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FTL: Faster Than Light/Partially Unused Events

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

events.xml

FINISH_BEACON_NEBULA

The event for arriving at a sector's Long-Range Beacon which is inside a nebula does not load another event, unlike the event for arriving at a Long-Range Beacon which is not in a nebula. However, it was originally going to do so, choosing a random event from the standard 'NEBULA' eventList. This is still present, commented out, with a developer comment explaining the reason for this: "There has been two sightings of odd events at the end of the nebula sectors. Simplifying just as a random precaution."

DISTRESS_SATELLITE_DEFENSE

This event is the one in which the satellite defense system of a small space station has gone haywire, with the station requesting your help in fixing or disabling it.

Normally, upon selecting ‍ '​Promise to help‍ '​, the player will be given one choice, with five additional potential blue choices. However, there is also a seventh, commented-out option, requiring a Lanius crewmember:

7. (Lanius Crew) Your crew offers to help.

Selecting the option will give the following:

Your Lanius crewman appears to have a solution. The Lanius simply jumps out of the airlock towards the satellite. Apparently its lack of heat signatures renders it hidden from the satellite's targeting sensors. Once there he simply melts it down into scrap. You quickly pick him up and prepare to jump before the station can question your methods.

This will also yield a high-level 'scrap_only' reward.

(Source: Original TCRF research)

events_pirate.xml

PIRATE_SLAVER

This is the event which has an "especially well-armed pirate ship" approach and demand one of the player's crewmembers. If the player refuses, and then manages to kill the crew of the pirate ship without destroying the ship, one of two events will be randomly chosen from the eventList DEAD_CREW_SLAVER, both of which give the player a crewmember and standard reward. However, there are two more commented-out events in the eventList. The first one has a comment above it which says "TO DO - This causes a crash if you hit ACCEPT when there are too many crewmembers.".

Outcome 3:
You find two Federation soldiers locked in the cargo hold. The first soldier comes on board asking, "Thanks for the timely rescue. How did command know we were here?"

1. Well... The thing is...
2. Command did not know you were here...

This part of the event gives a single crewmember. Selecting either of the choices will give:

Before you can get a word in, the second ex-slave burst through the portal asking where they should be stationed. You give them a rundown of your mission and prepare to jump.

This gives another crewmember, as well as a high-level 'standard' reward.

Outcome 4:
You scan the ship and detect no life signs. It appears the slaves died in the fight. You strip the ship and prepare to jump.

This gives a high-level 'standard' reward.

PIRATE_ASTEROID

A pirate ship was lying in wait inside this asteroid field. It immediately moves in to attack.

1. Turn and fight.

This event simply spawns a hostile pirate ship in an asteroid field, only giving the option to "Turn and fight". However, there is also commented-out blue option, which would have allowed the player to attempt to escape from the asteroid field before fighting the pirate:

2. (Piloting) Attempt to maneuver out of the asteroid field before engaging the pirate.

This choice requires a level 2 piloting system, and continues with PIRATE_ASTEROID_PILOTING (see below).

PIRATE_ASTEROID_PILOTING

This is an eventList, with two possible outcomes:

Outcome 1:
Your pilot succeeds in getting your ship out of the asteroid field without damage. You turn to engage with the pirate ship.

The environment type should be changed from 'asteroid' to nothing, here.

Outcome 2:
Despite some fancy flying, the pirate catches up to you before you can leave the asteroid field. You have no choice but to fight.

The environment type is still 'asteroid'.

(Source: Original TCRF research)

events_rock.xml

ROCK_SHIP

A standard rock ship fight event. There are unused textLists for Rock-specific messages for destroying the ship (ROCK_FIGHT_DESTROYED) and killing the crew without destroying the ship (ROCK_FIGHT_CREWDEAD). Normal Rock ships simply use the default messages, in-game. Above the unused textLists is a developer comment, which says "JUSTIN - TO DO - not used yet".

ROCK_FIGHT_DESTROYED

Victory! You narrowly avoid a hull breach as one of the Rock crew is propelled by the explosion straight toward your bridge.


The Rock ship disintegrates, a jump drive burn out turning its crew to stardust.


The enemy hull is torn apart by a final volley. They're with the sandman now.


You blink and they're gone: all that remains of the Rockman ship are the more sturdy pieces of hull infrastructure; might be something you can use.


Rockmen rarely go without a fight, but go they do. Their ship in pieces, you're free to take what you can.

ROCK_FIGHT_CREWDEAD

The Rockmen are a hardy species, though, so you take care when boarding their ship. All seems quiet - you take what you need and set off.


Sensors report no lifesigns remaining on the enemy ship. Who knew Rockmen were so soft? Time to plunder.


The Rockmen hail, but by the time the video feed decrypts all that's shown is the final crewman sitting slumped in his chair. Perhaps they were offering for you to ransack their supplies.
(Source: Original TCRF research)

events_slug.xml

SLUG_UNLOCK_1

This is part of the quest to unlock the Slug Cruiser, and appears in-game as follows:

You arrive to discover an impressive cruiser being worked on by a few smaller ships and guarded by an assault ship. The mobile construction platform is slowly slipping into the clouds. You have not yet been noticed.

1. Charge them before they escape.
2. Try to tail them without being noticed.

Charging them will cause you to have to fight the ship, but will also terminate the event chain, preventing you from getting the cruiser. Selecting option 2 continues the event chain. However, originally, the options were as follows:

1. Charge them before they escape.
2. Try to tail them without being noticed.
3. (Cloaking) Cloak and slip into the clouds.
4. (Advanced Piloting) Quickly maneuver into the clouds and stay out of their detection range.

With choice 2 instead showing the following and initiating the fight anyway:

It's not long before they detect your presence. The assault ship moves in to attack!

One of the two blue choices here would have been required to progress; either the 'Cloaking' one, which required a level 1 cloaking system, or the 'Advanced Piloting' one, which required a level 2 piloting system. A comment at the top of the commented-out section says "Changed this part to be easier".

(Source: Original TCRF research)

events_zoltan.xml

ZOLTAN_RIFT_FIGHT

This event has you encounter "an ancient Zoltan wise man who has managed to harness the power of a spatial rift", and gives you the option of what type of hostile ship you'll be faced with. The three options given are:

1. Mantis.
2. Slug.
3. Rockmen.

Though there is a fourth commented-out choice:

4. Crystalline Beings.

Selecting this option gives:

The Zoltan is quiet for a moment, and then whispers, "Are you sure? Well, so be it then." A huge wormhole opens, and from within it looms a Crystalline ship, prepared for war.

This event is then presumably supposed to load a Crystal ship called ZOLTAN_RIFT_CRYSTAL, but the XML tag is unfinished:

			<ship load= ?!?!
					JUSTIN DO THIS STILL!!!!!!! JUSTIN - TO DO

Below the other ship types for this event in events_ships.xml is a developer comment which says "JUSTIN - to do - Crystal".

(Source: Original TCRF research)

newEvents.xml

TRADER_UPGRADES

This is one of the 'trader' events, giving the player the option of upgrading a system for some scrap, generally cheaper than doing it yourself. The eventList TRADER_UPGRADES_LIST, containing the list of possible systems that can be upgraded (from which one is randomly chosen), has five events, one each for the Oxygen system, Piloting subsystem, Door subsystem, Sensors subsystem, and reactor. The option to 'Agree to the exchange.' will only be made available to the player if the system is not at maximum level, and the option to 'Decline.' is always made available.

However, there are commented-out choices for all systems except the reactor which would have appeared if the system was fully upgraded, which said "Decline. Your subsystem is fully upgraded.". This would have had exactly the same effect as 'Decline.', showing the same text.

PIRATE_SALESMAN

This event chain, which gives the player the option to dock with a pirate ship and purchase a drone-related item, should actually randomly choose between a drone salesman and a bomb salesman, but the tag for DOCK_BOMB_SALESMAN in the eventList DOCK_PIRATE_SALESMAN has been commented out. It's not clear why this was done.

DOCK_BOMB_SALESMAN

This event is fairly similar to the used DOCK_DRONE_SALESMAN, except that the pirate sells missile/bomb-related items.

A human in an exquisite suit meets you on board. "Welcome to my ship! We specialize in explosives of all kinds, can I interest you in any?"

1. Buy some missiles.
2. Buy a bomb launcher.
3. Buy a rocket weapon.
4. Buy nothing.

Selecting ‍ '​Buy some missiles.‍ '​ will take 10 scrap and give 5 missiles.

Selecting ‍ '​Buy a bomb launcher.‍ '​ will take between 40 and 60 scrap and give, randomly, an Ion Bomb weapon, a Small Bomb weapon, or a Breach Bomb Mark I weapon.

Selecting ‍ '​Buy a rocket weapon.‍ '​ will take between 50 and 60 scrap and give, randomly, a Hermes Missile weapon, a Pegasus Missile weapon, or a Breach Missiles weapon.

Selecting ‍ '​Buy nothing.‍ '​ will have the same effect as with the event's used counterpart:

"Ah, I'm sorry to hear that! Pleasant journeys." Once back to the helm, a series of explosions rocks your ship. The pirate ship has powered its weapons!

The event will load a hostile pirate ship, and will deal 1 damage to engines, and 1 damage twice, to two random rooms (all three points of damage with effect 'random').

(Source: Original TCRF research)

dlcEvents_anaerobic.xml

LANIUS_NOBOARDERS_PDS

This event, which has a planetary Anti-Ship Battery firing on Lanius ships, was originally going to have 2 Lanius boarders spawn (and was likely originally named 'LANIUS_BOARDERS_PDS', like the related eventList), along with the Lanius ship. The tag that would have done so is commented out.

(Source: Original TCRF research)