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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 has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


NotesIcon.png This 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.
  • 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
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 anaerobic_cruiser_3
Image anaerobic_cruiser_3
Class Shrike Cruiser
Name wutwutwut
Unlock hint >???????????
Description ???????????????????
Reactor power 8
Systems (power) Oxygen (1)
Engines (2)
Shields (2)
Weapons (2)
Medbay (1)
Teleporter (1)
Cloaking (1)
Subsystems
(power)
Pilot (1)
Doors (1)
Sensors (1)
Weapons Burst Laser Mark II
Missiles 5
Drone parts Either 2 or 0?
Crew Lanius 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
Layout jelly_truffle
Image jelly_truffle_pirate
Class Impossible Pirate
Health 20
Reactor power 35
Systems (power) Oxygen (3)
Drones (2)
Shields (8)
Engines (8)
Weapons (8)
Cloaking (1)
Subsystems
(power)
Pilot (3)
Doors (3)
Weapons Burst Laser Mark I
Halberd Beam
Pegasus Missile
Missiles 30
Drones Combat Drone Mark I
Drone parts 5
Crew Engi x5

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 jelly_truffle
Image jelly_truffle_pirate
Class Truffle Wreckage
Health 22
Reactor power 19
Systems (power) Oxygen (1)
Medbay (2)
Shields (6)
Engines (4)
Weapons (6)
Subsystems
(power)
Pilot (2)
Doors (2)
Weapons Dual Shot Laser
Burst Laser Mark II
Fire Beam
Crew (none)
GHOST_SHIP_HARD
Layout jelly_truffle
Image jelly_truffle_pirate
Class Truffle Wreckage
Health 22
Reactor power 21
Systems (power) Oxygen (1)
Medbay (2)
Shields (6)
Engines (4)
Weapons (8)
Subsystems
(power)
Pilot (3)
Doors (3)
Weapons Dual 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 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 Boss Laser
Short title Boss Laser
Description ssss
Tooltip Fsss
ARTILLERY_BOSS_2
Title Boss Missile
Short title Boss M.
Description Artillery that fires 3 missiles that deal 1 damage.
Tooltip Fires 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
Title Boss Beam
Short title Boss Beam
Description 2 damage beam with a long trail.
Tooltip Beam 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
Title Boss Ion
Short title Boss Ion
Description 1 damage ion 3 shots
Tooltip 1 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
Title Crystal Shard
Short title Crystal
Description Should Never See This Description.
Tooltip Should Never See This Description.
No. of shots 1
Cooldown 9
Power requirement 1
Cost 20
BP 2
Rarity 0

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 Hermes Missile
Short title Hermes
Description Standard but powerful missile.
Tooltip Fires 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
Title Pegasus Missile
Short title Pegasus
Description Creative missile design allows for two projectiles for the cost of one!
Tooltip Fires 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
Title Breach Missiles
Short title Breach
Description These missiles are designed to cause maximum destruction to ship hull armor.
Tooltip Fires 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
Title Pike Beam
Short title Pike Beam
Description Can cut across entire ships, assuming there's no shield to stop it.
Tooltip Beam 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
Title Halberd Beam
Short title Halberd Beam
Description Slow but reliably powerful standard beam weapon.
Tooltip Beam 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
Title Glaive Beam
Short title Glaive Beam
Description One of the most powerful weapons of war ever created. Known to take out some ships in a single blast.
Tooltip Large 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
Title Fire Beam
Short title Fire Beam
Description This terrifying beam does no physical damage but ignites fires.
Tooltip Beam 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
Title Anti-Bio Beam
Short title Anti-Bio Beam
Description This terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crewmembers.
Tooltip 2 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
Title Hull Smasher Laser Mark II
Short title Hull Laser II
Description This powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot.
Tooltip Fires 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
Title Hull Beam
Short title Hull Beam
Description This beam is most powerful when targeting large, empty sections of hull.
Tooltip Beam 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
Title Hull Missile
Short title Hull Mi.
Description High hull damage plus a decent breach chance.
Tooltip Fires 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
Title Small Bomb
Short title S. Bomb
Description Self-teleporting explosive that damages systems and crew but not the hull. Can target your own ship.
Tooltip Bomb 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
Title Breach Bomb Mark I
Short title Breach I
Description Self-teleporting explosive designed to damage systems and cause a breach. Can target your own ship.
Tooltip Bomb 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
Title Breach Bomb Mark II
Short title Breach II
Description Slower than Mark I but does more damage to systems and crew. Can target your own ship.
Tooltip Bomb 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
Title Battle
Short title Battle
Description Dummy blueprint needed now.
Cost 50
BP 2
Rarity 0
repair
Title Repair
Short title Repair
Description Dummy blueprint needed now.
Cost 50
BP 2
Rarity 0

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 Drone Laser
Type LASER
Used by Combat Drone Mark I
Combat Drone Mark II
Defense Drone Mark I
Defense Drone Mark II (BOSS_DEFENSE_2; unused)
DRONE_LASER_2
Title Drone Laser 2
Type LASER
Used by Defense Drone Mark II
Defense Drone Mark II (DEFENSE_2_ENEMY)
DRONE_BEAM
Title Drone Beam
Short title Drone Beam
Description 'Baby's first beam'; Extremely cheap and weak beam weapon.
Type BEAM
Used by Anti-Ship Beam Drone I
DRONE_ION
Title Ion Blast
Short title Ion Blast
Type LASER
Used by Anti-Ship Ion Drone I (unused)
DRONE_MISSILE
Title Drone Missile
Short title M. 0
Short title STUPID MISSILES
Description This should never appear in the store: BUG
Type MISSILES
Used by Anti-Ship Missile Drone I (unused)
ANTI_DRONE_ION
Title Drone Laser
Type LASER
Used by Anti-Combat Drone
DRONE_BEAM2
Title Mini Beam
Short title Mini Beam
Description 'Baby's first beam'; Extremely cheap and weak beam weapon.
Type BEAM
Used by Anti-Ship Beam Drone II
DRONE_FIREBEAM
Title Fire Beam
Short title Fire Beam
Description Fire beam.
Type BEAM
Used by Anti-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
Type HACKING
Title Hacking Drone
Short title Hacking
Description Should never see this.
Power requirement 1
Speed 28
Scrap cost 70
Rarity 0
DEFENSE_2_ENEMY
Title Defense Drone Mark II
Short title Defense II
Description BUG- Should not be seen
BOSS_DEFENSE_2
Title Defense Drone Mark II
Short title Defense II
Description Shoots faster than Mark I and can also shoot down incoming lasers.
BOARDER_BOSS
Title Boarding Drone
Short title Boarding
Description Breaches 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
Type COMBAT
Title Anti-Ship Ion Drone I
Short title Ion Drone
Description Slow moving drone that repeatedly attacks the enemy ship with ion blasts
Power requirement 2
Firing speed 5
Scrap cost 50
BP 3
Drone image drone_combat
Drone weapon DRONE_ION
Rarity 0
COMBAT_MISSILE
Type COMBAT
Title Anti-Ship Missile Drone I
Short title Missile Drone
Description Slow moving drone that repeatedly attacks the enemy ship with mini missiles
Power requirement 2
Firing speed 5
Scrap cost 50
BP 3
Drone image drone_combat
Drone weapon DRONE_MISSILE
Rarity 0

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 2
Target
Description Shoots faster than Mark I and can also shoot down incoming lasers.
Power requirement 2
Firing cooldown 750ms
Scrap cost 75
Drone weapon DRONE_LASER
Weapon icon
Rarity 0
DEFENSE_2
Level
Target LASERS
Description It fires faster than Mark I and can also shoot down incoming lasers.
Power requirement 3
Firing cooldown 880ms
Scrap cost 70
Drone weapon DRONE_LASER_2
Weapon icon defense2
Rarity 3
DEFENSE_2_ENEMY
Level
Target LASERS
Description BUG- Should not be seen
Power requirement 3
Firing cooldown 880ms
Scrap cost 70
Drone weapon DRONE_LASER_2
Weapon icon defense2
Rarity 0

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 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

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 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

Hmmm...
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 Used
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:
	$100
	Chase Cagle
	
	$500
	Steve Swink

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

(Source: Original TCRF research)