[WEAPONS/DRONES] Railguns, Photocasters, & More! v1.4.1

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WhiteWeasel
Posts: 245
Joined: Sun Apr 13, 2014 4:36 am

[WEAPONS/DRONES] Railguns, Photocasters, & More! v1.4.1

Postby WhiteWeasel » Mon Feb 27, 2017 3:51 pm

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-----

Railguns
Railguns 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.
ImageImageImageImageImage

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...
Image ImageImageImageImage

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.
Image Image (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.
ImageImage

-----Miscellaneous Weapons-----

Anti-Bio Beam II
Image 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. :shock: Once (if) I figure out event modding, you bet your scrap you'll get special blue events from this thing.

Stun Beam
ImageA 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
Image(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
ImageA 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
Image 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
ImageAn 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
Image 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
ImageA 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
Image 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
ImageAn obtainable, and modified Mini beam that has a low-ish breach chance.

Get the download here! Currently at version 1.4.1

Code: 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
Last edited by WhiteWeasel on Sun Sep 24, 2017 6:57 pm, edited 7 times in total.
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WhiteWeasel
Posts: 245
Joined: Sun Apr 13, 2014 4:36 am

Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby WhiteWeasel » Mon Feb 27, 2017 4:20 pm

Reserved in case I need the space.
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randomness5555
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Joined: Sat Feb 18, 2017 6:11 pm

Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby randomness5555 » Thu Mar 02, 2017 12:21 am

Very cool looking weapons! Will certainly be testing them out when I have time (darn uni deadlines!). Would you consider letting me use one or two of them for the eventual C-layout of the BWI Bulwark? I don't know which ones yet (*I'll want to test them first) but it'd likely be the railguns or the photocasters maybe since I really like their art.
WhiteWeasel
Posts: 245
Joined: Sun Apr 13, 2014 4:36 am

Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby WhiteWeasel » Fri Mar 03, 2017 9:57 pm

randomness5555 wrote:Very cool looking weapons! Will certainly be testing them out when I have time (darn uni deadlines!). Would you consider letting me use one or two of them for the eventual C-layout of the BWI Bulwark? I don't know which ones yet (*I'll want to test them first) but it'd likely be the railguns or the photocasters maybe since I really like their art.

Finally. I've haven't been able to access the forums because of browser issues, but as for that, I'm not sure. As a fellow modder, I'd really encourage you to make custom weapons so you can have something that perfectly fits with the theme of the ship you are making.
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randomness5555
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Joined: Sat Feb 18, 2017 6:11 pm

Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby randomness5555 » Sat Mar 04, 2017 1:00 pm

Fair enough, I did actually have a weapon lined up for it anyway, I just liked the look of these. Good luck with future modding! (and I've had issues with this forum as well, sometimes not being able to get on at all and sometimes unable to stay logged in, that might not just be a problem at your end)
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fdagpigj
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Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby fdagpigj » Sun Mar 05, 2017 10:37 am

WhiteWeasel wrote:Finally. I've haven't been able to access the forums because of browser issues, but as for that, I'm not sure.

At some point a few days ago ftlgame.com automatically redirected to subsetgames.com and I was not logged in the first time after that happened and now both domains seem to work again but I was unable to login when I tried on ftlgame.com (because that's what I have bookmarked) so it's kind of a shame they stopped redirecting to subsetgames.com, unless me being unable to login was just a temporary issue or something.
WhiteWeasel
Posts: 245
Joined: Sun Apr 13, 2014 4:36 am

Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby WhiteWeasel » Tue Mar 07, 2017 12:14 am

Wow, a whopping 48 downloads! So far how are the weapons playing out? And the ship pack only has like 13... Are new ships less popular?
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Chrono Vortex
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Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby Chrono Vortex » Tue Mar 07, 2017 12:29 am

WhiteWeasel wrote:Wow, a whopping 48 downloads! So far how are the weapons playing out?

I gave it a shot, and the weapons I found seem to work pretty well. Albeit I didn't find many since I had CE and most of the other weapon mods installed...

WhiteWeasel wrote:And the ship pack only has like 13... Are new ships less popular?

Well, there are about 250 more ship mods than there are weapon mods. It makes sense that they'd get more attention.
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Chrono Vortex
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Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby Chrono Vortex » Mon Mar 20, 2017 5:36 am

There're a couple knit-picky issues with Longbow Missiles. First of all, when you mouse over the weapon in the UI, it says the weapon type is "Blast."

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You can fix this by adding <flavorType>Missile</flavorType> to the blueprint.

The fire point is also ever-so-slightly off.

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WhiteWeasel
Posts: 245
Joined: Sun Apr 13, 2014 4:36 am

Re: [WEAPONS/DRONES] Railguns, Photocasters, & More!

Postby WhiteWeasel » Mon Apr 03, 2017 1:45 am

Chrono Vortex wrote:There're a couple knit-picky issues with Longbow Missiles. First of all, when you mouse over the weapon in the UI, it says the weapon type is "Blast."

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You can fix this by adding <flavorType>Missile</flavorType> to the blueprint.

The fire point is also ever-so-slightly off.

Image

Thanks for the info, I'll get on that soon. EDIT: Anyways, balance wise, how are things playing out, I tried my best to make it so they aren't objectively better than most vanilla weapons.
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