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hyperspace.xml.append
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hyperspace.xml.append
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<?xml version="1.0" encoding="UTF-8"?>
<FTL>
<!--
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
VERSION
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
-->
<mod:findLike type="version">
<mod:setValue>^1.11.0</mod:setValue>
</mod:findLike>
<!--
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
LUA
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
-->
<mod:findLike type="scripts" limit="1">
<mod-append:script>data/fr_scripts/Fr_Core.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Events.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Errors.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Weapons.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Augments.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Crew.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Achievements.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Eye_Movement.lua</mod-append:script>
<mod-append:script>data/fr_scripts/Fr_Eye_Main.lua</mod-append:script>
<!--<mod-append:script>data/fr_scripts/Fr_Addon_Icon.lua</mod-append:script>-->
</mod:findLike>
<!--
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
HS TAGS
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
-->
<enemyPreigniterFix enabled="true"/>
<!--
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
SPLASH SCREENS
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
-->
<!--thanks Blizz/mr_easy_money for helping with the code!-->
<mod:findLike type="titleScreen" limit="1">
<mod:findLike type="splashImages">
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotryforgemaster</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_bluecubes</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_cloredcrystals</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_spite</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_avatar</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotrycnc</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotrythc</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotrygobalistic</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotryinfernalcore</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotryips</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotrypip</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_alsotryrnd</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_resprites</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_ghosts</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_crashes</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_leak</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_lua</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_wait</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_cannon</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_cannonorcanon</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_whatcannon</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_sprite</mod-append:splashImage>
<mod-append:splashImage x="1050" y="270" center="true">fr_heretic</mod-append:splashImage>
</mod:findLike>
</mod:findLike>
<!--
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
SHIP ICONS, BOXES AND UNLOCKS
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
-->
<mod:findLike type="ships" limit="1">
<mod:findLike type="shipIcons" limit="1">
<mod-append:shipIcon>
<name>icon_fr_damaged_weapons</name>
<tooltip>DAMAGED WEAPONS:
This enemy's weapon system has been heavily damaged, it will take 50% longer to charge.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_bonus_haunt_loot</name>
<tooltip>BONUS HAUNT LOOT:
This enemy is carrying a special preternaturally-enhanced weapon or drone. Destroying the vessel only has a 50% chance to drop the item, but killing the crew will guarantee it drops.
The first time you obtain the loot weapon, you will also unlock a ship.
If the ship is an automated vessel, the loot will always drop.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_haunt_loot</name>
<tooltip>HAUNT LOOT:
This enemy is carrying a special preternaturally-enhanced weapon or drone. Destroying the vessel only has a 50% chance to drop the item, but killing the crew will guarantee it drops.
If the ship is an automated vessel, the loot will always drop.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_flagship_loot</name>
<tooltip>FLAGSHIP LOOT:
This enemy is carrying a special preternaturally-enhanced weapon or drone. Destroying the vessel or killing the crew will guarantee it drops.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_haunting_threat</name>
<tooltip>HAUNTING THREAT:
This enemy will pose a major threat to an unprepared vessel. The dark energies it emits prevent your FTL Drive from charging, so you will have to use everything you've got to win!</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_chaotic_haunting_threat</name>
<tooltip>CHAOTIC HAUNTING THREAT:
There's no escape now, Renegade.
/
:)</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_static_threat</name>
<tooltip>Rest now.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_haunted_room</name>
<tooltip>HAUNTED ROOMS:
This enemy has one or more haunted rooms, marked by the pink border. Haunted rooms are immune to system and ion damage, and are sabotaged at half speed. These rooms take fire and hull damage as normal.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_error_room</name>
<tooltip>CORRUPTED ROOMS:
This enemy has one or more corrupted rooms, marked by rapidly flashing colors. Corrupted rooms are immune to system and ion damage, are sabotaged at a tenth of the normal speed, and deal 100 hp/s in damage to your crew. Enemy crew are healed at 100 hp/s in these rooms.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_breach_sealant</name>
<tooltip>BREACH SEALANT:
Breaches on the enemy ship will automatically be repaired even in the absence of crew.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_ancient_weapon_pre_igniter</name>
<tooltip>ANCIENT HYPER-IGNITER:
This enemy's weapons start charged, and they will all fire as soon as the fight starts. Additionally, their weapons charge 15% faster.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_weapon_pre_igniter</name>
<tooltip>WEAPON PRE-IGNITER:
This enemy's weapons start charged, and they will all fire as soon as the fight starts.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_xenophobia</name>
<tooltip>XENOPHOBIA:
This enemy's human crew will gain a 33% buff to all main stats, but their non-human crew have a 40% loss to all main stats.
(Main stats include health, damage, repair, sabotage, and movement speed).</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_new_order</name>
<tooltip>NEW ORDER:
This enemy's Zoltan crew provide 1 extra power, can teleport to any room on either ship, and have 1.5x repair speed and combat damage, but their non-Zoltan crew have a 40% loss to all main stats.
(Main stats include health, damage, repair, sabotage, and movement speed).</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_denser_molecules</name>
<tooltip>DENSER MOLECULES:
This ship's Ghost crew have 20 extra health, but they can't phase through doors.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_chemical_proliferation</name>
<tooltip>CHEMICAL PROLIFERATION:
This ship's Ghost crew passively heal from fire. Gouls heal from this at halved speed.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_hulking_mass</name>
<tooltip>HULKING MASS:
This ship's Morph crew have 50% extra health, but move at half speed.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_combat_systems</name>
<tooltip>COMBAT SYSTEMS:
This ship's Engi crew have standard combat damage and 10 extra health, but lose 25% of their repair speed.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_hektar_gel</name>
<tooltip>HEKTAR ULTRA-STICK GEL(tm):
Enemy crew on their ship are stunned for half the usual duration. In this ship's empty rooms, enemies take halved damage from all sources, and your crew move 20% slower.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_environmental_adaptation</name>
<tooltip>ENVIRONMENTAL ADAPTATION:
This ship's Engi crew are immune to suffocation.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_crystallized_hydrogen</name>
<tooltip>CRYSTALLIZED HYDROGEN:
This ship's Crystal crew are immune to suffocation.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_commonwealth_shield_boss</name>
<tooltip>COMMONWEALTH ENERGY SHIELD:
This enemy is protected by an advanced energy shield which also has a 50% chance to negate ion damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_aether_forge</name>
<tooltip>COMMONWEALTH AETHER FORGE:
Although the primary purpose of this vessel's forge is to make new weapons, it also runs a basic defense system that deals 3 hp/s in damage to your crew if they board the ship.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_wither_perfection</name>
<tooltip>PERFECTED INTERNALS:
This enemy's systems are highly optimized, boasting a number of special bonuses.
- 5% faster weapon charge.
- 10% faster shield charge.
- 15% faster FTL Drive charge.
- 5% hull resist chance, 5% system resist chance, and 25% ion resist chance.
- Friendly crew and drones in your ship constantly heal 1 hp/s.
- Enemy crew and drones in your ship constantly take 1 hp/s in damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_wither_shield</name>
<tooltip>PECULIAR SHIELDING:
This enemy is protected by an advanced energy shield which also prevents your crew from using short-range teleporters while inside the enemy ship.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_slimergel</name>
<tooltip>ECTOPLASMIC GEL:
Breaches on the enemy ship will automatically be repaired even in the absence of crew. In this ship's empty rooms, enemy crew are immune to hazards, and your crew move at half speed and lose the ability to fight.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_haunt_gas</name>
<tooltip>IONIZED NEBULA GAS:
Enemy crew on this ship are immune to being stunned, and the ship itself is immune to ion damage. Your crew will take damage over time while boarding, and drones take double damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_ghostly_pheromones</name>
<tooltip>GHOSTLY PHEROMONES:
The enemy ship gains increasingly strong bonuses to crew for each powered level of Life Support.
- 1 power: Friendly crew gain immunity to suffocation.
- 2 power: Friendly crew gain the ability to phase through doors.
- 3 power: Friendly crew gain the ability to teleport to any room on your ship.
- 4 power: Friendly crew gain the ability to teleport to any room and to either ship directly.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_ghostly_pheromones_haunted</name>
<tooltip>HAUNTED PHEROMONES:
The enemy ship gains increasingly strong bonuses to crew for each powered level of Life Support.
- 1 power: Friendly crew gain immunity to all hazards.
- 2 power: Friendly crew gain 20% extra sabotage speed and the ability to phase through doors.
- 3 power: Friendly crew gain 20% extra health and the ability to teleport to any room on your ship.
- 4 power: Friendly crew gain 20% extra combat damage and the ability to teleport to any room and to either ship directly.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_molten_armor</name>
<tooltip>MOLTEN ARMOR:
Your crew on this ship passively take 15 hp/s in damage. This damage counts as fire damage, and is modified accordingly. The ship also has a 50% chance to negate hull damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_energy_siphon</name>
<tooltip>ENERGY SIPHON:
Enemies in the same room as their drones will deal 25% more damage and heal for 3.5 hp/s. Their drones, however, deal halved damage in combat when being siphoned.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_emergency_auto</name>
<tooltip>EMERGENCY AUTOPILOT:
This ship has a sophisticated form of autopilot which will keep it fully functional and working for as long as there is at least a single enemy alive or in the process of being cloned.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_holy_fury</name>
<tooltip>HOLY CONVICTION:
Enemy crew heal and are cloned 50% faster, and the enemy ship's beam weapons pierce 2 additional shield layers.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_necromancer_shield</name>
<tooltip>MAGICAL SHIELD:
An absurdly powerful energy shield protecting G's ship. Has an integrity of 80 hitpoints.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_necromancer_shield_haunted</name>
<tooltip>HAUNTED SHIELD:
An absurdly powerful energy shield protecting G's ship. Has an integrity of 80 hitpoints, and gives the enemy ship a 50% chance to resist ion damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_necromantic_projection</name>
<tooltip>NECROMANTIC AURA:
The enemy's Ghost crew have 100 more health and resist mind control.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_aether_necronomicon</name>
<tooltip>AETHER NECRONOMICON:
Enemy crew will be revived as Specters after dying; this does not interrupt standard cloning processes. Specters can't be revived.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_carbon_crystal_armor</name>
<tooltip>CARBON ARMOR:
Every time you deal hull damage to this enemy with your weapons, a shard will break off and fly towards your ship. It will not pierce any shields, but it can't miss or be shot down by defense drones, deals 2 damage, and always breaches. The ship also has a 20% chance to negate system damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_frozen_spores</name>
<tooltip>FROZEN SPORES:
Your crew will take 50% more damage from all sources and move 25% slower when inside the enemy ship, as well as when in the same room as an enemy snowman.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_frigid_air</name>
<tooltip>FRIGID AIR:
The enemy's Snowman crew heal by 20hp/s while inside the enemy ship.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_living_ship</name>
<tooltip>LIVING SHIP:
This enemy ship is alive, and has consumed one or more of its old crewmates. The augments it has acquired from this process have their icons displayed.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_ghostly_repair_bots</name>
<tooltip>SPECTRAL NANOMACHINES:
This enemy will automatically repair all of its systems at the speed of a human, multiplied by the amount of power in its Drone Control.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_energy_shield_battery</name>
<tooltip>SHIELD ADAPTER:
This enemy can naturally generate layers of energy shielding. The regeneration rate and maximum number of layers is dependent on the strength of their Shields, and they regenerate regular shielding at half the rate.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_annihilation_grid</name>
<tooltip>ANNIHILATION GRID:
Your crew on this ship lose 10 hp/s, lose the ability to phase through doors or move by teleporting, and deal halved damage to doors.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_self_aware_cognitive_intelligence</name>
<tooltip>SELF AWARE COGNITIVE INTELLIGENCE:
This enemy is automated, and all of their systems are automatically manned at level 2 skill.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_energy_hull</name>
<tooltip>HARD-LIGHT HULL:
This ship's hull health is always equal to the integrity of its energy shield.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_zoltan_energy_grid</name>
<tooltip>ZOLTAN ENERGY GRID:
Your crew on this ship lose 4 hp/s, plus an extra 2 hp/s for every level of Door Control it has beyond the first. If they die, they fully repair the system they are standing in, overwriting any other death effect they may have.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_static</name>
<tooltip>FIELD OF STATIC:
This ship's rooms are protected by some kind of mysterious static energy. Your crew onboard this ship will be frozen in place, entranced by its horrifying interior until removed from the ship.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_watcher_shield</name>
<tooltip>WATCHER'S PROTECTION:
This enemy is protected by an energy shield infused with esoteric, powerful chaos. It has an integrity of 15 hit points, doubles as a hard-light bypass unit that cannot be counteracted, and grants this ship a 50% chance to take no damage from non-ion damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_legion_aegis</name>
<tooltip>LEGIONNAIRE'S AEGIS:
This enemy is protected by a highly resilient energy shield. It has an integrity of 10 hit points, and increases the enemy's weapon and artillery charge rate by 10%.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_legion_spirit</name>
<tooltip>SPIRIT OF THE REBELLION:
This enemy's Human crew are considered to have all three of their basic lab upgrades.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_rues_plating</name>
<tooltip>EXPERIMENTAL PLATING:
This ship's unique hull armor provides several bonuses.
- 20% hull resist chance, 20% system resist chance, 50% ion resistance chance.
- The enemy ship automatically repairs breaches even in the absence of crew.
- Enemy crew in empty rooms on the enemy ship take 20% less damage from all sources and 25% reduced stun duration.
- For each powered level of enemy Life Support, enemy crew gain an additional 15% combat damage, 20% movement speed, 5% maximum health, and 10% faster power charge rate.
- 30% reduction to your boarders' sabotage speed.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_rues_lab</name>
<tooltip>R.U.E.S. GENETICS BANK:
The enemy's Leech, Slug, Mantis, and Rockman crew are considered to have all three of their respective basic lab upgrades.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_golden_systems</name>
<tooltip>GILDED SYSTEMS:
This ship's systems become more efficient the more scrap it carries. Every 10 scrap, its weapons charge 1% faster. Every 5 scrap, its shields regenerate 1% faster.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_scrap_amount</name>
<tooltip>SCRAP HOARD:
This ship carries 100 scrap in its cargo bay.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_infested</name>
<tooltip>SPIDER INFESTATION:
Every 25 seconds, a hostile spider will violently burst out of all of your crew. This spider will live for 5 seconds, and deals 0.5x combat damage.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_shadow_mist</name>
<tooltip>CLOAK OF DARKNESS:
Your projectiles have a 25% chance to have no effect against this ship.</tooltip>
</mod-append:shipIcon>
<mod-append:shipIcon>
<name>icon_fr_forbidden_design</name>
<tooltip>FORBIDDEN DESIGN:
This enemy is protected by horrific eldritch technology, which projects a 12-point energy shield and inflicts your boarders with Blasphemy until they leave the ship. Blasphemy disables all death effects.</tooltip>
</mod-append:shipIcon>
</mod:findLike>
</mod:findLike>
<events>
<bossShip yOffset="50">FR_MULTIVERSE_COMMONWEALTH_NORMAL</bossShip>
<bossShip yOffset="50">FR_MULTIVERSE_COMMONWEALTH_CHALLENGE</bossShip>
<bossShip yOffset="50">FR_MULTIVERSE_COMMONWEALTH_EXTREME</bossShip>
<bossShip yOffset="50">FR_MULTIVERSE_COMMONWEALTH_CHAOS</bossShip>
<bossShip>FR_BOSS_QUEST_BILLVAN</bossShip>
<bossShip>FR_BOSS_QUEST_AUTO_CRUISER</bossShip>
<bossShip>MU_ZOLTAN_CRUISER_ELITE</bossShip>
<bossShip>FR_BOSS_QUEST_AUGMENTED_CRUISER</bossShip>
<bossShip yOffset="50">FR_BOSS_QUEST_WITHER_CRUISER</bossShip>
<bossShip yOffset="160">FR_GB_GOZER</bossShip>
<bossShip>FR_BOSS_HAUNT_SLIMER</bossShip>
<bossShip>FR_BOSS_HAUNT_PHYS</bossShip>
<bossShip>FR_BOSS_HAUNT_ALEENOR</bossShip>
<bossShip>FR_BOSS_HAUNT_VIN</bossShip>
<bossShip>FR_BOSS_HAUNT_CLEO</bossShip>
<bossShip>FR_BOSS_HAUNT_ZULU</bossShip>
<bossShip>FR_BOSS_HAUNT_G</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_SMOKE</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_CHILLS</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_POK</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_CHARROR</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_LEO</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_SEARAK</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_AUTO</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_WATCHER</bossShip>
<bossShip>FR_BOSS_CHAOS_HAUNT_LEGION_FLAGSHIP</bossShip>
<bossShip yOffset="30">FR_APPARITION_SLIMER</bossShip>
<bossShip yOffset="30">FR_APPARITION_PHYS</bossShip>
<bossShip yOffset="30">FR_APPARITION_ALEENOR</bossShip>
<bossShip yOffset="45">FR_APPARITION_VIN</bossShip>
<bossShip>FR_APPARITION_CLEO</bossShip>
<bossShip>FR_APPARITION_ZULU</bossShip>
<bossShip yOffset="50">FR_APPARITION_G</bossShip>
<bossShip yOffset="70">FR_APPARITION_DEADSHIP</bossShip>
<bossShip yOffset="45">FR_APPARITION_SMOKE</bossShip>
<bossShip yOffset="45">FR_APPARITION_CHILLS</bossShip>
<bossShip>FR_APPARITION_POK</bossShip>
<bossShip>FR_APPARITION_CHARROR</bossShip>
<bossShip yOffset="60">FR_APPARITION_LEO</bossShip>
<bossShip yOffset="60">FR_APPARITION_SEARAK</bossShip>
<bossShip>FR_APPARITION_AUTO</bossShip>
<bossShip yOffset="45">FR_APPARITION_WATCHER</bossShip>
<bossShip>FR_APPARITION_FLAGSHIP</bossShip>
<bossShip yOffset="30">FR_APPARITION_AUGUSTUS</bossShip>
<bossShip yOffset="140">FR_APPARITION_SALLY</bossShip>
<bossShip yOffset="90">FR_APPARITION_PRINCE</bossShip>
<bossShip>FR_APPARITION_TRIRIAC</bossShip>
</events>
<!--
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STORES
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-->
<mod:findLike type="store" limit="1">
<mod-append:customStore id="STORE_FR_LEGION_AUTO">
<hullRepair>
<price min="1" max="1"/>
</hullRepair>
<resource>
<type>fuel</type>
<count min="99" max="99"/>
</resource>
<resource>
<type>missiles</type>
<count min="99" max="99"/>
</resource>
<resource>
<type>drones</type>
<count min="99" max="99"/>
</resource>
</mod-append:customStore>
<mod-append:customStore id="STORE_FR_BILLVAN">
<hullRepair>
<price min="2" max="4"/>
</hullRepair>
<resource>
<type>fuel</type>
<count min="10" max="30"/>
</resource>
<resource>
<type>missiles</type>
<count min="20" max="40"/>
</resource>
<resource>
<type>drones</type>
<count min="10" max="20"/>
</resource>
<category type="WEAPONS">
<customTitle>BASES</customTitle>
<item>
<blueprint>MODULAR_LASER_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_LASER_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_LASER_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>BASES</customTitle>
<item>
<blueprint>MODULAR_BEAM_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_BEAM_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_BEAM_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>BASES</customTitle>
<item>
<blueprint>MODULAR_MISSILE_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_MISSILE_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_MISSILE_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>BASES</customTitle>
<item>
<blueprint>MODULAR_ION_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_ION_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULAR_ION_BASE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_BIO</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_BIO</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_BIO</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_COOLDOWN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_COOLDOWN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_COOLDOWN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_LOCKDOWN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_LOCKDOWN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_LOCKDOWN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_PIERCE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_PIERCE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_PIERCE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_STUN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_STUN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_STUN</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_ACCURACY</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_ACCURACY</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_ACCURACY</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_FIRE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_FIRE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_FIRE</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_HULL</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_HULL</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_HULL</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
<category type="WEAPONS">
<customTitle>MODULES</customTitle>
<item>
<blueprint>MODULE_POWER</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_POWER</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>MODULE_POWER</blueprint>
<modifier min="0.8" max="1.2" flat="false" />
<price>-1</price>
</item>
</category>
</mod-append:customStore>
<mod-append:customStore id="STORE_FR_BEAM_SYLEAH">
<itemPurchaseLimit>1</itemPurchaseLimit>
<category type="WEAPONS">
<customTitle>BEAMS</customTitle>
<item>
<blueprint>FR_SHOP_ITEM_RANDOM_BEAM</blueprint>
<modifier min="0.5" max="0.5" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>FR_SHOP_ITEM_RANDOM_BEAM</blueprint>
<modifier min="0.5" max="0.5" flat="false" />
<price>-1</price>
</item>
<item>
<blueprint>FR_SHOP_ITEM_RANDOM_BEAM</blueprint>
<modifier min="0.5" max="0.5" flat="false" />
<price>-1</price>
</item>
</category>
</mod-append:customStore>
<mod-append:customStore id="FR_FORGOTTEN_WALLACE_STORE">
<resource>
<type>fuel</type>
<count min="999" max="999"/>
</resource>
<resource>
<type>missiles</type>
<count min="999" max="999"/>
</resource>
<resource>
<type>drones</type>
<count min="999" max="999"/>
</resource>
<category type="SYSTEMS">
<item>
<blueprint>weapons</blueprint>
</item>
<item>
<blueprint>shields</blueprint>
</item>
<item>
<blueprint>medbay</blueprint>
</item>
</category>
<category type="SYSTEMS">
<item>
<blueprint>clonebay</blueprint>
</item>
<item>
<blueprint>drones</blueprint>
</item>
<item>
<blueprint>cloaking</blueprint>
</item>
</category>
<category type="SYSTEMS">
<item>
<blueprint>hacking</blueprint>
</item>
<item>
<blueprint>mind</blueprint>
</item>
<item>
<blueprint>temporal</blueprint>
</item>
</category>
<category type="SYSTEMS">
<item>
<blueprint>doors</blueprint>
</item>
<item>
<blueprint>sensors</blueprint>
</item>
<item>
<blueprint>battery</blueprint>
</item>
</category>
<category type="SYSTEMS">
<item>
<blueprint>teleporter</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_COMMONWEALTH_LASER</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_ION</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_BOMB</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_COMMONWEALTH_LASER_2</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_MISSILES</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_BEAM</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_COMMONWEALTH_HEAVY_LASER</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_FOCUS</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_HAVOC</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_SALT_BEAM</blueprint>
</item>
<item>
<blueprint>FR_SALT_SNIPER</blueprint>
</item>
<item>
<blueprint>FR_SALT_ION</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_WITHER_PROTOTYPE_LASER</blueprint>
</item>
<item>
<blueprint>FR_WITHER_PROTOTYPE_PLASMA</blueprint>
</item>
<item>
<blueprint>FR_WITHER_PROTOTYPE_BOMB</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_WITHER_PROTOTYPE_HAVOC</blueprint>
</item>
<item>
<blueprint>FR_WITHER_PROTOTYPE_MISSILE</blueprint>
</item>
<item>
<blueprint>FR_WITHER_PROTOTYPE_PACIFIER</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_WITHER_PROTOTYPE_PINPOINT</blueprint>
</item>
<item>
<blueprint>FR_WITHER_PROTOTYPE_MINE</blueprint>
</item>
<item>
<blueprint>FR_WITHER_PROTOTYPE_BEAM</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_WITHER_PROTOTYPE_HEAVY_LASER</blueprint>
</item>
<item>
<blueprint>FR_WITHER_PROTOTYPE_BASIC_LASER</blueprint>
</item>
<item>
<blueprint>FR_SMOKE_CRYSTAL_MINELAUNCHER</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_SLIMER_BOMB</blueprint>
</item>
<item>
<blueprint>FR_PHYS_BEAM</blueprint>
</item>
<item>
<blueprint>FR_ALEENOR_SNIPER</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_ZULU_PIKE</blueprint>
</item>
<item>
<blueprint>FR_NECROMANTIC_PLASMA</blueprint>
</item>
<item>
<blueprint>FR_CHILLS_SNOW_FLAK</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_CHILLS_SPORE_BOMBLAUNCHER</blueprint>
</item>
<item>
<blueprint>FR_POK_CLONE_LAUNCHER</blueprint>
</item>
<item>
<blueprint>FR_LEO_BATTERY</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_SEARAK_ENERGY</blueprint>
</item>
<item>
<blueprint>FR_LEGION_AUTO_ZENITH</blueprint>
</item>
<item>
<blueprint>FR_WATCHER_BEAM</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_GOLDEN_ANCIENT_MINELAUNCHER</blueprint>
</item>
<item>
<blueprint>FR_ROYAL_ANCIENT_ARTILLERY</blueprint>
</item>
<item>
<blueprint>FR_UPLIFTED_HARBINGER_3</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_TULLY_HEAVY_LASER_3</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_ARTILLERY</blueprint>
</item>
<item>
<blueprint>FR_COMMONWEALTH_ARTILLERY_CHAOS</blueprint>
</item>
</category>
<category type="WEAPONS">
<item>
<blueprint>FR_NECROMANTIC_LASER</blueprint>
</item>
</category>