[MOD] FTL Mk. II
Posted: Mon Mar 31, 2014 1:20 pm
FTL Mk. II is a mod intended to expand FTL, providing new options while maintaining the overall feel of the original game.
Features:
Redesigned Player Ships - Every starting layout has been changed, each one designed for a different feel from the original ship. Available ships include a haunted stealth cruiser, an Engi ship with AI support and hacking tools, Zoltans with exotic weapons, and a ship that grants a randomized loadout each time.
New Augments - Several new augments have been implemented, including a hacking device to weaken enemy ships when they attempt to surrender, a replicator to provide additional resources, and others.
New Events - Battle a haywire Engi AI ship, hack into vulnerable enemy computer systems, seize an opportunity to strike a deadly pirate battleship as it attempts to break free from its moorings, and experience several other new custom events, as well as some new blue text options in existing events.
New Weapons and Drones - A wide array of new weaponry and drones have been added for your arsenal, with custom graphics included. Toast enemy ships with plasma weapons, weaken them with the System Demolisher Laser, terrorize them with the Anti-Bio Terminator Drone, and more. Be wary though, as enemies can also make use of this new technology.
New Enemies - Face powerful new enemy ship designs, including the Rock torch ship, advanced Rebel prototype, and the Engi Drone Cruiser.
Boss Rebalance - The final boss has been edited to with a few new tricks, and its weapons have been rebalanced. Prepare for a new fight against the boss ship, adapt and overcome the challenge.
Screenshots
See a few of the new starting ships in this screenshot album.
Download:
Github link
Gamefront (mirror)
Notes:
Why release now, when new official content is coming soon?
Mainly because one of my favorite features of the mod is hacking, both in the hacking augment and various hacking-related events. Since it's likely that this will need to be changed quite a bit with the new content, I wanted people to have a chance to try it the way I implemented it originally.
Is this compatible with other mods?
This mod is designed to be compatible with other mods that change the starting event, such as beginning scrap advantage and no rebel pursuit, and it should work fine with graphics mods and new name lists (including my Sci-Fi name list). Due to the many changes, FTL Mk. II is unlikely to work with other mods that change weapons, ships, or events.
I hope you all have fun, and enjoy the mod.
Features:
Redesigned Player Ships - Every starting layout has been changed, each one designed for a different feel from the original ship. Available ships include a haunted stealth cruiser, an Engi ship with AI support and hacking tools, Zoltans with exotic weapons, and a ship that grants a randomized loadout each time.
New Augments - Several new augments have been implemented, including a hacking device to weaken enemy ships when they attempt to surrender, a replicator to provide additional resources, and others.
New Events - Battle a haywire Engi AI ship, hack into vulnerable enemy computer systems, seize an opportunity to strike a deadly pirate battleship as it attempts to break free from its moorings, and experience several other new custom events, as well as some new blue text options in existing events.
New Weapons and Drones - A wide array of new weaponry and drones have been added for your arsenal, with custom graphics included. Toast enemy ships with plasma weapons, weaken them with the System Demolisher Laser, terrorize them with the Anti-Bio Terminator Drone, and more. Be wary though, as enemies can also make use of this new technology.
New Enemies - Face powerful new enemy ship designs, including the Rock torch ship, advanced Rebel prototype, and the Engi Drone Cruiser.
Boss Rebalance - The final boss has been edited to with a few new tricks, and its weapons have been rebalanced. Prepare for a new fight against the boss ship, adapt and overcome the challenge.
Screenshots
See a few of the new starting ships in this screenshot album.
Download:
Github link
Gamefront (mirror)
Notes:
Why release now, when new official content is coming soon?
Mainly because one of my favorite features of the mod is hacking, both in the hacking augment and various hacking-related events. Since it's likely that this will need to be changed quite a bit with the new content, I wanted people to have a chance to try it the way I implemented it originally.
Is this compatible with other mods?
This mod is designed to be compatible with other mods that change the starting event, such as beginning scrap advantage and no rebel pursuit, and it should work fine with graphics mods and new name lists (including my Sci-Fi name list). Due to the many changes, FTL Mk. II is unlikely to work with other mods that change weapons, ships, or events.
I hope you all have fun, and enjoy the mod.