FTL: Faster Than Light
FTL: Faster Than Light |
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Developer: Subset Games This game has hidden development-related text. This game has a notes page |
FTL: Faster Than Light is a procedurally generated roguelike game that has you captain a starship to its doom, repeatedly.
To do:
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Sub-Pages
Unused Events
General Unused Events Several completely unused events, including ghosts..? Also includes leftovers from the original demo of the game. |
Test Events Events explicitly used for testing, including experimentation with integrating the names of crewmembers into events. |
Partially Unused Events Otherwise-used events that have unused commented-out sections. |
Internal Species and Ship Names
Some of the internal names of the species and ship classes don't match their final, in-game names.
Name | Blueprint name | Ship prefix |
---|---|---|
Human | human | fed rebel |
Engi | engi | circle |
Mantis | mantis | mantis |
Slug | slug | jelly |
Rockman | rock | rock |
Crystal | crystal | crystal |
Zoltan | energy | energy |
Lanius | anaerobic | anaerobic |
The most notable things here are the Engi ("circle"), the Slugs ("jelly"), the Zoltan ("energy"), and the Lanius ("anaerobic"). The Lanius are also occasionally referred to as "Shrike", and, informally, "metal aliens". "The Shrike" is also the name of the Lanius Cruiser's 'B' layout. It is perhaps also worth mentioning that the Zoltan ships are still called 'Energy' in their class names in-game.
In addition to the differences in prefixes, some enemy ship classes also have differing internal names, perhaps most notably the Slug ships; the Slug Interceptor (jelly_button), the Slug Light-Cruiser (jelly_croissant), and the Slug Assault (jelly_truffle). These names were likely originally used as the actual class names, as evidenced by the unused "Truffle Wreckage" ghost ships, which use the Slug Assault layout.
Unused Achievement
- They Should Really Have Spacesuits
- Have 10 enemy crew die while suffocating by sector 5.
There is a commented-out achievement in achievements.xml, which was originally the Lanius Cruiser's third ship-specific achievement, and was replaced with the achievement 'Loss of Cabin Pressure'.
Unused Player Ship Layout
PLAYER_SHIP_ANAEROBIC_3 | |
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Layout | anaerobic_cruiser_3 |
Image | anaerobic_cruiser_3 |
Class | Shrike Cruiser |
Name | wutwutwut |
Unlock hint | >??????????? |
Description | ??????????????????? |
Reactor power | 8 |
Systems (power) | Oxygen (1) Engines (2) Shields (2) Weapons (2) Medbay (1) Teleporter (1) Cloaking (1) |
Subsystems (power) |
Pilot (1) Doors (1) Sensors (1) |
Weapons | Burst Laser Mark II |
Missiles | 5 |
Drone parts | Either 2 or 0? |
Crew | Lanius x4 |
The Lanius Cruiser has a commented-out layout in dlcBlueprints.xml with the blueprint name PLAYER_SHIP_ANAEROBIC_3, though the actual room layout of the ship can no longer be found in the game's files. A comment above the blueprint says:
This is the original 1st version. I replaced it with the U shaped ship with the inner ring of airlocks. I'm keeping this in case we need another layout for now
The "U shaped ship with the inner ring of airlocks" is Layout A of the Lanius Cruiser in-game, indicating that this was originally going to be Layout A.
Unused Enemy Ships
IMPOSSIBLE_PIRATE | |
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Layout | jelly_truffle |
Image | jelly_truffle_pirate |
Class | Impossible Pirate |
Health | 20 |
Reactor power | 35 |
Systems (power) | Oxygen (3) Drones (2) Shields (8) Engines (8) Weapons (8) Cloaking (1) |
Subsystems (power) |
Pilot (3) Doors (3) |
Weapons | Burst Laser Mark I Halberd Beam Pegasus Missile |
Missiles | 30 |
Drones | Combat Drone Mark I |
Drone parts | 5 |
Crew | Engi x5 |
The 'Impossible Pirate' ship from the game's original demo is still present in blueprints.xml; it uses the pirate version of the Slug Assault class, with an Engi crew of 5.
GHOST_SHIP_MED | |
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Layout | jelly_truffle |
Image | jelly_truffle_pirate |
Class | Truffle Wreckage |
Health | 22 |
Reactor power | 19 |
Systems (power) | Oxygen (1) Medbay (2) Shields (6) Engines (4) Weapons (6) |
Subsystems (power) |
Pilot (2) Doors (2) |
Weapons | Dual Shot Laser Burst Laser Mark II Fire Beam |
Crew | (none) |
GHOST_SHIP_HARD | |
---|---|
Layout | jelly_truffle |
Image | jelly_truffle_pirate |
Class | Truffle Wreckage |
Health | 22 |
Reactor power | 21 |
Systems (power) | Oxygen (1) Medbay (2) Shields (6) Engines (4) Weapons (8) |
Subsystems (power) |
Pilot (3) Doors (3) |
Weapons | Dual Shot Laser Burst Laser Mark II Burst Laser Mark II Fire Beam |
Crew | (none) |
Additionally, there are two 'ghost ships' in blueprints.xml (though these are commented out), GHOST_SHIP_MED and GHOST_SHIP_HARD, both with the class "Truffle Wreckage". They, like the impossible pirate, use the pirate version of the Slug Assault class (which was originally named the Truffle class). Neither of the ships have any crew, and hence would have operated similarly to automated ships. These ships were likely originally going to be used in the unused event GHOST_SHIP, which also made use of the removed 'ghost' species.
Unseen Names and Descriptions
Weapons
Rebel Flagship Weapons
ARTILLERY_BOSS_1 | |
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Title | Boss Laser |
Short title | Boss Laser |
Description | ssss |
Tooltip | Fsss |
ARTILLERY_BOSS_2 | |
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Title | Boss Missile |
Short title | Boss M. |
Description | Artillery that fires 3 missiles that deal 1 damage. |
Tooltip | Fires 3 missiles; 1 damage each; pierces all shields. |
Commented-out description |
Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot. |
ARTILLERY_BOSS_3 | |
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Title | Boss Beam |
Short title | Boss Beam |
Description | 2 damage beam with a long trail. |
Tooltip | Beam weapon, 2 damage per room with small breach chance. |
Commented-out description |
Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches. |
ARTILLERY_BOSS_4 | |
---|---|
Title | Boss Ion |
Short title | Boss Ion |
Description | 1 damage ion 3 shots |
Tooltip | 1 damage ion 3 shots |
The Artillery weapons used by the Rebel Flagship have unused names and descriptions. The Boss Missile and Boss Beam also have commented-out descriptions that don't match the weapons, likely from the weapon blueprints that were duplicated and modified to create these.
Crystal Shard
CRYSTAL_1 | |
---|---|
Title | Crystal Shard |
Short title | Crystal |
Description | Should Never See This Description. |
Tooltip | Should Never See This Description. |
No. of shots | 1 |
Cooldown | 9 |
Power requirement | 1 |
Cost | 20 |
BP | 2 |
Rarity | 0 |
The crystal shards from the 'Crystal Vengeance' augment have their own weapon blueprint (of the type 'MISSILES'; i.e. a missile launcher), complete with a placeholder description and tooltip. This weapon blueprint appears to be a slightly-modified duplicate of the 'Leto Missiles' weapon.
Commented-out Descriptions
MISSILES_3 | |
---|---|
Title | Hermes Missile |
Short title | Hermes |
Description | Standard but powerful missile. |
Tooltip | Fires 1 missile; does 3 damage; pierces all shields. |
Commented-out description |
Power Req: 2 Pierces through all shields and deals 3 damage with a chance of fire and breaches. Uses 1 missile per shot. |
MISSILES_BURST | |
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Title | Pegasus Missile |
Short title | Pegasus |
Description | Creative missile design allows for two projectiles for the cost of one! |
Tooltip | Fires 2 missiles; 2 damage each; pierces all shields. |
Commented-out description |
Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot. |
MISSILES_BREACH | |
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Title | Breach Missiles |
Short title | Breach |
Description | These missiles are designed to cause maximum destruction to ship hull armor. |
Tooltip | Fires 1 missile; 4 damage; pierces all shields; high breach chance. |
Commented-out description |
Power Req: 3 Fires a single shot, heavy missile that does 4 damage and causes breaches in the target's hull. |
BEAM_LONG | |
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Title | Pike Beam |
Short title | Pike Beam |
Description | Can cut across entire ships, assuming there's no shield to stop it. |
Tooltip | Beam weapon with extended line. 1 damage per room. |
Commented-out description |
Power Req: 2 Can cut across an entire ship that has no shields, dealing 1 damage per room. |
BEAM_2 | |
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Title | Halberd Beam |
Short title | Halberd Beam |
Description | Slow but reliably powerful standard beam weapon. |
Tooltip | Beam weapon, 2 damage per room. |
Commented-out description |
Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches. |
BEAM_3 | |
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Title | Glaive Beam |
Short title | Glaive Beam |
Description | One of the most powerful weapons of war ever created. Known to take out some ships in a single blast. |
Tooltip | Large beam that does 3 damage per room. |
Commented-out description |
Power Req: 4 A very powerful beam weapon that cuts through ships like butter. Deals 3 damage in a line. |
BEAM_FIRE | |
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Title | Fire Beam |
Short title | Fire Beam |
Description | This terrifying beam does no physical damage but ignites fires. |
Tooltip | Beam weapon that starts fires. |
Commented-out description |
Power Req: 2 A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields. |
BEAM_BIO | |
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Title | Anti-Bio Beam |
Short title | Anti-Bio Beam |
Description | This terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crewmembers. |
Tooltip | 2 power beam weapon that greatly damages enemy crew. |
Commented-out description |
Power Req: 2 A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields. |
LASER_HULL_2 | |
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Title | Hull Smasher Laser Mark II |
Short title | Hull Laser II |
Description | This powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot. |
Tooltip | Fires 3 lasers, 1 damage each and 2x damage in systemless rooms. |
Commented-out description |
Power Req: 3 Fires 3 shots that deal 1 damage to rooms with a system or subsystem and double damage to rooms without either. |
BEAM_HULL | |
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Title | Hull Beam |
Short title | Hull Beam |
Description | This beam is most powerful when targeting large, empty sections of hull. |
Tooltip | Beam weapon; 1 damage; 2x damage in systemless rooms. |
Commented-out description |
Power Req: 3 Fires a beam that deals 1 damage to rooms with a system or subsystem and double damage to rooms without either. |
MISSILES_HULL | |
---|---|
Title | Hull Missile |
Short title | Hull Mi. |
Description | High hull damage plus a decent breach chance. |
Tooltip | Fires 1 missile; 2 damage; 2x damage in systemless rooms. |
Commented-out description |
Power Req: 2 Fires a missile that deals 2 damage to rooms with a system or subsystem and double damage to rooms without either. |
BOMB_1 | |
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Title | Small Bomb |
Short title | S. Bomb |
Description | Self-teleporting explosive that damages systems and crew but not the hull. Can target your own ship. |
Tooltip | Bomb weapon; requires a missile; does 2 damage, but only damages system, not hull. Can target your own ship. |
Commented-out description |
Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage. |
BOMB_BREACH_1 | |
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Title | Breach Bomb Mark I |
Short title | Breach I |
Description | Self-teleporting explosive designed to damage systems and cause a breach. Can target your own ship. |
Tooltip | Bomb weapon; requires a missile; does 1 damage to systems, and creates a hull breach. Can target your own ship. |
Commented-out description |
Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage. |
BOMB_BREACH_2 | |
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Title | Breach Bomb Mark II |
Short title | Breach II |
Description | Slower than Mark I but does more damage to systems and crew. Can target your own ship. |
Tooltip | Bomb weapon; requires a missile; does 3 damage to systems, and creates a hull breach. Can target your own ship. |
Commented-out description |
Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage. |
Many of the game's weapons have unused, commented-out descriptions, obviously from an earlier version.
Drones
Crew Blueprints
battle | |
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Title | Battle |
Short title | Battle |
Description | Dummy blueprint needed now. |
Cost | 50 |
BP | 2 |
Rarity | 0 |
repair | |
---|---|
Title | Repair |
Short title | Repair |
Description | Dummy blueprint needed now. |
Cost | 50 |
BP | 2 |
Rarity | 0 |
These are two dummy crew blueprints (i.e. for species), seemingly corresponding to the Anti-Personnel Drone and System Repair Drones, respectively. It's not clear whether or not these are used; there is no crew blueprint for boarding drones.
Drone Weapons
DRONE_LASER | |
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Title | Drone Laser |
Type | LASER |
Used by | Combat Drone Mark I Combat Drone Mark II Defense Drone Mark I Defense Drone Mark II (BOSS_DEFENSE_2; unused) |
DRONE_LASER_2 | |
---|---|
Title | Drone Laser 2 |
Type | LASER |
Used by | Defense Drone Mark II Defense Drone Mark II (DEFENSE_2_ENEMY) |
DRONE_BEAM | |
---|---|
Title | Drone Beam |
Short title | Drone Beam |
Description | 'Baby's first beam'; Extremely cheap and weak beam weapon. |
Type | BEAM |
Used by | Anti-Ship Beam Drone I |
DRONE_ION | |
---|---|
Title | Ion Blast |
Short title | Ion Blast |
Type | LASER |
Used by | Anti-Ship Ion Drone I (unused) |
DRONE_MISSILE | |
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Title | Drone Missile |
Short title | M. 0 |
Short title | STUPID MISSILES |
Description | This should never appear in the store: BUG |
Type | MISSILES |
Used by | Anti-Ship Missile Drone I (unused) |
ANTI_DRONE_ION | |
---|---|
Title | Drone Laser |
Type | LASER |
Used by | Anti-Combat Drone |
DRONE_BEAM2 | |
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Title | Mini Beam |
Short title | Mini Beam |
Description | 'Baby's first beam'; Extremely cheap and weak beam weapon. |
Type | BEAM |
Used by | Anti-Ship Beam Drone II |
DRONE_FIREBEAM | |
---|---|
Title | Fire Beam |
Short title | Fire Beam |
Description | Fire beam. |
Type | BEAM |
Used by | Anti-Ship Fire Drone |
The weapons of drones are internally considered weapons (in the same way that any other weapon is). Many of these have names and descriptions.
Unobtainable Drones
DRONE_HACKING | |
---|---|
Type | HACKING |
Title | Hacking Drone |
Short title | Hacking |
Description | Should never see this. |
Power requirement | 1 |
Speed | 28 |
Scrap cost | 70 |
Rarity | 0 |
DEFENSE_2_ENEMY | |
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Title | Defense Drone Mark II |
Short title | Defense II |
Description | BUG- Should not be seen |
BOSS_DEFENSE_2 | |
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Title | Defense Drone Mark II |
Short title | Defense II |
Description | Shoots faster than Mark I and can also shoot down incoming lasers. |
BOARDER_BOSS | |
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Title | Boarding Drone |
Short title | Boarding |
Description | Breaches through the enemy hull and wreaks havoc. Awesome. |
The hacking drone, which cannot be obtained as a drone, has an unused title and description, as do the enemy and (unused) boss versions of the Defense Drone Mark II, and the (used) boss version of the Boarding Drone (though they are identical to those of the normal Boarding Drone).
Unused Drone Types
COMBAT_ION | |
---|---|
Type | COMBAT |
Title | Anti-Ship Ion Drone I |
Short title | Ion Drone |
Description | Slow moving drone that repeatedly attacks the enemy ship with ion blasts |
Power requirement | 2 |
Firing speed | 5 |
Scrap cost | 50 |
BP | 3 |
Drone image | drone_combat |
Drone weapon | DRONE_ION |
Rarity | 0 |
COMBAT_MISSILE | |
---|---|
Type | COMBAT |
Title | Anti-Ship Missile Drone I |
Short title | Missile Drone |
Description | Slow moving drone that repeatedly attacks the enemy ship with mini missiles |
Power requirement | 2 |
Firing speed | 5 |
Scrap cost | 50 |
BP | 3 |
Drone image | drone_combat |
Drone weapon | DRONE_MISSILE |
Rarity | 0 |
There are two unused drone types in blueprints.xml, both likely removed due to being too over-powered.
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This unused drone type (BOSS_DEFENSE_2) appears to be a copy of an earlier version of the Defense Drone Mark II (or the duplicate of it which is used for enemies). The name of the blueprint would seem to imply that it would have been used by the Rebel Flagship; it isn't used in the final game. The above table only contains the properties that differ between the versions of the drone.
Comments in the blueprint for the used Defense Drone Mark II drone blueprints indicate that the cooldown of the drone was originally 750ms and the cost was originally 75, meaning that it is likely the only difference between the standard version and the boss version was the power requirement.
Unused Augments
To do: What are 'bp' and 'value'? |
There are a number of commented-out ship augments in blueprints.xml, under various headings, a lot of which were never implemented. Furthermore, the ship-specific augment 'Titanium System Casing' was originally named 'Reinforced System Casing', and this name is still present, commented out.
Blueprint name | Name | Description | Scrap cost | BP | Rarity | Stackable? | Value |
---|---|---|---|---|---|---|---|
Ship-specific augments | |||||||
ADV_HULL_ARMOR | Advanced Hull Plating | State of the art hull armor provides a massive 25 percent chance to negate incoming hull damage (hit systems will still be damaged). | 100 | 15 | 0 | True | 0.25 |
Standard augments | |||||||
HULL_ARMOR | Reinforced Hull Plating | Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged). | 60 | 8 | 2 | True | 0.15 |
"OTHER IDEAS" | |||||||
PERSONAL_TELEPORTER | Personal Teleporters | Crew on an enemy ship that is jumping or being destroyed will be automatically recalled. | 150 | 4 | False | ||
FLIGHT_SUITS | Integrated Flight Suits | Crews take half damage when in rooms without oxygen | 80 | 2 | False | 0.5 | |
SHIP_SEALING | Improved Ship Sealing | O2 will deplete at 50% speed when the Oxygen system is unpowered. | 100 | 2 | False | 0.5 | |
MISSILE_REPLICATOR | Missile Replication System | The first missile/bomb weapon fired after a jump will consume no explosive | 100 | 3 | False | ||
INTERNAL_AI | Improved Internal AI | Your interior drones (repair and battle) are 20 percent more effective. | 100 | 3 | True | 0.2 | |
EXTERNAL_AI | Improved Internal AI | Your exterior drones (defense and combat) are 20 percent more effective. | 100 | 3 | True | 0.2 | |
"PROBABLY NOT" | |||||||
ENCODED_DISTRESS | Encrypted Distress Signal | Your distress signal will be more likely to be picked up by friendly ships. | 100 | 3 | False | ||
TELEPORTER_PREIGNITE | Teleporter Pre-igniter | The teleporter is made immediately available after an FTL jump. | 130 | 3 | False | ||
HEAT_RESIST | Heat Resistant Suits | Reduces damage crew takes from fire by 50% | 70 | 2 | False | 0.5 | |
BEAM_PIERCE | Gives all beam weapons 1 shield piercing | 80 | 2 | False | 1 |
The unused augment 'Reinforced Hull Plating' was modified slightly and re-used as the ship-specific 'Rock Plating' augment:
Blueprint name | Name | Description | Scrap cost | BP | Rarity | Stackable? | Value |
---|---|---|---|---|---|---|---|
ROCK_ARMOR | Rock Plating | Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged). | 80 | 8 | 0 | False | 0.15 |
Two of the commented-out "other ideas" ('Integrated Flight Suits' and 'Missile Replication System') were implemented in FTL: Advanced Edition, with slight differences:
Blueprint name | Name | Description | Scrap cost | BP | Rarity | Stackable? | Value |
---|---|---|---|---|---|---|---|
O2_MASKS | Emergency Respirators | Crew take half damage from low oxygen. | 50 | 8 | 2 | False | 0.5 |
EXPLOSIVE_REPLICATOR | Explosive Replicator | Missile based weapons have a 50 percent chance of not using a missile. | 60 | 8 | 3 | False | 0.5 |
Unused Graphics
Trader Map Box
An unused map pointer that says "TRADER". Internally, "TRADER" generally refers to events that give the player a single trade/exchange offer, as opposed to an actual store interface. These events can't be returned to, and are not marked on the map.
Help Screen Overlays
To do: Are you sure these aren't used? |
Ship Challenge
There are textures relating to a "ship challenge" stored with the hangar textures.
color_kestrel_1
This small icon is also stored with the hangar textures. There aren't corresponding ones for any other ship.
Null Resource
This texture is likely used if a texture is missing.
Weapons Subsystem
There are octagonal versions of the weapons system icon present alongside the ones which are used. Octagonal icons (as opposed to round icons) are used for subsystems.
These icons also have separate versions for the game's colorblind mode, though, unlike with the other originally-green icons, the green icons here have not been changed to white, and, indeed, appear to be duplicates of the original two green icons.
Scrap Cursor
A version of the mouse cursor, with the scrap icon.
Unused Hack Button Icons
Unused | |
---|---|
Used |
Unused buttons for the hacking system are present. In-game, the drone icon is used, until the hacking drone is launched, at which point it switches to using the same icons as the cloaking system.
Unused Sounds
To do: More comparisons with used sounds, where appropriate. |
Most of the game's sound files are prefixed with 'bp' (or for Advanced Edition sounds, 'AESFX' or 'FTLX'), likely referring to Ben Prunty, who did the game's music, and, seemingly, much of the sound design. However, there are also quite a few sounds without a prefix, mostly in WAV format (unlike the 'bp' sounds, which are OGG files), which are seemingly older and which are mostly unused.
aliens/
bp_SFX_MantisFight.ogg
explosions/
bp_hit_hull_3.ogg
There is a hitHull3 tag in data/sounds.xml, though for some reason it just uses bp_hit_hull_2.ogg again, instead of this sound.
explosion_lofi_med2.wav
explosion_lowfi_block1.wav
explosion_lowfi_block2.wav
explosion_lowfi_long1.wav
explosion_lowfi_small1.wav and explosion_lowfi_small1.ogg
This file has an OGG version, which seems to imply that this was replaced later than the others. There are a few other prefixless WAV sound files which have used OGG versions (not documented here).
explosion_lowfi_small2.wav and explosion_lowfi_small2.ogg
This file also exists as both a WAV and an OGG.
hit1.wav
hit2.wav
hitshieldb1.wav
hitshieldb2.wav
hitshieldb3.wav
shieldsdown1.wav
This file is identical to the file 'shield_down1.wav' in the 'ship' directory (see below), a modified version of which is used in-game. The reason that this file is in the 'explosions' directory isn't apparent.
ship/
bp_door_close_1.ogg
This file is identical to 'bp_door_close.ogg' in the 'ui' directory. Neither are used.
Unused | Used |
---|---|
bp_drone_launch_1.ogg bp_drone_launch_3.ogg |
bp_drone_launch_2.ogg |
bp_jump_ready_1.ogg
door_open1.wav
door_close1.wav
engines_power_down2.wav
engines_power_on2.wav
jump2.wav
Unused | Used |
---|---|
shield_down1.wav |
shield_down1.ogg |
The used (OGG) version of this sound cuts a small part of the start of the original (WAV) sound. As mentioned above, 'shield_down1.wav' is identical to 'shieldsdown1.wav' in the 'explosions' directory.
ui/
bp_alarm_1.ogg
This particular sound has a commented-out tag in sounds.xml, evidencing that it was replaced with the sound 'warning3.ogg'.
bp_alarm_2.ogg
bp_alarm_3.ogg
bp_door_close.ogg
The file 'bp_door_open.ogg' is used for both the opening and closing of doors. As mentioned above, this file is identical to 'bp_door_close_1.ogg' in the 'ship' directory.
sun_flare.wav
weapons/
ions/bp_SFX_SystemDisabled.ogg
bp_beam_1_loop.ogg
The used versions of this file and the below file are slightly longer and fade out.
bp_beam_2_loop.ogg
Unused | Used | |
---|---|---|
bp_laser_1.ogg bp_laser_1b.ogg bp_laser_1c.ogg |
bp_laser_2.ogg bp_laser_2b.ogg bp_laser_2c.ogg |
bp_laser_3.ogg bp_laser_3b.ogg bp_laser_3c.ogg |
Unused | Used |
---|---|
bp_laser_heavy_2.ogg bp_laser_heavy_2b.ogg bp_laser_heavy_2c.ogg |
bp_laser_heavy_1.ogg bp_laser_heavy_1b.ogg bp_laser_heavy_1c.ogg |
engine_small_launch1.wav
engine_small_launch2.wav
laser_c1.wav
laser_c2.wav
laser_c3.wav
laser_d1.wav
laser_e1.wav
laser_f1.wav
laser_heavy_b1.wav
laser_heavy_b2.wav
laser_heavy_b3.wav
laser_heavy_b4.wav
laser_heavy_b5.wav
laser_simple1.wav
laser_simple2.wav
laser_simple3.wav
laser1.wav
laser2.wav
Old Sector Names
The file sector_data.xml defines the possible sectors (and sector names). At the bottom of the file is a large comment, with sector name lists from a much earlier point in development:
Old name lists <name>Federation Sector B53</name> <name>Federation Sector C21</name> <name>Former Republic of Gilead</name> <name>New Colonies of Qarth</name> <name>Varlian DMZ</name> <name>The United Talrasi Planets</name> <name>Planets of Lodor</name> <name>Colonies of Marlith</name> <name>The Remskar Colonies</name> <name>Tasador 8</name> <name>Local Trade Sector 51-A2</name> <name>Local Trade Sector 21-F3</name> <name>Local Trade Sector 125-S1</name> <name>Local Trade Sector 42-MX</name> <name>Quarantine Zone 13C</name> <name>Quarantine Zone 45A</name> <name>Hergarth Protectorate - Pirate Warning!</name> <name>The Lawless Zone - Pirate Warning!</name> <name>Freedom's End - Pirate Warning!</name> <name>Parth Mining Colonies - Pirate Warning!</name> <name>Rebel Forward Base Omega</name> <name>Rebel Forward Base Sigma</name> <name>The Liberated Front - Rebel Controlled!</name> <name>Or'Arst Protectorate - Rebel Controlled!</name> <name>Yarin IV - Rebel Controlled!</name> <name>Kirrakthas - Mantis Prime</name> <name>Perasian Nebula</name> <name>Erkarth Nebula</name> <name>Nebula of Teras</name> <name>Yis'ver Nebula</name> <name>Ceris Nebula</name> <name>Persey Nebula</name> <name>Uncharted Nebula 3.45</name> <name>Uncharted Nebula 6.567</name> <name>Uncharted Nebula 52.4.2</name> <name>Uncharted Sector 42.53</name> <name>Uncharted Sector 12.425.2</name> <name>Uncharted Sector 51.26</name> <name>Uncharted Sector 2.XM.42</name> <name>Uncharted Sector Omega 42</name> <name>Uncharted Sector 21.56</name> <name>Vector 253.1 - Engi Home Sector</name>
Missing Kickstarter Backer Names
The file names.xml defines the lists of names that are used for crewmembers (and enemy crewmembers), including the names of those who pledged over $100 to the game's Kickstarter, and thus had their names added to the crew roster. There is, however, a comment at the top of the section of the file with the backer names, with the following:
Missing: $100 Chase Cagle $500 Steve Swink
These names are indeed missing from the list of possible names.
- Pages missing developer references
- Games developed by Subset Games
- Pages missing publisher references
- Games published by Subset Games
- Windows games
- Mac OS X games
- Linux games
- IOS games
- Pages missing date references
- Games released in 2012
- Games released in September
- Games released on September 14
- Games with hidden development-related text
- Games with unused enemies
- Games with unused graphics
- Games with unused items
- Games with unused sounds
- Games with unused text
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Subset Games
Games > Games by platform > IOS games
Games > Games by platform > Linux games
Games > Games by platform > Mac OS X games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Subset Games
Games > Games by release date > Games released in 2012
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 14