Post by dj0z on Feb 15, 2026 at 10:52pm
Click here to download Latest version: v5.94i
An add-on for FTL: Multiverse v5.5.1, which adds a secret sector, multiple spicy augments (multi-ramming, fire-related, special hacking, repair, internal...), blue options, upgrades, sounds, visuals and combos!
Also features a few weapons and 5 ships (4 unlockable) with specific gimmicks.
The general theme is powerful but potentially dangerous (to you) experimental tech. More content coming soon!
Also features a few weapons and 5 ships (4 unlockable) with specific gimmicks.
The general theme is powerful but potentially dangerous (to you) experimental tech. More content coming soon!
No longer requires Fusion! (RK version 5.91m or newer).
****** RECOMMENDED LOAD ORDER ******
Multiverse Assets (needed)
Multiverse Data (needed)
Other content add-ons can go here
Multiverse Data (needed)
Other content add-ons can go here
RadiKal Sector !
Any "Patch last" add-ons you want (like the ones that add systems to ships. You can put them in any order)
****** CONTENT ******
The secret RadiKal sector:
-Weapons, augments and some other things are rarely accessible from the outside.
-Get coordinates rarely during normal play or from double agents in stores, then reroute. There might be other ways too.
-Original content, events, enemies, quests and specialized shops.
-Danger everywhere. You might trade crew, gear, reputation or something else for even better things. Will you dare?
Resource-hungry Combat Augments:
-Shipvore Ram: recklessly throw your ship at the enemy for heavy damage and repairs, risking your resources and more.
Keep the risks under control with experience, or intuition! Combos with Fuel Conserver and Emergency Generator.-Offense Disabler makes the enemy harmless for a few seconds, progressively restoring their power afterwards.
-Vulnerabilizer: slowly remove the enemy's defenses, with some randomness.
-Plasma Teleporter: Light many fires on the enemy ship instantly!
Has safe and risky deployment methods. Combos with other augments.Other offensive Augments:
-Charged Belts adds on-death damage and fire to your crew, stacking with similar effects. Has combo.
Other defensive augments:
-Persistence Shield gives Super Shields, a way to recharge them instantly, and regular shield recharge speed!
-Thicker Hull can negate low damage hits, and always reduces high damage ones, with a drawback.
-Punk Harmony uses a bootleg Harmony to automate and empower your Engi, scaling with Mind Control and Hacking.
-Defense Kits make your crew much sturdier on your ship.
-A.E.R.A. Second Wind can automatically save your ship, once per purchase.
-Lead Titans: make your crew of specific races stronger and heavier, maybe too much for your ship.
-Enigmashin: gamble with fleet delays through brief special hacking, maybe with consequences...
-Oxygenizer: spawn an atmosphere at the start of fights.
-Scorched Earth lets you set your rooms or ship on fire and benefit from it.
Upgradable for extra effects. Combo with Plasma Teleporter.
-Surveyor: deep-search empty beacons for random loot.-Scorched Earth lets you set your rooms or ship on fire and benefit from it.
Upgradable for extra effects. Combo with Plasma Teleporter.
Internal augments:
-Choking F.I.N.E.: protects from suffocation and gives boosts while suffocating.
-Demicloners: provides a semblance of cloning when your crew dies without a Clonebay.
-Mind Cooler: greatly reduces the impact of having your crew mind controlled.
-Hellion Wraps: in fire, your crew is combat boosted.
-Mind Heater: in fire, makes your crew resist Mind Control and stun, and also reveal adjacent rooms.
Efficient weapons:
-'Bada' fissure beam can deal massive damage to large systems, or blow up ships!
-'Unloader' can quickly throw your whole stock of missiles at the enemy.
-'Gravespred' radiation beam can be lethal including on your ship.
-'Shotphaser' shotguns accelerated phase ions with high stun.
-'Rain of Ions' shoots all kinds of ions at once!
-'Rain of Fire' can eventually maintain full strength fires against any ship!
-'BPS Messenger' heavy laser combines the strengths of all 3 RK subfactions.
New crew:
-Squyrts are RK Bam modified Technopaths specialized in destruction.
-Uptors are made out of Alpha Gouls to fit the fiery needs of the RK Scorch.
-Unique crew!
Player ships with unique gimmicks!
-Embark on a wild ride with the Rammer, boasting a superior locked version of the Shipvore Ram.
-The Punker plays around its massive reactor, particle accelerator, and special hacking.
-The Scorcher is outfitted with what you need to burn down any enemy.-The Punker plays around its massive reactor, particle accelerator, and special hacking.
And more coming soon in the frequent updates!
(This thread has multiple pages, go to the last one for the most recent changelog!)
****** CHANGELOG RadiKal Sector v5.54 (The Revival) ******
-All RK ships: shortened descriptions and removed the obsolete teleporter room icon in hangar.
-All augments: shortened descriptions, and sometimes simplified functionality.
* Rammer cruiser
-Fixed Shipvore Ram in the Rammer not being locked anymore.
-Slightly modified a few ramming outcomes.
-Now has Conservative overcharger (0-power) instead the of normal 1-power one.
-Removed mind control.
-Replaced Clone Bay lvl 1 by Medbay lvl 2.
-No longer starts with a Flak 1 or any Missiles.
-Now starts with a Fuel Crate, a Lanius and more drone parts.
-Modified the last 2 weapon mount points (even though layout A can’t use them).
* Punker cruiser
-Room layout, inner doors and vents modified. Piloting room now ventable.
-Starting weapons reduced from 3 to 2, and modified.
-Starting crew reduced from 4 to 3 and modified.
-Starting drones reduced from 2 to 1 and modified to Maintenance Drone. Starting drone parts increased from 14 to 18.
-Hacking starts at level 1 instead of 2.
-Artillery starts at level 2 instead of 1. Reduced artillery fire chance from 20 % to 10% and cooldown by 1 second. Increased system damage from 2 to 3.
-System limit increased to 9, so you can actually buy a system again.
-Starting reactor reduced by 1.
-Further reduced reactor upgrade costs from 20-32 per bar to 12-30 per bar. Maximum reactor is still 32. Also the ship’s short text now hints at those features in addition to the existing icon (which is quite vague).
* Scorcher cruiser
-Added unlock method: win the game with Punker.
-Increased system limit by 1 to account for artillery.
-Changed the artillery from a no damage fire beam to a volley of 3 missiles dealing 1 damage and always starting a fire. Still pierces all shields.
-Starting reactor reduced by 1.
-Slightly changed layout at the back and in the corners.
-Improved system room cosmetics and removed one that was bleeding onto the exterior.
-Moved the weapon attachment points around and realigned ship visuals so it’s all centered better.
* Augments
-A.E.R.A. Second Wind works again.
-Defense Kits movement speed now applies everywhere on your ship, and was reduced from +50% to +30%. Repair speed reduced from +50% to +30%. Idle healing reduced from 6 to 4. It’s now less rare in shops.
-Enigmashin is now rarer in shops. Cost increased to 2 drones. Added a critically good outcome that delays the fleet by 2 turns. Overall chance of success increased from 50% to 60%.
-Shipvore Ram + Fuel Conserver combo outcomes clarified.
-Fixed augments with toggles not being toggleable anymore.
-Fixed augments with upgrades not being upgradable anymore.
-Plasma Teleporter: removed most options to feed activation that were based on specific crew types or weapon types. Generic options and RK sector equipment still count. Mentioned the Charged Belts combo in description.
-Charged Belts: now mentions that it reduces crew HP by 10%, which is important if player has any Ghosts with periodic effects.
-Offense Disabler: can now be powered by the Emergency Reactor. Drone cost increased to 3. Cost slightly increased.
-Vulnerabilizer: description now mentions that it can be powered by the Emergency Generator.
* Weapons
-Rain Of Fire: radius, cooldown and scrap value slightly increased. Shots reduced from 14 to 3. Now chains 2 times to dramatically reduce cooldown. Now has 80% chance to not use a missile. Enemy version shots reduced from 4 to 3.
-BPS Messenger : updated stats based on the current Piercing Heavy Laser, including the fact that it doesn’t reduce the cloaking timer. Removed extra system damage, so it no longer acts like an Ancient Plasma Cannon. Reduced required power from 3 to 2. Increased cost to 100.
* RadiKal Sector
-Fixed “RK sector isn’t accessible anymore” bug.
-Fixed “Mysterious Operative” no longer showing up anywhere.
-Chance to obtain the coordinates of the RadiKal sector via the Revisit method increased from 45% to 50%.
-Reduced the fine when Zoltan police seizes your gear. Fixed the Vulnerabilizer having its development name in that event.
-Increased resource penalty and added reputation loss to a certain evil decision you can make.
-Increased variety of crew available in shops, still skewed towards specialists.
-RK shops: all event texts now remind you in brackets that you can only make a limited amount of purchases. Offense Disabler and Plasma Teleporter can now show up in the “RK augments” sections. Increased chance to sell Auxiliary systems from 33% to 67%, and reduced chance to sell Essential systems from 100% to 33%.
-Slightly upgraded Granny event.
-Made BPS Messenger laser unable to spawn in Obelisk sectors, like the rest of RK gear.************
Special Thanks to (in no particular order) Aleev, Zuggo, LoudMute, Arc, Lizzard, codyfun, bamalf, Dr. Nauter, Witherbottom, Chooseche, Eschaton, Pepper, Untitled, Pupi, vertaalfout, Dalvest, Alder, Kix, [Enchanter], Pedrosian96, Royal Slime, [yenlo]R4V3-0N, robinthedragon2, Ehtya (Laythe), Blizz/mr_easy_money, Skye[NikoMaster], Julk, Felipe, marcrusian, Abstrusity and all the other helpers on the FTL:MV Discord, for precious information on general modding, coding and art.
Feedback? Questions? dj0z in the Multiverse server on Discord.
Good luck and have fun!
Feedback? Questions? dj0z in the Multiverse server on Discord.
Good luck and have fun!