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FTL: Faster Than Light

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Title Screen

FTL: Faster Than Light

Developer:Subset Games
Publisher:Subset Games
Platforms:Windows,Mac OS X,Linux,iOS
Released internationally: September 14, 2012


DevTextIcon.png This game hashidden development-related text.
EnemyIcon.png This game hasunused enemies.
GraphicsIcon.png This game hasunused graphics.
ItemsIcon.png This game hasunused items.
SoundIcon.png This game hasunused sounds.
TextIcon.png This game hasunused text.


NotesIcon.pngThis game has a notes page

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

Hmmm...
To do:
  • Revisional differences.
    • The event STORM_BOARDING was re-added at some point, previously removed.
    • Last Stand was reworked in the Advanced Edition update, this lead to events being removed, as well as text being changed (Eg. BOSS_SCOUT_RESCUE had an additional repair beacon reward)
  • Version differences (between desktop/iPad).
  • There are some ideas for events in comments spread throughout the event XML files. Are there any that were never implemented?
  • There may be more unused events or partially commented-out events that were missed.

Sub-Pages

Unused Events

FTL-GeneralUnusedEvents.png
General Unused Events
Several completely unused events, including ghosts..? Also includes leftovers from the original demo of the game.
FTL-TestEvents.png
Test Events
Events explicitly used for testing, including experimentation with integrating the names of crewmembers into events.
FTL-PartiallyUnusedEvents.png
Partially Unused Events
Otherwise-used events that have unused commented-out sections.

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
NameBlueprint nameShip prefix
Humanhumanfed
rebel
Engiengicircle
Mantismantismantis
Slugslugjelly
Rockmanrockrock
Crystalcrystalcrystal
Zoltanenergyenergy
Laniusanaerobicanaerobic

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
Layoutanaerobic_cruiser_3
Imageanaerobic_cruiser_3
ClassShrike Cruiser
Namewutwutwut
Unlock hint>???????????
Description???????????????????
Reactor power8
Systems (power)Oxygen (1)
Engines (2)
Shields (2)
Weapons (2)
Medbay (1)
Teleporter (1)
Cloaking (1)
Subsystems
(power)
Pilot (1)
Doors (1)
Sensors (1)
WeaponsBurst Laser Mark II
Missiles5
Drone partsEither 2 or 0?
CrewLanius x4

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
Layoutjelly_truffle
Imagejelly_truffle_pirate
ClassImpossible Pirate
Health20
Reactor power35
Systems (power)Oxygen (3)
Drones (2)
Shields (8)
Engines (8)
Weapons (8)
Cloaking (1)
Subsystems
(power)
Pilot (3)
Doors (3)
WeaponsBurst Laser Mark I
Halberd Beam
Pegasus Missile
Missiles30
DronesCombat Drone Mark I
Drone parts5
CrewEngi x5

The 'Impossible Pirate' ship from the game'soriginal 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
Layoutjelly_truffle
Imagejelly_truffle_pirate
ClassTruffle Wreckage
Health22
Reactor power19
Systems (power)Oxygen (1)
Medbay (2)
Shields (6)
Engines (4)
Weapons (6)
Subsystems
(power)
Pilot (2)
Doors (2)
WeaponsDual Shot Laser
Burst Laser Mark II
Fire Beam
Crew(none)
GHOST_SHIP_HARD
Layoutjelly_truffle
Imagejelly_truffle_pirate
ClassTruffle Wreckage
Health22
Reactor power21
Systems (power)Oxygen (1)
Medbay (2)
Shields (6)
Engines (4)
Weapons (8)
Subsystems
(power)
Pilot (3)
Doors (3)
WeaponsDual Shot Laser
Burst Laser Mark II
Burst Laser Mark II
Fire Beam
Crew(none)

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 eventGHOST_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
TitleBoss Laser
Short titleBoss Laser
Descriptionssss
TooltipFsss
ARTILLERY_BOSS_2
TitleBoss Missile
Short titleBoss M.
DescriptionArtillery that fires 3 missiles that deal 1 damage.
TooltipFires 3 missiles; 1 damage each; pierces all shields.
Commented-out
description
Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.
ARTILLERY_BOSS_3
TitleBoss Beam
Short titleBoss Beam
Description2 damage beam with a long trail.
TooltipBeam weapon, 2 damage per room with small breach chance.
Commented-out
description
Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.
ARTILLERY_BOSS_4
TitleBoss Ion
Short titleBoss Ion
Description1 damage ion 3 shots
Tooltip1 damage ion 3 shots

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
TitleCrystal Shard
Short titleCrystal
DescriptionShould Never See This Description.
TooltipShould Never See This Description.
No. of shots1
Cooldown9
Power requirement1
Cost20
BP2
Rarity0

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
TitleHermes Missile
Short titleHermes
DescriptionStandard but powerful missile.
TooltipFires 1 missile; does 3 damage; pierces all shields.
Commented-out
description
Power Req: 2 Pierces through all shields and deals 3 damage with a chance of fire and breaches. Uses 1 missile per shot.
MISSILES_BURST
TitlePegasus Missile
Short titlePegasus
DescriptionCreative missile design allows for two projectiles for the cost of one!
TooltipFires 2 missiles; 2 damage each; pierces all shields.
Commented-out
description
Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.
MISSILES_BREACH
TitleBreach Missiles
Short titleBreach
DescriptionThese missiles are designed to cause maximum destruction to ship hull armor.
TooltipFires 1 missile; 4 damage; pierces all shields; high breach chance.
Commented-out
description
Power Req: 3 Fires a single shot, heavy missile that does 4 damage and causes breaches in the target's hull.
BEAM_LONG
TitlePike Beam
Short titlePike Beam
DescriptionCan cut across entire ships, assuming there's no shield to stop it.
TooltipBeam weapon with extended line. 1 damage per room.
Commented-out
description
Power Req: 2 Can cut across an entire ship that has no shields, dealing 1 damage per room.
BEAM_2
TitleHalberd Beam
Short titleHalberd Beam
DescriptionSlow but reliably powerful standard beam weapon.
TooltipBeam weapon, 2 damage per room.
Commented-out
description
Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.
BEAM_3
TitleGlaive Beam
Short titleGlaive Beam
DescriptionOne of the most powerful weapons of war ever created. Known to take out some ships in a single blast.
TooltipLarge beam that does 3 damage per room.
Commented-out
description
Power Req: 4 A very powerful beam weapon that cuts through ships like butter. Deals 3 damage in a line.
BEAM_FIRE
TitleFire Beam
Short titleFire Beam
DescriptionThis terrifying beam does no physical damage but ignites fires.
TooltipBeam weapon that starts fires.
Commented-out
description
Power Req: 2 A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.
BEAM_BIO
TitleAnti-Bio Beam
Short titleAnti-Bio Beam
DescriptionThis terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crewmembers.
Tooltip2 power beam weapon that greatly damages enemy crew.
Commented-out
description
Power Req: 2 A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.
LASER_HULL_2
TitleHull Smasher Laser Mark II
Short titleHull Laser II
DescriptionThis powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot.
TooltipFires 3 lasers, 1 damage each and 2x damage in systemless rooms.
Commented-out
description
Power Req: 3 Fires 3 shots that deal 1 damage to rooms with a system or subsystem and double damage to rooms without either.
BEAM_HULL
TitleHull Beam
Short titleHull Beam
DescriptionThis beam is most powerful when targeting large, empty sections of hull.
TooltipBeam weapon; 1 damage; 2x damage in systemless rooms.
Commented-out
description
Power Req: 3 Fires a beam that deals 1 damage to rooms with a system or subsystem and double damage to rooms without either.
MISSILES_HULL
TitleHull Missile
Short titleHull Mi.
DescriptionHigh hull damage plus a decent breach chance.
TooltipFires 1 missile; 2 damage; 2x damage in systemless rooms.
Commented-out
description
Power Req: 2 Fires a missile that deals 2 damage to rooms with a system or subsystem and double damage to rooms without either.
BOMB_1
TitleSmall Bomb
Short titleS. Bomb
DescriptionSelf-teleporting explosive that damages systems and crew but not the hull. Can target your own ship.
TooltipBomb weapon; requires a missile; does 2 damage, but only damages system, not hull. Can target your own ship.
Commented-out
description
Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage.
BOMB_BREACH_1
TitleBreach Bomb Mark I
Short titleBreach I
DescriptionSelf-teleporting explosive designed to damage systems and cause a breach. Can target your own ship.
TooltipBomb weapon; requires a missile; does 1 damage to systems, and creates a hull breach. Can target your own ship.
Commented-out
description
Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage.
BOMB_BREACH_2
TitleBreach Bomb Mark II
Short titleBreach II
DescriptionSlower than Mark I but does more damage to systems and crew. Can target your own ship.
TooltipBomb weapon; requires a missile; does 3 damage to systems, and creates a hull breach. Can target your own ship.
Commented-out
description
Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage.

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

Drones

Crew Blueprints

battle
TitleBattle
Short titleBattle
DescriptionDummy blueprint needed now.
Cost50
BP2
Rarity0
repair
TitleRepair
Short titleRepair
DescriptionDummy blueprint needed now.
Cost50
BP2
Rarity0

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
TitleDrone Laser
TypeLASER
Used byCombat Drone Mark I
Combat Drone Mark II
Defense Drone Mark I
Defense Drone Mark II (BOSS_DEFENSE_2; unused)
DRONE_LASER_2
TitleDrone Laser 2
TypeLASER
Used byDefense Drone Mark II
Defense Drone Mark II (DEFENSE_2_ENEMY)
DRONE_BEAM
TitleDrone Beam
Short titleDrone Beam
Description'Baby's first beam'; Extremely cheap and weak beam weapon.
TypeBEAM
Used byAnti-Ship Beam Drone I
DRONE_ION
TitleIon Blast
Short titleIon Blast
TypeLASER
Used byAnti-Ship Ion Drone I (unused)
DRONE_MISSILE
TitleDrone Missile
Short titleM. 0
Short titleSTUPID MISSILES
DescriptionThis should never appear in the store: BUG
TypeMISSILES
Used byAnti-Ship Missile Drone I (unused)
ANTI_DRONE_ION
TitleDrone Laser
TypeLASER
Used byAnti-Combat Drone
DRONE_BEAM2
TitleMini Beam
Short titleMini Beam
Description'Baby's first beam'; Extremely cheap and weak beam weapon.
TypeBEAM
Used byAnti-Ship Beam Drone II
DRONE_FIREBEAM
TitleFire Beam
Short titleFire Beam
DescriptionFire beam.
TypeBEAM
Used byAnti-Ship Fire Drone

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
TypeHACKING
TitleHacking Drone
Short titleHacking
DescriptionShould never see this.
Power requirement1
Speed28
Scrap cost70
Rarity0
DEFENSE_2_ENEMY
TitleDefense Drone Mark II
Short titleDefense II
DescriptionBUG- Should not be seen
BOSS_DEFENSE_2
TitleDefense Drone Mark II
Short titleDefense II
DescriptionShoots faster than Mark I and can also shoot down incoming lasers.
BOARDER_BOSS
TitleBoarding Drone
Short titleBoarding
DescriptionBreaches through the enemy hull and wreaks havoc. Awesome.

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
TypeCOMBAT
TitleAnti-Ship Ion Drone I
Short titleIon Drone
DescriptionSlow moving drone that repeatedly attacks the enemy ship with ion blasts
Power requirement2
Firing speed5
Scrap cost50
BP3
Drone imagedrone_combat
Drone weaponDRONE_ION
Rarity0
COMBAT_MISSILE
TypeCOMBAT
TitleAnti-Ship Missile Drone I
Short titleMissile Drone
DescriptionSlow moving drone that repeatedly attacks the enemy ship with mini missiles
Power requirement2
Firing speed5
Scrap cost50
BP3
Drone imagedrone_combat
Drone weaponDRONE_MISSILE
Rarity0

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

BOSS_DEFENSE_2
UnusedUsed
BOSS_DEFENSE_2
Level2
Target
DescriptionShoots faster than Mark I and can also shoot down incoming lasers.
Power requirement2
Firing cooldown750ms
Scrap cost75
Drone weaponDRONE_LASER
Weapon icon
Rarity0
DEFENSE_2
Level
TargetLASERS
DescriptionIt fires faster than Mark I and can also shoot down incoming lasers.
Power requirement3
Firing cooldown880ms
Scrap cost70
Drone weaponDRONE_LASER_2
Weapon icondefense2
Rarity3
DEFENSE_2_ENEMY
Level
TargetLASERS
DescriptionBUG- Should not be seen
Power requirement3
Firing cooldown880ms
Scrap cost70
Drone weaponDRONE_LASER_2
Weapon icondefense2
Rarity0

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

Hmmm...
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 nameNameDescriptionScrap costBPRarityStackable?Value
Ship-specific augments
ADV_HULL_ARMORAdvanced Hull PlatingState of the art hull armor provides a massive 25 percent chance to negate incoming hull damage (hit systems will still be damaged).100150True0.25
Standard augments
HULL_ARMORReinforced Hull PlatingSuperior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).6082True0.15
"OTHER IDEAS"
PERSONAL_TELEPORTERPersonal TeleportersCrew on an enemy ship that is jumping or being destroyed will be automatically recalled.1504False
FLIGHT_SUITSIntegrated Flight SuitsCrews take half damage when in rooms without oxygen802False0.5
SHIP_SEALINGImproved Ship SealingO2 will deplete at 50% speed when the Oxygen system is unpowered.1002False0.5
MISSILE_REPLICATORMissile Replication SystemThe first missile/bomb weapon fired after a jump will consume no explosive1003False
INTERNAL_AIImproved Internal AIYour interior drones (repair and battle) are 20 percent more effective.1003True0.2
EXTERNAL_AIImproved Internal AIYour exterior drones (defense and combat) are 20 percent more effective.1003True0.2
"PROBABLY NOT"
ENCODED_DISTRESSEncrypted Distress SignalYour distress signal will be more likely to be picked up by friendly ships.1003False
TELEPORTER_PREIGNITETeleporter Pre-igniterThe teleporter is made immediately available after an FTL jump.1303False
HEAT_RESISTHeat Resistant SuitsReduces damage crew takes from fire by 50%702False0.5
BEAM_PIERCEGives all beam weapons 1 shield piercing802False1

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

Blueprint nameNameDescriptionScrap costBPRarityStackable?Value
ROCK_ARMORRock PlatingSuperior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).8080False0.15

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

Blueprint nameNameDescriptionScrap costBPRarityStackable?Value
O2_MASKSEmergency RespiratorsCrew take half damage from low oxygen.5082False0.5
EXPLOSIVE_REPLICATORExplosive ReplicatorMissile based weapons have a 50 percent chance of not using a missile.6083False0.5
(Source:Original TCRF research)

Unused Graphics

Trader Map Box

FTL-map box trader.png

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

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

Ship Challenge

FTL-challenge bar.png
FTL-challenge star.png

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 havenot 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

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

Most of the game's sound files are prefixed with 'bp' (or forAdvanced 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.wavandexplosion_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.wavandexplosion_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

UnusedUsed
bp_laser_1.ogg

bp_laser_1b.ogg

bp_laser_1c.ogg

bp_laser_2.ogg

bp_laser_2b.ogg

bp_laser_2c.ogg

bp_laser_3.ogg

bp_laser_3b.ogg

bp_laser_3c.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:$100Chase Cagle$500Steve Swink

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

(Source:Original TCRF research)
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