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blueprints.xml.append
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<!-- CE MODIFIED VANILLA BLUEPRINTS -->
<shipBlueprint name="BOSS_1" layout="boss_1" img="boss_1">
<class>Rebel Flagship</class>
<systemList>
<pilot power="3" room="0"/>
<shields power="6" room="1"/>
<doors power="3" room="17"/>
<teleporter power="2" room="3"/>
<cloaking power="2" room="15"/>
<sensors power="2" room="13"/>
<medbay power="3" room="5"/>
<engines power="2" room="8"/>
<oxygen power="2" room="7"/>
<drones power="1" room="12"/>
<artillery power="4" room="9"/>
<artillery power="4" room="10"/>
<artillery power="3" room="14"/>
<artillery power="3" room="18"/>
</systemList>
<weaponList count="0" missiles="10"/>
<health amount="20"/>
<maxPower amount ="42"/>
<aug name="FTL_JAMMER"/>
<aug name="CLOAK_FIRE"/>
</shipBlueprint>
<shipBlueprint name="BOSS_2" layout="boss_2" img="boss_2">
<class>Rebel Flagship</class>
<systemList>
<pilot power="3" room="0"/>
<shields power="8" room="1"/>
<teleporter power="2" room="3"/>
<medbay power="3" room="5"/>
<engines power="3" room="8"/>
<oxygen power="2" room="7"/>
<sensors power="2" room="13"/>
<drones power="8" room="12"/>
<artillery power="4" room="9"/>
<artillery power="4" room="10"/>
<artillery power="3" room="14"/>
</systemList>
<droneList count="4" drones="10">
<drone name="DEFENSE_1"/>
<drone name="COMBAT_1"/>
<drone name="COMBAT_BEAM"/>
<drone name="BOARDER_BOSS"/>
</droneList>
<health amount="22"/>
<maxPower amount ="44"/>
<aug name="FTL_JAMMER"/>
</shipBlueprint>
<shipBlueprint name="BOSS_3" layout="boss_3" img="boss_3">
<class>Rebel Flagship</class>
<systemList>
<pilot power="3" room="0"/>
<shields power="10" room="1"/>
<teleporter power="2" room="3"/>
<medbay power="3" room="5"/>
<engines power="6" room="8"/>
<oxygen power="3" room="7"/>
<artillery power="4" room="9"/>
<artillery power="4" room="10"/>
</systemList>
<health amount="25"/>
<maxPower amount ="31"/>
<boardingAI>invasion</boardingAI>
<aug name="SYSTEM_CASING"/>
<aug name="SHIELD_RECHARGE"/>
<aug name="ION_ARMOR"/>
</shipBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_1">
<type>LASER</type>
<title>Boss Laser</title>
<short>Boss Laser</short>
<desc>ssss</desc>
<tooltip>Fsss</tooltip>
<damage>2</damage>
<shots>3</shots>
<sp>0</sp>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<cooldown>20</cooldown>
<power>1</power>
<cost>55</cost>
<bp>6</bp>
<rarity>0</rarity>
<image>laser_heavy1</image>
<explosion>ba_explosion_laser_impact_heavy</explosion>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull1</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>boss_1</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_2">
<type>MISSILES</type>
<title>Boss Missile</title>
<short>Boss M.</short>
<desc>Artillery that fires 3 missiles that deal 1 damage.</desc>
<tooltip>Fires 3 missiles; 1 damage each; pierces all shields.</tooltip>
<!--<desc>Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.</desc>-->
<damage>1</damage>
<missiles>0</missiles>
<shots>3</shots>
<sp>5</sp>
<fireChance>3</fireChance>
<breachChance>2</breachChance>
<cooldown>23</cooldown>
<power>1</power>
<cost>80</cost>
<bp>7</bp>
<rarity>0</rarity>
<image>missile_1</image>
<launchSounds>
<sound>engine_missile_launch1</sound>
<sound>engine_missile_launch2</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>boss_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_3">
<type>BEAM</type>
<title>Boss Beam</title>
<short>Boss Beam</short>
<desc>2 damage beam with a long trail.</desc>
<tooltip>Beam weapon, 2 damage per room with small breach chance.</tooltip>
<!--<desc>Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>-->
<damage>2</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>2</breachChance>
<speed>1</speed>
<cooldown>26</cooldown>
<power>1</power>
<cost>70</cost>
<bp>7</bp>
<rarity>0</rarity>
<length>170</length>
<image>beam_contact</image>
<launchSounds>
<sound>beam2</sound>
</launchSounds>
<weaponArt>boss_3</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_4">
<type>LASER</type>
<title>Heavy Ion</title>
<short>Heavy Ion</short>
<locked>1</locked>
<desc>1 damage ion 3 shots</desc>
<tooltip>1 damage ion 3 shots</tooltip>
<damage>0</damage>
<ion>1</ion>
<speed>40</speed>
<shots>4</shots>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>28</cooldown>
<power>1</power>
<cost>40</cost>
<bp>4</bp>
<rarity>0</rarity>
<image>ion_4_shot</image>
<launchSounds>
<sound>ionShoot1</sound>
<sound>ionShoot2</sound>
<sound>ionShoot3</sound>
</launchSounds>
<hitShipSounds>
<sound>ionHit1</sound>
<sound>ionHit2</sound>
<sound>ionHit3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>ionShields1</sound>
<sound>ionShields2</sound>
<sound>ionShields3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>boss_4</weaponArt>
</weaponBlueprint>
<augBlueprint name="SLUG_GEL">
<title>Slug Repair Gel</title>
<desc>Slug ships excrete a thick gel that automatically repairs any hull breaches. Also characterizes your vessel as a real Slug ship.</desc>
<cost>60</cost>
<bp>12</bp>
<rarity>0</rarity>
<stackable>false</stackable>
<value>0.25</value>
</augBlueprint>
<augBlueprint name="ROCK_ARMOR">
<title>Rock Plating</title>
<desc>Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged). Indicates you command a real Rock ship.</desc>
<cost>80</cost>
<bp>8</bp>
<rarity>0</rarity>
<stackable>true</stackable>
<value>0.15</value>
</augBlueprint>
<augBlueprint name="CREW_STIMS">
<title>Mantis Pheromones</title>
<desc>Your crew's movement speed is increased by 30 percent. Also characterizes your vessel as a real Mantis ship.</desc>
<cost>50</cost>
<bp>9</bp>
<rarity>0</rarity>
<value>0.30</value>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="SYSTEM_CASING">
<!--<title>Reinforced System Casing</title>-->
<title>Titanium System Casing</title>
<desc>All ship systems have additional plating that provides a 20 percent chance to negate damage when hit (hull will still be damaged)</desc>
<cost>60</cost>
<bp>15</bp>
<rarity>3</rarity>
<stackable>false</stackable>
<value>0.20</value>
</augBlueprint>
<augBlueprint name="ION_ARMOR">
<title>Reverse Ion Field</title>
<desc>Protects your ship from ion damage, giving a 30 percent chance to negate it entirely.</desc>
<cost>40</cost>
<bp>8</bp>
<rarity>2</rarity>
<stackable>true</stackable>
<value>0.3</value>
</augBlueprint>
<augBlueprint name="DRONE_SPEED">
<title>Drone Reactor Booster</title>
<desc>Your ship board drones have their movement speed increased by 100 percent.</desc>
<cost>30</cost>
<bp>9</bp>
<rarity>1</rarity>
<value>1.0</value>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="FTL_BOOSTER">
<title>FTL Recharge Booster</title>
<desc>The ship's FTL Drive powers up 30 percent faster.</desc>
<cost>35</cost>
<bp>4</bp>
<rarity>2</rarity>
<stackable>true</stackable>
<value>0.30</value>
</augBlueprint>
<augBlueprint name="FTL_JUMPER">
<title>Adv. FTL Navigation</title>
<desc>Allows the ship to jump to any previously visited beacon.</desc>
<cost>45</cost>
<bp>5</bp>
<rarity>3</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="REPAIR_ARM">
<title>Repair Arm</title>
<desc>Repairs your hull every time you collect scrap, but reduces scrap collected by 10 percent.</desc>
<cost>50</cost>
<bp>8</bp>
<rarity>3</rarity>
<stackable>false</stackable>
<value>0.10</value>
</augBlueprint>
<!-- END OF CE MODIFIED VANILLA BLUEPRINTS -->
<!-- AE AUGS -->
<blueprintList name="STARTING_AUGS">
<name>NANO_MEDBAY</name>
<name>ADV_SCANNERS</name>
<name>AUTO_COOLDOWN</name>
<name>SHIELD_RECHARGE</name>
<name>FTL_BOOSTER</name>
<name>FTL_JAMMER</name>
<name>CREW_STIMS</name>
<name>DRONE_RECOVERY</name>
<name>FTL_JUMPER</name>
<name>FTL_BOOSTER</name>
<name>AE_ADV_THRUSTERS</name>
<name>AE_FUEL_RECYCLE</name>
<name>AE_AMMO_MANUFACTURER</name>
<name>AE_HOLOGRAM_GENERATOR</name>
</blueprintList>
<augBlueprint name="AE_ADV_THRUSTERS">
<title>Adv. Prox. Navigation</title>
<desc>Smart proximity navigation AI that helps avoiding hazardous situation outside of combat.</desc>
<cost>10</cost>
<bp>5</bp>
<rarity>1</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_FUEL_RECYCLE">
<title>FTL Fuel Recycler</title>
<desc>Creates small amounts of FTL fuel by recycling spent fuel cells. Requires an empty beacon.</desc>
<cost>40</cost>
<bp>5</bp>
<rarity>2</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_AMMO_MANUFACTURER">
<title>Ammo Manufacturer</title>
<desc>Enables cost-efficient production of missiles on board the ship. Requires an empty beacon.</desc>
<cost>50</cost>
<bp>5</bp>
<rarity>2</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_DRONE_MANUFACTURER">
<title>Drone Manufacturer</title>
<desc>Enables cost-efficient production of drone parts on board the ship. Requires an empty beacon.</desc>
<cost>50</cost>
<bp>5</bp>
<rarity>2</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_REPAIR_KIT">
<title>Hull Repair Kit</title>
<desc>Enables en route ship maintenance and hull repairs. Requires an empty beacon.</desc>
<cost>60</cost>
<bp>5</bp>
<rarity>2</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_BEACON_KIT">
<title>Beacon Access Kit</title>
<desc>Can be used to cover your tracks and delay the pursuing Rebel fleet. Requires an empty beacon.</desc>
<cost>50</cost>
<bp>5</bp>
<rarity>1</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_TRADE_BOOSTER">
<title>Cargo Teleporter</title>
<desc>Facilitates buying and selling of trade goods at stores.</desc>
<cost>60</cost>
<bp>5</bp>
<rarity>3</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_HOLOGRAM_GENERATOR">
<title>AI Avatar Generator</title>
<desc>Can create infinite amounts of partly holographic AI crew members. Requires an empty beacon.</desc>
<cost>80</cost>
<bp>5</bp>
<rarity>5</rarity>
<stackable>false</stackable>
</augBlueprint>
<crewBlueprint name="ghost">
<desc>This self sustained, partly holographic AI-Avatar is fully sentient and very smart, but also quite fragile. It can execute any crew task.</desc>
<cost>30</cost>
<bp>1</bp>
<title>AI Avatar</title>
<short>AI Avatar</short>
<rarity>0</rarity>
<powerList>
<power>Does not need oxygen</power>
<power>Maximum health is halved</power>
</powerList>
</crewBlueprint>
<augBlueprint name="AE_ADV_COM">
<title>Long Range Coms</title>
<desc>Lets you contact people far away. Requires an empty beacon</desc>
<cost>30</cost>
<bp>5</bp>
<rarity>0</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_WEAPON_JAMMER"> <!-- 20% fail -->
<title>Targeting Jammer</title>
<desc>Attempts to scrambles the enemy weapon targeting, disabling one to two weapons. Combat augment.</desc>
<cost>100</cost>
<bp>5</bp>
<rarity>5</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_DRONE_JAMMER"> <!-- 20% fail -->
<title>Drone Uplink Jammer</title>
<desc>Attempts to scrambles the enemy drone communication, disabling one to two drones. Combat augment.</desc>
<cost>60</cost>
<bp>5</bp>
<rarity>4</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_TELEPORTER_JAMMER"> <!-- 0% fail -->
<title>Teleporter Disruptor</title>
<desc>Prevents enemy boarders from teleporting onto your ship. Ineffective against advanced teleporters and bomb weapons. Combat augment.</desc>
<cost>60</cost>
<bp>5</bp>
<rarity>4</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_SHIELD_JAMMER"> <!-- 0% fail -->
<title>Ion Field</title>
<desc>Disrupts the enemy shield system and permanently depletes one shield bubble. Combat augment.</desc>
<cost>120</cost>
<bp>5</bp>
<rarity>5</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_IRRADIATOR"> <!-- 0% fail -->
<title>Radiation Projector</title>
<desc>Constantly irradiates the enemy ship, polluting its oxygen and after some time killing the crew. Ineffective against advanced life support systems. Combat augment.</desc>
<cost>60</cost>
<bp>5</bp>
<rarity>4</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_ADV_EFFECTOR"> <!-- 10% fail -->
<title>Internal Effector</title>
<desc>Hacks into the enemy ship's computer and disrupts a system of your choice. Combat augment.</desc>
<cost>100</cost>
<bp>5</bp>
<rarity>5</rarity>
<stackable>false</stackable>
</augBlueprint>
<augBlueprint name="AE_AUG_GENERATOR">
<title>Internal Generator</title>
<desc>Allows activation of a second combat augment during battle.</desc>
<cost>20</cost>
<bp>5</bp>
<rarity>2</rarity>
<stackable>false</stackable>
</augBlueprint>
<!-- END OF AE AUGS -->
<!-- BA WEAPON BLUEPRINTS -->
<!-- BA BEAMS -->
<!--
<weaponBlueprint name="BA_BEAM_BATON">
<type>BEAM</type>
<title>Baton Beam</title>
<short>Baton Beam</short>
<desc>Basic ion beam. Often used by law enforcement ships.</desc>
<tooltip>Beam weapon; fires a fast burst that causes 1 ion damage per room. Can hit and disable shields as well as systems.</tooltip>
<damage>0</damage>
<ion>1</ion>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>13</speed>
<cooldown>16</cooldown>
<hullBust>0</hullBust>
<power>1</power>
<cost>35</cost>
<bp>3</bp>
<rarity>3</rarity>
<image>ba_ion_contact</image>
<length>50</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_baton</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_BO">
<type>BEAM</type>
<title>Bo Beam</title>
<short>Bo Beam</short>
<desc>Advanced ion beam that can disable entire ships with on blast.</desc>
<tooltip>Beam weapon; fires a burst that causes 2 ion damage per room. Can hit and disable shields as well as systems.</tooltip>
<ion>2</ion>
<damage>0</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>33</speed>
<cooldown>20</cooldown>
<hullBust>0</hullBust>
<power>4</power>
<cost>100</cost>
<bp>10</bp>
<rarity>5</rarity>
<image>explosion_big1_ion</image>
<length>140</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_bo</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_FLAIL">
<type>BEAM</type>
<title>Flail Beam</title>
<short>Flail Beam</short>
<desc>Experimental beam weapon that damages ships and disables systems.</desc>
<tooltip>Beam weapon; fires a burst that causes 1 ion and 1 conventional damage per room. Can hit and disable shields as well as systems.</tooltip>
<ion>1</ion>
<damage>1</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>33</speed>
<cooldown>18</cooldown>
<hullBust>0</hullBust>
<power>2</power>
<cost>90</cost>
<bp>10</bp>
<rarity>4</rarity>
<image>beam_contact</image>
<length>50</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_flail</weaponArt>
</weaponBlueprint>
-->
<weaponBlueprint name="BA_BEAM_HASTA">
<type>BEAM</type>
<title>Hasta Beam</title>
<short>Hasta</short>
<desc>Outdated beam weapon.</desc>
<tooltip>One damage per room beam weapon</tooltip>
<damage>1</damage>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>13</cooldown>
<speed>1</speed>
<power>1</power>
<cost>40</cost>
<bp>2</bp>
<rarity>2</rarity>
<image>beam_contact</image>
<length>35</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_hasta</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_HULL_SMALL">
<type>BEAM</type>
<title>Hull Beam Mark I</title>
<short>Hull Beam I</short>
<desc>Fast charging beam that is most powerful when targeting empty sections of hull.</desc>
<tooltip>Beam weapon; 1 damage; 2x damage in systemless rooms.</tooltip>
<damage>1</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>1</breachChance>
<cooldown>10</cooldown>
<speed>3</speed>
<hullBust>1</hullBust>
<power>2</power>
<cost>50</cost>
<bp>8</bp>
<rarity>2</rarity>
<image>ba_hull_contact</image>
<length>35</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_hull_small</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_AUTO">
<type>BEAM</type>
<title>Auto Focus Beam</title>
<short>Auto Beam</short>
<desc>Fast charging support beam designed to continually keep enemy ships under fire.</desc>
<tooltip>One damage per room beam weapon</tooltip>
<damage>1</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>6</cooldown>
<speed>1</speed>
<length>1</length>
<power>2</power>
<cost>45</cost>
<bp>2</bp>
<rarity>2</rarity>
<image>beam_contact</image>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_beam_auto</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_BARDICHE">
<type>BEAM</type>
<title>Bardiche Beam</title>
<short>Bardiche</short>
<desc>Weak standard beam weapon.</desc>
<tooltip>Beam weapon, 1 damage per room with small fire chance.</tooltip>
<damage>1</damage>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>15</cooldown>
<power>2</power>
<cost>60</cost>
<bp>7</bp>
<rarity>2</rarity>
<length>80</length>
<image>beam_contact</image>
<launchSounds>
<sound>beam2</sound>
</launchSounds>
<weaponArt>ba_beam_bardiche</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_SCYTHE">
<type>BEAM</type>
<title>Scythe Beam</title>
<short>Scythe</short>
<desc>Repurposed industrial beam. Somewhat cumbersome to use in combat.</desc>
<tooltip>Weak beam weapon with extreme range. 1 damage per room.</tooltip>
<damage>1</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>2</speed>
<cooldown>20</cooldown>
<power>1</power>
<cost>50</cost>
<bp>2</bp>
<rarity>3</rarity>
<image>beam_contact</image>
<length>260</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_flail_damage</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_FLAIL_DAMAGE">
<type>BEAM</type>
<title>Flail Beam</title>
<short>Flail</short>
<desc>Fully militarized mining beam. Slow recharging and somewhat cumbersome to use in battle.</desc>
<tooltip>Powerful beam weapon with extreme range. 2 damage per room.</tooltip>
<damage>2</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>1</speed>
<cooldown>28</cooldown>
<power>3</power>
<cost>90</cost>
<bp>2</bp>
<rarity>4</rarity>
<image>ba_beam_contact_big</image>
<length>260</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_scythe</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_NAGINATA">
<type>BEAM</type>
<title>Naginata Beam</title>
<short>Naginata</short>
<desc>Advanced beam weapon that can cut ships right in half.</desc>
<tooltip>Powerful beam weapon with extended line. 2 damage per room.</tooltip>
<damage>2</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>13</speed>
<cooldown>22</cooldown>
<power>4</power>
<cost>110</cost>
<bp>12</bp>
<rarity>4</rarity>
<image>ba_beam_contact_big</image>
<length>170</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_naginata</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_PERNACH">
<type>BEAM</type>
<title>Pernach Beam</title>
<short>Pernach</short>
<desc>Fast recharging focus-beam that can only hit one room.</desc>
<tooltip>Focused beam weapon, deals 2 damage to one room with low breach chance.</tooltip>
<damage>2</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>2</breachChance>
<speed>1</speed>
<cooldown>10</cooldown>
<power>2</power>
<cost>50</cost>
<bp>12</bp>
<rarity>3</rarity>
<image>ba_beam_contact_pierce</image>
<length>1</length>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_beam_mace</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_MAUL">
<type>BEAM</type>
<title>Maul Beam</title>
<short>Maul</short>
<desc>Devastating focus-beam that can shoot right through enemy ships.</desc>
<tooltip>Powerful focused beam weapon, deals 5 damage to one room with medium breach chance.</tooltip>
<damage>4</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>4</breachChance>
<speed>1</speed>
<cooldown>20</cooldown>
<power>4</power>
<cost>110</cost>
<bp>12</bp>
<rarity>4</rarity>
<image>ba_beam_contact_pierce</image>
<length>1</length>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_beam_maul</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_FIRE_2">
<type>BEAM</type>
<title>Fire Beam Mark II</title>
<short>Fire Beam II</short>
<desc>Infernal beam that ignites fires and also damages crew.</desc>
<tooltip>Beam weapon that starts fires and deals damage to crew.</tooltip>
<persDamage>1</persDamage>
<sysDamage>0</sysDamage>
<damage>0</damage>
<sp>0</sp>
<fireChance>9</fireChance>
<breachChance>0</breachChance>
<cooldown>20</cooldown>
<power>3</power>
<cost>85</cost>
<bp>6</bp>
<rarity>4</rarity>
<length>140</length>
<image>ba_fire_contact</image>
<launchSounds>
<sound>beam2</sound>
</launchSounds>
<weaponArt>ba_beam_fire_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_FIRE_FOCUS">
<type>BEAM</type>
<title>Fire Focus Beam</title>
<short>Fire Focus</short>
<desc>Dangerous focus-beam that ignites fires and injures crew.</desc>
<tooltip>Focused beam weapon, deals damage to crew and ignites a fire. Pierces 3 shield.</tooltip>
<damage>0</damage>
<sysDamage>0</sysDamage>
<persDamage>1</persDamage>
<sp>3</sp>
<fireChance>10</fireChance>
<breachChance>0</breachChance>
<speed>1</speed>
<cooldown>10</cooldown>
<power>2</power>
<cost>50</cost>
<bp>12</bp>
<rarity>4</rarity>
<image>ba_fire_contact</image>
<length>1</length>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_beam_fire_focus</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_BIO_2">
<type>BEAM</type>
<title>Anti-Bio Beam Mark I</title>
<short>Bio Beam I</short>
<desc>This fast charging anti-bio weapon does no physical damage but rips through organic material, dealing damage to crew members.</desc>
<tooltip>2 power beam weapon that damages enemy crew.</tooltip>
<damage>0</damage>
<persDamage>3</persDamage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>10</cooldown>
<speed>13</speed>
<power>2</power>
<cost>50</cost>
<bp>6</bp>
<rarity>5</rarity>
<length>190</length>
<image>ba_bio_contact</image>
<launchSounds>
<sound>beam2</sound>
</launchSounds>
<weaponArt>ba_beam_bio_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_BEAM_BIO_FOCUS">
<type>BEAM</type>
<title>Bio Focus Beam</title>
<short>Bio Focus</short>
<desc>This horrifying focus beam does no physical damage but incinerates organic material, dealing heavy damage to a single crew member.</desc>
<tooltip>2 power beam weapon that can greatly damage an enemy crew member. Pierces 3 shield.</tooltip>
<damage>0</damage>
<sysDamage>0</sysDamage>
<persDamage>4</persDamage>
<sp>3</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>1</speed>
<cooldown>12</cooldown>
<power>2</power>
<cost>50</cost>
<bp>12</bp>
<rarity>5</rarity>
<length>1</length>
<image>ba_bio_contact</image>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_beam_bio_focus</weaponArt>
</weaponBlueprint>
<!-- BA MISSILES AND MINES-->
<!-- Fun fackt: While I was tempted to use names of dieties and mystic creatures of mayor world religions, I diliberately choosed mystical beeings from accient times that have little connection to currently persisting faiths to not offend anybody. Asteria was suposed to be related to Leto. The multishot launchers are all named after mystical winged beasts, for consistency. Peryton is a winged stag, the cockatrice is some weird rooster snake hybrid and the simurgh is a badass winged lion thing. -->
<weaponBlueprint name="BA_MISSILES_ASTERIA">
<type>MISSILES</type>
<title>Asteria Missiles</title>
<short>Asteria</short>
<desc>Weak but fast reloading launcher. Consumes ammo quickly.</desc>
<tooltip>Fires 1 missile; does 1 damage; pierces all shields.</tooltip>
<damage>1</damage>
<missiles>1</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>1</breachChance>
<cooldown>5</cooldown>
<power>1</power>
<cost>30</cost>
<bp>2</bp>
<rarity>2</rarity>
<image>missile_1</image>
<launchSounds>
<sound>engine_missile_launch1</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_missiles_asteria</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_MISSILES_4">
<type>MISSILES</type>
<title>Ares Missile</title>
<short>Ares</short>
<desc>Powerful but boring missile.</desc>
<tooltip>Fires 1 missile; does 4 damage; pierces all shields.</tooltip>
<damage>4</damage>
<missiles>1</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>3</fireChance>
<breachChance>2</breachChance>
<cooldown>20</cooldown>
<power>2</power>
<cost>60</cost>
<bp>6</bp>
<rarity>3</rarity>
<image>ba_missile_4</image>
<launchSounds>
<sound>engine_missile_launch2</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_missiles_4</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_MISSILES_PERYTON">
<type>MISSILES</type>
<title>Peryton Missile</title>
<short>Peryton</short>
<desc>Inventive but outdated missile design allows for two projectiles for the cost of one.</desc>
<tooltip>Fires 2 missiles; 1 damage each; pierces all shields.</tooltip>
<damage>1</damage>
<missiles>1</missiles>
<shots>2</shots>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>12</cooldown>
<power>2</power>