruiser, which it has named "C.U.R.A. Supreme".
  • Beam Spam: The Cinquedea Pinpoint and Corseque beam both have reduced cooldown when they fire, like a Chain Laser: the former in particular can reach a fire rate similar to the Chain Vulcan.
  • Beef Gate: The Homeworlds sector guards. Their ships are usually not recommended to fight against, due to their stronger loadout. Moreover, guards in these sectors immediately call for ASB backup as soon as the fight start, as opposed to regular sector guards who will only start calling backup when they are taking a beating.
    • Some minibosses also apply if encountered early, as they have a pre-determined layout. Luckily, fighting most of them is optional.note 
    • The access of the Multiverse Nexus is locked behind a fight with Sylvan. Unlike for homeworld guards, jumping away to it isn't an option here: to get to the entrance of the nexus, you must absolutely either kill Sylvan or force him to surrender.
  • Beehive Barrier: Engi Defenders including General Turzil can deploy their own personal shield ability to negate damage temporarily.
  • "Begone" Bribe: Hostile sector guards can usually be pacified with a scrap bribe.
  • Benevolent Precursors: The Crystalline Empire has existed since ancient times, and are by far the friendlist of the races hailing from that era (the others being the Spectral Dynasty, Lanius Swarm, Obelisk Empire, and the Utopians), even having a special subfaction, the "Sister Species Liberation Group", dedicated to liberating the Rockmen from the tyrannical Theocracy. They'd be friendlier, but some (primarily the ones located in their "New-Homelands") are rather resentful of aliens due to being forced to leave their old Homeworlds thanks to greedy "pioneers".
  • Beware the Nice Ones / Beware the Silly Ones: Free Mantises spend most of their time stoned on artificial pheromones, and are generally friendly to the Federation to the point of veneration, but if they are provoked, well, they are still Mantises, and their pheromones ability on top of using the invasion AI makes them fearsome foes. Jusk ask the Zoltans!
  • BFG:
    • The Voulge Beam, which stands above the Glaive beam, doing 4 damage per room hit.
    • The Tsukiyari Beam, which ramps up by 1.5 damage per room every times it fires.
    • The Flak 4, which fires 8 projectiles.
    • The Burst laser 4, shooting a barrage of 8 laser projectiles.
    • The Gatling Laser, which fires even faster than a Vulcan once charged.
  • Big Bad: Admiral Vance is the leader of the rebellion in Multiverse.
  • Big, Bulky Bomb: The Mine Artillery, present on the Federation Cruiser type B, fires an enormous mine that deals 7 damage if it hits. If you meet and defeat its MV Renegade version, you can obtain the Pharaoh Minelauncher, which replicates its artillery.
  • Big Red Button:
    • You can install one on your ship as an event. Pressing it destroys your ship.
    • At the end of the Reactor Meltdown quest, you can press one of these as part of three choices of a button to desperately prevent the meltdown. All three are actually correct and successfully avert the meltdown.
  • Bittersweet Ending: Both True Endings after beating the True Final Boss qualify:
    • In the "detonate" ending, you destroy the Obelisk Homeworlds with everyting in it using the Paragon, including yourself. Doing so, you have shattered the link between the multiverse, forcing a truce between the Federation and the Rebellion and finally ending the Forever War. However, doing so you have genocided an entire race, antagonistic as they may be, and any benefits from multiverse travel is lost, leaving many stuck in an universe that's not their own.
    • In the "shatter" ending, you decide to destroy the Paragon, but the death of Vance and the destruction of the MFK Flagship causes the MFK fleet to surrender. The war isn't over, and may never be, but a decisive victory has been scored over the Rebellion, allowing many realities to be retaken.
  • Bizarre Alien Locomotion: Shells move by rolling around with their round bodies.
  • Bizarre Alien Reproduction:
    • According to the game, this is the explanation behind the Pleasure Pods of the Pleasure Barge player ship.
    • Ghosts, according to an event, reproduce by consuming gases from their environements until they become bigger, becoming "Alpha Ghosts", at which point they split into two more Ghosts. This can be seen in-game if you have an Alpha Ghost on the ship, as you can make it split at an empty beacon.
  • Blamed for Being Railroaded: When you encounter the Beam Master in the Obelisk Homeworlds, where she has just finished off Sylvan's ship, she asks if you at least remember her name. None of the choices are correct, each giving a different reaction from her before she attacks you.
  • Bling of War: According to the description, the Tuco C's hull is almost entirely made of gold. Similarily, you may encounter the Pimped Marauder, a special Lanius ship seemingly made of gold.
    • Both variants of the aptly named "Pimped Out Cruiser" are both golden versions of a Lanius and Leech ship, respectively.
  • Bling-Bling-BANG!: The Golden Flak (which is the Tuco C's only starting weapon and can be dropped by the Pimped Marauder) fires literal chunks of gold and sells for 90 scrap, far more than another weapon of the same power would cost.
  • Blob Monster: The Morphs are this when they aren't shapeshifted into other crew types.
  • Boring, but Practical:
    • The Union A cruiser is one of the first cruisers you unlock, and it's about as un-flashy as it gets: four human crew, no special system, no gimmick, two decent weapons and two simple augments including an external shield charge booster. However, while it has no special strength, it has no special weakness either, making it a good cruiser for beginners.
    • Some of the elite variants apply: Human Soldiers deal 20% more damage, receive 30% less from crew to crew combat, and are more resistant to fire and suffocation hazards. These characteristics allows them to stand their ground against a Mantis on a one to one fight. Rock Crusaders, meanwhile, are even more bulky than their base counterpart, but still eliminate their opposition just as slowly as a human.
  • Boss Bonanza: Usually, the only boss fought in a normal game is the Rebel Flagship at the end. However, if you decide to follow the True Ending's questline, you'll have to fight three bosses: the Obelisk Dreadnaught, followed by the Royal Obelisk Dreadnaught, and finally the MFK Ace Rebel Flagship.
  • Boss-Only Level: The ??? sector is a special redirect sector that only contains a single ship at its start: The One Who Rhymes.
  • Bragging Rights Reward: The Rift Waker. If you are able to obtain this weapon, it is very likely you are already able to steamroll through the Flagship, with or without this weapon.
  • Break Out the Museum Piece: A questline in the Civilian Coreworlds involves you acquiring 3 different parts to reconstruct a Gatling Laser, which can be as deadly as a Chain Vulcan.
  • Brutal Bonus Level: The Ancient Sectors, which you visit during the True Ending path, feature many strong enemies wielding Purposefully Overpowered weapons.
  • Butt-Monkey: The Free Mantis often come out as this.
  • The Cameo: The Gyges from Kestrel Adventures is playable as the Bishop Cruiser B. Admiral Tully even has a special comment on it in The Last Stand.
  • Cast from Hit Points:
    • Free Mantis Warlords, Crystals, Shells and Rockman Cultists all have an ability that consumes a portion of their health. The Shell inflicts system damage and hurts any other enemy crew present in the same room, the Shell Scientist heals all crew in the same room to full, the Shell Mechanic repairs the entire room, Crystals lock the room down, while the Free Mantis and Cultist gain damage and speed.
    • The Augmented have an ability cast from hull points instead (if you don't use the enemy ship's hull to cast it, that is), which heals them quickly and makes them stronger, but deal one hull damage and create a breach in the room they're in. The Anointed's ability is a stronger version of this, which deals two damage.
    • Another "Cast from Hull Points" ability given by the Rock Plating augment, which allows you to ram the enemy ship, dealing significant damage to it at the cost of a hull point.
    • The Dead Man's Switch augment unique to Proto-MV B deals 15 damage to both ships when activated.
  • Canon Welding: Not only is FTL:Multiverse's story a continuation of the base game's, but it also posits that Into the Breach happened in this universe, with several elements calling back to it, such as two of the four megacorps appearing in-game, and the Giant Alien Spiders being apparently related to the Veks.
  • Chaos Is Evil: Both The One Who Rhymes and Her are described as chaos gods, and they certainly aren't nice: the former is capable of destroying entire universes on a whim, and the latter is a Multiversal Conqueror.
  • Color-Coded for Your Convenience:
    • Almost every faction in the game has their own colour associated with their ships.
      • Federation ships are predominantly white. Civilians are pure white and combat ships have orange stripes, with elites having more.
      • Militia ships are dark green with yellow stripes, and camo blue for the Elite Defense Cadre.
      • Rebellion ships are either orange with blue stripes (normal and Elites), white with black stripes (MFK Aces), white and yellow (Engineers), blue with black stripes (MV Rebels), dark grey (auto-ships), or dark red (Innovation auto-ships). Legionnaires are dark grey with gold stripes.
      • The Engi Harmony has light grey ships, or metallic blueish grey for elites. Separatists, meanwhile, are burnt red to red-gray.
      • Zoltan ships have several colours, with base Zoltan ships being yellow to light green, Peacekeepers being green to grey, Monks being brown, and Duskbringers being various shades of green for regulars and red to grey for New Order ships.
      • Mantis ships can be red (normal), dark blue with a lighter border (Suzerains), or light grey with dark grey parts for the Bishop Cruiser. For Free Mantises, ships are teal (normal) or pink (Warlords). Coalition ships are a lighter shade of blue than Suzerains.
      • Rock ships are orange or light blue for the Inquisition. Lost Suns have a black with red Tron Lines colour scheme, and Cultists are crimson red.
      • Slug ships are mauve, with their elites being either black (Knights of Nights) or yellow (Clairvoyants). The Guild's colours go from burnt red to gray.
      • Crystal ships are light blue, with their Sentinel Elites being red.
      • Lanius ships are grey with light blue lights, while Elites are black with red lights. Augmented Lanius are black with green lights.
      • Orchid regular ships are green, and their Chieftain's are beige. Vampweed ships are crimson red with black spikes.
      • Shell ships can be of several colours, including grey with green lines (regular), black with teal lines (Radiants), white with red lines (Scientists), grey-blue with pink lines (Management), brown with orange lines (Military) and pure grey (Morphs).
      • Leech ships are burnt red for the Eargen Republic or marroon and grey for the Revolutionaries.
      • Ghost Vagabonds avert this trope due to having the colour of whichever wreck they took for themselves, but ships of the Dynasty are dark purple, with either blue (normal) or purple (Reapers) lights.
      • Obelisk cruisers are black with green Tron Lines with the Obelisk Royals being white with pink lines. Obelisk equipment has a similar colour scheme as well.
      • Siren ships are white and rainbow, with eldritch runes. Cultist ships are red and black with runes.
      • Pirates in general are recognizable by their partial paint jobs. In particular, normal pirates have a purple paint job over any other faction's, Smugglers are white with black paint, Slavers are black with red paint, Mercenaries are white with green paint, Hackers are grey with blue paint, Exiles are black with purple paint, and the Brood is black with purple paint.
      • MV Renegades invert this trope, being recognizable to their lack of a distinct colour scheme.
    • The unique loot items that you can acquire from raiding loot transports sport colors matching the related faction from which they were obtained.
    • Among weapons, the colour of the gun indicates the special effect: cyan is base Ion, yellow is Stun Ion, green is Energy (the Stun Energy being lime), orange is Particle/Fire weaponry and purple is Anti-Bio.
  • Comically Small Bribe: Auto Rebel ships may sometimes present you with an offer of one unit of fuel to cease your attack. Zoltan ships may also present unfavorable surrender offers that actually aren't beneficial for you to accept.
  • Contractual Boss Immunity:
    • Some minibosses and bosses have "resistant" systems, identifiable by their greyed-out color. These can be hit as normal, but the system in them is impervious to weapon fire (they are however still affected by Ion damage, fire, and boarders). In particular, the Rock C MV Renegade has no shield, but almost all of its systems are resistant. Various enemies connected to the C.E.L. have charged resistant systems which work similarly, but are also immune to ion damage.
    • The Multiverse Flagship and the MFK Flagship attack using artillery, making the Targeting Jammer augment useless, except for phase 3 of the MVFS which does have a weapon system.
  • Cosmic Horror Story: Downplayed with the Nexus storyline, especially High Chaos. During your adventures, you may discover the existence of the "chaos gods" known as the One Who Rhymes and Her, trapped in a portion of the Nexus of the Multiverse who treat reality as a game to be broken, with Her desiring to become a full Multiversal Conquerer. So long as you keep your Nexus Notoriety down, all endings involve you defeating them, either by resealing them or destroying them altogether in a True Final Boss fight, but getting there involves going through some creepy things and discovering just how truly alien Sylvan is, as it turns out his amorality is arguably necessary for his Alliance of Alternates to keep Her contained.
  • Cowardly Boss:
    • The first time it is encountered, the Coalition Cealaformer will immediately FTL jump away. It must be tracked down to be fought properly.
    • The Pleasure Barge in the unlock quest; justified since it has no weapons on its own and is more or less a civilian target.
  • Crazy-Prepared: You are even more encouraged to that than in the base game due to the various minibosses, events and quests that will challenge your capabilities.
  • Crew of One: Much like the Vortex in vanilla, Engi Separatist ships usually have only one crew member, assisted by various on-board and boarder drones. This is also the case on Nights' Crewser, which only has himself on board at the start.
  • Crippling Overspecialisation:
    • Particle weaponry inflict massive system damage, but do not harm hull or crew in any way, save from indirect damage caused by any potential fire they may start.
    • Mantis Suzerains and Bishops have fantastic combat capabilities, but are virtually useless at repairing systems.
  • Cursed with Awesome: Airless ships are incapable of sustaining most kinds of crewsnote , but in return they can choose a fourth system from Hacking, Cloaking, Teleporter, Mind Control and Drone Control, or for Obelisk cruisers have a very powerful artilery system.
  • Cutting Off the Branches:
    • As the mod is chronologically a sequel to the vanilla game, various details are given about the "canonical" playthrough of the latter:
      • The player successfully defeated the Rebel Flagship, ensuring the survival of the Federation in Universe 0.
      • The player utilized some variant of the Kestrel Cruiser, though the exact loadout is unknown.
      • The player completed the Crystal questline, freeing Ruwen from their stasis pod.
    • Furthermore, due to the Canon Welding with Into the Breach, it's confirmed that the Rusting Hulks were the team that destroyed the Vek Nest (in this timeline, at least), and that Kazaaakplethkillik was found in a capsule after he landed on Earth and participated to the fight in his youth.
  • Damage-Sponge Boss: The MFK Flagship has only one phase, but said phase has a massive hull pool. On top of that, it has six layers of Shields. Thankfully, the previous two sectors give you the opportunity to acquire a wide range of powerful equipment.
    • Sylvan Prime has over 100 hull points, while combining it with even stronger shields and Energy Shields than even Sylvan. What's more, he has many rooms marked Resistant and Charged Resistant, and incredibly powerful crew for boarding defense(his ship has no teleporter: he simply boards you with three C.E.L. Enforcer Sylvans at the start of the fight), making successfully killing him the game's ultimate challenge. However, much like the above, the sector before fighting him has numerous opportunities to acquire powerful equipment and crew.
  • Damn You, Muscle Memory!: Some events have slightly altered outcomes and access conditions; for example, the Zoltan Envoy quest is now found at the Zoltan Monk sector, and you have to fight a Rebel Elite until they surrender, rather than relying solely on choosing the right options. Another example is Slug ships that offer surrender will occasionaly also reverse the order between the surrender offer and the continue assault options.
  • Dark Reprise: The Duskbringer theme resembles the vanilla Zoltan theme, but more eerie and menacing.
  • Deadly Gas: Shell ships are frequently equipped with augments that dispense a green gas through the ship, harmless to the crew but dangerous to boarders who are not immune. Other Shell ships possess different forms of gas that have other functions in addition to damaging crew: Scientists' Expeditive Gas acts as a far superior version of Med-Bot Dispersal, and Management's Nanite Gas functions as both Breach Sealant and Extinguishers. The Botulinum Gas found only on the Radiant Cruiser deals an incredible amount of damage to enemy boarders (though sharing the same list of immune targets).
  • Death Is Cheap: Duskbringer Martyrs do not lose skills when cloned, and will gladly explode in the face of their opponents, repeating the process after they come back to life.
  • Defeat Means Friendship: Defeating a Lanius known as the Beacon Eater can have that outcome if you spare it and feed it beacon parts.
  • Developer's Foresight:
    • After finishing the Lost Sun cruiser quest, their admiral will mention that you are an invaluable ally against the Rock Theocracy. If you happen to have attacked the Rock Palace and successfully overthrown their tyrant, an alternate option will be present; this will unlock alternate dialogue and slightly improved rewards.
    • If you've recruited Dessius, the Prime Reaper, and then defeat the Recovery Reaper guarding the ruins located in the Spectral Capital, the game will acknowledge it and mention how Dessius scowls at the player.
    • As Slocknog's distress beacon isn't exclusive to unique Slug nebulas, it is possible to encounter it more than once. The second time however, Slocknog won't be inside the wreck and your crew will mention having a déjà-vu.
  • Development Gag: In certain sectors, you can encounter a seemingly-normal MFK Ace ship who agrees to not fight you due to being on lunch break. However, their ship has one odd feature to it: in place of the usual Rebel eagle, their logo is replaced by a form of fish. This was one of the original concepts for the MFK Ace logo before it was decided to simply use a grey-colored version of the standard logo. Bringing Jerry to the ship and having him compliment the logo will have the Ace reveal as such to you before joining your crew.
  • Did You Just Punch Out Cthulhu?: The One who Rhymes and Her are both powerful eldritch entities. Are they dangerous and tough foes? They sure are. Are they invincible? Absolutely not, and at the end of the Nexus-Chaos Ending, they meet their ends from your guns.
  • Disaster Scavengers: The Crystalline and Lanius Homeworlds have been victim of this; in the former case because of their exposure to the galactic scene due to the events of the original timeline, the latter caused by their species induced stasis sleep. Also the Abandoned Sectors.
    • Many Ghosts are this, with their ships being made out of the wreck of another faction's vessel. This also occasionally puts them at odds with the Lanius.
  • Disc-One Final Boss: While the Multiverse Flagship awaits you in sector 8 of every run, the only way to truly end the war is to travel to the hidden Obelisk sectors and defeat Vance's MFK Flagship.
  • Disc-One Nuke:
    • The Spook Chaser B has both a decent weapon loadout, and a varying crew that can transition to boarding, assuming you invest in a Teleporter. If luck is on your side, its Occult Portal augment may even spawn Haunt crew members to recruit!
    • Most Elite player ships have a fairly noticeable strength in one domain, which allows them to breeze through the early sectors.
    • Much like the Crystals in vanilla, the Obelisk ships.
  • Distress Call: Stores may occasionally emit those; eliminating their attacker lets you access their wares.
  • Ditto Fighter: The Morphs, found in the Shell Science space, can copy other available species. They will inherit their powers, coupled with a suffocation immunity, with a trade-off of a slight health penalty compared to the template species.
  • Do Well, But Not Perfect: Crew killing standard Augmented ships guarantee an item drop instead of supplies. This might however be detrimental if the player is low on cargo space and hasn't located stores to sell excess items, as they may be forced to abandon their reward behind, which is common enough in the Ancient Recovery Site since the Ruins beacons also offer a guaranteed item reward after fights.
  • Dual Mode Unit:
    • Most Drones were given the option to calibrate between two versions at any time; the Battle Drone can be switched between defense mode, fulfilling the role of the Anti-Personnel Drone from the base game, or offense, mimicking the Boarder Drone. The Guardian defense drone can be switched between anti-drone and anti-missile targeting. This helps alleviate the Overshadowed by Awesome that the Drone Control usually suffered from compared to more reliable systems such as Cloaking and Hacking.
    • Engi Separatists can toggle to nanite mode, in which they take less damage and can phase through doors but cannot repair or fight.
    • The Obelisk's Cognitive AIs can be switched between player- and AI-controlled.
  • Early-Bird Boss: The Elite Rebel ship that shows up at the exit beacon of sector 1 could be this, depending on its layout and how yours has evolved; it has up to 2 layers of shields on Challenge and Extreme, and a crew of Elite Soldiers. This could be a particularly challenging fight if the player hasn't managed to upgrade their shields to 2 layers, and boosted their firepower to deal with 2 shields by the time they confront this ship.
  • Early-Bird Cameo: The Morph ship and crew members were made available several updates before they were officially released in their dedicated update. The Leech and Siren races were likewise able to be found in the code, and a Leech crew member is featured on the MV Dynasty cruiser, while a Siren is present on the Hacker B cruiser. Mysterious Siren enemy ships could also be found several updates before their main implementation.
  • Early Game Hell: Downplayed compared to vanilla. Sector 1 is carefully controlled to limit the early, unfair and uncontrolled deaths: beacon Hazards, Zoltan Shields, Auto-Ships (save for one optional encounter that isn't necessarily hostile) and Medbay are blacklisted from spawning on S1, most enemy weapon systems are weaker than in vanilla, and the Exit fight always reward a weapon on defeat. However, some player ship starting loadouts still inevitably end up placing them in a slow and possibly painful state.
  • Elite Mooks: One of the main features of the overhaul. Each race has their own, hard to access, but strong and valuable crew to boast. Some have active abilities like the Crystals, other have boosted statistics, and some have both. Beyond the garden variety elites, the Rebellion's MFK Aces, the Kleptocracy's Knights of Nights, the Theocracy's Paladins, the Angels of Death and the Mantis Bishops are super elites. They are all (except the Angels) even stronger variants of their elite counterparts. Oh and then there's the Legion, which are Hyper Elites.
  • EMP: The EMP Field combat Augment allows you to cripple the reactor of your enemy, at the cost of some fuel and some of your own reactor potential to unleash it. The Zoltan C is built around this strategy, however the Flagship is immune to that tactic.note 
  • Enemy Civil War: If Vance betrays Jerry, then as the news spread chaos ensues among the rebel fleet. This causes a friendly Anti-Ship Battery to assist you during phase 3 of the Flagship fight.
  • Energy Absorption: Leeches drain one bar of power from enemy systems.
  • The Engineer: The aptly-named Human Engineers repair faster, learn repair skills quicker, and take less damage from fire. Shell Mechanics have a variant of the Combust ability that fully repairs systems, however they cannot perform repairs outside of it.
  • Exact Words: In the spider sector, Leah attacks you by teleporting spiders on your ship... that is, non-giant, non-alien spiders. No wonder she thought the box was small!
  • Expendable Clone: The Duskbringers employ this to the extreme; one of their most influential devotees, Devorak, is said to have been cloned so often that he no longer feels pain. In-game, Duskbringer Martyrs don’t lose skills when cloned.
  • Explosive Overclocking: The Surge Controller is an augment that periodically grants your ship a powerful Power Surge attack, provided it is supplied with large amounts of power. If you put 8 power bars in it however, the sheer amount of power damages you every times the surge activates. And then there's the Innovation C cruiser, where ALL surge levels damage you somewhat.
  • Fantastic Drug:
    • Due to their independence from the Hive, Free Mantis rely on synthetic pheromones, which more or less all of them are addicted to. Warlords utilize even stronger stuff.
    • Rockman Cultists utilize "crystal stimulants" which, similarly to the aforementioned Warlords' pheromones, grants them incredible performance at the cost of physical deterioration.
  • Flawed Prototype: Subverted. While the Proto-Preigniter only offers a 12% boost to weapon reload rate, that's due to age rather than any faults with the tech itself. It helps that Pre-Igniter technology was actually stolen from the Obelisks rather than actually invented by the modern races.
    • Played straight by the Proto-MV Cruiser A: its Aether Drive, directly lifted from ancient ruins, boasts the incredible ability to allow the ship to jump to any beacon regardless of if it's been visited before, and makes the FTL drive charge extremely quickly, but costs the ship 1 hull every jump it takes, in addition to the ship having slightly less maximum hull than normal.
  • Four-Star Badass: Both the Leech general Alkram and Admiral Tully himself can be recruited as unique crew, and both are quite capable. While not recruitable, Admiral Vance himself is present on the MFK Flagship Ace, and proves to be quite the threat when he boards you.
    • Due to the nature of Mantis culture, Mantis Suzerains and Bishops also qualify.
  • The Fourth Wall Will Not Protect You:
    • In the Nexus, you can encounter Narrator Sylvan, who has been writing all the event boxes you've been reading. You can invert the trope by attacking him, but if you kill him it becomes played straight when the game doesn't know what to do without a narrator and crashes.
    • She partially communicates with you using error messages on your computer.
  • Fragile Speedster: Enemy Strike-Fighters, used by the Mantis Hive and the Coalition, have high-level Cloaking systems, but no Shields.
  • Foreshadowing:
    • The captured Lost Sun Cruiser has Lost Sun Commandos on board, which foreshadows that it actually hasn't been captured, and that it's all a test.
    • The Great Eye is described as being cubical with green lines, foreshadowing that it is of Obelisk design.
  • Full-Circle Revolution: According to Alkram, the Eargen Republic has not had a single election since its founding, with each new "President" coming into power via a coup d'etat. By the time Alkram's own revolution succeeds, it's made apparent that the Leeches are sick of this state of affairs.
  • Fun with Acronyms: When you enter a Sale sector, five special Hektar shops spawn in it. They distribute Unwavering Wage Utility points, or UWU for short.
  • Gatling Good:
    • Alongside the Chain Vulcan, it is possible to assemble a Gatling Laser in the Civilian Coreworlds. The Rift Waker that drops from Sylvan is an even stronger variant of it.
    • If you bring Jerry to the Flagship, he whips out a Gatling gun to rain hell upon your enemies.
  • Gathering Steam:
    • The Gatling first needs 30 seconds to warm up, then it can fire 2 projectiles every second.
    • There is also the Corseque (Halberd-like statistics), a Chain Heavy laser, a Chain Anti-hull laser, a Chain Energy and a Chain bomb that gets lower in cooldown the more they are fired.
    • The Adaptative Laser, the Cinquedea Pinpoint, the Suyari and Kamayari beam gain damage as they are fired.
    • The One Who Rhymes gains increased combat damage and speed over time, though this resets on jump and when they are killed.
  • Ghost Ship: Ghosts ships and crew are a new threat and can be encountered in Nebulae or Abandoned sectors, preying on ship wrecks and helpless targets. There is even a Haunted Rebel Flagship wreck roaming amidst the Spectral Wastelands sector.
  • Glass Cannon: Some of the player ships have a lower hull amount than the default 30 hitpoints; Tuco’s cruisers for example, only have 15 hull maximum hitpoints. Sylvan C in particular outright exaggerates this trope: it is equipped with a Voulge Beam and a buffed Pre-Igniter among other strong augments, which means it can devastate anything in its path with ease, but the price for this is to be a One-Hit-Point Wonder. One single mistake and your run is over.
  • Glitch Entity: When the game doesn't know which ship it should spawn, the ship that spawns is always a special Rebel Rigger sporting a particular paintjob with a crude "report me" drawing, labeled as Error Vessel.
    • One may encounter an odd Auto-ship called "The Oracle" made of black and red ASCII, spitting out an error message as a means of communication with you before jumping away.
    • Inside the Nexus, one can encounter "Error Sylvan", who displays several event messages with error text, before giving the player a weapon called "could not find mu_TITLE_DEFUNCT_LASER".
  • Gold-Colored Superiority:
    • The Rift Waker is a gold colored Gatling Laser that fires even faster.
    • Malforms are Elite Morphs that can take the form of any Elite crew. They are gold in color.
    • The Legion is a secret branch of the Rebellion, and is recognizable to the gold stripes on a grey background of their ships. Unsurprisingly, they created the aforementioned Malforms.
  • Graceful Loser: When you defeat C.I.C.A, he is surprised and comments that he wouldn't have given you a fighting chance if he had known how strong you were, but nevertheless congratulates you. You later discover a cache with a pre-recorded message from him in case he was defeated, with inside the Power Core (a special weapon that does nothing by itself but gives free power bars to the next weapon, letting you go beyond 8 power) and the plans of the cruiser promised earlier.
  • Great Offscreen War: Following the defeat of the Flagship in Universe 0, all Rebel Auto-ships were given a last, desperate directive to suicide dive into any Federation ship or allied personnel; this is referenced as the Massacre of Node 17. There is also the Slug expansion war against the Mantis and Rockmen, that eventually led to the buildup of the Coalition.
  • Grew Beyond Their Programming: Captain A554013 was originally designed to be a fully sentient ship AI by the Rebels; however, he escaped his engineers and became a pirate king instead. He's even able to understand kindness, choosing to stay with you if you're nice to him.
    • The Engi Harmony itself was originally an Obelisk Cognitive, but the collapse of the Obelisk Empire granted it freedom. You can encounter an Engi elite ship in the Obelisk Homeworlds, intent on ensuring that the Harmony does not fall under Obelisk control again.
  • Hammerspace: Many crew have the ability to deploy bombs (identical in effect to various forms of the ship-scale version), seemingly conjuring the bombs out of nowhere. Jerry also whips out his massive Gatling Gun out of nowhere when Vance spurns him.
  • Happy Ending Override: The game turns the ending of Into the Breach into a Bittersweet Ending, where while the Vek were successfully destroyed, the Renfield bomb's detonation caused Earth to lose even more available landmass, leading to time/Multiverse travelers becoming scorned in Union space and the expulsion of all Megacorps from Earth itself.
  • Hard Mode Perks:
    • On Casual/Normal challenge levels, Sylvan drops a 12-point energy shield augment when killed: he will only drop the Rift Waker in place of the shield on Challenge or Extreme.
    • Utilizing Chaos Mode makes the game considerably harder, but allows Renegade Cruiser minibosses to drop alternate versions of their loot, which range from decent sidegrades to flat-out upgrades. Using Chaos Mode is also necessary to achieve the (as of the time of this writing) Golden Ending.
  • Harder Than Hard:
    • In addition to the standard difficulty selection, you are also asked to choose a difficulty mode that controls starting ressources, which Multiverse travelers enemies or bosses will spawn, how Last Stand repairs and entry will play out, and if there's a Rebel fleet boost at the start. Extreme mode gives you minimal ressources at start, add MFK Aces at Last Stand repair beacons and entry beacon, and choose only the hardest MV Travelers opponents. This difficulty also controls how difficult the True Ending's bosses will be.
    • Chaos mode is an option unlocked by beating The One Who Rhymes. It causes harder encounters to spawn and, if you manage to beat Sylvan Prime while it is active, you get to fight Her and achieve the final ending.
    • Parodied by Detergent Mode, which can be activated at the start of a run. It does absolutely nothing except add an extra flavor event at the beginning of Node 17 and unlock an achievement.
  • Hero Must Survive: Some quests will have you accompanied by a special guest while you fulfill objectives related to their demands. Keeping them alive is a requirement to ensure the completion of these assignments, which have rewards on-par with ship unlock quests, if not better. Getting an unique crewmember to the end of the True Ending also unlocks a unique cruiser if you talk to them about the Paragon.
  • Hero Unit: This mod has a variety of special, unique crewmembers with special abilities, which you can get during specific events.
  • Hoist by His Own Petard: Augmented Lanius can destroy their own ship this way if they are wounded and resort to using their Assimilate ability when their ship is on low hull.
  • Hold the Line:
    • For the "Newspaper" C.U.R.A. Task, you must hold on against an EDC (Elite Militia) ship for a minute without destroying them or killing their crew until they realize you aren't who they thought you were. One event where you encounter a Militia training camp that requests you help train their newest rookies has similar requirements.
    • In the final battle against the Vision Of Evil, Her will rapidly regenerate any hull damage the ship takes. You must hold on for two minutes for the C.E.L. to arrive, who will then disable the regeneration, allowing you to finally destroy it.
  • Horde of Alien Locusts: The Giant Alien Spiders, which have an entirely new questline dedicated to them initiated in various civilian sectors.
  • HP to One: Her attack after you refused to do Her bidding always reduces your HP to 1, but thankfully Prime prevents Her from dealing the finishing blow.
  • Human Cannonball: The Clone Cannon essentially weaponizes this by firing clones of one of your crewmembers at your enemies, although it doesn't have to be a human that gets cannonballed...
  • Hunting the Most Dangerous Game: The Exotic Hunters Guild, a group of dangerous Slug hunters, take pride in hunting other species and using their remains as trophies.
  • Hydra Problem: Things are a special crew that boards you during the fight with The One Who Rhymes and Her. They duplicate on death unless they died while stunned, burned or mind controlled. If you have a Damage Over Time on your ship, it will quickly be overwhelmed by an exponentially increasing number of them.
  • I Call It "Vera": The final part of assembling the Gatling Laser is choosing which name it will bear.
  • Imported Alien Phlebotinum: Many of the most powerful internal upgrades, such as the Aether Shields, are reliant on "Aether", a resource which can only be harvested from various precursor ruins.
  • Infinity -1 Sword: The Gatling Laser is an upgraded Vulcan that shoots even faster once spun, and can be obtained by doing the Earth quest and reassembling all three of its components.
  • Infinity +1 Sword:
    • One of the strongest unique crewmembers is mounted Jerry, who moves very fast, keeps his high ranged damage and adds even more close combat damage, has 300 hitpoints, sabotages very quickly, heals constantly, takes only half damage from combat and if he dies, he explodes and deals a One-Hit Kill to everything in the room, system included. However, you only get to use him against the Flagship, and only if you have recruited both Jerry and a six-legged equinoid beforehand. There's also an even more powerful version that you can get by bringing a Crystal Equinoid to the Flagship instead of a regular Equinoid, with 325 hitpoints and a Lockdown ability.
    • The Rift Waker, aka the golden Gatling, is a gun that can only be obtained by beating Sylvan's ship. Compared to the regular Gatling, it charges faster (20 seconds vs 30) shoots more than twice as fast, pierces one layer of shields (not that it matters...) and always sets the room it hits on fire. With it, even the True Final Boss on extreme mode will be vaporized in a matter of seconds.
  • Innocently Insensitive: Some Free Mantis are willing to give you slaves to help you on your mission, unknowing that slavery is illegal in Federation space.
  • Instant-Win Condition: The moment The One Who Rhyme's hull reaches zero, you've won, period, his crew stops being able to deal damage to you, then teleports out during the following event.
  • Interface Screw:
    • Invoked in-game; visiting a certain sector will have glitchy altered names or descriptions for the sector name and some of its beacon labels, and even what would appear to be a store location turns out to be an ambush instead.
    • The Coalition Cealaformer has five artillery batteries that do not launch an attack, but instead cover a part of your ship with a thick nebula cloud to block your sight.
  • In the Future, We Still Have Roombas: Somewhere between this trope and "We used roombas in the distant past" is the Ancient Roomba, an Obelisk ship drone that can suck the air from a room quickly and causes breaches on top of attacking.
  • It Can Think: Once in the Giant Alien Spider nest, you realise that the queen of the spiders isn't quite as mindless as you think. You can still proceed to the extermination, or you can try to communicate with her, which allows you to recruit her.
  • Jack of All Stats: Soldiers are better at combat than average, are less sensitive to fires and vacuums, and learn all skills very fast, which make them highly malleable as of their positions on a ship.
  • Joke Character: The Crapbucket (or Wrecked Bomber) is a ship that can be purchased in one event for 500 scrap. It only has 8 points of hull, making it exceedingly fragile, it looks completely wrecked, and its two weapons are random, which can generate improbable or even unwinnable combinations. Occasionally it can become a Lethal Joke Character (to a point) if the two weapons are game breakers. Its B and C variants are the P.O.S and the Dumpster Fire, which respectively have 3 random drones and 3 random crew, 1 random weapon and 1 random drone.
  • Joke Item: The Plushie Gun... is exactly as effective as you'd expect a gun firing plushies to be, and it makes a neighing sound when fired as well. It is "awarded" by defeating the transport in the Jerome Protectorate.
  • The Juggernaut: Rock Crusader Elites boast an impressive 300 hitpoints and have the same suffocation resistance as the Crystals on top of their fire immunity, and are completely immune to stuns, but move at 33% speed - even slower than normal Rockmen.
    • Rock Paladins inherit the Crusaders' suffocation resistance and stun immunity, have even more hitpoints at 400, and heal twice as quickly, but move at 15% speed, less than half of a Crusader. However, their ability allows them to move at 100% speed for a brief period at the cost of 50 hitpoints.
  • Kill It with Fire:
    • The motto of the Lost Suns, Rockmen who splintered away from the Rock Theocracy.
    • Some races are more susceptible to fire strategies than other, such as Orchids (especially Chieftains) and Giant Alien Spiders who are also lackluster at repairs. Mantis Suzerains and Bishops, on top of having troubles putting out fires like their base forms, are additionally extremely sensitive to fire during their Pheromone Ability.
    • The Auto-Purger, an Unique Enemy from the Infested Sector, has been built to inflict this on the Giant Alien Spiders.
    • The Federation Cruiser type C, the Phoenix, specializes in this with its incendiary beam artillery and Torch Beam.
  • Know When to Fold 'Em: If you've accomplished various sidequests during the game such as the Zoltan peace quest and destroyed the unfinished Flagship, after you beat the first phase of the Final Boss, it will capitulate as the Rebels see themselves as utterly outmatched by your ship. This will result in a massive scrap bonus to boost your score.
  • Lame Pun Reaction: In one event, you see a Rock ship that tells you a joke note . One of the prompts that appear after? "End their pitiful existence".
  • Language Barrier: When you first encounter the Augmented, and later on Aenwithe.
  • Last of His Kind: The Salt Man, owner of the Sodium Cruiser, is the only surviving member of his species.
  • Last-Second Ending Choice: Once you beat the True Final Boss, you get the choice between detonating or destroying the Paragon, which will yield two different endings, though both will earn your current ship the "True Ending" achievement.
  • Lethal Joke Character:
    • Six legged horses are mostly useless when untamed. This did not however, prevent a certain player from dying to them, in one of the most powerful ships no less.
    • Separatist Engi, who are normally weaker at combat (although less than their standard Engi brethren), can become the best boarder repellant. Switching to Nano form and fighting boarders in vented rooms will result in them trying to eliminate the Engi, only taking Scratch Damage, while said boarders will suffocate to death. To make it even more humiliating, Separatists in Nano mode cannot even attack; the Separatist just stands around while the boarders suffocate to death.
    • Jerry has the same stats as a human, except with reduced combat damage and a few blue events. However, if you bring him to the final boss, he is stricken with grief at the betrayal of his Uncle (Admiral Vance) and whips out a handheld Gatling gun from absolutely nowhere, becoming among the most deadly crew members in the entire game.
  • Lethal Joke Item: The Chaotic Strawberry Launcher costs no less than 8 power bars, and charges extremely slowly at 40 seconds. It also has no description when hovered over, and you don't know what it does except that it "unlocks the true power of strawberry". It fires one hundred strawberries in a large radius that never miss, always cause fires and always stun, extremely quickly. Death of a Thousand Cuts after one single successful shot is all but guaranteed for anything but the most powerful Superboss in the mod. If you pair it with a preigniter of some kind, you'll be almost invincible.
  • Living Ship: Morph "ships" are actually composed of large numbers of Morphs fused together. Bringing OOJ MAJOO to the "Spurgle Yurgle" (aka cruiser) to receive its blueprints has the game note that the "blueprints" are eerily akin to genetic code.
  • Luckily, My Shield Will Protect Me: Elite Mantis (Warlords, Suzerains and Bishops) carry a shield with them, dropping it while manning or repairing. One-Eyed Lizards also carry a small round shield.
  • Macross Missile Massacre: The Burst Missiles launchers shoot multiple missiles per shot, the Elite Chain Kernel shoots a kernel every two seconds once fully spun, and the Carnage also launches 3 missiles at once that each do 2 damage. On the Minelauncher side, we have the Ra and its four mines per shot, the Onslaught that sends 3 but that deal two damages and charges quickly, and the Chaotic Pharaoh that launches twelve mines at once. Finally, the most extreme example is the Chaotic Strawberry Launcher]], that fires no less than one hundred projectiles per charge.
  • Mad Bomber: The Mantis B MV Traveler miniboss is piloted by a Mantis who's obssessed by bombs, and indeed it has four different Bomb Launcher weapons. It drops the Sustained Bomb, which consumes neither power nor missiles.
  • Made of Explodium: Shell Radiants and Crystal Sentinels damage whoever is nearby on their death, and leave a breach or lockdown the room. Mounted Jerry explodes as well, one-hit-killing almost anything in the room and disabling the system for a long time.
  • Magikarp Power: Compared to other Elite Cruisers, the EDC Cruiser is this: it starts with very low systems all accross the board, however with its 4 weapon slots and 3 drone slots, as well as those it already has and a magnetic arm, its snowball potential is enormous.
  • Master of All:
    • MFK crewmembers hit as hard as a Mantis Bishop (without its ability), take only 70% damage from hazards and crew combat, and have level 2 skills in everything, even on enemy ships, meaning any system they man will be much more powerful. They can even avoid Clone Degeneration and sabotage faster!
    • As far cruisers go, few are stronger than the Obelisk Cruiser, which is described in the hangar as:
    This cruiser was developed by a long forgotten race of demi-god cubes. It might be incredibly strong, but... well it's just really strong.
  • Mechanical Lifeforms: The Obelisks, as well as the Cognitive constructs they have built to assist them. The Obelisks also appear to be fittingly behind the origins of the Engi.
    Cronchmeister: Not robot. Lifeform, like you. Metal, like me.
  • The Medic: Human Medics regenerate health when not fighting and have an active ability to heal friendly crew in the same room, but are less effective in combat. Sir Slocknog passively heals all friendly crew, and Shell Scientists also release a healing cloud upon casting Combust. Alkali, in particular, inherits of a stronger version of the previous ability, as he also passively heals friendlies in the room while he's regenerating.
  • MegaCorp: Hektar Industries is a corporation powerful enough to have taken over an entire sector. Others are mentioned within the mod, but make minimal if any appearances in actual gameplay.
  • Metal Slime:
    • A semi-common event has you encountering a Rebel Auto-Surveyor. You can attack it, but it will always try to escape mid-battle and, if successful, will warn the Rebels of your position. Destroying it, however, almost always gives you the choice to either significantly delay the Rebel Fleet or to get the sector's map.
    • If you attack the Transports of the various factions, they will always start the fight by activating their FTL drives. To get their unique loot, you must kill their entire crew (with the exception of the Auto-Transport and Innovation Transport, which you can simply destroy). If you succeed, you may obtain an upgraded piece of equipment, or, in the case of the Transport in the Jerome Protectorate, a Joke Weapon.
  • The Minion Master: Wentworth Technicians cannot fight directly, and instead have an ability to summon a temporary drone to fight for them. The Technician C relies on using this ability for boarding .
  • Mook Maker: The Pleasure Pods found on Pleasure Barge cruisers, the Spider Queen, and OOJ MAJOO.
  • More Dakka:
    • The Defense Drone mark III can shoot up to seven times a second. It's not uncommon to see it destroying an entire incoming volley of projectiles.
    • Sylvan's ship is equipped with no less than 4 BLII equivalents and 2 BLIII equivalents (6 Hektar lasers) in extreme mode, which means that at worst he'll be firing no less than twenty-four laser bursts at you, or two and a half Flagship power surges!
    • Sylvan's Transport B's unique gimmick is that it allows you to upgrade certain guns into others, increasing their dakka along the way. It starts with two chain lasers, that can then be upgraded like so: Chain Laser => Laser Chainger => Chain Vulcan => Gatling Laser => Rift Waker => God Killer
  • Multiple Endings: FTL:Multiverse has many endings, depending on your run.
    • Normal Ending: Achieved by beating the Multiverse Flagship. You have saved Node 17, securing a Federation victory in this reality.
    • Peace Ending: A variant of the Normal Ending. If you do the monk quest along with saving a population, exposing a corrupt government and bringing down a powerful Rebel ship, then the MVFS will capitulate instead of proceeding to phase 2, granting you a large scrap bonus. In addition of securing a victory, you have spared many lives by following the teachings of peace.
    • Obelisk Endings: Achieved by travelling to the Obelisk homeworlds and destroying the MFK Flagship. Your exact ending depends on whether you decide to destroy or detonate the Paragon.
      • Destroy: You decide not to detonate the Paragon. While the Multiverse War will not end, you have scored a major victory against the Rebellion and many lost realities were retaken.
      • Detonate: You decide to detonate the Paragon, killing you and your crew as well as destroying all Obelisk lands, rendering all MV drives nonfunctional. This forces the Multiverse War to come to a halt but traps many travelers in realities that are not theirs.
    • Slug Ending: Achieved by crowning a new slug king in the Crown Theft Festival, you side with them instead of the Federation, and the Kleptocracy conquers this reality... but not for long as thieves do not make good rulers. You can also crown Sylrick as a can of beans, which unsurprisingly works even less.
    • Chaos Ending: Achieved by beating three Rhyming Cultists, then rerouting to the ??? sector. Here, you find The One Who Rhymes, and you must defeat his powerful cruiser to win. He congratulates you, gives you the gnome and unlocks the Rhyme Cruiser; then, when you enter Node 17, you realize that the Flagship has been obliterated by... something, giving you a victory.
    • Nexus Endings: Achieved by defeating Sylvan Prime at the end of the Nexus. Which of four endings you receive depends on your notoriety and whether you smash Prime's rings as She ordered you to.
    • Nexus-Chaosnote  Endings: Achieved by beating Sylvan Prime while in Chaos Mode, the Gnome teleports to Prime's ship and kills him. She thanks you for helping, then, depending on your Nexus notoriety:
      • High: The C.E.L cannot help you. She is free to return to the Nexus, destroy you and the C.E.L, and from there conquer the Multiverse.
      • Low: The C.E.L is able to help you, so She returns to the Realm of Madness to gather forces and rejoins with The One Who Rhymes. Once you reach the special Her beacon, you engage the Vision of Evil, an immensely powerful ship. The C.E.L disables Her ship's invincibility after two minutes of fighting, letting you destroy Her and The One Who Rhymes, freeing the Multiverse from Her menace forever. You will become your Cluster's ambassador and end its war... eventually. For now you're enjoying a well-deserved vacation.
  • The Multiverse: The main setting of the overhaul. It is further subdivided in Clusters, which are groups of similar universes. Most of the action in FTL:Multiverse takes place in a single cluster, except when you go to the Nexus.
  • Multiversal Conqueror: This is the goal of the Obelisks, starting with Universe 0. After destroying the Obelisk Dreadnought, you destroy the weapon vault they planned on using, hence thwarting the invasion.
  • Mushroom Samba: During one event, if you decide to eat hallucinogenic melons with some Slugs, you mistake a large asteroid for a Rock ship. On top of having strange colours, it has several anomalies, such as weapons firing small asteroids instead of missiles and lasers during the "fight".
  • My Name Is ???: Siren vessels will simply have their ship class labelled "???", and so is the name of the sector where you find The One Who Rhymes. The G-Van's ship will be similarly obfuscated, except when you encounter him at the entrance to the Nexus.
  • Mythology Gag: The ships used by the Rebel Engineers are inspired from the designs of the original Rebels in the early prototypes of the base game. Two such ships are direct recreations of those, while the others are derivated from that design.
  • Mystery Fiction: The event chain of the Militia Cruiser starts with a long event functioning as a whodunnit. The culprit is Thom, using an Anti-Personnel drone, while Daniel, who usually mans drones, has an alibi (he was upgrading the Life Support at the time).
  • Necessary Drawback:
    • Replicator bombs and missiles have a longer cooldown to compensate for their lack of ammo cost to fire.
    • Tuco's cruisers have a lower hull amount in exchange for having generally better starting equipment.
  • Nerf:
    • This mod makes several of the stronger systems, such as Hacking, more expensive to upgrade, to balance around the higher and more frequent scrap rewards. Furthermore, the hacking drone is now destroyed if the system is unpowered mid-flight, invalidating the "hacking bypass". note  However, you can build an internal Defense Scrambler augment at empty beacons for a cost that's similar to a Weapon Pre-Igniter, coupled with 10 drone parts.
    • The Weapon Pre-Igniter isn't nerfed per se, but it can now only be found at the end of a quest given by Sylvan in the Kleptocracy Capital, hence making it a lot rarer. However, the Tuco A cruiser starts with one, and the Sylvan C cruiser starts with an upgraded variant.
    • While still good, both the Burst Laser 2 and the Flak 2 (Vanilla's Flak 1) are nerfed: the former is slower while the latter is hurt by the fix of a bug that makes it more accurate than it should.
  • Nice Job Fixing It, Villain: Vance's betrayal of Jerry ends up in a disaster for him: not only does his nephew get dangerous, but due to Jerry being Loved by All among the Rebellion, it ends up causing an Enemy Civil War during phase 3 of the Flagship fight.
  • Nigh-Invulnerable: Separatist Engis in Nano Mode only take 10% damage from any combat source, which makes them invaluable as meatshields. However, while in this mode, they cannot deal damage or repair.
  • Non-Action Guy: Zoltan Monks are pacifist and cannot attack crew or systems, even when mind-controlled (though they can still blast open doors to travel).
  • Non-Standard Game Over:
  • No-Sell:
    • The Sodium Cruiser line has a special augment called "Salt Plating", which completely negates any and all ion damage.
    • Shells and Vampweeds aren't affected by the effects of the Toxic Gas augment, regardless of their allegiance.
  • Not the Intended Use: Pestilence drones, which are meant to specialize in crew-killing, are exceedingly effective at stripping Energy Shields in Beam mode, since Energy Shields are coded to be harmed by beams of any kind, even if they don't deal direct damage.
  • Odd Friendship: One C.U.R.A. Task has the player retrieve a recording of a meeting between Admiral Vance and Devorak "the Deathless" Rei. The two turn out to hit it off quite well with each other, leaving both the player and even C.U.R.A. dumbfounded at how two supremacists from different species could possibly be friendly with each other, with C.U.R.A. even accusing you of turning in incomplete data, but provides a reward nonetheless.
  • Ominous Visual Glitch: She causes the game to glitch out whenever She uses Her powers. Her ship in particular, the Vision of Evil, appears to be distorted by glitchiness.
  • One-Hit-Point Wonder: The Sylvan C Cruiser only has one hull point, but it is incredibly well-armed in return.
  • One-Letter Name: The names of Obelisk Royals (like E) only have one letter for efficiency's sake.
  • One-Man Army:
    • Invoked by the layout of Jerry's Cruiser, as it has an unique one-man teleporter, and gatling Jerry with a pony. You can combine them into Mounted Jerry, a Lightning Bruiser which can and will decimate entire ships by himself. He is further supported by an artilery that prevents enemies from fighting and a bomb that makes him even stronger.
    • MFK B's layout outright calls this trope's name. It too has a Crew of One with a MFK Soldier who can be buffed further by its bombs, but unlike Jerry's Crewser its teleporter allows for more than one crew to wreck havoc on the enemy ship once you get more.
  • Order Versus Chaos: Two factions introduced in the "Order and Chaos" update battle for the control of the Multiverse, each representing one side of the coin. Syvan Prime's C.E.L enforces the stability of reality at the cost of refusing to help those whose realities are in danger if there is a risk of spreading the problem to other clusters. Meanwhile, She and The One Who Rhymes seek to re-establish Her domain of chaos and madness over the Multiverse.
  • Our Ghosts Are Different: The Ghost species is not actually spirits of the dead, but is named as such due to their ability to phase through doors and immunity to fire and suffocation.
  • Overly Long Gag: You may encounter a Zoltan peacekeeper who asks you what you think of a speech he prepared. The speech is many event boxes long, and painstakingly details all the lore of several factions of the game. There is even a Hope Spot where it appears to be over, only for the peacekeeper to start talking even more again!
  • A Pirate 400 Years Too Late: Captain A554013 wears a stereotypical pirate hat, and he talks like one.
  • Play as a Boss: Once you complete the True Ending, you unlock the Multiverse Flagship as a player ship. Phase 2 and 3, unlocked respectively by beating the game with phase 1 and 2, even have allied power surges!
  • Playing with Fire: Lost Sun Commandos and Gouls have an active ability to start fires in their room.
  • Poor Communication Kills:
    • One event has a Free Mantis ship captain enter a rage and attack you on sight because they mistake you for a Rebel ship.
    • The Shells are seen as more hostile than they are due to their scientific culture; they are eager to run generally harmless experiments on other species that happen to wander in their sectors.
  • Praetorian Guard: The Mantis Hive has the Bishop Elites, chosen protectors of the Queen, the Slug Kleptocracy has the Knights of Nights, and the Rock Theocracy has the Rock Paladins charged with protecting the Rock Elders.
  • Press Start to Game Over: As Sylvan C is an One-Hit-Point Wonder and some salvaging events can result in damage with some options, while you'd need to do it on purpose it is possible to lose from hull damage before even jumping once.
  • Press X to Die: One event in Leech sectors has you encounter a Slug ship selling Leech ships the ability to have their ship crash into a nearby moon. You can pay 50 scrap for the service yourself, earning you an achievement and unlocking the Pimped Out Cruiser's A variant if you haven't already.
  • Purposely Overpowered:
    • Ancient weaponry in general is very powerful, but you will either only be capable of acquiring very few of them or direly need them due to fighting opponents equipped by them already. The laser is fast and can stun, breach and do double damage on hull, the Bomb damages the hull of the target, the Ion damages the system it hits (including Shields!) on top of ionizing it, and the Missile launcher creates three powerful projectiles. Beyond that, there's the even stronger (and rarer) Obelisk Royal Weaponry.
    • Aenwithe's Cruiser is incredibly powerful, boasting ALL systems at once, going past the normal limit and even having an artillery. Furthermore, it has a crew of 21 to start with, made of one of every Hero Unit. However, to unlock it, you need to get most ships in the game first.
    • The Super-Elite cruisers are extremely strong, to the point of still massacring enemies from sector four or five with their starting layout. To behold: the Alt-MFK Cruiser starts with a Missile Artillery that shoots a salvo of 3 missiles that each deal 3 damage and cannot miss, assuring it will destroy any enemy extremely quickly once the system is upgraded to level 5, which translates to a quarter of its base cooldown; meanwhile the Alt-Bishop Cruiser is crewed by two Mantis Bishops, which will slice the entire enemy crew into pieces before they can even process what's happening, and the Alt-Paladin cruiser is completely immune to hull damage.
    • Also see Infinity Plus One Sword for the most overpowered crew type.
    • The Rift Waker is ludicrously powerful, but to get it you have to beat Sylvan, which is much harder than anything you may do with it. If that's still not Purposefully Overpowered enough for you, then there's the God Killer, obtained by upgrading a Rift Waker on Sylvan Transport B, which shoots three times as fast, has a built-in pre-igniter, and only needs two bars of power.
    • Inverted with the Unoptimized Cruisers, a series of ships which can only upgrade its systems to lower than normal thresholds, have a lower crew capacity, and are meant for players who want a challenge.
  • Putting on the Reich: The Duskbringers Zoltans are fed up with the ways of the Zoltan Ministry and the failures of the Federation to protect them and have adopted an agenda of their own new, more aggressive strategy, planning to overthrow the Zoltan government. Their soldiers even wear black colored armor. If that wasn't obvious enough, their elites are known as the "New Order".
  • Ramming Always Works: The "Ram the bastards!" blue option from Vanilla becomes a full-fledged pre-combat option that allows you to damage the hull of the other ship along with a random system, at the cost of one HP of your own.
  • Red and Black and Evil All Over: Played straight by the Duskbringers' New Order elites, and to a lesser degree the Rock Paladins, but subverted by the Lost Suns.
  • Reforged Blade: The Gatling Laser was broken into three pieces at the end of the Federation-Mantis War. If you want to equip it, you will have to collect these fragments.
  • Regenerating Health: Human Medics, Leeches, Cognitives and Lanius Welders will slowly regenerate health if out of combat for a moment.
  • La Résistance: The Lost Suns are this to the Rock Theocracy.
  • Religious Bruiser: The Rock Cultists of the Eternal Ember.
  • Rhymes on a Dime: As the name implies, this is how the Rhyme Cultists and The One Who Rhymes speak.
  • Running Gag: Mine Launchers being disliked. The rock emporium manager complains nobody wants them, the civilian guard comments that they're not very liked if they give you one, Sylvan considers them to be "trash", and Fed B's description describes them as being liked by none other.
  • Scavenger World: The Crystalline Origins, Lanius Homeworlds, Abandoned Sectors, and the Ancient Recovery Site sector.
  • Secret Level: Nine sectors never spawn normally and can only be accessed through a specific way: the Crystalline Origins, Infested Sector, Jerome Protectorate, Royal Slug Nebula, Hektar Mega-Market, Multiverse Nexus, Ancient Recovery Site, Ancients Wastelands, and Obelisk Homeworlds.
  • Secret Test of Character: To unlock the Lost Sun Cruiser, you have to take a quest to supposedly destroy it, as it fell into Inquisition hands. Once at the beacon, you have to convince the "Inquisition" ship to attack you, mostly by insulting them. Then, once you get the cruiser to low health, the Lost Sun admiral will reveal that the ship never fell in Inquisition hands in the first place, the Lost Suns just wanted to test the Federation's worth as an ally.
  • Seemingly Hopeless Boss Fight: When you enter the Nexus, you meet the G-Van, who proceeds to instantly disable all your systems and prepares to annihilate you. A few seconds later however, the game glitches out horribly and all your systems come back to normal, letting you either flee or defeat the G-Van.
  • Sheathe Your Sword:
    • In the Federation Sector, you may encounter a station building autoships. To get the bounty, you must withstand its firepower without damaging its hull, and let it assault you until the timer runs out.
    • When fighting Cyra Black's MFK Cruiser Ace at the Jerome Protectorate's exit beacon, when the enemy ship has reached low enough hull or crew count, Jerry will beg for there to be no more bloodshed. Successfully avoid destroying or crew-killing the enemy ship for a period and the fight will end, allowing you to keep Jerry as crew and unlocking the MFK Cruiser Ace for future runs.
  • Shop Fodder: The only utility that the Zoltan Idol and Nebulous Gases augments provides are scrap for selling them.
  • Shoplift and Die:
    • You can attack Sylvan, the wandering trader Slug, but doing so is practically suicide as the ship has 8 layers of shields, a Super Shield, six weapons that are straight upgrades of the Burst Laser 2, and nearly the entirety of all ship systems.
    • In Tony's stores, you can contract a loan of up to 100 scrap. However, from that point on any non-unique end beacon has one in two chances to be replaced by the Debt Collector, a powerful ship, that threatens you to repay the loan with a 40% interest or engage a tough fight.
  • Shut Up, Hannibal!: If both Alkram and Ariadne are present on the ship, then an interaction can trigger where Alkram hails her as a fellow Rebel Leader. However, Ariadne furiously retorts that they are nothing alike, as she aims to free her people from a genuinely oppressive government while Tyrdeo is just a gardener who ended in the wrong place. Furthermore, she remarks that Alkram had no problem fighting to the side of the oppressors during the Mantis war.
  • Shmuck Bait: This mod encourages you to think before making choices, which sometimes means really stupid options being given.
    • Some blue options are actually bad: as such, in the "Separatist settlement with a disease" event, you can send your Engi to help against a deadly disease... for Engis. Your crewmember may promptly dies, unless that Engi is an elite Defender. Similarily, you can send your Orchid to help against a fire in another event, which needless to say ends poorly.
    • In the Monk Nebula, you may encounter a monastery, where you can repeatedly hail a monk who doesn't want to be. After a few times, you get him seriously angry, prompting him to send an Auto-ship which deals you heavy damage.
    • In one event, you may encounter Slugs that sell you exclusive technology in the form of a Big Red Button. You can activate it before the battle, and it will instakill you.
    • In Leech territory, you may encounter a Slug ship that gets paid by Leech ships so that they can crash themselves into a moon. You can pay to crash yourself.
  • Sinister Geometry: Obelisk ships (as well as the Obelisks themselves) are made of cubes, which they consider to be the perfect shape.
  • SNK Boss: Sylvan disobeys many rules other ships in the game have, such as having 6 weapons compared to almost all other ships having at most four (plus a possible artillery), eight layers of shields (which is more than even the True Final Boss), or being impossible to crewkill. Sylvan Prime takes the rules even more as a suggestion than him.
  • Star-Crossed Lovers: Obyn and Sylvan are implied to be this. The star-crossing comes from their different fates and the former being a Man of Kryptonite to the latter. If you can reunite them by saving Sylvan while having Obyn on board, you unlock the Sylvan B cruiser.
    Sylvan B's description: A tale as old as time, two lovers determined to stay together despite all the odds. Oh, and they also have a massive warship.
  • Stone Wall:
    • Shell ships have higher shield levels than the other species.
    • Some player ships, such as the Obelisk Cruisers also have more maximum hull points than the normal 30.
  • Sufficiently Advanced Aliens: Obelisk technology is far beyond what's available to the other races: all their weapons are extremely powerful, such as an ion weapon that damages your shields if it hits, have augments that massively boost the crew or ship, and are themselves very strong in combat.
  • Super Boss:
    • Sylvan, the Travelling Merchant, has one of the strongest ships in the game, boasting at least eight shield layers, a Super Shield with 15 HP, six Burst Lasers, and nearly every ship system; he is deliberately designed to be unbeatable without a very specific setup. Fighting him is entirely optional and not recommended; actually defeating him grants a ridiculous amount of scrap and powerful items, including the unique Rift Waker laser, and unlocks the Sylvan C Cruiser (if you're using the Sylvan A).
    • Sylvan Prime has, according to the game, the strongest ship in the Multiverse. To find him, you will have to find a way to access the Multiverse Nexus, which is very difficult, then face the Brutal Bonus Level to end all brutal bonus levels. Really, a good hint of exactly how hard he is, is that, to even access the Nexus, one of the things you need to do is to beat Sylvan!
    • She is fought at the end of Chaos Mode, and has a nigh-invulnerable ship capable of regenerating its hull quickly. Your only hope is to Hold the Line until the C.E.L. disables her quick regeneration. Did I mention that it can only be fought after beating Sylvan Prime?
  • Super Mode:
    • All Mantis except the base ones have a Pheromone ability. When it is on, their damage outputs are greatly increased, and they move faster.
    • The Assimilate ability of Augmented Lanius fully heals them and greatly improves their all-around statistics for a time. Their leader, The Anointed, has an even more powerful version.
    • You can choose to toggle Obelisk Cognitives into "automated mode", causing them to gain increases to all of their abilities, at the cost of being unable to control them until you activate their ability again.
  • Super Prototype: If you defeat the Stealth B MV Traveler, you may obtain the Tsukiyari Beam, stated to be a prototype upgrade of the Suyari and Kamayari Beams. It has an enormous 5 power consumption and only starts at 2 damage, but it ramps up even faster than the Kamayari, and after just two volleys it deals even more damage that the Voulge Beam.
  • Suspiciously Similar Substitute: In Orchid space, it is possible to come across a ship asking you to help deal with a station infested by massive man-eating weeds. Since the giant alien spiders were expanded in Multiverse, this serves as the quest equivalent to the vanilla version.
  • Take That!: Mine Launcher weapons are disliked by most of the galaxy; they cannot be directly found in stores apart from a select few, and are exclusively used by Trapper class ships.
  • Technophobia: Guntput and his lizard civilization are generally averse to technology, seeing it as a means only to the ends of war. Trying to appease them causes them to reject your assistance, seeing you as little better than the Rebels and Hektar. However, they are willing to accept your help to save their race, and Gunput is willing to join your crew if it means taking out the Hektar Slugs who've conquered his home.
  • Teleport Spam: It is now possible to upgrade the Teleporter to level 4. A level 4 Teleporter effectively has no delay, but the upgrade is incompatible with Reconstructive Teleporter for balance reasons.
  • These Questions Three...: Appears as a Shout-Out to Monty Python and the Holy Grail. Much like in the movie, the first two questions are trivial and automatically answered while the third is difficult.
  • That's No Moon: At one point in the Science Nebula, you try to track the "Specimen Alpha" of the Morphs, which has been taken by the Rebels. Once you arrive at the quest beacon, you find a seemingly normal MFK, however it turns out that the entirety of the ship, from hull to crew, is actually the specimen!
  • This Is Gonna Suck: If the reactor goes critical on you and you don't have enough engine power to Outrun the Fireball, you get a single option simply reading "Crap."
  • This Looks Like a Job for Aquaman: The Orchid oxygen generation ability might seem unimpressive in most of the situations, at best letting you divert one reactor bar from the Oxygen system, or fixing breaches in a more convenient way... but when suddenly faced against Lanius or Drone boarders, this ability lets them negate one of the main strength of these threats.
  • Threshold Guardians: The Anointed offers to buy a comatose alien off of your ship so that she can consume it. The only way to reach the True Ending is to protect the alien and defeat the Anointed.
  • Time-Limit Boss:
    • While fighting the Engineer Mothership, the reactor present at the beacon begins to meltdown, resulting in very heavy damage if you fail to stop the reactor or don't have a good enough engine to escape the blast in time.
    • You have a limited amount of time while fighting the Militia Dreadnought before the Rebels on board use it to destroy the shields of the Militia base.
    • Once you deal a sufficient amount of crew or hull damage to the Suzerain cruiser, the Bishop you talked to earlier warps in and raids the hatchery the cruiser defends while you're distracted. You must disable the cruiser quickly to confront the Bishop, letting you recruit her and get to the final part of the Bishop Cruiser quest if you have Kazaakplethkillik on board.
    • The MFK Flagship is charging its FTL to leave the Obelisk Homeworlds with the Paragon. The amount of time you have to stop it depends on the difficulty, being 5 minutes on casual, 4 on normal, 3 on challenging and just 2 minutes 45 seconds on extreme. Additionally, this timer is unaffected by neither system damage nor augmentations. Failing to prevent the Flagship from jumping nets you a Non-Standard Game Over.
  • Time Master: The Temporal Manipulator is a new system that speeds up or slows down time within the target room. Higher power in the system gives a stronger effect.
    • G-van's activated ability temporarily freezes all crew (except themselves) across both your and the enemy ship, preventing the crew from doing anything.
  • Time Police: The Continuity Enforcement League, or C.E.L., charge themselves with protecting the Multiverse from reality-threatening entities.
  • Try to Fit That on a Business Card: Vortigon, or should we say, Grand Priest Lord Vortigon Obadann XIV, Devout Follower and Leader of the Cult of the Eternal Ember and Keeper of the Holy Texts certainly has a long title.
  • True Final Boss: If the questline started by the Ancient Activator is pursued, you will not fight the Rebel Flagship at all. Instead, the game ends with a battle against the MFK Flagship, led by Admiral Vance himself; defeating it leads to the game's true ending.
  • Unlockable Content:
    • Just like in vanilla, the mod only starts with a single ship, the Kestrel Multiverse Cruiser. All other ships must be unlocked by either beating the game with other ships or completing their special quests.
    • Extreme Mode can only be unlocked after reaching sector 8 once. Similarly, you only unlock the True Ending after reaching it three times.
    • After you beat 5 Renegade bosses, the Judges will give you a beacon that can be activated at the start of a run, and unlocks new Renegade bosses to fight.
    • The Nexus is unlocked by bringing Obyn or Anurak to Sylvan's capsule in the Hektar mega-mart. Further runs only require you to go to the capsule, without necessarily having them with you.
    • By bringing an unique crew with a hat to the hat merchant in the Nexus, you unlock an option in the hangar to grab the Magic Hat, which allows you to visit any sector you want as a single-use reroute to any unique sector in the game.
    • Chaos Mode is unlocked by defeating three Rhyme Cultists (who themselves only start spawning after you defeat a Siren ship), then beating The One Who Rhymes. It's activated at the start of a run.
  • The Unintelligible: Morphs talk in a bizarre, unreadable dialect. OOJ MAJOO, however, seems to be able to communicate in some way, with splices of recordings.
  • Unintentionally Unwinnable: Some ships such as the Auto-Cruiser A and B start without a crew, but they generally have a drone bay with a repair drone or other ways to repair themselves, including a slow auto-repair in non-breached rooms. If you lose any way to repair yourself due to breaches and you don't have a sealant, and cannot repair piloting or engines to jump to a beacon and hopefully get more crew, then you will be forever stuck at the current beacon and will have no choice but to restart.
  • Unique Enemy: In addition to bosses and minibosses, some enemies such as the Pimped Marauder, the Auto-Purger or the Cherri Bomber can only be encountered in one event.
  • Unique Items: Later in the run, Multiverse Renegades may (or will if crew-killed) drop special weapons, drones, or even crewmembers when defeated, which can only be found that way. They are typically upgraded versions of other weapons, such as the Obsidian Missile, a Breach Missile that deals double damage against systemless rooms, or the Nevermiss a special Laser that ignores shields entirely.
  • The Usurper:
    • The Slug Kleptocracy enforces this with the "election" of its new kings: every four years, the Crown Theft Festival is held in the Royal Nebula, where all Kleptocracy citizens can attempt to steal the crown from the current king, thereby becoming the new one. However, the former king Slocknog claims it is a "non-violent tradition" and consequently calls the current king Nights a "cheater" due to the latter having forced the previous king at gunpoint to hand over the crown. You can steal the crown for yourself (or rather one of your Slug crew) yourself by fulfilling a very specific set of requirements, earning you the "Slug Ending".
    • You end up becoming one by accident, becoming the new Lanius king after defeating the previous one: however, if you save the former king's life by giving him Beacon Parts to eat their description notes they aren't too bothered by sticking around on your ship.
  • Video Game Cruelty Potential: Many events give you the option to attack non-aggressive targets. Civilian ships, in particular, often do not even have a weapon to defend themselves with.
  • Video Game Cruelty Punishment: However, doing so may increase your notoriety with the faction. If too many of such events are taken, the guards become hostile on sight to you.
  • Wave-Motion Gun:
    • The Obelisk A/C player ship and enemy Obelisk Light-Cruisers use a beam artillery that deals 10 system damage to systems hit.
    • The Voulge is a tier above the Glaive, dealing one extra damage.
    • The Eradicator family line fires off a powerful green beam that deals multiple damage to rooms it hits.
    • The Suyari, Kamayari and Tsukiyari Beam ramp up their damage every shot, with virtually no limit. Specifically, they start dealing more damage per shot than the aforementioned Voulge after respectively the 5th, the 3rd and the 2nd volley.
  • What the Hell, Player?: The description of the Rift Waker calls you a "greedy, murdering, traitor" for having killed Sylvan, if you acquired it by destroying his transport ship.
    • The description of the Orchid Children augment says that it's only good for selling at a store, "at the cost of your soul, you monster."
  • Weak to Fire: Giant alien spiders, Orchids and Orchid Chieftains take 120%, 200% and 300% damage from fire (respectively). Mantis Suzerains and Bishops will also take increased damage from fire when they have their ability activated, unless you install the "Fireflies" upgrade in the onboard lab.
  • Why Did It Have to Be Snakes?: Sherlock Haynes is terrified of bugs, and as a result cannot fight against them in melee.
  • Zerg Rush:
    • The Pleasure Barge and Spider Cruisers have a high crew cap and a large Teleporter, relying on overwhelming numbers to defeat enemies.
    • Some NPC ships use Invasion boarding tactics, relentlessly pumping you with boarders instead of sending a single party at a time. These include Free Mantis ships, most Eargen Republic ships, the Rebel Flagship, and the Engi Infiltrator ship.
    • The New Order Cruiser has unique access to a maximum level of four for its Clone Bay, allowing it to clone its crew instantly: when combined with a level 4 teleporter, the ship can endlessly pump the enemy full of boarders.

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