Musteline Aerospace (MLAS) presents my first mod for FTL: Faster than light. This mod aims to add new and (hopefully) balanced weapons with their own strengths and weaknesses into the game for you to come across on your journey to defeat the rebel flagship. Currently this mod adds
three new categories of weapons, and various miscellaneous models. Also, weapons with (RR) next to them are weapons with properties based from the weapons from
Ring Runner. The developer was kind enough to let me use the authentic audio of their respective counterparts.Want to use some sweet ships with some of these as it's starting weapons?
Check out it's sister mod here! (Never run both at once.)
Now available to enemy ships!To do list:-Create the planned Gemini Bombs
-Improve Railgun sprites???
-Tier II versions of some weapons???
----Weapon Families-----RailgunsRailguns are my first custom sprited weapons for FTL. Their core principal is that they are a laser that can pierce 1-2 (depends on model) layers of shields, and they travel at high velocity, allowing them to slip by shield recharges and even get past defense drone II's in some cases! All railguns have moderate to good breach chance. However their singular projectile leaves the vulnerable to enemies with high evasion.




Photocasters (RR)Photocasters are lil' laser bolt spam weapons. They fire one more shot than an equivalent power burst laser. So a 2 power Photocaster II fires four projectiles. BUT they are notoriously inaccurate, even worse than flak. To the point where trying to target a specific system is out of the question if you want all your shots to even land. And that's before factoring in evasion...



Gemini Weapons (RR)Gemini weapons are highly specialized system disabling weapons. They are great at doing that, but are often lacking or have no killing power of their own.

(Gemini Bomb planned)
Longbow Missiles (RR)Longbow missiles are weak one damage weapons, but they incredibly cheap for their power cost, and their missiles have a moderate (30-40%) chance of inflicting side effects like fire, breach, and stun on hit making them punch above their weight.

-----Miscellaneous Weapons-----Anti-Bio Beam II
This weapon is normally an unobtainable quest reward, but since there are no ships in this weapons pack, no boss to loot this bad boy from. So this is a
very rare Bio beam that does massive crew damage, (Enough to one shot a zoltan, but not a human at full health.) and pierces shields.

Once (if) I figure out event modding, you bet your scrap you'll get special blue events from this thing.
Stun Beam
A beam that does right what it says on the tin. But it's far from harmless, thanks to it's low energy level of being a damageless beam, is ignores shields as if it were conventional light. It's low cooldown makes it incredibly useful at disrupting repairs, or delaying FTL.
Stun Beam II
(Same sprite, but a different animation) Normally an unobtainable weapon that is on the Starfighter B. Since that ship isn't in this mod, I made it a semi rare drop. it's a modified stun beam that's more effective at the cost of more power and less length.
New! Resonant Beam I
A new type of beam weapon that uses a special kind of feedback loop to increase damage on consecutive shots. Initially weak as a mini beam and slower to charge, but it can become as strong as a halberd beam with better power usage once chained.
New! Resonant Beam II
A new type of beam weapon that uses a special kind of feedback loop to increase damage on consecutive shots. Initially weak as a mini beam and slower to charge than a halberd beam, but fully chained it will
more than give the Glaive beam a run for it's money.
Terminus Missiles
An anti-bio missile that will obliterate whatever unfortunate humanoid is sanding in the room this targets. It also does light hull damage and has a low chance of breach.
Janus Missiles
The swiss army knife of missiles. They are common and cheap due to their widespread use for their utility. They are a unique missile that has system damage and hullbust. So you can choose between doing more hull damage, or doing less, but knocking out an extra bar of systems. They are considered superior to the Leto and a viable sidegrade to the Artemis.
Hephaestus Missiles 
A cheap, no damage incendiary missile that starts fires in the room they target. They are so cheap to produce, they are fired in pairs.
Multiple Warhead Missiles(Uses same sprite as the charge missiles) A decently powered missile fired with two fake decoys to distract defense drones. Though it its possible that the real one might get shot down by chance. Still, 2/3 odds to succeed is better than being totally shut down or wasting missiles.
Fast Recharge Laser
Normally an unobtai... you heard that spiel already. A semi-rare two power laser that does right what it says on the tin. One shot, but it fires almost as fast as a combat drone MK I for the same power cost.
Scalpel Beam
An obtainable, and modified Mini beam that has a low-ish breach chance.
Get the download here! Currently at version 1.4.1Code: Select all
Changelog
1.0
-Release
1.3
-Minor Sprite Tweaks
-Weapons available to enemy ships
1.3.5
-Increased targeting area and cooldown of Photo Vulcan (final RoF is still the same)
-Rephrased Photocaster text to be more clear with how many (true) projectiles they fire
1.4
-Added Resonant Beam
1.4.1
-Changed Resonant beam to resonant beam II
-Made Resonant beam II more rare (was too common)
-Added Resonant beam I
-Made Scalpel Beam sprite more distinct
-Changed Bio Beam II Tooltip