This mod has been merged into FTL Captains Edition. It is no longer supported as a stand alone version.
Download Version 0.95 (mixed with vanilla)
Download Version 0.95b (completely replaces all vanilla enemy layouts)
Install with Grognack's Mod Manager
New Enemy Classes currently adds about ten new enemy classes to the game. The new enemies use distinct tactics against you and are designed to add new challenges, opportunity and thrills to your FTL experience.
They come in the form of 33 new enemy room-layouts, evenly spread over all game factions (except crystals),
designed to fit seemingly into vanilla. Hopefully well balanced and lore-friendly.
Recommended to be used together with Diversity Mod, Drones Plus and Balanced Arsenal.
The entire mod has been created with kartoFlanes Superluminal Ship-Editor and his patient support. The editor is a great and comfortable tool that makes ship creation quite easy (creating the ships in the editor was great fun and did actually take much less time than implementing and testing them). Thanks a lot kartoFlane!
Feel free to use any of this mods assets in your own mods.
So, did I install this correctly?
New enemy classes should appear about in at least about 60% of hostile encounters, depending on enemy faction. If you get through sector one without encountering a single new ship then something went wrong.
Great looking new enemies?
So far this just ads enemy with different room layout/system configurations. They use the same hulls as vanilla enemies. This is not a graphical mod, more of a total enemy conversion.
-Should be compatible with almost everything.
-Probably incompatible with other enemy layout mods and mods that alter ship lists.
-Incompatible with mods that alter vanilla enemy-blueprints. New Enemy Classes currently uses copies of vanilla enemies to even out probability of encountering the new ships (ship-lists that contained vanilla enemies didn't work as intended for me).
-Since version 1.05 Balanced Arsenal has compatibility weapon lists for New Enemy Classes. New ships that use custom weapons-lists then also get the arsenal weapons. Note that Balanced Arsenal has to be loaded after New Enemy Classes for this to work. You can adjust the load order in GMM's modorder.txt file.
I got trashed by this new xxx-class! The ships are to strong!
No they aren't! (I think...). But they do different things than vanilla enemies. You might have to rethink you strategy. Shields and weapons are no longer always the primary targets. Your ship and crew might have to face new dangers too and your might consider upgrading other defensive systems apart from shields and engines earlier.
What are the new classes and what do they do?
The classes fill different roles and all have certain strengths and weaknesses. Some are more dangerous than others. Not all factions have access to all classes, they are distributed so that they fit the lore.
Discovering the new classes and trying to deal with them successfully is part of the fun. Consider this a spoiler warning and don't read further if you want to be surprised.
- The new Classes:
Bombers and Assault-Ships
Aren't new but fill some gaps where it seemed fitting. Just like in vanilla bombers are pure mad offence ships that sometimes sacrifice some defence capability in return. Assaults usually have slightly better shields and hulls but don't feature entirely overkill weapon systems.
Always equipped with teporters. Usually transport some extra crew as well and still have good defensive and offensive capabilities.
Much faster than fighter, but slightly more fragile.
Always equipped with cloak system. Are slower and have weaker hulls than comparable ships.
Medical support ships, usually transporting extra crew.
Slow and fragile support ships. Always equipped with various repair drones. Might also slowly repair their hull.
Rebel Repair Ship
Can deploy multiple attack drones, but cant power a lot of conventional weaponry. Slower than comparable ships.
These are modified ships that are used by bounty hunters and smugglers. Faster and generally better equipped than comparable ships. Use distinct weaponry that makes them pose a serious threat to your crew.
Slow and fragile, these mobile weapon platforms feature distinct armaments and/or equipment.
Refitted mining vessels. Not exactly combat ships, but can deploy their mining drones against you in a fight.
Classes that are usually only used by a certain faction. Equipped with distinct weapons.
-Some ship offsets fixed, a few might still not be centred correctly, please report that here.
(shoutout to kartoFlane for implementing optimal offset calculating for enemy ships in the last editor update)
-Drone carrier start without weapons across the board now. They also have weaker max weapon system, so they shouldn’t outgun the player so easily any more. Also should makes them more interesting.
-Troopships and Barges have their weapons systems slightly downgraded.
-Energy interceptors start with one shield bar now. Should allow them to deploy their zoltan shield as intended.