My first (big) FTL mod!
So far everything is wip. Namely the weapons have their functionality down, but I have to fine tune balance and add custom sprites. I'd like to get critique/feedback/suggestions for improvement on my creations. I hear Captain's edition adds a lot of weapons so I'd like to see how mine compare. I know I don't intend for this mod to be used with CE, but I'd like to not make weapons in already filled niches. It would probably help if I got into modding a year or two earlier.
Key:
Green Items are weapons that are largely complete. IE sprited, custom audio, balanced, etc... They can still be subject to minor tweaks though.
Yellow Items are partially implemented weapons. Usually they are "functional", has it's own projectile or audio but missing something like a custom weapon sprite. Subject to large balance changes.
Red Items are dummied out stuff. Usually because it is too close to another weapon in niche. Or that I have stopped working on it.
BEAMS
Scalpel beam
The scalpel beam is a low power beam weapon that is an improvement over the mini beam and available in stores. Very common. It has a low breach chance and a ever so slightly longer beam. It has an altered mini beam sprite.
Stun Beam
Demonstration (with another dummied out weapon BTW): https://www.youtube.com/watch?v=ZgxyjASX1us
The stun beam is a harmless beam that is very cheap and fast to use. It has a high chance of stun and is intended to interfere with enemy crew repairs. Also the first weapon I have sprited, now with a revised sprite!
Medi Beam
Unfortunately, beams are the only weapon that cannot heal people when given negative persdamage. However I'm not going to let a good sprite go to waste. Perhaps give it to a medical ship NPC, and/or give it blue events. Currently Rarity 0 due to being useless.
LASERS:
Fast Recharge Laser
Demonstration: https://www.youtube.com/watch?v=2vZ_ypTCR8M
Does what it says on the tin. Two power for a 4-second single action laser. Can't breach shields on it's own, but is excellent at suppressing fire. Still debating it's balance. It's quite good, might be a rarity 0 item. (Either starting weapon or relegated to be a quest reward.) My very first modded item, now with it own sprite. It even twinkles when it's charged.
RAILGUNS
Demonstration (Though a bit dated): https://www.youtube.com/watch?v=6G3J8ELdHgI
Technically lasers, but I feel though they are functionally different enough to be in their own class. A railgun fires a high speed projectile with varying degrees of shield piercing, one for the lighter models, and two for the big boys. Railguns sport longer cooldowns and prefer a singular, high-damage projectile than their burst laser counterparts. While good early on, they are particularly vulnerable to ships with high evasion as their damage is all or nothing. They all have a moderate to high chance to breach and a custom projectile sprite. All the railgun sprites have been revised to be slimmer in appearance.
Small Railgun
The smallest and weakest of the group, but nonetheless useful as it is a single shield piercing one damage for one power. EDIT v.48: All railguns bar the drone have been slimmed in appearance like this one.
Railgun Charger
A charge railgun. It has identical damage and penetration to the small railgun, plus better cool down for two power. Making it more efficient than twin small rails. Although the projectile travels a little slower, and has a lower breach chance.
Medium Railgun
A powerful rail gun that has SP 2, two damage projectile for three power. Not as damage efficient as other three power items, but is useful for sniping out shields.
Large Railgun
The big boy railgun that takes 4 power. With a six damage projectile and SP 2 this weapon can snipe out key systems and keep them down with it's 10 (guaranteed) breach chance. Though not as bad as the glaive beam, it sports a hefty cooldown.
Railgun Drone
A Four power drone that is identical to the small railgun, except with a better cooldown.
MISSILES
Hephaestus Missiles
I just went with the roman deity theme and didn't realize it before it was too late. These are 0 damage incendiary missiles. You get two per shot and the only good thing about it over a fire bomb is that it's one power. If there is a roman god of fire let me know.
Terminus Missiles
That's scary a name fitting for a scary missile. Essentially an anti-bio missile. To make up for the fact it can only damage one room at a time and uses a missile, it can one shot any crew member and deal one damage for three power.
Decoy Missiles
Demonstration: https://www.youtube.com/watch?v=SqSF8eEVFyE
Probably my favorite in terms of function. It's a missile that fires a three damage missile with two harmless decoys that give it a decent chance to bypass defense drones for two power. Excepting the RR missiles, the only missile with a realistic chance of hitting an Engi ship.
Janus Missiles
I not 100% sure about adding them for real, as they are a prototype missile. Basically it's an improved Leto (or crap Artemis) that has one system damage and hullbust with 1 normal damage. That means you can do 1 hull damage and knock out two bars of a system, or deal two hull damage in an empty room.
RING RUNNER THEMED WEAPONS!
EDIT: Also just so it's out there, I do have permission to use RR assets.
Demonstration (Very cool! & old though!): https://www.youtube.com/watch?v=RviUOSuduTM
Soo I'm having this internal debate with myself to either make this a separate modpack as it is themed or keep it with my other stuff as they do fill some niches. Weapons are themed/function (as much as FTL will allow) like their real counterparts and use authentic sound effects.
Gemini Weapons
As cool as they are, there is no way I could implement a weapons system that worked exactly like these do in game. A Gemini array weapon in Ring runner was this weapon where you hit the target with a low damage beam that plants a Gemini beacon on them. And you use your Gemini a consumer weapon to use those beacons- detonate them like bombs, fire a volley of powerful seeker missiles, hack their shields, turn off their weapons etc... In turn, I have have abstracted them to weapons that deal no hull, but high system damage.
Gemini Seeker Missile
A cloaked missile (has cloaked sprite!) that deals four system damage (2 normal, 2 sys) and cannot be shot down by mark I defense drones for two power. This a rarity 0 weapon will be only be on the starfighter B.
Gemini Drone
A Drone that fires a 2 system damage "laser" (An incredibly short and fast beam to achieve the look I wanted). Since gemini weapons deal no damage, these don't hurt shields, but make up for it by having a little over twice the DPS (if it hits a system) of a combat drone. And on the off chance you get two, they can be scary. For those who have played ring runner, the drone is actually a miniature R2 Vex, the stealth ship you get in the tutorial galaxy.
Long Bow Missiles
A light, but hard-hitting one damage missile that has a decent chance of inflicting side effects. Has 3 fire, breach, and stun chance.
Long Bow Salvo Missiles
Now this is where they get good. It fires four one damage missiles in an area for three power. Quite good considering the extra side effects of longbow missiles.
Anathemos Missiles
Slow to charge, powerful missile that does 8 damage (which also kills most crew in the room it hits as 1 damage translates to 15 crew damage) for four bars of power. Bar the cheated weapons system on rebel elites, is capable of knocking out the entirety of any system it hits
Photocasters
Photocasters are weapons that sport higher shot per power used than burst lasers, but are notoriously inaccurate. Their superior paper DPS is offset by the fact they they are so inaccurate you often have to forgo targeting systems and try to get as many rooms in the target area as possible to actually have a chance at connecting those extra projectiles. Now fully sprited!
Light Repeating Photocaster Mark I
1 power, three shots, one damage per shot,12 second cooldown, 65 radius. Fires two little projectiles for every one damage, so six in total.
Light Repeating Photocaster Mark II
2 power, four shots, one damage per shot, 14 second cooldown, 65 radius.
Heavy Repeating Photocaster
3 power, five shots, one damage per shot, 16 second cooldown, 75 radius.
Heavy dual Photocaster
4 power, four two-damage shots, 20 second cooldown, 65 radius.
Photovulcan
4 power, one shot, faster once fully spooled up than the regular Vulcan, 100 radius. Sheer awesome. Much Dakka.
https://www.youtube.com/watch?v=g3JiY8XMlJk
Change log
Code: Select all
v.50
-Added longbow missile family sprites
-Rebalanced longbow weapons
-Swapped artimis on Rock A to Long bow salvo Missiles
-Added proper glows to photovulcan and other sprites
v.48
-Added medi beam
-Added more photocaster weapons
-Fully sprited photocaster weapons
-Revised Railgun & stun beam sprites
-Tweaked values
-Gave the kestrel A, a Photo II and an longbow as starting Weapons.
v.35
-Added janus missiles (see op)
-Improved the shading for railgun sprites (not shown in OP)
-Added railgun drone sprite
-Added gemini beam drone sprite
v.3
-Added a new class of weapon: photocasters. Comes with authentic sound effects and projectile sprites (still need to make weapon sprites)
-Added a new missile: Anathemos Missiles
-Dummied out the messer six swarm.
-Changed kestrel loadout to the new weapons for testing purposes.
-Nerfed the large rail gun to three shield piercing to make the anathemos missile more relevant.
v.2
-Added full sprites for the four main railgun types.
-Equipped kestral with all four rails for testing purposes.
v.05
-tweaked values for balancing
-removed changes to ship default weapons. (you have to find them in a store or use MTE)
Download version .50 (mediafire)