So, I PM'd Justin a few questions, because he seemed like the right man to ask (his name is all over TODOs in the files)
Here's a formatted version:
Question (
shark):
1. I saw alot of commented abilities in the files. Uncommenting them does nothing. Are their hooks hardcoded?
1.1. If yes, are there plans to externalize the augmentation token system?
1.2. How does for example ROCK_ARMOR "know" to give "20% hull resistance" ? Or SCRAP_ARM to give +10% scrap?
Answer (
Justin):
1. I'm not sure what you mean commented abilities, but all of the effects of weapons, augmentations, drones, traits of aliens, etc are hard coded. The only thing that you can manipulate is the amount of the trait. i.e. you can make the scrap arm give you a higher % of bonus scrap, for example.
1.1 We don't have plans to make the game more moddable, no.
1.2 Hardcoded except the quantity of % which is the <value> amount.
Question (
shark):
2. Building up on some skills yields expected results; expanding shields/weapons/drones to level 10 results in correct behaviour; however the UI won't advance past level 8.
2.1. I could not find how to set tooltils for levels 9 and 10, or adjust the size of the textfield/label used to display them; I did however find the level_grid file which i adjusted for 10 levels accordingly but that just looks weird. Can you tell me how to change the tooltip size so that I can fit 10 of them?
2.2 How do these skills know what to do?
Answer (
Justin):
2. The UI wasn't designed for >8, no way that'll work.
2.1 It's not designed to go past 8. I'm surprised it doesnt just crash on you.
2.2 I have no idea. Probably does nothing since they're hardcoded.
Question (
shark):
3. More of a buildup on the last one, extending engines to level 10 starts giving 0 dodge on level9 and 10. Why doesn't it know how to advance properly?
3.1. Artillery uses "Cloaking 25 seconds" for it's level5 tooltip, however it works properly once supplied with a right asset; button_artillery_5.png and even it's timer works right. How to change this tooltip?
Answer (
Justin):
3. Because the amounts are hardcoded and nothing was included for >8
3.1 A lot of tooltips are hardcoded (sensing a trend? :/ )
Question (
shark):
4. Extending cloaking to level 8 provides the most satisfying UI experience; the tooltips are displayed correctly, the skill advances properly and works as expected once provided with proper assets - button_cloakingX_*.png; but there is a catch - even when I use the same sprites as for button4 - which displays it's timer properly - after level4 the timer isn't displayed at all. Is this a bug or there's something I missed to do? Or should I just be glad that it works at all?
Answer (
Justin):
4. Frankly I'm surprised it works at all.
Question (
shark):
5. How does one make a crewmember? I tried supplying proper people/* assets along with a <crewBlueprint/> but that didn't do anything; i still got humans instead of my new classes. Can I make custom crewmembers?
5.1 What all must I do to make a crewmember?
5.2 If hardcoded, are there plans to externalize the crew token parser to a XML file?

5.3. Crewmember abilities .... ?
5.4. Setting crewmember initial skills ... ?
5.5. "ghost" - is this an internal unit or can I mess with it ?
Answer (
Justin):
5. All data regarding people are hardcoded, like everything else. Making these factors accessible would require a large rewrite to the whole game (and is therefore extremely unlikely)
5.5 Ghosts are just another 'alien'. They have 50% hp and move through doors I think.
Question (
shark):
6. Which unit does BOARDING drone use? I'm talking about the robot guy.
6.1. How do I change that unit?
6.2. How do I change which unit my custom boarding drone uses? In case I want faster or stronger robots.
Answer (
Justin):
6. Not sure what you mean "use", it's the same as a battle drone it just gets shot onto the enemy ship. I don't think you can change the stats at all.
Summary:
- we learned thru experiments that we can induce desirable, but undefined behaviour in the program. This makes me wonder about the safety of pushing skills after level 8; moreover it could be exploited as an attack vector against the game. but that's kinda off the point.
- we can mod augmentations!!! Augmentations MKI, MK II and MK III incoming
- there is no point insisting on UI consistency as it's not designed to be changed at all. Focus should be shifted to maximizing the utility of what we can change, which ain't alot UI-wise.
- no robot crewmembers, no different boarding drones, no crew training and no new crew, period.