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minor mention of engi slaves not quitting when you kill their captors

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** While the Engi aboard Mantis ships are usually described as slaves, they will keep fighting to the death even if their captors have been killed.
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IUEO now


* AwesomeMcCoolname: A few ships' default names fall into this. For instance, you have names such as ''The Gila Monster'', ''The Basilisk'', and ''The Stormwalker''.

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** The individual sectors in the sector map fall into one of three different colors: green, red, and purple. Green sectors (Civilian, Engi, and Zoltan) tend to have more friendly and non-combat encounters and are a low-risk choice, while red sectors (Rock, Rebel, Mantis, Pirate-Controlled, and Abandoned) have more combat encounters and dangerous enemies, but can potentially provide you with more scrap thanks to the numerous battles. Purple sectors, fittingly ambiguous compared to the normal danger level spectrum, are reserved for nebula sectors — Slug and Uncharted — in which fleet pursuit is slowed and rebel [=ASBs=] cannot shoot you should you be overtaken, but where you often lose system functionality.

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** The individual sectors in the sector map fall into one of three different colors: green, red, and purple. Green sectors (Civilian, Engi, and Zoltan) tend to have more friendly and non-combat encounters and are a low-risk choice, while red sectors (Rock, Rebel, Mantis, Pirate-Controlled, and Abandoned) have more combat encounters and dangerous enemies, but can potentially provide you with more scrap thanks to the numerous battles. Purple sectors, fittingly ambiguous compared to the normal danger level spectrum, are reserved for nebula sectors -- Slug and Uncharted -- in which fleet pursuit is slowed and rebel [=ASBs=] cannot shoot you should you be overtaken, but where you often lose system functionality.


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* {{Cthulhumanoid}}: Implied through the JollyRoger flown by SpacePirate ships, which feature octopus-like faces superimposed over crossed bones in place of the traditional human skulls.
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* JollyRoger: SpacePirate ships are decorated with tentacled {{Cthulhumanoid}} faces superimposed over crossed bones.
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* HobbesWasRight: The fall of TheFederation brought with it a [[EvilPowerVacuum power vacuum]] that left the galaxy in a shambles. [[SpacePirate Pirates]] are everywhere, and all the surrounding powers are scrambling to either acquire more territory or keep would-be terrorizers ''out'' of their territory. The only way to end this mess is to bring back TheFederation and its military.

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* HobbesWasRight: The fall of TheFederation brought with it a [[EvilPowerVacuum power vacuum]] that left the galaxy in a shambles. [[SpacePirate [[SpacePirates Pirates]] are everywhere, and all the surrounding powers are scrambling to either acquire more territory or keep would-be terrorizers ''out'' of their territory. The only way to end this mess is to bring back TheFederation and its military.
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* MrFixit: The Engi are elite repair men who can restore broken systems at an astonoshing rate.

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* PowerupLetdown: The Repair Arm [[HealingFactor repairs a few points of hull automatically]] each time you gain scrap, but you get a 15% scrap reduction as long as it's installed. Compare to the Scrap Recovery Arm, which gives you a 10% scrap bonus which you can then spend at a shop to repair your ship for less scrap than the Repair Arm consumes (or purchase something to reduce damage taken in the first place, like shield upgrades or defense drones).

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* PowerupLetdown: The Repair Arm [[HealingFactor repairs a few points of hull automatically]] each time you gain scrap, but you get a 15% scrap reduction as long as it's installed. Compare to the Scrap Recovery Arm, which gives you a 10% scrap bonus which you can then spend at a shop to repair your ship for less scrap than the Repair Arm consumes consumes[[note]]on Easy difficulty. On harder difficulties you gain and thus lose less scrap, making Repair arm at least overall efficient [[/note]] (or purchase something to reduce damage taken in the first place, like shield upgrades or defense drones).drones).
** This still can be a boon for when shops can't be found for prolonged periods of time, as you hardly will be able to repair or increase offensive power normally. Upgrading shields can be of greater helpfulness still.
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Up To Eleven is a defunct trope


* GlassCannon: The Stealth Cruiser starts out with a cloaking device, strong sensors, and efficient (if somewhat weak) weapons, but no shields. Its Type B variant takes this UpToEleven, trading engine strength and a defensive augmentation for the devastating (but rather inefficient) [[InfinityPlusOneSword Glaive Beam]].

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* GlassCannon: The Stealth Cruiser starts out with a cloaking device, strong sensors, and efficient (if somewhat weak) weapons, but no shields. Its Type B variant takes this UpToEleven, up to eleven, trading engine strength and a defensive augmentation for the devastating (but rather inefficient) [[InfinityPlusOneSword Glaive Beam]].



* HealingFactor: Medbays grant this to occupants, as long as they're powered on. "Engi Med-bot Dispersal" grants this to your entire ship at a reduced rate. "Reconstructive Teleport" can take this UpToEleven in short bursts, by completely and instantaneously healing anyone who uses your teleporter.

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* HealingFactor: Medbays grant this to occupants, as long as they're powered on. "Engi Med-bot Dispersal" grants this to your entire ship at a reduced rate. "Reconstructive Teleport" can take this UpToEleven up to eleven in short bursts, by completely and instantaneously healing anyone who uses your teleporter.



** Possible in the vanilla game with enough laser weaponry, but taken UpToEleven with [[GatlingGood the Chain Vulcan]] in ''Advanced Edition''. It takes four power to run and only fires one laser, but after you've fired it five times, it fires one bolt ''per second'', which is faster than shields can recharge.

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** Possible in the vanilla game with enough laser weaponry, but taken UpToEleven up to eleven with [[GatlingGood the Chain Vulcan]] in ''Advanced Edition''. It takes four power to run and only fires one laser, but after you've fired it five times, it fires one bolt ''per second'', which is faster than shields can recharge.
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** Enemy ship designs can be laughably dumb, particularly on easy difficulty, such as ships with all beam weapons that are helpless against you so long as you have a single shield bubble. You'd also think the rebels would program their shieldless autoscouts to stay out of astroid fields, which can and usually will obliterate them in seconds.
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Fixed broken link


''[[http://www.ftlgame.com/ FTL: Faster Than Light]]'' is a "{{Roguelike}}-like" spaceship simulation game developed by Subset Games.

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''[[http://www.ftlgame.com/ ''[[https://subsetgames.com/ftl.html FTL: Faster Than Light]]'' is a "{{Roguelike}}-like" spaceship simulation game developed by Subset Games.
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** The Flak II fires 7 shots, the most shots of any single weapon in the game, but it takes 3 power bars to use and 21 seconds of charge time. As such, the Flak I, with 2 bars of power and just a 10 second charge time is generally more efficient, even though it only fires 3 rounds.

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* DifficultButAwesome: The Stealth Cruiser Type-B is normally [[CripplingOverspecialization extremely specialized]] and difficult to use in the early game — that is, until you upgrade your stealth matrix to level 3, which gives you 15 seconds of invisibility. Since almost every enemy weapon takes longer than 7.5 seconds to charge and can't lock onto you[[note]]meaning that they stop charging[[/note]] during the 15 seconds you're stealthed, the combined 22.5 seconds of safety is plenty of time to charge your [[InfinityPlusOneSword Glaive Beam]] and OneHitKill most ships through the first couple of sectors before they can even fire their weapons.

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* DifficultButAwesome: DifficultButAwesome:
**
The Stealth Cruiser Type-B is normally [[CripplingOverspecialization extremely specialized]] and difficult to use in the early game — that is, until you upgrade your stealth matrix to level 3, which gives you 15 seconds of invisibility. Since almost every enemy weapon takes longer than 7.5 seconds to charge and can't lock onto you[[note]]meaning that they stop charging[[/note]] during the 15 seconds you're stealthed, the combined 22.5 seconds of safety is plenty of time to charge your [[InfinityPlusOneSword Glaive Beam]] and OneHitKill most ships through the first couple of sectors before they can even fire their weapons.weapons.
** When fully charged, the Chain Vulcan fires so fast it will quickly obliterate enemy ships with a constant stream of fire. The problem is it's expensive (95 scrap), takes 4 power bars, and 35.5 seconds to fully charge. This can make it very difficult to afford the gun and the power it takes while also affording the necessary measures needed to support it with other weapons and avoid damage during the charge time. But if you can acquire such measures, then the Vulcan is easily one of the best weapons in the game.
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** Player ships can't equip them, but the Anti-Ship Batteries are these. They fire one single, powerful shot that pierces all shields, deals 3 damage[[note]]for reference, the weapon with the greatest damage-per-hit, the Breach Missile, deals 4 damage (though it's not the weapon with the greatest DPS — that honor goes to the Chain Vulcan, with the runners-up being the Glaive Beam, Halberd Beam, Burst Laser II, Burst Laser III, Charge Laser, and Hermes)[[/note]], and is guaranteed to breach your hull if it hits. [=ASBs=] are one of the reasons why it's a good idea to stay ahead of the Rebel Fleet.

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** Player ships can't equip them, but the Anti-Ship Batteries are these. They fire one single, powerful shot that pierces all shields, deals 3 damage[[note]]for damage,[[note]]for reference, the weapon with the greatest damage-per-hit, the Breach Missile, deals 4 damage (though it's not the weapon with the greatest DPS — that honor goes to the Chain Vulcan, with the runners-up being the Glaive Beam, Halberd Beam, Burst Laser II, Burst Laser III, Charge Laser, and Hermes)[[/note]], Hermes)[[/note]] and is guaranteed to breach your hull if it hits. [=ASBs=] are one of the reasons why it's a good idea to stay ahead of the Rebel Fleet.
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In November 2013, the developers announced ''[[http://www.ftlgame.com/?p=598 FTL: Advanced Edition]]'', a free ExpansionPack that adds new equipment, events, weapons, ships (for both the player and enemies), and various other goodies, as well as an [[UsefulNotes/IOSGames iPad]] port. Both ''Advanced Edition'' and the port were released on April 3rd, 2014.

Not to be confused with [[http://en.wikipedia.org/wiki/FTL_Games FTL Games]], a video game development company that has been defunct since 1996, and was best known for its own roguelike, ''VideoGame/DungeonMaster'', and its sequels. Also not to be confused with the trope FasterThanLightTravel, even though this game uses it for getting around.

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In November 2013, the developers announced ''[[http://www.ftlgame.com/?p=598 FTL: Advanced Edition]]'', Edition,]]'' a free ExpansionPack that adds new equipment, events, weapons, ships (for both the player and enemies), and various other goodies, as well as an [[UsefulNotes/IOSGames iPad]] port. Both ''Advanced Edition'' and the port were released on April 3rd, 2014.

Not to be confused with [[http://en.wikipedia.org/wiki/FTL_Games FTL Games]], Games,]] a video game development company that has been defunct since 1996, and was best known for its own roguelike, ''VideoGame/DungeonMaster'', and its sequels. Also not to be confused with the trope FasterThanLightTravel, even though this game uses it for getting around.

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There doesn't exist an achievement for failing the tutorial.


* AchievementMockery: You get an achievement for dying in the tutorial mission. Since tutorial enemies can't damage your shields, this requires venting your entire ship of oxygen or turning your shields off manually — two actions that are completely unnecessary to completing the tutorial, and thus amount to killing yourself on purpose.
-->''"Somehow you've died during the introduction training exercise. Feel free to try again but this doesn't bode well for your mission."''

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* AchievementMockery: You get an achievement for dying in AbsoluteXenophobe: Several of the tutorial mission. Since tutorial enemies can't damage your shields, this requires venting your entire ship of oxygen or turning your shields off manually — two actions that factions are completely unnecessary vehemently opposed to completing alien lifeforms, including the tutorial, Rockmen and thus amount to killing yourself on purpose.
-->''"Somehow you've died during
the introduction training exercise. Feel free Rebellion.
* AbsurdlyLowLevelCap: In general, crew posted
to try again but this doesn't bode well for your mission."''a system will reach the max rank of yellow (two levels) by the midpoint of a run.


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* AIRoulette: The AI targets its shots at random rooms on the player's ship, with there being a slight preference for hitting systems: on Easy, the AI is guaranteed to target a system room 20% of the time, on Medium, it targets systems 33% of the time, and on Hard it has a 50% chance to target a system.


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* ALongTimeAgoInAGalaxyFarFarAway: While Earth is mentioned in an event, it is otherwise ignored by the game, instead focusing on the Federation and Rebellion as the main faucets of humanity.

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Moving YMMV examples to YMMV.


* BetterOffSold:
** Many 3-power and 4-power weapons can be hard to add onto a weapons loadout, since they take up a significant fraction of the maximum of 8 power in the weapons system, requiring many weapons upgrades (let alone the cost of purchasing the weapon itself). Thus, if you receive something like a Burst Laser III (4 power, 19 second charge time, 5 damage at most) or a Breach Missile (3 power, 21 second charge time, 4 shield-piercing damage), it's often easier to just sell them to a store for a decent chunk of scrap rather than try to fit them into a loadout.
** The two small utility bombs, the Stun Bomb and the Lockdown Bomb, have very little effect when you aren't boarding, and are only marginally better when you are, making them prime sell material.
** Most augments are at least slightly useful, but few provide a large effect compared to selling them for scrap at a store. The most noteworthy examples are Advanced FTL Navigation (allows you to jump to any previously-visited beacon... which will be completely empty, thus spending a fuel and wasting a tick forward of the advancing fleet), and Repair Arm (which [[CastFromMoney takes a percentage of your money to heal you]] every time you get money, when you'd rather keep the money to upgrade your ship so you get hit less). While not entirely useless, these are often viewed as something to immediately sell at the next store.



* BuyOrGetLost: {{Exaggerated|Trope}} when one of the random events has the player encounter a merchant ship with suspicious markings. The ship owner is revealed to be a drone-specialized merchant, and if approached, he'll offer the player to sell some of his wares. If the player refuses, the pirate will ''[[DisproportionateRetribution booby-trap the player's ship]]'', damaging its hull and systems, setting some on fire, and will try to kill the player. He would also attack if the player tries to ignore the ship, though thankfully without booby-trapping the ship. If the player has a Slug crewmember (and Slugs are known for their {{Telepathy}}), they will warn the player that they'd better plan on making a purchase if they want to dock. The player can also avoid the deal by using the hacking system to hack their weapons before they'll attack, and then they'll pay the player a "standard fee" and leave in irritation without a fight.



* MinimalistRun:
** The Zoltan Cruiser achievement "Manpower" requires you to get to sector 5 without upgrading your reactor.
** Federation Cruiser achievement "Artillery Mastery" requires you to get to sector 5 without upgrading your weapons.
** The game has several achievements gained this way, like surviving to sector 5 without buying anything at a store, never purchasing repairs, or never upgrading your reactor.



* NoCasualtiesRun: Acknowledged by the game; reaching Sector 8 with no crew losses unlocks the "No {{Redshirt}}s Here!" achievement.

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* BetterOffSold:
** Many 3-power and 4-power weapons can be hard to add onto a weapons loadout, since they take up a significant fraction of the maximum of 8 power in the weapons system, requiring many weapons upgrades (let alone the cost of purchasing the weapon itself). Thus, if you receive something like a Burst Laser III (4 power, 19 second charge time, 5 damage at most) or a Breach Missile (3 power, 21 second charge time, 4 shield-piercing damage), it's often easier to just sell them to a store for a decent chunk of scrap rather than try to fit them into a loadout.
** The two small utility bombs, the Stun Bomb and the Lockdown Bomb, have very little effect when you aren't boarding, and are only marginally better when you are, making them prime sell material.
** Most augments are at least slightly useful, but few provide a large effect compared to selling them for scrap at a store. The most noteworthy examples are Advanced FTL Navigation (allows you to jump to any previously-visited beacon... which will be completely empty, thus spending a fuel and wasting a tick forward of the advancing fleet), and Repair Arm (which [[CastFromMoney takes a percentage of your money to heal you]] every time you get money, when you'd rather keep the money to upgrade your ship so you get hit less). While not entirely useless, these are often viewed as something to immediately sell at the next store.



** Weapon drops and store sales are both essential to winning the game, and both are affected by luck through what they can give you, meaning that you might end up with a run that only gets VendorTrash, leaving you woefully underequipped for later sectors, let alone the flagship.

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** Weapon drops and store sales are both essential to winning the game, and both are affected by luck through what they can give you, meaning that you might end up with a run that only gets VendorTrash, ShopFodder, leaving you woefully underequipped for later sectors, let alone the flagship.



* ShopFodder: The most straightforward example of this is drone schematics. If you don't have and aren't planning on getting a drone system, they're useless except as store credit.



* VendorTrash:
** The most straightforward example of this is drone schematics. If you don't have and aren't planning on getting a drone system, they're useless except as store credit.
** Many 3-power and 4-power weapons can be hard to add onto a weapons loadout, since they take up a significant fraction of the maximum of 8 power in the weapons system, requiring many weapons upgrades (let alone the cost of purchasing the weapon itself). Thus, if you receive something like a Burst Laser III (4 power, 19 second charge time, 5 damage at most) or a Breach Missile (3 power, 21 second charge time, 4 shield-piercing damage), it's often easier to just sell them to a store for a decent chunk of scrap rather than try to fit them into a loadout.
** The two small utility bombs, the Stun Bomb and the Lockdown Bomb, have very little effect when you aren't boarding, and are only marginally better when you are, making them prime sell material.
** Most augments are at least slightly useful, but few provide a large effect compared to selling them for scrap at a store. The most noteworthy examples are Advanced FTL Navigation (allows you to jump to any previously-visited beacon... which will be completely empty, thus spending a fuel and wasting a tick forward of the advancing fleet), and Repair Arm (which [[CastFromMoney takes a percentage of your money to heal you]] every time you get money, when you'd rather keep the money to upgrade your ship so you get hit less). While not entirely useless, these are often viewed as something to immediately sell at the next store.
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* SpaceFighter: After a fashion. There are enemy ships ''called'' fighters, but they've got multi-person crews and compartments big enough to walk around in, making them seem more like gunboats or patrol craft than "traditional" fighters.
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This is like... not very true. MC to counter enemy MC is interesting, but not to the point where it's a forced buy. Hacking and cloaking are much more interesting systems.


* CharacterSelectForcing: In ''Advanced Edition'', the Mind Control subsystem is almost a necessity. Otherwise, the FinalBoss Mind Control attacks is going to absolutely ''wreck your shit''. Alternatively, you can get an all-Slug crew, but good luck with that, considering their rarity.

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* %%* CharacterSelectForcing: In ''Advanced Edition'', the Mind Control subsystem is almost a necessity. Otherwise, the FinalBoss Mind Control attacks is going to absolutely ''wreck your shit''. Alternatively, you can get an all-Slug crew, but good luck with that, considering their rarity.
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* CharacterSelectForcing: In ''Advanced Edition'', the Mind Control subsystem is almost a necessity. Otherwise, the FinalBoss Mind Control attacks is going to absolutely ''wreck your shit''. Alternatively, you can get an all-Slug crew, but good luck with that, considering their rarity.
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* GeoEffects: Space around you may present some hazards that make some beacons more dangerous for you and your opponent. Specifically, there are asteroid fields (an asteroid hits the ships or shields every few seconds), suns (a solar flare hits the ships every 20 seconds or so, causing fires and sometimes hull damage), pulsars (an EMP pulse hits the ships at regular intervals, ionizing systems, especially the shield), and Anti-Ship Batteries (Every 20 second, a powerful shot that can be dodged hits either your ship, the other one, or both). Finally, there are nebulae, which disable sensors but make the Rebel fleet slower, with an Ion Storm variant, which also cuts the reactor power of the ships by half.
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* ChooseAHandicap: One random encounter is with a slug ship that will hack your choice of your Weapons, Shields or Oxygen systems, either turning them off completely, or if they are upgraded, merely weakening them. It is also possible to counter the hacking with your own hacking system, though that occupies the system, disabling it instead.
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* WhatTheHellPlayer: It is possible to fail the tutorial mission, but it requires performing actions that are completely unnecessary, such as turning off your shields or oxygen. Doing so nets a [[NonStandardGameOver special game over message]] informing you that while you're free to try again, "this doesn't bode well for your mission."
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* SpaceSector: The player travels between jump beacons which are grouped into "sectors" of space (starting with Sector 1). Each of these sectors has an "exit" beacon which connects a given sector with one or two other sectors.
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* StrongEnemiesLowRewards: Getting caught by [[AdvancingWallOfDoom the Rebel Fleet]] will put you in a fight against an elite rebel ship guaranteed to have weapons and defences that can easily counter yours. If you somehow manage to defeat this ship (whether by destroying it or killing its crew), all you will get is a single fuel cell as you don't get much time to scavenge propery with all that fleet of [[TheRevolutionWillNotBeCivilized angry rebels]] surrounding you and ''still'' pelting you with powerful projectiles.
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** The Kestrel Tupe B ship, the Red-Tail, starts off with four Basic Lasers, single-shot lasers with a charge time of 10 seconds. While each one is weak on their own, four of them at the same time allows you to inflict more damage than a Burst Laser II, but with less recharge time. In fact, it's not even necessary to target the shields on single-shield enemies for the first two sectors since you can still do pretty reasonable damage with three lasers; sometimes you can even shut down an enemy's weapons before they can fire ''at all''. Later on, swap them out for Burst Laser [=Is=] or [=IIs=] to pile up the damage some more. Crewmembers manning weapons gaining experience each time ''each weapon fires'' — meaning you often max out the gunner before Sector 3 or 4 — is a bonus.

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** The Kestrel Tupe Type B ship, the Red-Tail, starts off with four Basic Lasers, single-shot lasers with a charge time of 10 seconds. While each one is weak on their own, four of them at the same time allows you to inflict more damage than a Burst Laser II, but with less recharge time. In fact, it's not even necessary to target the shields on single-shield enemies for the first two sectors since you can still do pretty reasonable damage with three lasers; sometimes you can even shut down an enemy's weapons before they can fire ''at all''. Later on, swap them out for Burst Laser [=Is=] or [=IIs=] to pile up the damage some more. Crewmembers manning weapons gaining experience each time ''each weapon fires'' — meaning you often max out the gunner before Sector 3 or 4 — is a bonus.
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** The Scrap Recovery Arm boosts your scrap collection by 10%. Doesn't seem like much, but the scrap bonuses add up over time, and it's much more pronounced in later sectors when defeated ships dole out more scrap. If you somehow manage to pick up a second SRA, the boost stacks up. Having one also adds a blue option to a relatively common event, resulting in a nice pile of scrap if you happen to get it. Its benfits are lower on harder difficulties, where you gain less scrap to begin with.

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** The Scrap Recovery Arm boosts your scrap collection by 10%. Doesn't seem like much, but the scrap bonuses add up over time, and it's much more pronounced in later sectors when defeated ships dole out more scrap. If you somehow manage to pick up a second SRA, the boost stacks up. Having one also adds a blue option to a relatively common event, resulting in a nice pile of scrap if you happen to get it. Its benfits benefits are lower on harder difficulties, where you gain less scrap to begin with.
Tabs MOD

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* PostDefeatExplosionChain: Destroying a ship makes it give off a few explosions before falling apart.
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->''You find nothing of major importance reading through the page. However, exploring it [[{{TVTropesWillRuinYourLife}} has taken a lot of time and allowed the Rebel fleet to catch up]].''

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->''You find nothing of major importance reading through the page. However, exploring it [[{{TVTropesWillRuinYourLife}} [[JustForFun/TVTropesWillRuinYourLife has taken a lot of time and allowed the Rebel fleet to catch up]].''
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Game Mod is not supposed to be listed on the parent work.


* GameMod: Although the game doesn't have official modding tools, the files are very open, simple, and easy to work with. Images are .png files, and most data is held in .xml or .txt files. Modders have already successfully modified ship layouts and added new weapons. The official game forums have a [[http://www.ftlgame.com/forum/viewforum.php?f=11 subforum dedicated to modding the game]]. Two such modes have their own pages: [[VideoGame/FTLFasterThanLightCaptainsEdition Captain's Edition]] and [[VideoGame/FTLFasterThanLightMultiverse Multiverse]].

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