Faster Than Light

Ship and Weapon Modding

Author

George Wong

Date, Revisions

Created on 30 January, 2014. Version 1

Guide Summary

This is a weapon and ship modification to the game Faster Than Light (version 1.0 DRM Free/Non Steam). It might work for Steam but cannot verify because i dont have it on Steam.




How to install / Useage notes

Download the The Kraken V1.4 (Final) zip in link above.

Extract the contents to your mods folder in the FTL game directory. It should be under the following path: "..\FTL_gamedirectory\mods\[extract contents here]".

If your game is on Steam, look under "..\steam\steamapps\common\FTL_gamedirectory\mods\[extract contents here]".

The contents should be a file with the extension *.FTL. This is just a ZIP file renamed as FTL for the game to boot on launch. If you want to edit the files, just extract it with any unzip tool and the contents of the mod are inside.

All files should be editable with Notepad++ or your preferred coding/programming software. Graphics can be manipulated with Photoshop.

The main file you'll want to edit is "FTL_gamedirectory\mods\data\blueprints.xml.append" which contains the ship & weapon codes and the related attributes. Mods in this game work by booting original game's blueprints.xml, then appending that file with the ones you've listed in your mod. So bootup order is important, and so is naming conventions. Don't overwrite original game assets, and try to avoid conflicts with other mods due to naming conventions.

You should avoid altering orginal game files (that includes configurations and assets). It royally screws up compatibility with other mods if you do this!

In case it is not obvious: BACK UP YOUR GAME DIRECTORY BEFORE COMMENCING ANY MODIFICATIONS.




The Kraken

This ship mod is a reskin/edit of an existing mod titled "The Rebel Flagship Prototype" (previously known as The Reclaimer version 1.3) by user: Ginger Dragin on the FTL forums. The ship is essentially a dreadnought class cruiser with a massive railgun mounted along the spine of the ship. The charged particle cannon will 1-hit-kill most ships without a shield.

Faster Than Light - Kraken Ship Mod

Augments and equipment

My modifications boost the vessel's hull and energy capacity (as upgrades). I've also added useful augementations and drones. This is a fully equipped combat vessel to take on anything in the FTL universe.

Faster Than Light - Kraken Ship Mod

The Kraken is equipped with two battle drones and a repair drone by default. You will need to divert power to the drones bay when required. They'll dispatch any intruders or repair your vessel as required.

The augementations are best-in-slot as far as i am concerned. You will find Long Range Scanners useful from the get-go. Advanced FTL Navigation lets you back track to any node you've previously visited. Engi Med-Bot Dispersal automatically heals everyone on board your vessel at a slower pace than the Medical Bay. Keeping your people alive lets your survive the game longer.

Flak, Shock Cannon, Nukes and O.Bomb are custom weapons (further details below).

Faster Than Light - Kraken Ship Mod

The main railgun uses up a lot of power so you'll have to power down most of your systems in order to maintain it's charge rate. Make sure the enemy's shields are down before it fires or the beam will do nothing.

Faster Than Light - Kraken Ship Mod Faster Than Light - Kraken Ship Mod Faster Than Light - Kraken Ship Mod Faster Than Light - Kraken Ship Mod

Experimental Weapon Mods

The weapon mods are my own creation. I wanted to outfit my modified dreadnought with a range of experimental weaponry and they are extremely overpowered.

If you don't like to play the game on god mode, then don't use them.

The codes below go into the FTL game directory "modname\data\blueprints.xml.append" file. Modify it as required. The codes should be self explanatory. The higher the number the greater the impact (particularly chance of fire/breach).

If you want any of the weapons to spawn with your ship, look in the blueprints.xml.append file and locate the player ship code:

<?xml version="1.0" encoding="us-ascii"?>
<shipBlueprint name="PLAYER_SHIP_HARD_2" img="flagship_prototype" layout="rebel_cruiser">
  <class>Flagship Prototype</class>
  <name>The Kraken</name>
  <desc>The Kraken is a heavy duty assault cruiser that is outfitted with new reactor that outputs 3x as much power as the Reclaimer. It's also armed with hull breaching bombs and point lasers.</desc>
  <systemList>
    <pilot power="1" room="4" start="true" img="room_pilot" />
    <doors power="1" room="25" start="true" img="room_doors" />
    <sensors power="1" room="16" start="true" img="room_sensors" />
    <medbay power="2" room="21" start="true" img="room_medbay" />
    <oxygen power="1" room="22" start="true" img="room_oxygen" />
    <shields power="2" room="1" start="true" img="room_shields" />
    <engines power="3" room="0" start="true" img="room_engines" />
    <weapons power="4" room="2" start="true" img="room_weapons" />
    <drones power="4" room="24" start="true" img="room_drones" />
    <teleporter power="1" room="26" start="true" img="room_teleporter" />
    <cloaking power="1" room="23" start="true" img="room_cloaking" />
    <artillery power="4" room="20"/>
  </systemList>
  <weaponSlots>4</weaponSlots>
  <droneSlots>3</droneSlots>
  <weaponList count="4" missiles="100">
    <weapon name="FLAKCANNON" />
    <weapon name="SHOCKCANNON" />
	<weapon name="MISSILES_NUKE" />
	<weapon name="BOMB_OP" />
  </weaponList>
<droneList count="3" drones="50">
		<drone name="BATTLE"/>
		<drone name="BATTLE"/>
		<drone name="REPAIR"/>
	</droneList>
  <health amount="60" />
  <maxPower amount="33" />
  <crewCount amount="6" class="energy" />
  <crewCount amount="1" class="engi" />
  <crewCount amount="1" class="slug" />
  <aug name="NANO_MEDBAY" />
  <aug name="ADV_SCANNERS"/>
  <aug name="FTL_JUMPER"/>
</shipBlueprint>

The codes you should be looking are these below. Modify the weapon name as required. The weapon name can be found under the appropriate weapon codeblock below:

  <weaponList count="4" missiles="100">
    <weapon name="FLAKCANNON" />
    <weapon name="SHOCKCANNON" />
	<weapon name="MISSILES_NUKE" />
	<weapon name="BOMB_OP" />
  </weaponList>

When you load the game and launch with the Rebel Cruiser/Kraken, the game should by default spawn with the weapons listed above. If not, they may procedurally appear throughout the game as drops, rewards or store purchaseable items.




Flak Cannon "Flak"

This is very effective at bringing down shields and hulls. It fires a single missile projectile that hits the enemy vessel 3 times. It has a high chance to breach the enemy hull and a low chance to set fire to internal rooms. It uses one missile per shot. Very effective against unmanned drone ships.

flak cannon
<weaponBlueprint name="FLAKCANNON">
	<type>MISSILES</type>
	<title>Flak Cannon</title>
	<short>Flak</short>
	<desc>Flak cannon fires 3 rounds that smashes into the enemy hull. Does wide spread damage. High chance of breach and low chance to ignite fires. </desc>
	<tooltip>Ship-to-ship flak cannon.</tooltip>
	<damage>1</damage>
	<sysDamage>1</sysDamage>
	<persDamage>1</persDamage>
	<missiles>3</missiles>
	<shots>3</shots>
	<sp>1</sp>
	<fireChance>2</fireChance>
	<breachChance>8</breachChance>
	<cooldown>2</cooldown>
	<power>2</power>
	<cost>70</cost>
	<bp>7</bp>
	<rarity>3</rarity>
	<speed>250</speed>
	<image>missile_breach</image>
	<launchSounds>
		<sound>explosion3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>explosion1</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>lightning2</sound>
	</missSounds>
	<weaponArt>beam_long</weaponArt> 
</weaponBlueprint>

Flak Guns will shred the target ship's hull, depleting oxygen in the room. The ship is easier to loot intact, as you walk over their cold dead corpses!

Flak barrage Flak barrage


Nuclear Missile Launcher "Nukes"

This will work as described. Smaller ships will vaporise in one shot. It takes a while to power up and even longer to hit the target.

If you're in a pinch i recommend using one of the other weapons. It's too slow to fire and it can be shot down by drones.

nukes
<weaponBlueprint name="MISSILES_NUKE">
	<type>MISSILES</type>
	<title>Nuclear Missiles</title>
	<short>Nukes</short>
	<desc>An IPBM class missile that travels slowly, and arms even slower, can one shot weak ships.</desc>
	<tooltip>Consumes 1 missile. 8 personnel damage, 8 system damage, causes breach, ignites fires, 8 hull damage.</tooltip>
	<damage>8</damage>
	<sysDamage>8</sysDamage>
	<persDamage>8</persDamage>
	<missiles>2</missiles>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>8</fireChance>
	<breachChance>8</breachChance>
	<cooldown>15</cooldown>
	<power>4</power>
	<cost>70</cost>
	<bp>7</bp>
	<rarity>3</rarity>
	<speed>5</speed>
	<image>missile_hull</image>
	<launchSounds>
		<sound>surgeWarning</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>explosion3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>missiles_2</weaponArt> 
</weaponBlueprint>



Overpowered Bomb "O.Bomb"

This is a fun one. A bomb you can teleport into any room on a ship just like Stargate Atlantis. It doesn't do any damage but will cripple any subsystems, and have a high chance to set fire to the room. It can also be used on your own ship against boarding parties. It has trouble teleporting on to ships with their shields intact. Use this to burn up any oxygen on the enemy ship. Keep in mind that if there is no oxygen on board, the fires go out too.

obomb
<weaponBlueprint name="BOMB_OP"> 
	<type>BOMB</type>
	<title>Ovepowered Bomb</title>
	<short>O. Bomb</short>
	<locked>1</locked>
	<desc>Self-teleporting explosive that damages systems, crew and the hull. Can target your own ship. Good for igniting fires and causing panic to crew members.</desc>
	<tooltip>A bomb used to cause panic for crew and disable critical systems. Can target your own ship.</tooltip>
	<damage>0</damage>
	<sysDamage>10</sysDamage>
	<persDamage>3</persDamage>
	<missiles>1</missiles>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>10</fireChance>
	<breachChance>10</breachChance>
	<cooldown>2</cooldown>
	<power>0</power>
	<cost>55</cost>
	<bp>4</bp>
	<rarity>1</rarity>
	<image>bomb_fire</image>
	<explosion>explosion_big1_ion</explosion>
	<launchSounds>
		<sound>bombTeleport</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>ionHit1</sound>
		<sound>ionHit2</sound>
		<sound>ionHit3</sound>
	</hitShipSounds>
	<weaponArt>bomb_ion</weaponArt> 
</weaponBlueprint>



Shock Cannon "S.Cannon"

This is best used in conjunction with any of the other hull breaching weapons, particularly the O.Bomb or Flak. Use this to knock out the enemy shields and cripple targetted subsystems temporarily. Small chance of setting rooms on fire. Useful against Rebel Flagship boss. Doesn't do any damage to the hull.

shock cannon
<weaponBlueprint name="SHOCKCANNON">
	<type>LASER</type>
	<title>Shock Cannon</title>
	<short>S. Cannon</short>
	<desc>Ion weapons can disable systems without causing hull damage.</desc>
	<tooltip>Fires ion globs that does 2 ion damage and recharges very quickly. May ignite fires. Can hit and disable shields as well as systems.</tooltip>
	<damage>0</damage>
	<ion>2</ion>
	<speed>60</speed>
	<shots>3</shots>
	<sp>0</sp>
	<fireChance>4</fireChance>
	<breachChance>0</breachChance>
	<cooldown>2</cooldown>
	<power>2</power>
	<cost>80</cost>
	<bp>6</bp>
	<rarity>4</rarity>
	<image>ion_1_shot</image>
	<explosion>explosion_big1_ion</explosion>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>ionHit1</sound>
		<sound>ionHit2</sound>
		<sound>ionHit3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>ionShields1</sound>
		<sound>ionShields2</sound>
		<sound>ionShields3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>ion_4</weaponArt> 
</weaponBlueprint>



Solar Flare "S.Flare"

This weapon is based on the tiny lasers fired by the A.K unit from Total Annihilation. Basically i wanted to fire a shit ton of lasers at enemy vessels . Having four of these tiny rapid fire lasers was funny as. But they don't really do much damage and i only have 4 weapon slots for the Kraken.

<weaponBlueprint name="LASER_FLARE">
	<type>LASER</type>
	<title>Solar Flare</title>
	<short>S. Flare</short>
	<desc>The "Solar Flare" class weapon is used to punch through shields before bombs are teleported on to the enemy ship.</desc>
	<tooltip>This weapon will punch through shields and armor.</desc>-->
	<damage>1</damage>
	<shots>5</shots>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>4</breachChance>
	<hullBust>1</hullBust>
	<cooldown>2</cooldown>
	<power>4</power>
	<cost>110</cost>
	<bp>10</bp>
	<rarity>3</rarity>
	<image>laser_light2</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_5</weaponArt> 
</weaponBlueprint>



The Kraken vs the Rebel Flagship

S.Cannon and Flak Guns for the first stage

The Kraken vs the Rebel Flagship The Kraken vs the Rebel Flagship

O.Bomb to get rid of the Rebel crew and cripple subsystems

The Kraken vs the Rebel Flagship

Fire the nukes!

The Kraken vs the Rebel Flagship The Kraken vs the Rebel Flagship

Victory!

The Kraken vs the Rebel Flagship The Kraken vs the Rebel Flagship

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