Big update: I've finished the story elements for the Tardis, and have taken this mod as far as I feasibly can for now.
I'll create a new post in Working Mods for this in a few days, to coincide with the airing of the next season of Doctor Who.
Until then, this is an early preview and open beta - anyone who visits this thread is free to play.
Included in this version is a small set of start and end events to fill out the Tardis/Doctor's story.
No new content will be added from this point (I say this. I mean no new content should be added. I may change my mind.)
If you play this, and find any bugs or spelling errors, let me know and I will attempt to address them as soon as I can.
Everything should work with CE, although the Boss Sector is more-or-less a complete overwrite, so CE augments won't work on the final boss.
Let's Plays are of course welcome, as it will give more content for the new thread, just remember it's not the official release (although, again, very little should hopefully change).
---------------
DOWNLOADS
---Latest---
v010(beta05) - http://www.puppetsquid.com/FTL/TARDIS_A ... ETA_05.ftl
Uploaded 29/08/2015
---Rollbacks---
v010(beta04) - http://www.puppetsquid.com/FTL/TARDIS_A ... ETA_04.ftl
Uploaded 28/08/2015
v009d - http://www.puppetsquid.com/FTL/TARDIS_AE_v009d.ftl
Uploaded 20/08/2015
v009c - http://www.puppetsquid.com/FTL/TARDIS_AE_v009c.ftl
Uploaded 17/08/2015
v008 - http://www.puppetsquid.com/FTL/TARDIS_AE_v008.ftl
Uploaded 16/08/2015
(If the download opens as a text page; rightclick and save as. You may need to rename it as .ftl)
---------------
CHANGELIST
Code: Select all
v010(beta.05) Updates:
- Hopefully fixed a rare but annoying bug at civilian jumps. Since it's rare, it's kind of hard to test, so please report it if you come across it!
- Nerf'd the first Quest fight ship a tad, and edited the outcomes.
- Fixed an event not loading correctly in the second part of the boss fight.
v010(beta) Updates:
- Fixed weapon sprites
- Finished ship art
- Additional variations for Timelords
- Updated start event for The Tardis
- Added new Story Events for The Tardis (including two new fights)
- Altered Regenerations slightly
- Re-built Boss Sector
- Added 4 alternate endings for The Tardis, plus branches
- Changed Screwdriver and Toclafane variants slightly to better fit AE limitations I was unaware of
- Fixed the Gibs of the various ships as best I can
v009d Updates:
- Master's ship + weapons and events
- Artillery available for all three ships when playing CE
- General tweaks
v009 Updates:
- Changed voluntary regeneration to include new Screwdriver variants (need artwork and some balancing) and Doctor Variants
- Added code for Artillery weapon (needs artwork, can only be accessed through CE for now)
- Changed layout and some artwork of the mk40
((b: changed start text))
((c: fixed missing value on Sonic P))
FEATURES
- THREE versions of The Tardis!
- A Timelord reskin of the Crystals, complete with randomised regenerations and innate skills to really set them apart
- New weapons, including a set of various Sonic Screwdrivers**
- New events, including a change to how enemies surrender***
- Loads of new sounds
- A Type C ship with a whole different load out and set of events
A more thorough breakdown follows. You can skip it if you want the mod to be a surprise on your first play.
---------------
* THE SHIPS
The two versions of the Tardis are the mk40, the mk42, and the mk4X.



---Images from version v009 - v010 layouts remain the same, though sprites are updated - reference of v008's layout here---
---
The mk40 and mk42 are more-or-less the same ship, with the mk42's main difference being standard FTL sized rooms, and a slightly lower set of starting stats to compensate for the few changes this makes to the gameplay.
Both variations of the Tardis lack med/clonebays, relying on a reconstructive teleport instead.
You will occasionally have to board ships to heal your crew, unless you later choose to buy a medical system. Your Sonic, Level 2 Piloting, Level 4 Engines and a Cloak System to make these excursions more manageable.
They both get given a Sonic Screwdriver and Cyber Laser as part of their opening event, and are fitted with a Time Torpedo Artillery system in case you play CE (I've opted not to include it in Vanilla in case people play who don't know about the bugs)
The Sonic Ionises and repairs systems in one blast, letting you use it to repair your own ship or stun the enemy's
A Regeneration Aura allows you to regenerate your Doctor at the start of each sector - bringing them back from the dead if necessary, or giving you a little extra control over the process if you've kept them alive. Through this you can also get new Sonic Screwdriver variants, or alternatively repair your hull and gain resources.
----
The mk4X, or the Paradox, is built around roughly the same design, but with a few key differences.
You start with lower stats overall, with 2 engines and only 2 weapon slots, but your Cloak System is swapped for both 4-space Drone Control and Mind Control.
You get given a Laser Screwdriver as part of your first event, and have a Sys Repair drone and Toclafane Warrior already in your loadout.
- The Laser is a beam weapon that stuns enemies for 25 seconds and only uses 1 power, but cannot pierce shields
- The Toclafane are drone variants that only require 1 power. The fighter is modeled after the combat drone - it deals 1 hull damage per shot, but can't harm systems.
You'll notice that none of the weapons that come with this ship by default deal system or ion damage - only hull. Where the Tardis' teleporter is mostly for healing, in the Paradox it is your only way of taking out systems when you start out.
The Corrupted Aura gives you a chance to regenerate a The Master at the start of each sector, but should they still be alive you will get the option to further build your army, with choices based on the several schemes he/she has undertaken in the new run of the show.
Should you be playing CE, the ship also has an artillery system; the Toclafane Vortex.
---------------
** THE SCREWDRIVER
The standard Sonic Screwdriver is the most complicated weapon in this pack: it uses a whole heap of AE features, some very convoluted logic, and can be a little buggy. Here's a breakdown for the uninitiated:
- Bomb weapon - doesn't use missiles
- -1 Sys Damage
- 1 ion damage
- 3 Charge slots - this only works when used on enemy ships for some reason
- 40% stun chance
- 0 reactor power - The weapon uses no power, so is constantly charging. Unfortunately, another weapon must be active for the blasts to take effect.
You can also use it to knock out enemy systems, and occasionally crew, through their shields, for free. Just remember that you're also fixing any system you hit.
There are 4 additional variants in this pack.
They all need more testing, so give them a go if you can, and remember to read the descriptions - they're all just about as complicated as each other.
---------------
CREDITS
As found in the Mod File:
Code: Select all
Concept/Pixel art/Blueprints/Events by Gencool/Puppetsquid
Cyber-Laser and Laser Screwdriver weapon sprites by Chrono Vortex (as well as inspiration for The Master's ship)
Many thanks to Biohazard063 and Stylesrj and Chrono Vortex for participating in Beta Tests, and for being supportive throughout
Also kartoFlane, Vhati, TaxiService, bas, Grognak, SleeperService, and the other giants of the FTL modding community who's shoulders we stand on.
Soundeffects have been sampled from the following pages:
http://www.bbc.co.uk/schools/teachers/doctorwhocompetition/sounds.shtml
(Originally: http://www.bbc.co.uk/doctorwho/sounds/index2006.shtml)
http://www.maddmansrealm.com
ships built with Superluminal and Superluminal2
No profit is being made from this mod.
If there are any issues, please let me know and I will do my best to rectify them.
Jon - GenCool - PuppetSquid.
---------------
CLOSING
If you do download the beta mod to test it, please let me know somehow so I'm not left in the dark.
Any feedback would be incredibly welcome.
If you have ideas for new content, let me know, but I want to get what's there working before I add new stuff.
Many thanks again-
-Jon