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FTL: Faster Than Light/General Unused Events

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This is a sub-page of FTL: Faster Than Light.

events.xml

Non-sector-specific events.

FLEET_EASY_AGAIN

Another ship approaches, the reinforcements seem endless! You must jump away!

This commented-out event also spawns an elite rebel ship.

BOARDERS_ASTEROID_GHOST

This event is set to be unique (can only be found once per run), and is accompanied by a comment, which says "JUSTIN - maybe add some sort of ship graveyard background?".

You jump into the middle of an asteroid field. Looking around, you find you are surrounded by dozens of wrecks of other ships. Faint wisps of light can be seen moving between wrecks. As you watch, they seem to be changing path and floating toward your ship!

1. Prepare for a fight!
2. (Engines) Activate full impulse drive to escape.
3. (Piloting) Have your pilot maneuver you out of the asteroid field.

The 'Engines' choice requires level 5 engines, and the 'Piloting' choice requires a level 2 piloting system.

Selecting ‍ '​Prepare for a fight!‍ '​ spawns between 3 and 6 boarders of the species "ghost". There is no crew blueprint in the game's files called 'ghost', and this would probably crash the game as a result.

Selecting the ‍ '​Activate full impulse drive to escape.‍ '​ option gives:

With your Advanced Engines you were able to quickly get out of the asteroid field, however your ship took a number of hits on the way out.

This event deals 3 generic hull damage, as well as 1 damage to a random system.

Selecting ‍ '​Have your pilot maneuver you out of the asteroid field.‍ '​ gives:

Thanks to your pilot, you were able escape the worst of the asteroid field unscathed. However, the wisps of light stream out of the field following your ship!

Between 2 and 4 ghost boarders are spawned.

GHOST_SHIP

This event is also set to be unique, and starts with one of four pieces of text, randomly chosen by the game:

This beacon lies in an empty section of space. You almost move on before spotting a heavily damaged ship drifting nearby. The ship's markings are unfamiliar.
You share this beacon with just one other ship, but it appears ancient and long since abandoned.
Another ship is jumping away just as you arrive. They send out a quick communication before their jump completes: "That ruined bulk is more trouble than it's worth." You see a drifting, abandoned vessel nearby.
There's a heavily damaged ship at this beacon. You briefly pick up a very distorted communication from the ship but are unable to understand it. Your sensors detect no life-signs.

With the choices:

1. This is a great opportunity. Let's dock and see if we can find valuable supplies.
2. We're in a hurry, let's just quickly pull some scrap off the ship.
3. Something seems wrong here. Let's just leave.

There is also a non-hostile crewless ship at the beacon.

Selecting choice 1 loads the event GHOST_DOCK (see below), selecting choice 2 loads the event GHOST_SCRAP (see below), and selecting choice 3 ends the event (though the ship will still be there).

GHOST_DOCK

Your crew complains of hearing strange voices as they work. One requests that they end the salvage operation early.

1. They're being ridiculous. Finish the job.
2. They've gathered enough supplies. Let's get going.
3. (Sensors) Wait, sensors are picking up something strange...

The 'Sensors' choice requires level 3 sensors.

Option 1 loads the event GHOST_BOARDING (below), option 2 loads the event GHOST_SCRAP (below), and option 3 gives the following:

Your sensors are picking up some subtle but anomalous activity, it's as if the ship is slowly activating. You pull everyone back to your ship with what they have gathered.

This event gives a medium-level 'scrap_only' reward, and continues with the event GHOST_SPACE (below).

GHOST_SCRAP

You recover what you can before making preparations to jump away.

1. Continue...

This event gives a low-level 'scrap_only' reward, and continues with GHOST_SPACE (below).

GHOST_SPACE

This is an eventList, and contains two events, one of which is randomly selected by the game.

Outcome 1:
Suddenly the wreckage powers up. Still no life-signs are detected. You have no idea who's piloting the ship, but it has clearly become hostile.

This makes the ship hostile (see the 'GHOST_SHIP (Ship)' section below).

Outcome 2:
You receive a transmission from the ship: "You got what you came for. Now leave us!" No life-signs are detected still.

1. You take the empty ship's advice and leave.
2. This ship could be dangerous to future travelers. We should destroy it.

Selecting choice 1 ends the event chain, while option 2 makes the ship hostile (see the 'GHOST_SHIP (Ship)' section below).

GHOST_BOARDING

This is also an eventList, and has two possible events.

Outcome 1:
The salvage operation ends without a hitch. You get your crew-members back on board and prepare to jump away.

This event gives the player a high-level 'weapon' reward, and ends the event chain.

Outcome 2:
Just as they're finishing the salvage operation, your crew reports they're being attacked by what they claim to be the ghosts of the previous crew. They seem confident they can deal with them though.

1. Order your crew to retreat with what they can and get back to the ship.
2. Order them to stand their ground, they should be able to handle a few ghosts.

Selecting choice 1 gives a medium-level 'scrap_only' reward, and loads the event GHOST_SPACE (see above). Selecting choice 2 loads the event GHOST_STAND (below).

GHOST_STAND

This is an eventList, with three possible outcomes.

Outcome 1:
The fight doesn't doesn't go well. Eventually your crew is forced to abandon the supplies and retreat of their own accord.

1. Continue...

This continues with the event GHOST_BOARDED (see below).

Outcome 2:
The ghosts prove to be even weaker than you'd expected. Your crew quickly mops them up and brings back a large cache of supplies.

1. Continue...

This event gives a high-level 'standard' reward, before loading the event GHOST_SPACE (above).

Outcome 3:
Your crew is losing the fight against the ghosts. If this continues, you'll lose everyone.

1. Everyone make a full retreat.
2. Retreat if possible, but protecting the ship is the primary goal.

Choice 1 will load the event GHOST_BOARDED (below), while choice 2 will continue with the following:

You lose a crew-member to the fight but manage to escape the ghost ship and its inhabitants.

You get back to find your crew-member cloned, though annoyed with the command decisions that lead to his death.

The second paragraph is only shown if the player has a Clone Bay; otherwise the crewmember is lost. This event also ends the event chain.

GHOST_BOARDED

The ghosts follow your crew-members back on board the ship!

This event spawns between 2 and 4 boarders of the species "ghost". As with BOARDERS_ASTEROID_GHOST, this would probably crash the game.

GHOST_SHIP (Ship)

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Does this actually use the JELLY_TRUFFLE blueprint instead of the GHOST_SHIP blueprints?

This is the ship, located in events_ships.xml, which is used by the GHOST_SHIP event. It appears to use the ship blueprint JELLY_TRUFFLE (the Slug Assault class), instead of the commented-out GHOST_SHIP blueprints detailed on the main page, with a crew of species "ghost". (Though oddly the proportion of the crew which is ghosts is set to '2'; i.e. 200%. The effect that this would have, if any, isn't apparent.)

Destroying the ship will give the following, as well as a high-level 'standard' reward:

The haunted ship is destroyed. It won't be able to trouble future travelers.

There is also placeholder text present for if the crew of the ship are killed without the ship being destroyed. This cannot possibly occur, since the ship does not have a crew that can be killed.

Should not be seen
(Source: Original TCRF research)

events_engi.xml

Engi sector events.

ENGI_MONSTER

This event is set to be unique, and has a comment beside it with the text "TO DO - Need black image!!!!!! JUSTIN!!!!"; the event in its current state would use one of the two 'dull stars' backgrounds.

As you jump in you're hailed urgently by an Engi science vessel in the distance. "We propose that you do not see the creature." There's nothing on the scanner, which is when you realize you can't see the creature because you're inside it!

1. Jump away ASAP.
2. (Improved Sensors) Scan the monstrosity.
3. (Long-Ranged Scanners) Scan the monstrosity.

The 'Improved Sensors' choice requires level 3 sensors. Selecting either of the two blue choices will give the following:

You detect a faint, arrhythmic sub-wave pattern. Could the creature be communicating? You forward your observations to the Engi vessel and they thank you in turn.

The player is also given a low-level augment reward.

(Source: Original TCRF research)

events_rock.xml

Rock sector events.

ROCK_NURSERY

A complex unused unique event. It's not clear why it was cut. The event begins with the following:

Fluctuating life-signs are reported near the surface of a hazy, pock-marked moon in the vicinity. It seems this is a Rock nursery where the young are 'acclimatized' to their religion - only there's been some kind of coup and the students are running amok!

1. Transfer an away team to investigate.
2. Leave.
3. (Improved Weapons) Fire a warning shot near to the commotion to announce your arrival.

The 'Improved Weapons' choice requires a level 6 weapons system.

Choosing ‍ '​Transfer an away team to investigate.‍ '​ gives:

Your away team reports combat between students and authorities - it seems some of the students were considered to have dissident personalities and were to be imprisoned pro-actively.

1. Order the away team to side with the students.
2. Order the away team to side with the authorities.

Picking either option will give:

It's not long before the violence on the planet becomes a full-scale battle, your away team and their military-grade weaponry in the very center of it.

1. Continue...

This event continues with either ROCK_NURSERY_STUDENTS or ROCK_NURSERY_AUTHORITY (see below), depending on who the player decided to side with.

Selecting ‍ '​Leave.‍ '​ on the first part of the event gives:

As long as they're not shooting at the ship it's best to leave them be.

And selecting ‍ '​Fire a warning shot near to the commotion to announce your arrival.‍ '​ gives:

You dispatch a barrage of weapons fire that crashes home into an unused quarry near to the installation. Weapons fire on the surface ceases for as long as it takes for the moon's defense force to be dispatched to your location!

This spawns a hostile standard Rock ship.

ROCK_NURSERY_STUDENTS

This is an eventList, and has five possible outcomes, one of which is randomly chosen by the game:

Outcome 1:
Things, in the end, do not go well. The enemy succeeds in flanking your team and they're forced to retreat to the ship.

1. Continue...
The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.

1. Continue...

This event continues with ROCK_NURSERY_LOSE (see below).

Outcome 2:

This event has a comment beside it: "JUSTIN - TO DO - Test if this works. i dont think it does...".

The fight goes poorly, and your team eventually finds itself out on the flank with a wounded Rock combatant in tow. They make a desperate push for the shuttle co-ordinates, but one falls. The survivor helps the injured Rock aboard.

Fortunately, your crewmember was close enough to the ship for the Clone Bay to revive them.

1. Continue...

The second paragraph is of course only shown (and the lost crewmember is only cloned) if the player's ship has a Clone Bay. Regardless of this, the player will gain a Rock crewmember.

The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.

1. Continue...

This event continues with ROCK_NURSERY_LOSE (see below).

Outcome 3:
Your team hunkers down in the main quad and succeeds in holding off the enemy combatants and claiming control of the institution!

1. Continue...
The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.

1. Continue...

This event continues with ROCK_NURSERY_WIN (see below).

Outcome 4:
Your team comes under heavy fire. One is blinded by a flash bomb and staggers past the lip of a quarry and to their death far below; the other succeeds in joining with friendly forces and ultimately claims control of the institution!

Fortunately, your crewmember was close enough to the ship for the Clone Bay to revive them.

1. Continue...

The second paragraph is of course only shown (and the lost crewmember is only cloned) if the player's ship has a Clone Bay.

The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.

1. Continue...

This event continues with ROCK_NURSERY_WIN (see below).

Outcome 5:
As the battle proceeds the action moves away from your team's location. During the lull they're able to secure some abandoned weapons; by the time they're done the battle is largely over and they return to ship.

The player is given a medium-level 'weapon' reward.

ROCK_NURSERY_AUTHORITY

This eventList is very similar to ROCK_NURSERY_STUDENTS, with the only differences being a few switched events.

Outcome 1:
Things, in the end, do not go well. The enemy succeeds in flanking your team and they're forced to retreat to the ship.

1. Continue...
The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.

1. Continue...

This event continues with ROCK_NURSERY_LOSE (see below).

Outcome 2:

This event has a comment beside it: "JUSTIN - TO DO - Test if this works. i dont think it does...".

The fight goes poorly, and your team eventually finds itself out on the flank with a wounded Rock combatant in tow. They make a desperate push for the shuttle co-ordinates, but one falls. The survivor helps the injured Rock aboard.

Fortunately, your crewmember was close enough to the ship for the Clone Bay to revive them.

1. Continue...

The second paragraph is of course only shown (and the lost crewmember is only cloned) if the player's ship has a Clone Bay. Regardless of this, the player will gain a Rock crewmember.

The students secure the remaining staff and prepare to leave the solar system - there is only one path open to them now, that of the outlaw.

1. Continue...

This event continues with ROCK_NURSERY_LOSE (see below).

Outcome 3:
Your team hunkers down in the main quad and succeeds in holding off the enemy combatants and claiming control of the institution!

1. Continue...
The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.

1. Continue...

This event continues with ROCK_NURSERY_WIN (see below).

Outcome 4:
Your team comes under heavy fire. One is blinded by a flash bomb and staggers past the lip of a quarry and to their death far below; the other succeeds in joining with friendly forces and ultimately claims control of the institution!

Fortunately, your crewmember was close enough to the ship for the Clone Bay to revive them.

1. Continue...

The second paragraph is of course only shown (and the lost crewmember is only cloned) if the player's ship has a Clone Bay.

The staff and authorities subdue the last of the renegade students; prison transport ships are already in orbit.

1. Continue...

This event continues with ROCK_NURSERY_WIN (see below).

Outcome 5:
As the battle proceeds the action moves away from your team's location. During the lull they're able to secure some abandoned weapons; by the time they're done the battle is largely over and they return to ship.

The player is given a medium-level 'weapon' reward.

ROCK_NURSERY_LOSE

Fully aware that their victory was threatened by your arrival, the survivors immediately dispatch a ship to eliminate you!

This event spawns a hostile Rock ship.

ROCK_NURSERY_WIN

In return for your support during the fight the survivors reward you with the funds set aside for prison transport. You leave before anyone changes their mind!

This event gives the player a high-level 'standard' reward.

ROCK_ZOLTAN_HELP

This unused unique event has a comment beside it with the text "JUSTIN TO DO - Maybe don't include this since the zoltan super shield isn't balanced yet?". The event starts with the following:

It seems a Zoltan ship came here to liberate a Rock settlement from their 'oppressive belief system', and that the settlement did not appreciate it - long-range scanners suggest the Zoltan and their pursuers will be here at any moment!

1. Stay and defend the Zoltan.
2. Stay and capture the Zoltan.
3. Leave.

Selecting ‍ '​Stay and defend the Zoltan.‍ '​ will give:

The... extreme nature of Rock faith is well-known; the Zoltan can hardly be blamed for trying to broaden their horizons. The pursuing Rock ship quickly assesses the situation and decides two captured alien ships are better than one.

This event spawns the hostile ship ROCK_ZOLTAN_HELP_ROCK (see below).

Selecting ‍ '​Stay and capture the Zoltan.‍ '​ will give:

This is Rock territory, and therefore Rock law - the Zoltan should have known better than to interfere. You'll have to disable their engines and piloting to ensure their safe capture.

This event spawns the hostile ship ROCK_ZOLTAN_HELP_ZOLTAN (see below).

And selecting ‍ '​Leave.‍ '​ will give:

This is none of your concern - power up the jump drive!

ROCK_ZOLTAN_HELP_ROCK

Destroying this ship will yield the following:

The Rock ship's hull breaks apart. You salvage the wreck before contacting the Zoltan ship.

1. Continue...

This event gives the player a low-level 'standard' reward.

The Zoltan show little emotion, but express their gratitude with a small payment.

And this event gives the player a random-level 'stuff' reward.

Killing the ship's crew without destroying the ship will result in the following:

With the ship's crew dead you salvage the ship before contacting the Zoltans.

1. Continue...

This event gives the player a high-level 'standard' reward.

The Zoltan show little emotion, but express their gratitude with a small payment.

And this event gives the player a random-level 'stuff' reward.

ROCK_ZOLTAN_HELP_ZOLTAN

Destroying the ship gives:

The Rock ship arrives just as you put the finishing blows to the Zoltan ship. They're not of a mind to thank you, and you get the impression it'd be best if you left post-haste...

This event gives the player a low-level 'standard' reward.

Killing the ship's crew without destroying the ship, as is suggested, gives:

By the time the Rock ship arrives you've all but tied a bow around their quarry. The injured and dying Zoltan are easily taken into custody and the Rock ship grudgingly transfers over what you assume must be the bounty.

This event gives the player a high-level 'standard' reward.

(Source: Original TCRF research)

dlcEvents_anaerobic.xml

Abandoned Sector events.

LANIUS_BOARDERS

You detect a small craft in an otherwise empty area and move in to examine it. It appears to be the husk of a Lanius ship barely holding together. As you are closely scanning it for useful materials, three figures climb out from the wreckage and launch themselves the short distance onto your ship. An explosive vibration rocks the ship and Lanius lifeforms are detected on board!

This event spawns three Lanius boarders on board the player's ship.

(Source: Original TCRF research)

Demo Leftovers

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Specifically: What/when was the demo?

These events are located in newEvents.xml, in a section with the description "Old events for the Original Demo".

STEALTH_1 ("Cloaking")

This is a prototype ship which utilizes advanced Cloaking technology. The trade-off is lack of shields or weaponry. Take advantage of the cloaking device's ability to make enemy shots miss.

STEALTH_2 ("Armor/speed")

This ship was based on designs that existed before shielding technology was standard in all ships. Its armored hull and increased mobility are its primary assets.

STEALTH_3 ("Shielded")

This ship is designed to test the Federation's new advanced shield recharging technology. Unfortunately, you're being forced to test it alone.

STEALTH_4 ("Boarding")

This ship was designed for troop transport behind enemy lines. As such, it isn't equipped with weapons by default but is crewed by the best of the best.

STEALTH_5 ("Drones - space")

This ship is a modified mining vessel that contained advanced AI for drone management. It isn't quite combat ready, but hopefully the drones will cover its shortcomings.

STEALTH_6 ("Drones - crew")

Your new vessel is equipped with state of the art androids and beam weaponry. It was difficult to find a full crew since the androids are rather terrifying to work with.

STEALTH_7 ("Missile fun time")

The engineer who designed this ship clearly loved missiles. Few opponents will be able to withstand this ship's missile barrage, but be sure to watch your ammo reserves.

DEMO_END

Congratulations, that's the end of the training simulation! As a final lesson, you'll experience what it's like to be destroyed by a more powerful enemy. This pirate is equipped with our most advanced weapons and systems, including a prototype cloaking device. It's manned by aliens known to be the best engineers in the galaxy. And we've shutdown your engines as well, so there's no use trying to run away.

This event, true to its word, disables the player's engines system and spawns the IMPOSSIBLE_PIRATE ship detailed on the main page.

IMPOSSIBLE_PIRATE

This ship, a pirate Slug Assault ship, uses the otherwise-unused IMPOSSIBLE_PIRATE ship blueprint. If the player actually manages to defeat it, the following message will be displayed:

Impossible! He was supposed to be unbeatable! Even the simulation creators haven't done that. Continue on, you've earned it.

This will also give the player 100 scrap and disable the limit on the player's engines (technically it sets it to a limit of 100, but that effectively disables it).

This ship also has placeholder text for if its crew is killed without the ship being destroyed:

Should not be seen
(Source: Original TCRF research)