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FTL: Faster Than Light

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FTL: Faster Than Light is a procedurally generated roguelike game that has you captain a starship to its doom, repeatedly.

Internal Species and Ship Names#

Some of the internal names of the species and ship classes don't match their final, in-game names.

Species

Name

Blueprint name

Ship prefix

Human

human

fed
rebel

Engi

engi

circle

Mantis

mantis

mantis

Slug

slug

jelly

Rockman

rock

rock

Crystal

crystal

crystal

Zoltan

energy

energy

Lanius

anaerobic

anaerobic

The most notable things here are the Engi ("circle"), the Slugs ("jelly"), the Zoltan ("energy"), and the Lanius ("anaerobic"). The Lanius are also occasionally referred to as "Shrike", and, informally, "metal aliens". "The Shrike" is also the name of the Lanius Cruiser's 'B' layout. It is perhaps also worth mentioning that the Zoltan ships are still called 'Energy' in their class names in-game.

In addition to the differences in prefixes, some enemy ship classes also have differing internal names, perhaps most notably the Slug ships; the Slug Interceptor (jelly_button), the Slug Light-Cruiser (jelly_croissant), and the Slug Assault (jelly_truffle). These names were likely originally used as the actual class names, as evidenced by the unused "Truffle Wreckage" ghost ships, which use the Slug Assault layout.

(Source: Original TCRF research)

Unused Achievement#

They Should Really Have Spacesuits
Have 10 enemy crew die while suffocating by sector 5.

There is a commented-out achievement in achievements.xml, which was originally the Lanius Cruiser's third ship-specific achievement, and was replaced with the achievement 'Loss of Cabin Pressure'.

(Source: Original TCRF research)

Unused Player Ship Layout#

PLAYER_SHIP_ANAEROBIC_3

Layout

Image

Class

Name

Unlock hint

Description

Reactor power

Systems (power)

Subsystems
(power)

Weapons

Missiles

Drone parts

Crew

The Lanius Cruiser has a commented-out layout in dlcBlueprints.xml with the blueprint name PLAYER_SHIP_ANAEROBIC_3, though the actual room layout of the ship can no longer be found in the game's files. A comment above the blueprint says:

This is the original 1st version.  I replaced it with the U shaped ship with the inner ring of airlocks.  I'm 
keeping this in case we need another layout for now 

The "U shaped ship with the inner ring of airlocks" is Layout A of the Lanius Cruiser in-game, indicating that this was originally going to be Layout A.

(Source: Original TCRF research)

Unused Enemy Ships#

IMPOSSIBLE_PIRATE

Layout

Image

Class

Health

Reactor power

Systems (power)

Subsystems
(power)

Weapons

Missiles

Drones

Drone parts

Crew

The 'Impossible Pirate' ship from the game's original demo is still present in blueprints.xml; it uses the pirate version of the Slug Assault class, with an Engi crew of 5.

GHOST_SHIP_MED

Layout

Image

Class

Health

Reactor power

Systems (power)

Subsystems
(power)

Weapons

Crew

GHOST_SHIP_HARD

Layout

Image

Class

Health

Reactor power

Systems (power)

Subsystems
(power)

Weapons

Crew

Additionally, there are two 'ghost ships' in blueprints.xml (though these are commented out), GHOST_SHIP_MED and GHOST_SHIP_HARD, both with the class "Truffle Wreckage". They, like the impossible pirate, use the pirate version of the Slug Assault class (which was originally named the Truffle class). Neither of the ships have any crew, and hence would have operated similarly to automated ships. These ships were likely originally going to be used in the unused event GHOST_SHIP, which also made use of the removed 'ghost' species.

(Source: Original TCRF research)

Unseen Names and Descriptions#

Weapons#

Rebel Flagship Weapons#

ARTILLERY_BOSS_1

Title

Short title

Description

Tooltip

ARTILLERY_BOSS_2

Title

Short title

Description

Tooltip

Commented-out
description

ARTILLERY_BOSS_3

Title

Short title

Description

Tooltip

Commented-out
description

ARTILLERY_BOSS_4

Title

Short title

Description

Tooltip

The Artillery weapons used by the Rebel Flagship have unused names and descriptions. The Boss Missile and Boss Beam also have commented-out descriptions that don't match the weapons, likely from the weapon blueprints that were duplicated and modified to create these.

Crystal Shard#

CRYSTAL_1

Title

Short title

Description

Tooltip

No. of shots

Cooldown

Power requirement

Cost

BP

Rarity

The crystal shards from the 'Crystal Vengeance' augment have their own weapon blueprint (of the type 'MISSILES'; i.e. a missile launcher), complete with a placeholder description and tooltip. This weapon blueprint appears to be a slightly-modified duplicate of the 'Leto Missiles' weapon.

Commented-out Descriptions#

MISSILES_3

Title

Short title

Description

Tooltip

Commented-out
description

MISSILES_BURST

Title

Short title

Description

Tooltip

Commented-out
description

MISSILES_BREACH

Title

Short title

Description

Tooltip

Commented-out
description

BEAM_LONG

Title

Short title

Description

Tooltip

Commented-out
description

BEAM_2

Title

Short title

Description

Tooltip

Commented-out
description

BEAM_3

Title

Short title

Description

Tooltip

Commented-out
description

BEAM_FIRE

Title

Short title

Description

Tooltip

Commented-out
description

BEAM_BIO

Title

Short title

Description

Tooltip

Commented-out
description

LASER_HULL_2

Title

Short title

Description

Tooltip

Commented-out
description

BEAM_HULL

Title

Short title

Description

Tooltip

Commented-out
description

MISSILES_HULL

Title

Short title

Description

Tooltip

Commented-out
description

BOMB_1

Title

Short title

Description

Tooltip

Commented-out
description

BOMB_BREACH_1

Title

Short title

Description

Tooltip

Commented-out
description

BOMB_BREACH_2

Title

Short title

Description

Tooltip

Commented-out
description

Many of the game's weapons have unused, commented-out descriptions, obviously from an earlier version.

Drones#

Crew Blueprints#

battle

Title

Short title

Description

Cost

BP

Rarity

repair

Title

Short title

Description

Cost

BP

Rarity

These are two dummy crew blueprints (i.e. for species), seemingly corresponding to the Anti-Personnel Drone and System Repair Drones, respectively. It's not clear whether or not these are used; there is no crew blueprint for boarding drones.

Drone Weapons#

DRONE_LASER

Title

Type

Used by

DRONE_LASER_2

Title

Type

Used by

DRONE_BEAM

Title

Short title

Description

Type

Used by

DRONE_ION

Title

Short title

Type

Used by

DRONE_MISSILE

Title

Short title

Short title

Description

Type

Used by

ANTI_DRONE_ION

Title

Type

Used by

DRONE_BEAM2

Title

Short title

Description

Type

Used by

DRONE_FIREBEAM

Title

Short title

Description

Type

Used by

The weapons of drones are internally considered weapons (in the same way that any other weapon is). Many of these have names and descriptions.

Unobtainable Drones#

DRONE_HACKING

Type

Title

Short title

Description

Power requirement

Speed

Scrap cost

Rarity

DEFENSE_2_ENEMY

Title

Short title

Description

BOSS_DEFENSE_2

Title

Short title

Description

BOARDER_BOSS

Title

Short title

Description

The hacking drone, which cannot be obtained as a drone, has an unused title and description, as do the enemy and (unused) boss versions of the Defense Drone Mark II, and the (used) boss version of the Boarding Drone (though they are identical to those of the normal Boarding Drone).

(Source: Original TCRF research)

Unused Drone Types#

COMBAT_ION

Type

Title

Short title

Description

Power requirement

Firing speed

Scrap cost

BP

Drone image

Drone weapon

Rarity

COMBAT_MISSILE

Type

Title

Short title

Description

Power requirement

Firing speed

Scrap cost

BP

Drone image

Drone weapon

Rarity

There are two unused drone types in blueprints.xml, both likely removed due to being too over-powered.

BOSS_DEFENSE_2

Unused

Used

BOSS_DEFENSE_2

Level

Target

Description

Power requirement

Firing cooldown

Scrap cost

Drone weapon

Weapon icon

Rarity

DEFENSE_2

Level

Target

Description

Power requirement

Firing cooldown

Scrap cost

Drone weapon

Weapon icon

Rarity

This unused drone type (BOSS_DEFENSE_2) appears to be a copy of an earlier version of the Defense Drone Mark II (or the duplicate of it which is used for enemies). The name of the blueprint would seem to imply that it would have been used by the Rebel Flagship; it isn't used in the final game. The above table only contains the properties that differ between the versions of the drone.

Comments in the blueprint for the used Defense Drone Mark II drone blueprints indicate that the cooldown of the drone was originally 750ms and the cost was originally 75, meaning that it is likely the only difference between the standard version and the boss version was the power requirement.

(Source: Original TCRF research)

Unused Augments#

To do:
What are 'bp' and 'value'?

There are a number of commented-out ship augments in blueprints.xml, under various headings, a lot of which were never implemented. Furthermore, the ship-specific augment 'Titanium System Casing' was originally named 'Reinforced System Casing', and this name is still present, commented out.

Unused augments

Blueprint name

Name

Description

Scrap cost

BP

Rarity

Stackable?

Value

Ship-specific augments

ADV_HULL_ARMOR

Advanced Hull Plating

State of the art hull armor provides a massive 25 percent chance to negate incoming hull damage (hit systems will still be damaged).

100

15

0

True

0.25

Standard augments

HULL_ARMOR

Reinforced Hull Plating

Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).

60

8

2

True

0.15

"OTHER IDEAS"

PERSONAL_TELEPORTER

Personal Teleporters

Crew on an enemy ship that is jumping or being destroyed will be automatically recalled.

150

4

False

FLIGHT_SUITS

Integrated Flight Suits

Crews take half damage when in rooms without oxygen

80

2

False

0.5

SHIP_SEALING

Improved Ship Sealing

O2 will deplete at 50% speed when the Oxygen system is unpowered.

100

2

False

0.5

MISSILE_REPLICATOR

Missile Replication System

The first missile/bomb weapon fired after a jump will consume no explosive

100

3

False

INTERNAL_AI

Improved Internal AI

Your interior drones (repair and battle) are 20 percent more effective.

100

3

True

0.2

EXTERNAL_AI

Improved Internal AI

Your exterior drones (defense and combat) are 20 percent more effective.

100

3

True

0.2

"PROBABLY NOT"

ENCODED_DISTRESS

Encrypted Distress Signal

Your distress signal will be more likely to be picked up by friendly ships.

100

3

False

TELEPORTER_PREIGNITE

Teleporter Pre-igniter

The teleporter is made immediately available after an FTL jump.

130

3

False

HEAT_RESIST

Heat Resistant Suits

Reduces damage crew takes from fire by 50%

70

2

False

0.5

BEAM_PIERCE

Gives all beam weapons 1 shield piercing

80

2

False

1

The unused augment 'Reinforced Hull Plating' was modified slightly and re-used as the ship-specific 'Rock Plating' augment:

Blueprint name

Name

Description

Scrap cost

BP

Rarity

Stackable?

Value

ROCK_ARMOR

Rock Plating

Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).

80

8

0

False

0.15

Two of the commented-out "other ideas" ('Integrated Flight Suits' and 'Missile Replication System') were implemented in FTL: Advanced Edition, with slight differences:

Blueprint name

Name

Description

Scrap cost

BP

Rarity

Stackable?

Value

O2_MASKS

Emergency Respirators

Crew take half damage from low oxygen.

50

8

2

False

0.5

EXPLOSIVE_REPLICATOR

Explosive Replicator

Missile based weapons have a 50 percent chance of not using a missile.

60

8

3

False

0.5

(Source: Original TCRF research)

Unused Graphics#

Trader Map Box#

An unused map pointer that says "TRADER". Internally, "TRADER" generally refers to events that give the player a single trade/exchange offer, as opposed to an actual store interface. These events can't be returned to, and are not marked on the map.

Help Screen Overlays#

To do:
Are you sure these aren't used?

Ship Challenge#

There are textures relating to a "ship challenge" stored with the hangar textures.

color_kestrel_1#

FTL-color_kestrel_1.png
This small icon is also stored with the hangar textures. There aren't corresponding ones for any other ship.

Null Resource#

But what happens if *this* texture is missing?
This texture is likely used if a texture is missing.

Weapons Subsystem#

FTL-s_weapons2_grey1.pngFTL-colorblind-s_weapons2_green1.pngFTL-s_weapons2_orange1.pngFTL-s_weapons2_red1.png

FTL-s_weapons2_grey2.pngFTL-colorblind-s_weapons2_green2.pngFTL-s_weapons2_orange2.pngFTL-s_weapons2_red2.png

There are octagonal versions of the weapons system icon present alongside the ones which are used. Octagonal icons (as opposed to round icons) are used for subsystems.

FTL-colorblind-s_weapons2_grey1.pngFTL-colorblind-s_weapons2_green1.pngFTL-colorblind-s_weapons2_orange1.pngFTL-colorblind-s_weapons2_red1.png

FTL-colorblind-s_weapons2_grey1.pngFTL-colorblind-s_weapons2_green2.pngFTL-colorblind-s_weapons2_orange1.pngFTL-colorblind-s_weapons2_red1.png

These icons also have separate versions for the game's colorblind mode, though, unlike with the other originally-green icons, the green icons here have not been changed to white, and, indeed, appear to be duplicates of the original two green icons.

Scrap Cursor#

FTL-mouse_scrap.png
A version of the mouse cursor, with the scrap icon.

Unused Hack Button Icons#

Unused

FTL-button_hack_grid_off.pngFTL-button_hack_grid_on.pngFTL-button_hack_grid_select2.pngFTL-button_hack_grid_purple.pngFTL-button_hack_grid_purple.pngFTL-button_hack_grid_select2.pngFTL-button_hack2_bottom_base.pngFTL-button_hack2_top_base.png

Used

FTL-button_hack_drone_off.pngFTL-button_hack_drone_on.pngFTL-button_hack_drone_select2.pngFTL-button_hack_base.png

Unused buttons for the hacking system are present. In-game, the drone icon is used, until the hacking drone is launched, at which point it switches to using the same icons as the cloaking system.

(Source: Original TCRF research)

Unused Sounds#

To do:
More comparisons with used sounds, where appropriate.

Most of the game's sound files are prefixed with 'bp' (or for Advanced Edition sounds, 'AESFX' or 'FTLX'), likely referring to Ben Prunty, who did the game's music, and, seemingly, much of the sound design. However, there are also quite a few sounds without a prefix, mostly in WAV format (unlike the 'bp' sounds, which are OGG files), which are seemingly older and which are mostly unused.

aliens/#

bp_SFX_MantisFight.ogg

explosions/#

bp_hit_hull_3.ogg
There is a hitHull3 tag in data/sounds.xml, though for some reason it just uses bp_hit_hull_2.ogg again, instead of this sound.

explosion_lofi_med2.wav

explosion_lowfi_block1.wav

explosion_lowfi_block2.wav

explosion_lowfi_long1.wav

explosion_lowfi_small1.wav and explosion_lowfi_small1.ogg
This file has an OGG version, which seems to imply that this was replaced later than the others. There are a few other prefixless WAV sound files which have used OGG versions (not documented here).

explosion_lowfi_small2.wav and explosion_lowfi_small2.ogg
This file also exists as both a WAV and an OGG.

hit1.wav

hit2.wav

hitshieldb1.wav

hitshieldb2.wav

hitshieldb3.wav

shieldsdown1.wav
This file is identical to the file 'shield_down1.wav' in the 'ship' directory (see below), a modified version of which is used in-game. The reason that this file is in the 'explosions' directory isn't apparent.

ship/#

bp_door_close_1.ogg
This file is identical to 'bp_door_close.ogg' in the 'ui' directory. Neither are used.

Unused

Used

bp_drone_launch_1.ogg

bp_drone_launch_3.ogg

bp_drone_launch_2.ogg

bp_jump_ready_1.ogg

door_open1.wav

door_close1.wav

engines_power_down2.wav

engines_power_on2.wav

jump2.wav

Unused

Used

shield_down1.wav

shield_down1.ogg

The used (OGG) version of this sound cuts a small part of the start of the original (WAV) sound. As mentioned above, 'shield_down1.wav' is identical to 'shieldsdown1.wav' in the 'explosions' directory.

ui/#

bp_alarm_1.ogg
This particular sound has a commented-out tag in sounds.xml, evidencing that it was replaced with the sound 'warning3.ogg'.

bp_alarm_2.ogg

bp_alarm_3.ogg

bp_door_close.ogg
The file 'bp_door_open.ogg' is used for both the opening and closing of doors. As mentioned above, this file is identical to 'bp_door_close_1.ogg' in the 'ship' directory.

sun_flare.wav

weapons/#

ions/bp_SFX_SystemDisabled.ogg

bp_beam_1_loop.ogg
The used versions of this file and the below file are slightly longer and fade out.

bp_beam_2_loop.ogg

Unused

bp_laser_1.ogg

bp_laser_1b.ogg

bp_laser_1c.ogg

bp_laser_2.ogg

bp_laser_2b.ogg

bp_laser_2c.ogg

Unused

Used

bp_laser_heavy_2.ogg

bp_laser_heavy_2b.ogg

bp_laser_heavy_2c.ogg

bp_laser_heavy_1.ogg

bp_laser_heavy_1b.ogg

bp_laser_heavy_1c.ogg

engine_small_launch1.wav

engine_small_launch2.wav

laser_c1.wav

laser_c2.wav

laser_c3.wav

laser_d1.wav

laser_e1.wav

laser_f1.wav

laser_heavy_b1.wav

laser_heavy_b2.wav

laser_heavy_b3.wav

laser_heavy_b4.wav

laser_heavy_b5.wav

laser_simple1.wav

laser_simple2.wav

laser_simple3.wav

laser1.wav

laser2.wav

(Source: Original TCRF research)

Old Sector Names#

The file sector_data.xml defines the possible sectors (and sector names). At the bottom of the file is a large comment, with sector name lists from a much earlier point in development:

 Old name lists


        <name>Federation Sector B53</name>
        <name>Federation Sector C21</name>
        <name>Former Republic of Gilead</name>
        
        <name>New Colonies of Qarth</name>
        <name>Varlian DMZ</name>
        <name>The United Talrasi Planets</name>
        <name>Planets of Lodor</name>
        <name>Colonies of Marlith</name>
        <name>The Remskar Colonies</name>
        <name>Tasador 8</name>
        <name>Local Trade Sector 51-A2</name>
        <name>Local Trade Sector 21-F3</name>
        <name>Local Trade Sector 125-S1</name>
        <name>Local Trade Sector 42-MX</name>

        <name>Quarantine Zone 13C</name>
        <name>Quarantine Zone 45A</name>
        <name>Hergarth Protectorate - Pirate Warning!</name>
        <name>The Lawless Zone - Pirate Warning!</name>
        <name>Freedom's End - Pirate Warning!</name>
        <name>Parth Mining Colonies - Pirate Warning!</name>
        
        <name>Rebel Forward Base Omega</name>
        <name>Rebel Forward Base Sigma</name>
        <name>The Liberated Front - Rebel Controlled!</name>
        <name>Or'Arst Protectorate - Rebel Controlled!</name>
        <name>Yarin IV - Rebel Controlled!</name>
        
        <name>Kirrakthas - Mantis Prime</name>
        
        <name>Perasian Nebula</name>
        <name>Erkarth Nebula</name>
        <name>Nebula of Teras</name>
        <name>Yis'ver Nebula</name>
        <name>Ceris Nebula</name>
        <name>Persey Nebula</name>  
        <name>Uncharted Nebula 3.45</name>
        <name>Uncharted Nebula 6.567</name>
        <name>Uncharted Nebula 52.4.2</name>

        <name>Uncharted Sector 42.53</name>
        <name>Uncharted Sector 12.425.2</name>
        <name>Uncharted Sector 51.26</name>
        <name>Uncharted Sector 2.XM.42</name>
        <name>Uncharted Sector Omega 42</name>
        <name>Uncharted Sector 21.56</name>

        <name>Vector 253.1 - Engi Home Sector</name>

(Source: Original TCRF research)

Missing Kickstarter Backer Names#

The file names.xml defines the lists of names that are used for crewmembers (and enemy crewmembers), including the names of those who pledged over $100 to the game's Kickstarter, and thus had their names added to the crew roster. There is, however, a comment at the top of the section of the file with the backer names, with the following:

Missing:
    $100
    Chase Cagle
    
    $500
    Steve Swink

These names are indeed missing from the list of possible names.

(Source: Original TCRF research)