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  1. After a long time of adaptation, my balance/aesthetic modification for FTL has been upgraded to be compatible with Advanced Edition. This modification harbors the ultimate aim of increasing the visual quality of FTL while correcting various balance issues withing the game logic, all while maintaining compatibility with other modifications.
  2.  
  3. Compatibility with Captains Edition is slowly being reintegrated into the kit on a part-by-part basis. For now, here is the changelog of alterations and modules currently in effect.
  4.  
  5. [code]Changelog: The sM Polish Kit for Advanced Edition
  6. -------------------------------------------------
  7.  
  8. Weapon Changes
  9. ==============
  10. # All Weapons: new descriptions.
  11. # Hull Laser I: new graphics, long name changed from 'Hull Smasher Laser' to 'Hull Smasher Laser Mark I'.
  12. # Hull Laser II: new graphics, cost increased from 75 to 80 scrap.
  13. # Dual Lasers: modified graphics from diversityMod, the barrels on the weapon now rotate when firing.
  14. # Burst Laser I: cooldown reduced from 11 to 10 seconds. This artificially amplifies the changes to Burst Laser II.
  15. # Burst Laser II: cooldown increased from 12 to 13 seconds, cost increased from 80 to 85 scrap.
  16. # Burst Laser III: renamed to Burst Laser IV. This makes room for the only weapon addition in the mod.
  17. # Missile Weapons: new animated graphics for both launchers and missiles, all short names end in 'M.'.
  18. # Artemis Missile: player-variant cost increased from 38 to 40, rarity changed from 0 to 3.
  19. # Hermes Missile: player-exclusive variant created, uses 2 power instead of 3 but has a cooldown increase from 14 to 15 seconds.
  20. # Hull Missile: damage increased from 2 to 3, breach chance increased from 30% to 40%.
  21. # Pegasus Missile: fire/breach chance reduced from 30/20% to 10%, cooldown increased from 20 to 22 seconds.
  22. # Bomb Weapons: altered graphics on the main weapons, slightly tinting their metalwork to make distinguishing between bomb types easier.
  23. # Breach II: new graphics, cooldown increased from 17 to 19 seconds, cost increased to 70 scrap.
  24. # Healing Burst: cooldown reduced from 18 to 15 seconds, rarity changed from 3 to 5.
  25. # Lockdown Bomb: cooldown reduced from 15 to 14 seconds.
  26. # Mini Beam: beam length increased from 45 to 50. Doesn't increase its maximum potential rooms hit but does make precise aiming less annoying.
  27. # Heavy Pierce I: new graphics, renamed from 'Heavy Pierce Laser Mark I' to 'Heavy Pierce Laser' and 'Heavy Pierce'.
  28. # Heavy Ion: cooldown reduced from 13 to 12 seconds. This weapon can now chain ion damage on its own with a max level weapons officer.
  29. # Ion Bomb: power requirement increased from 1 to 2, rarity changed from 3 to 4, cost increased to 70 scrap.
  30. # Crystal Weapons: now use the Crystal Lockdown sound when firing.
  31. # Crystal Burst I: cost increased from 20 to 50 scrap, now has Rarity 4 in Rock-controlled sectors and Rarity 3 in the Rock Homeworlds.
  32. # Crystal Burst II: cost increased from 20 to 70 scrap, now has Rarity 4 in the Rock Homeworlds.
  33. # Heavy Crystal I: shortname changed to 'Heavy Crys. I', cost increased from 20 to 50 scrap, now has Rarity 4 in Rock-controlled sectors and Rarity 3 in the Rock Homeworlds.
  34. # Heavy Crystal II: shortname changed to 'Heavy Crys. II', cost increased from 20 to 90 scrap, now has Rarity 5 in the Rock Homeworlds.
  35. # Ion Blast: renamed to 'Ion Blast Mark I' and 'Ion Blast I', projectile speed increased from 30 to 35 to improve AI synergy with Heavy Laser I.
  36. # Ion Blast II: Projectile speed increased from 30 to 35 to maintain consistency with Ion Blast I.
  37. # Flagship Ion: Explosion graphic amended to be that of an ion weapon instead of a generic laser.
  38. # Flak: all weapons are now known as Flak Cannons.
  39. # Flak II: effective projectile count reduced from 7 to 5, cooldown reduced from 21 to 16 seconds, AoE radius decreased from 50 to 46.
  40. # Vulcan: fire chance removed, minimum cooldown increased from 1.1 to 1.5 seconds.
  41. # Laser Chargers: now have Mark numbers.
  42. # Charge L. I: cooldown reduced to 5 seconds per shot, fire chance increased to 1.
  43. # Charge L. II: cooldown reduced from 5 to 4.5 seconds.
  44.  
  45. Weapon Additions
  46. ================
  47. # Burst Laser III: Requires 3 power, fires 4 shots, 1 damage per shot, no fire/breach chance, Tier 4 rarity, costs 90 scrap.
  48.  
  49. Augment Changes
  50. ===============
  51. # All Augments: new descriptions.
  52. # Crystal Vengeance: effect chance increased from 10% to 15%, cost reduced from 80 to 30 scrap.
  53. # Mantis Pheromones: crew mobility buff increased from 25% to 30%.
  54. # Drone Reactor Booster drone mobility buff increased from 25% to 100%, rarity changed from 0 to 3.
  55. # Reverse Ion Field: ion resist chance increased from 15% to 50%, augment no longer stacks.
  56. # Repair Arm: scrap penalty reduced from 15% to 5%, cost reduced from 50 to 45 scrap.
  57. # FTL Jammer: enemy FTL penalty increased from 100% to 200%.
  58. # Adv. FTL Navigation: cost reduced from 60 to 45 scrap.
  59. # FTL Recharge Booster: FTL charge speed increased from 25% to 100%, augment no longer stacks, cost reduced from 50 to 35 scrap.
  60. # Shield Charge Booster: shield charge speed increased from 15% to 20%.
  61. # Titanium System Casing: system damage resist chance increased from 15% to 20%, cost reduced from 100 to 60 scrap, rarity changed from 0 to 3.
  62. # Scrap Recovery Arm: cost increased from 50 to 60 scrap.
  63. # Automated Re-Loader: cost increased from 40 to 50 scrap.
  64.  
  65. Drone Changes
  66. =============
  67. # All Drones: new descriptions.
  68. # Beam II: new graphics.
  69. # Defense II: cooldown time retrochanged from 880ms to 700ms, enemy-only variant uses 4 power again instead of 3.
  70. # Boarding: player-exclusive variant assigned to the Boss variant, reducing its power requirement from 3 to 2, cost decreased from 70 to 50.
  71. # Anti-Personnel: cost increased from 35 to 40.
  72. # Anti-Combat: rarity changed from 1 to 3.
  73. # Combat: Retronamed back to Anti-Ship Drones.
  74. # Hull Repair: cost decreased from 85 to 80 scrap.
  75.  
  76. Species Changes
  77. ===============
  78. # All Species: new descriptions. New colour palettes for all species is a feature that needs a request from CE to implement.
  79.  
  80. Subsystem Changes
  81. =================
  82. # All Systems: new descriptions.
  83. # Oxygen: renamed to Life Support.
  84. # Cloaking: renamed to Cloaking Device.
  85. # Piloting: renamed to Helm, Lv3 cost reduced from 50 to 40 scrap.
  86. # Shields: renamed to Shield Generator.
  87. # Engines: upgrade cost route changed from 10-15-30-40-60-80-120 to 10-20-30-45-60-75-100.
  88. # Weapons: renamed to Weapons Bay.
  89. # Drones: Lv7 cost reduced from 80 to 75 scrap, Lv8 cost reduced from 100 to 90 scrap.
  90. # Sensors: renamed to Sensor Array, Lv3 cost reduced from 60 to 40 scrap.
  91. # Doors: Lv2 cost decreased from 35 to 30 scrap.
  92. # Hacking: renamed to Hacking Module.
  93. # Backup Battery: renamed to Emergency Power.
  94.  
  95. Player Ship Changes
  96. ===================
  97. # All ships: crew ordering was changed for several ships to optimise initial crew placement, new descriptions for all ships.
  98. # The Kestrel: Starting weapon order changed, nerfed slightly by Burst Laser II cooldown increase.
  99. # Red-Tail: unchanged.
  100. # The Nesasio: Starting weapon order changed, altered by Titanium System Casing changes.
  101. # DA-SR 12: +1 reactor power, Titanium System Casing added.
  102. # The Gila Monster: buffed slightly by changes to Mantis Pheromones.
  103. # The Basilisk: -1 reactor power, buffed slightly by changes to Mantis Pheromones.
  104. # The Torus: unchanged.
  105. # The Vortex: No starting crew to enable Auto-Drone behaviour, starting event altered to add starting Engi. Buffed by Heavy Ion cooldown reduction and Drone Reactor Booster buff.
  106. # The Osprey: nerfed slightly by Burst Laser II cooldown increase.
  107. # Nisos: +1 Artillery, +1 Doors, +5 missiles. Sensors removed.
  108. # Man Of War: starting weapon order changed.
  109. # The Stormwalker: +3 missiles, Medbay and Cloaking room placement swapped, +1 reactor power.
  110. # Bulwark: starting +4 missiles, buffed by Hull Missile damage increase and buffs to missile acquisition.
  111. # Shivan: unchanged.
  112. # The Adjudicator: unchanged.
  113. # Noether: unchanged.
  114. # Bravais: altered by Crystal Vengeance changes.
  115. # Carnelian: nerfed by Crystal Vengeance changes, -1 reactor power, Cloaking removed.
  116. # Simo-H: +1 reactor power, Titanium System Casing added.
  117.  
  118. Event Changes
  119. =============
  120. # Flavour texts for the destruction of most types of enemy were added. Additional texts can be easily added to this list.
  121. # Many events that had equal rewards for crew-killing or destroying the enemy ship were changed to correct this.
  122. # A couple of events that also gave more lopsided rewards for destruction vs. crew-culling were also amended.
  123. # The event that can give you map data in exchange for fuel was amended to also give a low scrap reward.
  124. # A couple of events involving fleeing auto-scouts have had their scrap rewards increased to Medium.
  125. # The quest that involves saving a delivery ship from a pirate has been amended to include a scrap reward from scrapping the pirate ship in addition to saving the delivery ship.
  126. # The rewards for crew-culling a standard ship were changed from a 50% chance of a High Scrap reward to 40%, and the rewards that give crew and weapons now also give other resources.
  127. # The Rock Space-Mine event has been reworked to include an option to shoot down the mine.
  128. # The generic trade deals have been completely reworked, adding many different combinations of trading one resource for another.
  129. # The rewards for crew-culling a Lanius ship were changed to replace the chance of crew with a chance of a weapon.
  130. # The Rebel Defector event was reporgrammed to hide the results, preventing the event from being cheesed.
  131. # The Diseased Station event in Pirate sectors was removed from the Quests list and added to the Distress list.
  132. # The flee time for forward scouts was increased from 40 to 50 seconds.
  133. # The flee time for auto-scouts was increased from 40 to 55 seconds, preventing Lv2 Cloaking or higher from making it impossible to attack at least one with StealthB.
  134. # The Door Hack event in Slug sectors was fixed to be detectable with Long-Ranged Scanners like it used to be.
  135. # The Zoltan Madman event was refitted to allow the option to fight Crystalline beings.
  136. # Mantis, Rock, Zoltan and Crystal sectors have had new music from AE added to their playlists.
  137.  
  138. Enemy Changes
  139. =============
  140. # Auto-Scout and Auto-Surveyor: now always comes equipped with Shields. Those seeking the Engi Cruiser achievement for destroying a ship without using weapons will have to use asteroids/suns/more drones to achieve their goal.
  141. # Auto-Assault: no longer appears in Sector 1.
  142. # Slug Light-Cruiser: Shields range changed from 2-10 to 3-8.
  143. # Slug Assault: Shields range changed from 2-10 to 3-8.
  144. # Mantis Bomber: Shields range changed from 2-10 to 3-8.
  145. # Engi Bomber: Shields range changed from 2-10 to 3-8.
  146. # Energy Ships: renamed to Zoltan ships.
  147. # Crystal Bomber: Shields range changed from 2-10 to 3-8.
  148. # Burst Laser III: any ship that could use the vanilla Burst Laser III can use the Burst Laser III and IV.
  149.  
  150. Final Boss Changes
  151. ==================
  152. # Phase II: drone order changed from Boarding, Beam, Anti-Ship I, Defense I to Boarding, Defense I, Beam and Anti-Ship I. Causes Defense I to turn off after 3 damage to Drones instead of 7 and makes attack drones harder to disable.
  153. # Easy Difficulty with AE Enabled: Max Shields reduced to Lv6 on all phases for conistency with Easy with AE disabled.
  154.  
  155. Miscellaneous Changes
  156. =====================
  157. # Mount Points: the alignment of the Dual Lasers, Burst Laser I, Ion Blast I, Heavy Ion, Mini Beam, Fire Beam and Anti-Bio Beam were adjusted.
  158. # Missiles: cost reduced from 6 to 5, rarity decreased from 3 to 1.
  159. # Names: pool increased from ~140 to 1000+.
  160. # Rebel Line: thinned to make judgement of if it takes over a beacon easier.
  161. # Player Ships: new floor layout graphics, various adjustments to shield, weapon and room alignments, weapon placements on the Federation and Rock Cruisers was altered.
  162. # Ship Icons: KestrelA+B+c StealthB+c, MantisA, MantisB, FederationA+B+C and RockA were edited to better reflect their actual looks.
  163. # Crew: Mantis, Rock and Crystal crew members have their graphics vertically realigned to better align them with ship/HUD elements.
  164. # Fonts: font used for crew names, ship details, tooltips and short weapons name is changed to a smaller one.
  165. # System Icons: the graphics for the Shields and Engines icons were reworked slightly to make them more neat.
  166. # Kestrel Cruiser: Red-Tail now has a separate cloaking image respecting its livery, weapon alignment was fixed.
  167. # Stealth Cruiser: ship aesthetics were inverted to maintain lighting consistency with the other cruisers.
  168. # Federation Cruiser: Artillery Beam is now animated.
  169. # Regional Rarity: certain classes of weapons are slightly more likely to appear in certain regions of space.
  170. # Nebulae Exits: these can now spawn events, with a 60% chance of something happening.
  171. # Shields: the alignment of Shields on several player ships was refixed.
  172. [/code]
  173. [code]Changelog: The Augmented Weapons Module for sMPK
  174. ------------------------------------------------
  175.  
  176. Details
  177. =======
  178. # 100+ new variations of existing sMPK weapons have been created with various properties.
  179. # These weapons are set to only appear in specific sectors, with certain weapon types only available in certain places.
  180. # With the current settings, the appearance rate of augmented weapons is approximately 20-25%.
  181.  
  182. Augments
  183. ========
  184. # Blazing: increases the fire chance of the weapon by 10%, but increases the cooldown and cost of the weapon very slightly.
  185. # Breaching: increases the breach chance of the weapon by 10%, but increases the cooldown and cost of the weapon very slightly. Beam weapons suffer a greater cooldown penalty.
  186. # Reactive: reduces the cooldown of the weapon, but reduces the fire/breach chance of the weapon by 20%. Beam weapons suffer a reduction in their effectve range.
  187. # Overclocked: Energy weapons only. Alters class-dependent stats of the weapon in order to increase damage, but increases the cooldown, power requirement and cost of the weapon.
  188. # Piercing: increases the shield piercing capability of the weapon by 1, but increases the cooldown, power requirement and cost of the weapon.
  189. # High-Yield: Explosive weapons only. Increases the fire/breach chance of the weapon by 10% and increases damage by up to 50%, but increases the cooldown slightly and causes the weapon to use 2 missiles per shot.
  190. # Sealing: Crystalline weapons only. Causes the weapon to inflict Crystal Lockdown, but increases the cost and cooldown of the weapon.
  191. # Stealth: Missile weapons only. Makes the weapon invisible to Defense I, but increases the cooldown, cost and power requirement of the weapon.[/code]
  192. [code]Changelog: The sMPK for Captains Edition
  193. ----------------------------------------
  194.  
  195. Weapon/Drone Changes
  196. ====================
  197. # Hasta Beam: renamed to Needle Beam, cooldown reduced from 13 to 11 seconds, cost increased from 40 to 50.
  198. # Auto Focus Beam: renamed to Ranseur Beam, cooldown reduced from 6 to 4 seconds, beam length increased from 1 to 30.
  199. # Bardiche Beam: renamed to Lance Beam, cooldown reduced from 15 to 13 seconds, beam length increased from 80 to 100.
  200. # Scythe Beam: power requirement increased from 1 to 2, shield piercing increased from 0 to 1, fire chance increased from 0 to 1.
  201. # Flail Beam: renamed to Javelin Beam, cooldown reduced from 28 to 20 seconds, beam speed increased from 1 to 2.
  202. # Naginata Beam: renamed to Voulge Beam, cooldown increased from 20 to 25 seconds, shield piercing increased from 0 to 1, beam speed changed from 13 to default (same as Glaive Beam).
  203. # Pernach Beam: renamed to Pernach Ray, breach chance reduced from 2 to 1.
  204. # Maul Beam: renamed to Maul Ray, breach chance reduced from 4 to 1, cooldown increased from 18 to 22.
  205. # Fire Beam Mark II: fire chance increased from 9 to 10. (When did the system damage get removed?)
  206. # Fire Focus Beam: renamed to Fire Ray, cooldown increased from 10 to 18 seconds, system damage reduced from 1 to 0, power requirement increased from 2 to 3.
  207. # Anti-Bio Beam Mark I: repurposed to Anti-Bio Beam Mark II, crew damage increased from 45 to 75, cooldown increased from 13 to 16 seconds, power requirement increased from 2 to 3.
  208. # Bio Focus Beam: renamed to Anti-Bio Ray.
  209. # Hull Beam Mark I: beam length increased from 35 to 50, cooldown increased from 10 to 12 seconds.
  210. # Ares Missile: renamed to Apollo Missile Launcher, power requirement increased from 2 to 3, cooldown reduced from 20 to 18 seconds.
  211. # Peryton Missile: renamed to Athena Missile Launcher, power requirement for player variant reduced from 2 to 1.
  212. # Cockatrice Missile: renamed to Trident Missile Launcher, power requirement for player variant reduced from 3 to 2.
  213. # Fire Missile: renamed to Pyro Missile Launcher.
  214. # Simurgh Missile: renamed to Ares Missile Launcher.
  215. # Oni Missile: power requirement for enemy variant increased from 2 to 3, cooldown increased from 12 to 13 seconds.
  216. # Ifrit Missile: cooldown increased from 18 to 22 seconds.
  217. # Baal Mine Laucher: speed increased from 9 to 10.
  218. # Old Laser: renamed to Rusty Defense Laser Mark I.
  219. # Old Dual Shot Laser: renamed to Rusty Dual Defense Lasers.
  220. # Light Laser Mark I: shield piercing increased from 1 to 2.
  221. # Light Laser Mark II: shield piercing increased from 1 to 2, cost reduced from 45 to 40.
  222. # Light Laser Mark III: shield piercing increased from 1 to 2, cost increased from 50 to 60.
  223. # Light Scatter Laser Mark I: renamed to Light Spread-Laser Mark I, shield piercing increased from 1 to 2, cost reduced from 25 to 20.
  224. # Light Scatter Laser Mark II: renamed to Light Spread-Laser Mark II, shield piercing increased from 1 to 2, cost reduced from 50 to 40.
  225. # Light Scatter Laser Mark III: renamed to Light Spread-Laser Mark III, shield piercing increased from 1 to 2, cooldown increased from 15 to 16 seconds.
  226. # Light Crystal Mark I: shield piercing increased from 2 to 3.
  227. # Light Crystal Mark II: shield piercing increased from 2 to 3.
  228. # Auto Laser Mark I: cooldown reduced from 6 to 4 seconds.
  229. # Auto Laser Mark II: cooldown reduced from 4 to 3 seconds.
  230. # Basic Laser Mark II: renamed to Defense Laser Mark II.
  231. # Dual Shot Laser Mark II: renamed to Laser Blaster, rarity reduced from 4 to 3.
  232. # Burst Scatter Laser Mark I: renamed to Burst Spread-Laser Mark I, cooldown increased from 10 to 11 seconds, cost increased from 30 to 50.
  233. # Burst Scatter Laser Mark II: renamed to Burst Spread-Laser Mark II, shots per volley increased from 4 to 5, rarity increased from 3 to 4, cost increased from 80 to 100.
  234. # Heavy Scatter Laser Mark I: renamed to Heavy Spread-Laser Mark I, hull damage increased from 2 to 3, fire chance reduced from 2 to 1, rarity increased from 1 to 2.
  235. # Heavy Scatter Laser Mark II: renamed to Heavy Spread-Laser Mark II, hull damage increased from 2 to 4 (bugged weapon in base CE?).
  236. # Artillery Laser Mark I: renamed to Heavy Pierce Laser Mark II, damage reduced from 4 to 3, fire and breach chance reduced from 4 to 3.
  237. # Artillery Laser Mark II: renamed to Heavy Pierce Laser Mark III, damage reduced from 5 to 4, fire and breach chance reduced from 8 to 7, rarity increased from 3 to 4.
  238. # Hull Crusher Laser: shield piercing increased from 0 to 1, breach chance reduced from 8 to 7.
  239. # Ion Burst Mark I: cooldown reduced from 14 to 13 seconds, shot speed reduced from 40 to 35, power requirement increased from 1 to 2, cost increased from 40 to 45.
  240. # Ion Burst Mark II: shot speed reduced from 40 to 35, cooldown increased from 15 to 18 seconds.
  241. # Ion Burst Mark III: cooldown increased from 12 to 20 seconds.
  242. # Heavy Ion Mark II: cooldown increased from 16 to 18 seconds, cost increased from 65 to 70, rarity increased from 3 to 4.
  243. # Heavy Ion Mark III: cooldown increased from 16 to 20 seconds, cost increased from 75 to 90, system damage reduced from 2 to 1.
  244. # Big Bomb: renamed to Teleporting Bomb.
  245. # Healing Cluster-Burst: crew healing per cluster reduced from 60 to 45.
  246. # Ion Cluster Bomb: power requirement increased from 1 to 2.
  247. # Nano Repair Blast: renamed to Nano Repair Rush, system repairs increased from 0 to 1, power requirement increased from 1 to 2.
  248. # Nano Repair Burst: system repairs increased from 0 to 1, cooldown increased from 3 to 10, power requirement increased from 1 to 2.
  249. # Effector Mark I: renamed to System Disruptor Mark I, ion damage reduced from 2 to 1, cooldown reduced from 16 to 12 seconds, power requirement reduced from 2 to 1.
  250. # Effector Mark II: renamed to System Disruptor Mark II, ion damage increased from 1 to 2, cooldown increased from 8 to 19 seconds (Effector I and II have reversed strength in base CE for some reason).
  251. # Heavy Effector: renamed to System Disruptor Mark III, ion damage reduced from 4 to 3, cooldown increased from 25 to 26 seconds, power requirement increased from 2 to 3.
  252. # Ogre Missile Battery: shield piercing reduced from 5 to 2.
  253. # Leviathan Missile Battery: renamed to Kraken Missile Battery, shield piercing reduced from 5 to 2.
  254. # Titan Missile Battery: shield piercing reduced from 5 to 2, power requirement increased from 2 to 3.
  255. # Light Anti-Crew Drone Mark I: renamed to Light Laser Drone Mark I, shield piercing increased from 1 to 2.
  256. # Light Anti-Crew Drone Mark II: renamed to Light Laser Drone Mark II, shield piercing increased from 1 to 2.
  257. # Light Scatter Drone: renamed to Light Scatter Laser Drone, shield piercing increased from 1 to 2.
  258. # Anti-Ship Scatter Drone: renamed to Burst Spread-Laser Drone, drone speed increased from 16 to 20, cost increased from 40 to 50.
  259. # Heavy Scatter Drone: renamed to Heavy Spread-Laser Drone, drone speed increased from 8 to 13, power requirement increased from 2 to 3.
  260. # Heavy Anti-Ship Drone Mark I: renamed to Heavy Laser Drone Mark I, drone speed increased from 7 to 11, power requirement increased from 2 to 3.
  261. # Heavy Anti-Ship Drone Mark II: renamed to Heavy Laser Drone Mark II, drone speed increased from 14 to 20, power requirement increased from 3 to 4.
  262. # Hull Ripper Drone Mark I: renamed to Hull Laser Drone Mark I, drone speed increased from 13 to 15, power requirement increased from 2 to 3.
  263. # Hull Ripper Drone Mark II: renamed to Hull Laser Drone Mark II, drone speed reduced from 25 to 22.
  264. # Light Anti-Crew Missile Drone: renamed to Anti-Personnel Missile Drone Mark I, drone speed increased from 6 to 7.
  265. # Ligh Fire-Missile Drone: renamed to Anti-Personnel Missile Drone Mark II, drone speed increased from 5 to 6.
  266. # Anti-Ship Missile Drone Mark I: renamed to Micro Missile Drone Mark I, power requirement increased from 2 to 3, drone speed increased from 5 to 6.
  267. # Heavy Anti-Ship Missile Drone: renamed to Artemis Missile Drone.
  268. # Anti-Ship Missile Drone: renamed to Micro Missile Drone Mark II, drone speed increased from 8 to 13.
  269. # Minelayer Drone Mark I: renamed to Anti-Ship Mine Drone Mark I.
  270. # Minelayer Drone Mark II: renamed to Anti-Ship Mine Drone Mark II, drone speed increased from 5 to 6, power requirement increased from 2 to 3.
  271. # Anti-Ship Beam Drone Mark II: drone speed increased from 15 to 17.
  272. # Anti-Ship Focus Beam Drone: renamed to Anti-Ship Ray Drone.
  273. # Anti-Ship Ion Drone Mark I: renamed to Ion Blast Drone Mark I, power requirement increased from 1 to 3.
  274. # Heavy Anti-Ship Ion Drone: renamed to Heavy Ion Drone, power requirement increased from 2 to 3.
  275. # Anti-Ship Ion Drone Mark II: renamed to Ion Blast Drone Mark II, drone speed reduced from 20 to 13.
  276. # Missile Defense Turret Mark I: cooldown reduced from 24000ms to 10000ms.
  277. # Missile Defense Turret Mark II: cooldown reduced from 14000ms to 8000ms.
  278. # Heavy Laser Defense Drone: cooldown increased from 3000ms to 5000ms, power requirement reduced from 3 to 2.
  279. # Light Defense Drone Mark II: power requirement increased from 2 to 3.
  280. # Defense Drone Mark III: cooldown increased from 250ms to 400ms.
  281.  
  282. More Weapon Changes
  283. ===================
  284. # Swarm and Cloak missiles are now categorised as Missiles by the game logic, fixing logic related to enemy loadouts.
  285. # Stun mechanics for all weapons has been completely reworked.
  286. # All Anti-Personnel weapons now have rarity 5 to allow more general-purpose weaponry to appear more often.
  287. # All equipment has been re-priced to fit in line with the new pricing scheme in AE.[/code]
  288.  
  289. [url=https://www.dropbox.com/s/vf1c37npf5jhopr/The%20sM%20Polish%20Kit%20for%20Advanced%20Edition.rar?dl=0]Click Here to download the sM Polish Kit for Advanced Edition from my Dropbox![/url]
  290.  
  291. Everything below this line is the original post for pre-Advanced Edition, shrunken to save space and saved for posterity.
  292.  
  293. ========================================================================================
  294.  
  295. [size=50]Since about February, I had learned of the existence of modding of this wonderful little experience and decided to try tinkering with it, trying to make it look just a little bit more polished while keeping everything the same. At some point, I took it upon myself to learn more by looking and tinkering with other people's handiwork, recognizing what everything meant and did, and from there, I had created some kind of Franken-mod. But the end result could not possibly see release.
  296. Somewhat blatantly inspired by [url=http://www.ftlgame.com/forum/viewtopic.php?f=11&t=14766]Twinge's current effort into re-balancing the entire game[/url], I went back upon the original, vanilla mod that I had made. Piece by piece, I strapped upon it the efforts that I had previously come up with (including the animated Artillery Beam and Drone Mode for EngiB), a swoop of aesthetic alterations from both [url=http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3363]liakad's diversityMod[/url] and my own efforts, and many gameplay-related changes (some from Twinge, some from myself).
  297. And after finally drawing a blank on what else I could do to this mod, I've decided it would be the time to release it to the community for a more widespread criticism. I present.. the, um, 'sM Polish Kit'. I'm terrible with naming things, I know.
  298. The purpose of this modification is to give FTL a graphical overhaul to solve little nuances with the game while simultaneously altering the way certain aspects such as weapons and enemies work in order to re-balance the game, all while keeping the experience overall as similar to the original as possible. The current plethora of changes is listed below:
  299. [code]Weapon Changes
  300. ==============
  301. # All Weapons: new descriptions and detailed tooltips.
  302. # Hull Laser I: new graphics, long name changed from 'Hull Smasher Laser' to 'Hull Smasher Laser Mark I'.
  303. # Hull Laser II: new graphics.
  304. # Dual Lasers: modified graphics from diversityMod, the barrels on the weapon now rotate when firing.
  305. # Burst Laser I: cooldown reduced from 11 to 10 seconds. This artificially amplifies the changes to Burst Laser II.
  306. # Burst Laser II: cooldown increased from 12 to 13 seconds, cost increased from 80 to 90 scrap.
  307. # Burst Laser III: renamed to Burst Laser IV. This makes room for the only weapon addition in the mod.
  308. # Missile Weapons: new animated graphics for both launchers and missiles, all short names end in 'M.'.
  309. # Artemis Missile: cost increased from 38 to 40, rarity changed from 0 to 3.
  310. # Hermes Missile: player-exclusive variant created, uses 2 power instead of 3 but has a cooldown increase from 14 to 15 seconds.
  311. # Hull Missile: damage increased from 2 to 3, breach chance increased from 30% to 40%.
  312. # Pegasus Missile: fire/breach chance reduced from 30/20% to 10%, cooldown increased from 20 to 22 seconds.
  313. # Bomb Weapons: altered graphics on the main weapons, slightly tinting their metalwork to make distinguishing between bomb types easier.
  314. # Breach II: new graphics, cooldown increased from 17 to 19 seconds.
  315. # Healing Burst: cooldown reduced from 18 to 15 seconds, rarity changed from 3 to 5.
  316. # Lockdown Bomb: cooldown reduced from 15 to 14 seconds.
  317. # Mini Beam: beam length increased from 45 to 50. Doesn't increase its maximum potential rooms hit but does make precise aiming less annoying.
  318. # Hull Beam: now has a 10% breach chance per tile.
  319. # Heavy Pierce I: new graphics, renamed from 'Heavy Pierce Laser Mark I' to 'Heavy Pierce Laser' and 'Heavy Pierce'.
  320. # Heavy Ion: cooldown reduced from 13 to 12 seconds. This weapon can now chain ion damage on its own with a max level weapons officer.
  321. # Ion Bomb: power requirement increased from 1 to 2, rarity changed from 3 to 4.
  322. # Crystal Weapons: now use the Crystal Lockdown sound when firing.
  323. # Crystal Burst I: cost increased from 20 to 50 scrap, now has Rarity 4 in Rock-controlled sectors and Rarity 3 in the Rock Homeworlds.
  324. # Crystal Burst II: cost increased from 20 to 90 scrap, now has Rarity 4 in the Rock Homeworlds.
  325. # Heavy Crystal I: shortname changed to 'Heavy Crys. I', cost increased from 20 to 50 scrap, now has Rarity 4 in Rock-controlled sectors and Rarity 3 in the Rock Homeworlds.
  326. # Heavy Crystal II: shortname changed to 'Heavy Crys. II', cost increased from 20 to 120 scrap, now has Rarity 5 in the Rock Homeworlds.
  327. # Ion Blast: renamed to 'Ion Blast Mark I' and 'Ion Blast I', projectile speed increased from 30 to 35 to improve AI synergy with Heavy Laser I.
  328. # Ion Blast II: Projectile speed increased from 30 to 35 to maintain consistency with Ion Blast I.
  329. # Flagship Ion: Explosion graphic amended to be that of an ion weapon instead of a generic laser.
  330.  
  331. Weapon Additions
  332. ================
  333. # Burst Laser III: Requires 3 power, fires 4 shots, 1 damage per shot, no fire/breach chance, Tier 4 rarity, costs 100 scrap.
  334.  
  335. Augment Changes
  336. ===============
  337. # All Augments: new descriptions.
  338. # Crystal Vengeance: effect chance increased from 10% to 15%, cost reduced from 80 to 30 scrap.
  339. # Mantis Pheromones: crew mobility buff increased from 25% to 30%.
  340. # Drone Reactor Booster drone mobility buff increased from 25% to 100%, rarity changed from 0 to 3.
  341. # Reverse Ion Field: ion resist chance increased from 15% to 50%, augment no longer stacks.
  342. # Repair Arm: scrap penalty reduced from 15% to 5%, cost reduced from 50 to 45 scrap.
  343. # FTL Jammer: enemy FTL penalty increased from 100% to 200%.
  344. # Adv. FTL Navigation: cost reduced from 60 to 45 scrap.
  345. # FTL Recharge Booster: FTL charge speed increased from 25% to 100%, augment no longer stacks, cost reduced from 50 to 35 scrap.
  346. # Shield Charge Booster: shield charge speed increased from 15% to 20%.
  347. # Titanium System Casing: system damage resist chance increased from 15% to 20%, cost reduced from 100 to 60 scrap, rarity changed from 0 to 3.
  348. # Scrap Recovery Arm: cost increased from 50 to 60 scrap.
  349. # Automated Re-Loader: cost increased from 40 to 50 scrap.
  350.  
  351. Drone Changes
  352. =============
  353. # All Drones: new descriptions.
  354. # Beam I: Renamed to 'Anti-Ship Beam Drone' and 'Anti-Ship B.'.
  355. # Defense II: player-exclusive variant created, uses 3 power instead of 4, cooldown reduced from 700ms to 500ms.
  356. # Boarding: player-exclusive variant assigned to the Boss variant, reducing its power requirement from 3 to 2.
  357.  
  358. Species Changes
  359. ===============
  360. # All Species: new descriptions.
  361. # Mantis: cost increased from 45 to 50 scrap.
  362. # Rock: cost decreased from 65 to 60 scrap.
  363.  
  364. Subsystem Changes
  365. =================
  366. # All Systems: new descriptions.
  367. # Oxygen: renamed to Life Support.
  368. # Cloaking: renamed to Cloaking Device.
  369. # Piloting: renamed to Helm, Lv3 cost reduced from 50 to 40 scrap.
  370. # Shields: renamed to Shield Generator.
  371. # Engines: upgrade cost route changed from 10-15-30-40-60-80-120 to 10-20-30-45-60-75-100.
  372. # Weapons: renamed to Weapons Bay.
  373. # Drones: Lv7 cost reduced from 80 to 75 scrap, Lv8 cost reduced from 100 to 90 scrap.
  374. # Sensors: renamed to Sensor Array, Lv3 cost reduced from 60 to 40 scrap.
  375. # Doors: Lv2 cost increased from 20 to 30 scrap.
  376.  
  377. Player Ship Changes
  378. ===================
  379. # The Kestrel: Starting weapon order changed, nerfed slightly by Burst Laser II cooldown increase.
  380. # Red-Tail: unchanged.
  381. # The Nesasio: Starting weapon order changed, weapon slots increased to 4, altered by Titanium System Casing changes.
  382. # DA-SR 12: +1 reactor power, Titanium System Casing added, weapon slots increased to 4 for consistency with The Nesasio.
  383. # The Gila Monster: buffed slightly by changes to Mantis Pheromones.
  384. # The Basilisk: -1 reactor power, buffed slightly by changes to Mantis Pheromones.
  385. # The Torus: unchanged.
  386. # The Vortex: No starting crew to enable Auto-Drone behaviour, starting event altered to add starting Engi. +1 Piloting. Buffed by Heavy Ion cooldown reduction and Drone Reactor Booster buff.
  387. # The Osprey: nerfed slightly by Burst Laser II cooldown increase.
  388. # Nisos: +1 Artillery, +1 Doors, +5 missiles. Sensors removed.
  389. # Man Of War: starting weapon order changed.
  390. # The Stormwalker: +3 missiles, Medbay and Cloaking room placement swapped, +1 reactor power.
  391. # Bulwark: starting +4 missiles, buffed by Hull Missile damage increase and buffs to missile acquisition.
  392. # Shivan: unchanged.
  393. # The Adjudicator: unchanged.
  394. # Noether: unchanged.
  395. # Bravais: altered by Crystal Vengeance changes.
  396. # Carnelian: nerfed by Crystal Vengeance changes, -1 reactor power, Cloaking removed.
  397.  
  398. Event Changes
  399. =============
  400. # Many grammatical errors in various event texts were corrected.
  401. # Previously unused flavour texts for the destruction of Rock ships was reimplemented.
  402. # Flavour texts for the destruction of Rebel, automated, Engi, Zoltan, Pirate, Rock, Mantis and Slug ships was created. Additional texts can be easily added to this list.
  403. # All events with Blue Text requiring a certain subsystem strength now have the precise level of that requirement detailed.
  404. # All events that require the use of a certain item class were proofed to ensure that they should work with all comparable items (such as Defense Drone events working with all variants of the Defense Drone, etc).
  405. # The Rebel Defector and Mantis Escape Pod events have blue events from having a Slug crew member.
  406. # The Rebel Auto-ship event that disrupts your shields now decreases your Shield bars by shedding two bars instead of halving your current bar count. This will prevent the event from lowering your ship down to one shield in all cases between having 4-7 shield levels.
  407. # Many events that had equal rewards for crew-killing or destroying the enemy ship were changed to correct this.
  408. # A couple of events that also gave more lopsided rewards for destruction vs. crew-culling were also amended.
  409. # The event that can give you map data in exchange for fuel was amended to also give a low scrap reward.
  410. # A couple of events involving fleeing auto-scouts have had their scrap rewards increased to Medium.
  411. # The quest that involves saving a delivery ship from a pirate has been amended to include a scrap reward from scrapping the pirate ship in addition to saving the delivery ship.
  412. # The rewards for crew-culling a standard ship were changed from a 50% chance of a High Scrap reward to 40%, and the rewards that give crew and weapons now also give other resources.
  413. # A number of unused events in the game files were re-purposed and added into the event circulation.
  414. # A large number of boarding events were increased in difficulty by increasing the boarder count.
  415. # The event where you are asked to capture a special ship intact can now be attempted if you have a Fire Beam.
  416. # The infected space station event was (hopefully) fixed to have the Teleporter outcome turn one of your crew against you instead of removing one crew and attacking you with a human.
  417. # A number of blue options for the Healing Burst were added, acting as an alternative to some of the Lv2 Medbay options. All these options use 1 missile.
  418. # A number of blue options were added for Lv6 Shields (and one blue option for Rock Plating), involving asteroid fields.
  419. # The Slug event that asked a question relating to a number of moons has been altered so that all four answers can possibly be correct instead of two.
  420. # The Rock Space-Mine event has been reworked: there is a 33% chance of evasive maneuvers actually working, and there is an option to shoot down the mine.
  421. # The generic trade deals have been completely reworked, adding many different combinations of trading one resource for another.
  422. # Event choices that detail you firing weapons at something now require you to have a damaging weapon in order to do it.
  423.  
  424. Enemy Changes
  425. =============
  426. # All Ships: all Door systems start at Lv2 minimum.
  427. # Auto-Scout: now always comes equipped with Shields. Those seeking the Engi Cruiser achievement for destroying a ship without using weapons will have to use asteroids/suns/more drones to achieve their goal.
  428. # Auto-Assault: now has doors connecting the rooms on the sides, Shields range changed from 2-10 to 3-8.
  429. # Slug Interceptor: crew count changed from 2-3 to 3.
  430. # Slug Light-Cruiser: Shields range changed from 2-10 to 3-8, can no longer spawn in Sector 1.
  431. # Slug Assault: Shields range changed from 2-10 to 3-8.
  432. # Mantis Scout: crew count changed from 2-4 to 3-4.
  433. # Mantis Fighter: can no longer spawn in Sector 1.
  434. # Mantis Bomber: Shields range changed from 2-10 to 3-8.
  435. # Engi Scout: crew count changed from 2-3 to 3-4.
  436. # Engi Bomber: Shields range changed from 2-10 to 3-8, crew count changed from 2-5 to 3-5, can no longer spawn in Sector 1.
  437. # Federation Scout: crew count changed from 2-3 to 3-4.
  438. # Federation Bomber: Shields range changed from 2-10 to 3-8, max Weapons increased from 8 to 10, crew count changed from 2-4 to 3-5, can no longer spawn in Sector 1.
  439. # Rock Scout: crew count changed from 2-4 to 3-4.
  440. # Rock Fighter: crew count changed from 2-5 to 3-5.
  441. # Rock Assault: Shields range changed from 2-10 to 3-8, max Weapons increased from 8 to 10, crew count changed from 2-5 to 3-6.
  442. # Note: The result of removing all the heavier-class ships from Sector 1 is to remove the overpowered Zoltan Bomber from the early game, but at the same time ensuring that the chances of encountering Zoltan shields in Sector 1 isn't reduced significantly, while simultaneously not affecting the odds of such ships appearing later on. The net result is a reduction in the chances of Zoltan shields appearing in Sector 1 from 18.2% to 14.3%.
  443. # The side-effect of this is also an alteration in the odds of pirates with drones appearing in Sector 1 from 18.2% to 14.3% again, all instances occurring on Rebel Riggers with access to all drone types.
  444. # Energy Ships: renamed to Zoltan ships.
  445. # Zoltan Fighter: crew changed from 2-3 to 3-4.
  446. # Zoltan Bomber: crew count changed from 3-4 to 3-5, can no longer spawn in Sector 1.
  447. # Crystal Scout: crew count changed from 2-3 to 3-4.
  448. # Crystal Bomber: Shields range changed from 2-10 to 3-8, crew count changed from 2-5 to 3-5.
  449. # Rebel Fighter: Odd door on the life support room was removed.
  450. # Engi Ships: can now use the Anti-Personnel drone.
  451. # Rock Ships: can now use the Fire Bomb.
  452. # Burst Laser III: any ship that could use the vanilla Burst Laser III can use the Burst Laser III and IV.
  453.  
  454. Final Boss Changes
  455. ==================
  456. # Phase II: drone order changed from Boarding, Beam, Anti-Ship I, Defense I to Defense I, Boarding, Beam and Anti-Ship I. Causes Defense I to turn off after 1 damage to Drones, ot 3 damage when all boarding drones are expended.
  457.  
  458. Miscellaneous Changes
  459. =====================
  460. # Mount Points: the alignment of the Dual Lasers, Burst Laser I, Ion Blast I, Heavy Ion, Mini Beam, Fire Beam and Anti-Bio Beam were adjusted.
  461. # Missiles: cost reduced from 6 to 5, rarity decreased from 3 to 1.
  462. # Names: pool increased from ~140 to 1000+.
  463. # Flagship: gibs edited to prevent weapons changing into all lasers upon destruction.
  464. # Rebel Line: thinned to make judgement of if it takes over a beacon easier.
  465. # Player Ships: new floor layout graphics, various adjustments to shield, weapon and room alignments, weapon placements on the Federation and Rock Cruisers was altered.
  466. # Ship Icons: KestrelA,, KestrelB, StealthB, MantisA, MantisB, FederationA, FederationB and RockA were edited to better reflect their actual looks.
  467. # Crew: Mantis, Rock and Crystal crew members have their graphics vertically realigned to better align them with ship/HUD elements.
  468. # Fonts: font used for crew names, ship details, tooltips and short weapons name is changed to a smaller one.
  469. # Doors: graphics changed to increase door size, fixes glitch with light bleeding into dark rooms from the doors edge.
  470. # System Icons: the graphics for the Shields and Engines icons were reworked slightly to make them more neat.
  471. # Hangar: fixed glitch with ordering of subsystems.
  472. # Kestrel Cruiser: Red-Tail now has a separate cloaking image respecting its livery.
  473. # Stealth Cruiser: ship aesthetics were inverted to maintain lighting consistency with the other cruisers.
  474. # Federation Cruiser: Artillery Beam is now animated.
  475. # Gibs: Mantis, Engi, Slug, Rock, Zoltan and Crystal cruisers now have a set pattern to their destructions like the Federation ships.
  476. # Achievements: new descriptions to maintain consistency with other achievements or to make vague requirements more clear.
  477. # Regional Rarity: certain classes of weapons are slightly more likely to appear in certain regions of space.
  478. # Nebulae Exits: these can now spawn events, with a 60% chance of something happening.[/code]
  479. That wasn't the only goal I had in mind, however. Another alternate goal I had with this mod was the ability to make such changes possible without sacrificing any compatibility with the other mods in the community. The key mod in question was what I was examining for the longest time, what would eventually become [url=http://www.ftlgame.com/forum/viewtopic.php?f=11&t=15663]Sleeper Service's Captain's Edition[/url].
  480. For this mod in particular, I decided it would be best to develop a separate patch for it to allow the sM Polish Kit to integrate itself with it while maintaining complete stability of both mods. The patch also includes the same treatment to all of the new weapons and drones of the Captain's Editions, including descriptions and balance alterations. The list of alterations to the new additions in CE is listed below.
  481. [code]Weapon/Drone Changes
  482. ====================
  483. # Hasta Beam: renamed to Micro Beam, cooldown reduced from 13 to 11 seconds, cost increased from 40 to 50.
  484. # Auto Focus Beam: renamed to Ranseur Beam, cooldown reduced from 6 to 4 seconds, beam length increased from 1 to 30.
  485. # Bardiche Beam: renamed to Lance Beam, cooldown reduced from 15 to 13 seconds, beam length increased from 80 to 100.
  486. # Scythe Beam: power requirement increased from 1 to 2, shield piercing increased from 0 to 1, fire chance increased from 0 to 1.
  487. # Flail Beam: renamed to Javelin Beam, cooldown reduced from 28 to 20 seconds, beam speed increased from 1 to 2.
  488. # Naginata Beam: renamed to Voulge Beam, cooldown increased from 20 to 25 seconds, shield piercing increased from 0 to 1, beam speed changed from 13 to default (same as Glaive Beam).
  489. # Pernach Beam: renamed to Pernach Ray, breach chance reduced from 2 to 1.
  490. # Maul Beam: renamed to Maul Ray, breach chance reduced from 4 to 1, cooldown increased from 18 to 22.
  491. # Fire Beam Mark II: fire chance increased from 9 to 10. (When did the system damage get removed?)
  492. # Fire Focus Beam: renamed to Fire Ray, cooldown increased from 10 to 18 seconds, system damage reduced from 1 to 0, power requirement increased from 2 to 3.
  493. # Anti-Bio Beam Mark I: repurposed to Anti-Bio Beam Mark II, crew damage increased from 45 to 75, cooldown increased from 13 to 16 seconds, power requirement increased from 2 to 3.
  494. # Bio Focus Beam: renamed to Anti-Bio Ray.
  495. # Hull Beam Mark I: beam length increased from 35 to 50, cooldown increased from 10 to 12 seconds.
  496. # Ares Missile: renamed to Apollo Missile Launcher, power requirement increased from 2 to 3, cooldown reduced from 20 to 18 seconds.
  497. # Peryton Missile: renamed to Athena Missile Launcher, power requirement for player variant reduced from 2 to 1.
  498. # Cockatrice Missile: renamed to Trident Missile Launcher, power requirement for player variant reduced from 3 to 2.
  499. # Fire Missile: renamed to Pyro Missile Launcher.
  500. # Simurgh Missile: renamed to Ares Missile Launcher.
  501. # Oni Missile: power requirement for enemy variant increased from 2 to 3, cooldown increased from 12 to 13 seconds.
  502. # Ifrit Missile: cooldown increased from 18 to 22 seconds.
  503. # Baal Mine Laucher: speed increased from 9 to 10.
  504. # Old Laser: renamed to Rusty Defense Laser Mark I.
  505. # Old Dual Shot Laser: renamed to Rusty Dual Defense Lasers.
  506. # Light Laser Mark I: shield piercing increased from 1 to 2.
  507. # Light Laser Mark II: shield piercing increased from 1 to 2, cost reduced from 45 to 40.
  508. # Light Laser Mark III: shield piercing increased from 1 to 2, cost increased from 50 to 60.
  509. # Light Scatter Laser Mark I: renamed to Light Spread-Laser Mark I, shield piercing increased from 1 to 2, cost reduced from 25 to 20.
  510. # Light Scatter Laser Mark II: renamed to Light Spread-Laser Mark II, shield piercing increased from 1 to 2, cost reduced from 50 to 40.
  511. # Light Scatter Laser Mark III: renamed to Light Spread-Laser Mark III, shield piercing increased from 1 to 2, cooldown increased from 15 to 16 seconds.
  512. # Light Crystal Mark I: shield piercing increased from 2 to 3.
  513. # Light Crystal Mark II: shield piercing increased from 2 to 3.
  514. # Auto Laser Mark I: cooldown reduced from 6 to 4 seconds.
  515. # Auto Laser Mark II: cooldown reduced from 4 to 3 seconds.
  516. # Basic Laser Mark II: renamed to Defense Laser Mark II.
  517. # Dual Shot Laser Mark II: renamed to Laser Blaster, rarity reduced from 4 to 3.
  518. # Burst Scatter Laser Mark I: renamed to Burst Spread-Laser Mark I, cooldown increased from 10 to 11 seconds, cost increased from 30 to 50.
  519. # Burst Scatter Laser Mark II: renamed to Burst Spread-Laser Mark II, shots per volley increased from 4 to 5, rarity increased from 3 to 4, cost increased from 80 to 100.
  520. # Heavy Scatter Laser Mark I: renamed to Heavy Spread-Laser Mark I, hull damage increased from 2 to 3, fire chance reduced from 2 to 1, rarity increased from 1 to 2.
  521. # Heavy Scatter Laser Mark II: renamed to Heavy Spread-Laser Mark II, hull damage increased from 2 to 4 (bugged weapon in base CE?).
  522. # Artillery Laser Mark I: renamed to Heavy Pierce Laser Mark II, damage reduced from 4 to 3, fire and breach chance reduced from 4 to 3.
  523. # Artillery Laser Mark II: renamed to Heavy Pierce Laser Mark III, damage reduced from 5 to 4, fire and breach chance reduced from 8 to 7, rarity increased from 3 to 4.
  524. # Hull Crusher Laser: shield piercing increased from 0 to 1, breach chance reduced from 8 to 7.
  525. # Ion Burst Mark I: cooldown reduced from 14 to 13 seconds, shot speed reduced from 40 to 35, power requirement increased from 1 to 2, cost increased from 40 to 45.
  526. # Ion Burst Mark II: shot speed reduced from 40 to 35, cooldown increased from 15 to 18 seconds.
  527. # Ion Burst Mark III: cooldown increased from 12 to 20 seconds.
  528. # Heavy Ion Mark II: cooldown increased from 16 to 18 seconds, cost increased from 65 to 70, rarity increased from 3 to 4.
  529. # Heavy Ion Mark III: cooldown increased from 16 to 20 seconds, cost increased from 75 to 90, system damage reduced from 2 to 1.
  530. # Big Bomb: renamed to Teleporting Bomb.
  531. # Healing Cluster-Burst: crew healing per cluster reduced from 60 to 45.
  532. # Ion Cluster Bomb: power requirement increased from 1 to 2.
  533. # Nano Repair Blast: renamed to Nano Repair Rush, system repairs increased from 0 to 1, power requirement increased from 1 to 2.
  534. # Nano Repair Burst: system repairs increased from 0 to 1, cooldown increased from 3 to 10, power requirement increased from 1 to 2.
  535. # Effector Mark I: renamed to System Disruptor Mark I, ion damage reduced from 2 to 1, cooldown reduced from 16 to 12 seconds, power requirement reduced from 2 to 1.
  536. # Effector Mark II: renamed to System Disruptor Mark II, ion damage increased from 1 to 2, cooldown increased from 8 to 19 seconds (Effector I and II have reversed strength in base CE for some reason).
  537. # Heavy Effector: renamed to System Disruptor Mark III, ion damage reduced from 4 to 3, cooldown increased from 25 to 26 seconds, power requirement increased from 2 to 3.
  538. # Ogre Missile Battery: shield piercing reduced from 5 to 2.
  539. # Leviathan Missile Battery: renamed to Kraken Missile Battery, shield piercing reduced from 5 to 2.
  540. # Titan Missile Battery: shield piercing reduced from 5 to 2, power requirement increased from 2 to 3.
  541. # Light Anti-Crew Drone Mark I: renamed to Light Laser Drone Mark I, shield piercing increased from 1 to 2.
  542. # Light Anti-Crew Drone Mark II: renamed to Light Laser Drone Mark II, shield piercing increased from 1 to 2.
  543. # Light Scatter Drone: renamed to Light Scatter Laser Drone, shield piercing increased from 1 to 2.
  544. # Anti-Ship Scatter Drone: renamed to Burst Spread-Laser Drone, drone speed increased from 16 to 20, cost increased from 40 to 50.
  545. # Heavy Scatter Drone: renamed to Heavy Spread-Laser Drone, drone speed increased from 8 to 13, power requirement increased from 2 to 3.
  546. # Heavy Anti-Ship Drone Mark I: renamed to Heavy Laser Drone Mark I, drone speed increased from 7 to 11, power requirement increased from 2 to 3.
  547. # Heavy Anti-Ship Drone Mark II: renamed to Heavy Laser Drone Mark II, drone speed increased from 14 to 20, power requirement increased from 3 to 4.
  548. # Hull Ripper Drone Mark I: renamed to Hull Laser Drone Mark I, drone speed increased from 13 to 15, power requirement increased from 2 to 3.
  549. # Hull Ripper Drone Mark II: renamed to Hull Laser Drone Mark II, drone speed reduced from 25 to 22.
  550. # Light Anti-Crew Missile Drone: renamed to Anti-Personnel Missile Drone Mark I, drone speed increased from 6 to 7.
  551. # Ligh Fire-Missile Drone: renamed to Anti-Personnel Missile Drone Mark II, drone speed increased from 5 to 6.
  552. # Anti-Ship Missile Drone Mark I: renamed to Micro Missile Drone Mark I, power requirement increased from 2 to 3, drone speed increased from 5 to 6.
  553. # Heavy Anti-Ship Missile Drone: renamed to Artemis Missile Drone.
  554. # Anti-Ship Missile Drone: renamed to Micro Missile Drone Mark II, drone speed increased from 8 to 13.
  555. # Minelayer Drone Mark I: renamed to Anti-Ship Mine Drone Mark I.
  556. # Minelayer Drone Mark II: renamed to Anti-Ship Mine Drone Mark II, drone speed increased from 5 to 6, power requirement increased from 2 to 3.
  557. # Anti-Ship Beam Drone Mark II: drone speed increased from 15 to 17.
  558. # Anti-Ship Focus Beam Drone: renamed to Anti-Ship Ray Drone.
  559. # Anti-Ship Ion Drone Mark I: renamed to Ion Blast Drone Mark I, power requirement increased from 1 to 3.
  560. # Heavy Anti-Ship Ion Drone: renamed to Heavy Ion Drone, power requirement increased from 2 to 3.
  561. # Anti-Ship Ion Drone Mark II: renamed to Ion Blast Drone Mark II, drone speed reduced from 20 to 13.
  562. # Missile Defense Turret Mark I: cooldown reduced from 24000ms to 10000ms.
  563. # Missile Defense Turret Mark II: cooldown reduced from 14000ms to 8000ms.
  564. # Heavy Laser Defense Drone: cooldown increased from 3000ms to 5000ms, power requirement reduced from 3 to 2.
  565. # Light Defense Drone Mark II: power requirement increased from 2 to 3.
  566. # Defense Drone Mark III: cooldown increased from 250ms to 400ms.
  567.  
  568. Gameplay Changes
  569. ================
  570. # All anti-personnel weapons (Light Lasers, etc) have their rarities changed to 5 to increase the chances of more universally useful weapons appearing.
  571. # It is now possible to find the exclusive racial Augments within their respective sectors.
  572. # Industrial and Quarantine sectors can no longer appear in Sector 2, when players are least likely to be prepared for them.
  573. # The Slug Hacker station will no longer hack the Helm of your ship in one of its outcomes, allowing a player with an unupgraded Helm to actually be able to evade fire and escape the fight.
  574. # Suiciding enemies auch as automated ships deal less damage to your ship when they successfully self-destruct.
  575. # The outcomes for releasing a rescued slave were altered to actually make the option worthwhile. Previously, you would get nothing useful more than half the time.
  576. # Enemy combat augments were reworked.
  577. + Drone hacks changed from a reduction by 3 to being halved. (buff-nerf)
  578. + Oxygen hacks changed from a reduction by 2 to being halved. (nerf)
  579. + Engine hacks changed from a division by 2 to being limited to 1. (buff)[/code]
  580. [url=http://www.youtube.com/watch?v=meWoKrpTb_4]Also kind of a terrible video showcasing sMPK for CE in action.[/url]
  581. As of recently, I have also been exploring adding optional variety packages for FTL, granting players the opportunity to add new features as they want. The current roster of Modules include:
  582. [code]Augmented Weapons Module (sMPK/CE/CEi) - Adds many different variations of weapons, each with their own unique perks and aesthetics.
  583. Hard Flagship Module (all) - Replaces the final boss fight with a personally fine-tuned flagship engineered to put up a firm challenge to even the most powerful of cruiser.
  584. Fleet Disabler (sMPK/CE) - Attempts to disable the Rebel advance by delaying them severely at the start of every sector.
  585. Enhanced Systems Module (all) - Raises the upgrade limits on certain systems and subsystems, enabling them to be upgraded to new heights.[/code]
  586. For installation of the Polish Kit with the Captain's Edition, ensure that you install the mods in this specific order in your mod manager of choice:
  587. sM Polish Kit
  588. Captain's Edition (then Infinie Addon)
  589. sMPK for CE (then Infinite Addon)
  590. Modules
  591. Any Ship Mods (a special version of CE Player Ships is included)
  592. Thank you for taking interest in this little piece of work.
  593. [url=http://www.mediafire.com/download/j19oufr7b4wi88z/The_sM_Polish_Kit.rar]Download The sM Polish Kit from Mediafire[/url]
  594. [url=https://www.dropbox.com/s/dtg76bt28ka87rp/The%20sM%20Polish%20Kit.rar]Download The sM Polish Kit from Dropbox[/url] (This will likely be the link that contains the most updated version of the mod).[/size]
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