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Installation Instructions

=========================

This mod requires Slipstream Mod Manager to be installed and a basic knowledge of
how to operate the mod manager.

The mod files need to be installed in a specific order, indicated as follows:


Alpha - sMPK for AE (The core of the Polish Kit: this must be installed first
before anything else to work)
Aesthetic Mods* (These include background packs such as Better Planets and
Backgrounds, and any game interface mods)
Expansions (These include Captains Editon followed by their patches, and sMPK:
Insurrection)
Modules (These include the Augmented Weapons and Enhanced Systems Modules. When
playing an expansion add the related submodule as well)
Ship Mods* (These include any and all ship-based mods. Any expansion-specific ship
mods are not cross-compatabile with Vanilla and other expansions)

For example, a build using just the base Polish Kit with a backgrounds mod will go
like:
Alpha - sMPK for AE
Backgrounds Mod

A build for use with Captains Edition will function with:


Alpha - sMPK for AE
Better Planets and Backgrounds Mod
CE Resource Pack
FTL Captains Edition
Patch - sMPK for AE
Better Planets and Backgrounds for CE Patch

And a build running sMPK Insurrection with Augmented Weapons will work with:
Alpha - sMPK for AE
Backgrounds Mod
Expansion - sMPK Insurrection
Module - Augmented Weapons for sMPK
Module - Augmented Weapons for sMPK-i
Ship - sMi Player Ships

Changes within 'Alpha - The sM Polish Kit for Advanced Edition'

# Various in-game descriptions, achievements and weapon properties were


rewritten.
# A number of enemy ships were graphically tweaked to improve the alignment of
rooms within the hull and the hull within the enemy ship window.
# Several player ships were graphically tweaked to improve the alignment of
rooms within the hull and the placement of the shields around the hull.
# The Floor Layout graphics for all player ships were completely revised to a
cleaner design that grants better vision of the hull.
# The icons for various player ships were altered to correct discrepancies.
# The thruster flames on the Kestrel and Federation Cruisers were realigned.
# The Kestrel Cruiser Type C starts with the Distraction Buoys augment.
# The Federation Cruisers were graphically altered to support animations for
their Artillery weapons.
# The Federation Cruiser Type B was recoloured to enhance the appearance of the
ship, and it also starts with one extra upgrade in Artillery and Door Control but
starts with no Sensors.
# The Federation Cruiser Type C starts with one extra upgrade in Artillery.
# The Stealth Cruisers were graphically inverted across the horizontal axis to
maintain lighting consistency with the other player ships.
# The Stealth Cruiser Type C was graphically altered to reduce the excessive
vibrancy of the colours and poor shadow quality.
# The Zoltan Cruiser Type C was graphically altered to add shading to a window
near the front of the ship.
# The Mantis Cruiser Type B starts with no excess in reactor power.
# The Slug Cruiser Type B starts with one extra reactor power, and the location
of the medical facility and Cloaking Device was swapped. The starting missile count
was increased.
# The Rock Cruiser Type A starts with an increased number of missiles.
# The Stealth Cruiser Type B starts with one extra power and the Titanium
System Casing augment.
# The Stealth Cruiser Type C starts with one extra power, one extra upgrade in
Drone Control and the Titanium System Casing augment.
# The Crystal Cruiser Type B starts with reduced reactor power and the Cloaking
Device was removed.
# The graphics for all crew members were altered to improve alignment with HUD
and ship elements including stations and the Clone Bay pod.
# Graphics from splette's 'Highres Shields Classic' mod were integrated
(http://www.ftlgame.com/forum/viewtopic.php?
f=11&t=24982&sid=a1537a33417787c8ca35a68e492ef9e0).
# Various crew members have an increased variety of possible appearances.
# Shadows were correctly applied to all internal drones.
# A glitch with the firing animation for the Hull Beam was fixed.
# Enemies will not spawn with Combat-type drones in various hazardous
environments (asteroids, pulsars, plasma storms).
# All enemy ships that spawn with Door Control will have at least Level 2 in
the subsystem.
# The number of crew members on board enemy ships was completely revised, there
will be no less than three crew members on all enemy ships.
# The reactor capacities of all enemy ships was revised.
# All pirate ships have the species ship in their name.
# All Energy ships were renamed to Zoltan ships.
# Various powerful enemies including Rebel Auto-Assaults will not spawn in
Sector 1.
# The Rebel Auto-Assault enemy was reverted to the pre-AE configuration, with
increased weapon potential but the possibility of not appearing with Drone Control.
# All enemy ships (excluding Rebel Auto-Scouts) that spawn with a Cloaking
Device are locked to Level 1 for that system.
# All enemy ships that have the potential to spawn with 5 shield barriers were
changed to no longer exceed 4 shields, but have an increased chance of higher
shields in other sectors.
# Various event-specific ships such as the Mantis Cruiser quest, Zoltan Peace
Envoy, Rebel Flagship Construction and the Black Raven in Slug sectors were renamed
and altered.
# Federation Bombers have increased weapon potential.
# Various enemies named after their potential systems such as Hackers will
always spawn with those systems.
# The Oxygen system was renamed to Life Support and its upgrade costs were
tweaked slightly.
# The Cloaking system was renamed to the Cloaking Device.
# The Piloting subsystem was renamed to the Helm and its upgrade costs were
tweaked slightly.
# The Shields system was renamed to the Shield Generator and various blue
options for upgraded Shields were added.
# The Engines system was severely modified to smooth the upgrade cost curve,
slightly increasing the cost of earlier upgrades and severely decreasing later
upgrade costs.
# The Weapon Control system was renamed to the Weapons Bay and the cost of
upgrading to Level 2 Weapons was reverted to the pre-AE cost of 60 scrap.
# The Sensors subsystem was renamed to the Sensor Array and its upgrade costs
were tweaked slightly. Blue options for upgraded Sensors were added.
# The Door System was renamed to Door Control and its upgrade costs were
tweaked slightly.
# The Hacking system was renamed to the Hacking Module. The purchase and
upgrade cost was increased across the board and the travel speed of Hacking drones
was severely decreased.
# The Mind Control system now has blue options for more events.
# The Backup Battery subsystem was renamed to Emergency Power.
# All Ion projectiles now spin during flight and have slightly increased
velocity. The Ion Stunner has a greater velocity increase.
# The impact animation for the Ion Artillery carried by the Rebel Flagship was
fixed to match the other Ion weapons.
# Various types of weapons have improved rarity within specific sector types.
# All Burst Laser, Heavy Laser and Missile Launcher weapons now recoil when
firing.
# The Dual Shot Laser was renamed to the Dual Defense Lasers and the cost was
increased to match the Burst Laser Mark I. The appearance of the weapon has been
changed.
# The Burst Laser Mark I has a cooldown reduction from 11 seconds to 10.
# The Burst Laser Mark II has a cooldown increase from 12 seconds to 13, and
the cost was increased from 80 scrap to 85.
# The Burst Laser Mark III was renamed to the Burst Laser Mark IV, and its fire
chance was increased from 0% to 10%.
# The new Burst Laser Mark III fires four shots on a 16 second cooldown with a
10% fire chance and costs 90 scrap.
# The Heavy Pierce Laser Mark I (Heavy Pierce I) was renamed to remove the Mark
numbers. The appearance of the weapon has been changed.
# The names of all missile weapons were renamed to Missile Launchers (x M.).
The cost of all missile weapons was revised.
# The player Artemis Missile Launcher can now be found in stores with a rarity
of 3 and a cost of 40 scrap.
# The player Hermes Missile Launcher was created and displaces the original
weapon in stores, with a reduced power requirement of 2 but a slightly increased
cooldown.
# The Hull Missile Launcher has an increased damage potential from 2 damage to
3 and a slightly increased breach chance.
# The Pegasus Missile Launcher was weakened, with an increased cooldown from 20
seconds to 22 and a reduced fire/breach chance from 30/20% to 10/10%.
# The Breach Missile Launcher has a reduced cooldown from 22 seconds to 20.
# The Mini Beam was weakened, slightly reducing the length of the beam to
barely maintain the ability to deal 4 damage to Rebel Riggers. The fire chance was
removed.
# The Halberd Beam was increased in cost from 65 scrap to 75 and the rarity was
increased from 2 to 3.
# The Hull Laser Mark I has a cooldown reduction from 14 seconds to 13. The
appearance of the weapon has been changed slightly.
# The Hull Laser Mark II has a reduced fire/breach chance from 10/30% to 0/20%
to match the Hull Laser Mark I. The appearance of the weapon has been changed
severely to differentiate it from the Mark I.
# The Hull Beam has a cost reduction from 70 scrap to 60.
# The Heavy Ion was renamed to the Heavy Ion Blast and has a reduced cooldown
from 13 seconds to 12.
# The Breach Bomb Mark II has a cooldown increase from 17 seconds to 19 and a
cost increase from 60 scrap to 70.
# The Fire Bomb has a reduced power requirement from 2 power to 1.
# The Ion Bomb has a reduced cooldown from 22 seconds to 18, but the power
requirement was increased from 1 power to 2, the cost was increased to 70 scrap and
the rarity was increased to 4.
# The Healing Burst has a reduced cooldown from 17 seconds to 15.
# All Crystalline Weapons use a new sound when firing and have severely revised
prices to more closely compare with other weapons. They may now be found in Rock
sectors.
# The Repair Burst now repairs 2 points of hull damage, but the cost was
increased from 40 scrap to 90, the rarity was changed to 5 and the power
requirement was increased from 1 to 2.
# The Flak Guns were renamed to Flak Cannons. Green lights were added to their
charged appearances.
# The Advanced Flak Cannon on the Lanius Cruiser Type B was completely changed
to match the statistics of the Flak Cannon Mark I, excluding the power requirement.
# The Flak Cannon Mark I has an increased targeting radius from 43 to 50, and
the rarity was increased from 1 to 4.
# The Flak Cannon Mark II has a reduced projectile count from 7 to 5, a reduced
cooldown from 21 seconds to 16, and a reduced targeting radius of 50.
# The Swarm Missile Launcher no longer has a targeting radius. The cooldown was
reduced from 7 seconds to 6.
# The Chain Burst Laser has a decreased initial cooldown from 16 seconds to 13
and a reduced cost of 55 scrap. The final cooldown is unaffected.
# The Chain Vulcan was renamed to the Vulcan Gatling Laser. The initial
cooldown is reduced from 11.1 seconds to 10, but the final cooldown is increased
from 1.1 to 1.25, and the fire chance has been removed. The appearance of the
weapon was significantly altered, the weapon now constantly spins while charging.
# The Chain Ion was renamed to the Chain Ion Blast. The cooldown was reduced
from 14 seconds to 12 and the cost was increased to 60 scrap. More types of enemies
are capable of wielding this weapon.
# The appearance of Laser Chargers was altered to keep the lit parts of the
barrel from moving to fix a lighting glitch when firing.
# The Laser Charger Mark I and custom Laser Charger on the Stealth Cruiser Type
C have a reduced cooldown of 5 seconds. The fire chance was increased from 0% to
10%.
# The Laser Charger Mark II has a reduced cooldown from 5 seconds to 4.5, and
the cost was increased from 70 scrap to 80.
# The Stun Bomb has an increased Ion damage from 1 to 2.
# The projectile speed of all Defense and Anti-Combat drones was significantly
increased.
# The cooldown of the Defense Drone Mark II was reduced from 880ms to 700ms.
The enemy Defense Drone Mark II has an increased power requirement of 4.
# The Hull Repair Drone has an increased cost from 85 scrap to 95, the power
requirement was increased from 2 to 3, and the repair speed of the drone has been
decreased by 25%.
# Beam drones no longer have a chance of igniting fires.
# Combat Drones were retro-named to Anti-Ship Drones.
# The Boarding Drone power requirement was decreased from 3 power to 2, and the
cost was decreased to 50 scrap.
# The Ion Intruder drone has a reduced cost to 50 scrap.
# The Beam Drone Mark II has a slightly increased attack speed, and was
accepted into use in game when AE is disabled. The alignment and glows of the drone
were fixed.
# The Fire Beam Drone has a reduced power requirement from 3 power to 2. The
appearance of the drone was tweaked slightly.
# The Shield Overcharger on the Stealth Cruiser Type C can be found in stores
instead of the normal 3 power variant.
# The cost of Missiles from stores was decreased from 6 scrap to 5.
# There is a small chance of race-specific augments being available in stores
and events within their respective Homeworlds sectors.
# The Crystalline Vengeance augment has an increased trigger chance of 20% and
a reduced cost from 80 scrap to 30. The shard released deal no personnel damage and
cause a guaranteed hull breach.
# The Zoltan Energy Shield has a cost increase from 80 scrap to 120. The text
triggered when being boarded while having the Zoltan Shield was reverted to the
pre-AE text.
# The Mantis Pheromones augment has an increased movement speed bonus from 25%
to 30%.
# The Drone Reactor Booster augment has an increased interior drone speed bonus
from 25% to 100%, and has an increased rarity from 0 to 3.
# The Titanium System Casing augment has an increased system damage resist
chance from 15% to 20% and a decreased cost from 80 scrap to 60. The rarity is
increased from 0 to 3.
# The Reverse Ion Field has a reduced ion resist chance from 60% to 50%.
# The Scrap Recovery Arm has an increased cost from 50 scrap to 60.
# The Long-Ranged Scanners augment has an increased cost from 30 scrap to 40
and an increased rarity from 2 to 3.
# The Automated Re-Loader augment has an increased cost of 50 scrap and an
increased rarity of 4.
# The FTL Recharge Booster has an increased FTL charge speed of 100%.
# The Advanced FTL Navigation augment is now silently detected at the start of
every sector and acquires map data upon sector entry.
# The FTL Jammer augment has a significantly increased effectiveness of 300%.
# The cost of various AE augments was revised.
# The Fire Suppression augment has a significantly increased effectiveness at
dousing fires.
# The Life-Form Scanner now has blue options for more events.
# The Explosive Replicator augment can be used in two events to earn free
scrap.
# The appearance of Anti-Ship Battery shots was completely overhauled.
# All weapons are categorised by type for use within various events. Events
that have an option that describes firing at a target require a hull-damaging
weapon.
# Countless alterations to events across the game were made to add more options
and rebalance the acquisiton of scrap and resources.
# The scrap rewards for defeating enemy crew were significantly reduced to more
closely match default rewards, the chance of finding weapons and crew members is
unaffected, and the chance of resources is increased.
# The Rebel Flagship layout more closely resembles the pre-AE appearance with
unused systems in place during Phase One and Two. The gibs were fixed to make the
flagship weapons appear properly.

Changes within 'Expansion - sMPK Insurrection'

# Holograms were added into the crew list, with 50HP and an immunity to
suffocation. Various blue options were added for Holograms.
# Two new sectors were added, the Pirate Stronghold and [Location Unknown]. A
small number of new combat and distress events were added.
# The ability to release crew members for mercenary work was implemented into
one existing event.
# A trade system was implemented into a number of new and existing events,
consisting of 16 trade items split across 4 tiers of value.
# The variety of enemy types was increased, adding new classes such as
Dropships, Infiltrators, Chargers, Droneships and Sentinels.
# All player ships can purchase an Artillery system for 100 scrap at a store.
# The Kestrel Cruiser artillery is the Mobile Anti-Ship Battery, a single-shot
laser that pierces all shields, deals 3 damage and breaches rooms.
# The Engi Cruiser artillery is the Superheated Plasma Cannon, a single shot
blaster that deals 5 ion damage, and deals 2 hull damage upon direct contact with
the enemy ship, causing fires.
# The Zoltan Cruiser artillery is the System Neutraliser Beam, an average-
ranged beam that pierces all Shields and deals 2 system damage. It does not cause
hull or crew damage.
# The Mantis Cruiser artillery is the Mantis Siege Teleporter, a bomb weapon
that teleports three Small Bombs onto the enemy ship. It requires no missiles to
use.
# The Slug Cruiser artillery is the Slug Siege Teleporter, a bomb weapon that
teleports three Fire Bombs onto the enemy ship. It requires no missiles to use.
# The Rock Cruiser (Type A and Type B) artillery is the Breach Missile
Constructor, a missile launcher that fires Breach Missiles at enemy ships. It
requires no missiles to use.
# The Stealth Cruiser artillery is the Stealth Glaive Beam, a self-firing
Glaive Beam that deals the same damage and range as the namesake weapon.
# The Lanius Cruiser artillery is the Lanius Siege Teleporter, a bomb weapon
that teleports three Breach Bomb Mark Is onto the enemy ship, with reduced crew
damage. It requires no missiles to use.
# The Crystal Cruiser (and Rock Cruiser Type C) artillery is the Crystal Shard
Battery, a triple-shot crystalline weapon that deals 2 damage per shot, piercing 1
shield.
# The Reverse Ion Field, Scrap Recovery Arm, Automated Re-Loader and Shield
Charge Booster augments were changed, increasing their effectiveness and cost, and
removing their ability to be stacked.
# The Narrow-Band Scanner, a zero-power weapon that reveals the interior of a
room on an enemy ship for a short time. Charges in 10 seconds. Blue options were
added for this weapon, and enemy ships cannot use it.
# The Engi Support Laser, a unique weapon for the Engi Cruiser Type A-i. A two-
power single shot laser with a 4 second cooldown and a 10% fire chance.
# The Lance Beam, a two-power one-damage beam weapon with average range, a 12
second cooldown and costs 50 scrap. The Stealth Cruiser Type C-i starts with this
weapon.
# The Voulge Beam, a four-power two-damage beam weapon with one Shield
Piercing, extreme range, a 25 second cooldown and costs 95 scrap.
# The Fauchard Beam, a four-power two-damage beam weapon with one Shield
Piercing, average range, double damage to empty rooms, a 21 second cooldown and
costs 95 scrap. The Stealth Cruiser Type B-i starts with this weapon, and enemy
ships cannot use it.
# The Apollo Missile Launcher, a three-power four-damage missile with a 30/20%
fire/breach chance, an 18 second cooldown and costs 50 scrap.
# The Athena Missile Launcher, a one-power two-shot Leto missile with a 12
second cooldown and costs 45 scrap. The Federation Cruiser Type B-i and Slug
Cruiser Type B-i start with this weapon, and enemy ships cannot use it.
# The Trident Missile Launcher, a two-power three-shot Leto missile with a 16
second cooldown and costs 55 scrap. The Rock Cruiser Type A-i starts with this
weapon, and enemy ships cannot use it.
# The Ares Missile Launcher, a three-power four-shot Leto missile with a 22
second cooldown and costs 65 scrap. Enemy ships cannot use this weapon.
# The Helios Missile Launcher, a three-power four-damage missile with a 80/30%
fire/breach chance, a 20 second cooldown and costs 60 scrap.
# The Thor Missile Launcher, a three-power four-damage missile with a 10/40%
fire/breach chance, a 20 second cooldown, double damage to empty rooms and costs 60
scrap. Enemy ships cannot use this weapon.
# The Hydra Missile Battery, a three-power five-shot Leto missile with a
targeting radius of 45, no chance of breach/stun, a 22 second cooldown and costs 65
scrap. The Rock Cruiser Type C-i starts with this weapon, and enemy ships cannot
use it.
# The Heavy Pierce Laser has an increased rarity from 0 to 3.
# The Heavy Pierce Laser Mark II, a single-shot three-damage laser with one
Shield Piercing, a 40/40% fire/breach chance, a 13 second cooldown and costs 75
scrap. The Rock Cruiser Type B-i starts with this weapon, and enemy ships cannot
use it.
# The Heavy Pierce Laser Mark III, a single-shot four-damage laser with one
Shield Piercing, a 70/70% fire/breach chance, an 18 second cooldown and costs 95
scrap. Enemy ships cannot use this weapon.
# The Ion Burst Mark I, a two-power, two-shot one-ion-damage weapon with a 12
second cooldown and costs 40 scrap. The Engi Cruiser Type B-i starts with this
weapon.
# The Ion Burst Mark II, a three-power, three-shot one-ion-damage weapon with a
16 second cooldown and costs 55 scrap.
# The Power Bomb, a two-power bomb weapon that deals 3 secondary damage with a
30% fire chance, has a 16 second cooldown and costs 60 scrap.
# The Laser Blaster, a Burst Laser Mark I with a reduced cooldown of 8 seconds
and an increased cost of 55 scrap. The Federation Cruiser Type B-i starts with this
weapon.
# The Anti-Personnel Bomb, a one-power bomb weapon that deals 75 crew damage on
a 14 second cooldown and costs 50 scrap. Blue options were added for this weapon,
and enemy ships cannot use it.
# The system placement within several player ships was altered, whether playing
vanilla ship types or Insurrection ship types.
# The Automatic Laser, a two-power single-shot chain laser which takes five
shots to reduce its cooldown from 5 seconds to 2 and costs 70 scrap. It has no fire
chance, and enemy ship cannot use it.
# The Ion Stunner was renamed to the Ion Blast Stunner.
# The Heavy Ion Stunner, a two-power Heavy Ion Blast with an increased cooldown
of 14 seconds, 7 seconds of guaranteed stun and costs 50 scrap.
# The Ion Burst Stunner, a two-power Ion Burst Mark I with an increased
cooldown of 13 seconds, 5 seconds of guaranteed stun and costs 45 scrap.
# The Laser Charger Mark II was renamed to the Laser Charger Mark III.
# The new Laser Charger Mark II is a two-power three-shot charge laser with a 5
second cooldown, 10% fire chance and costs 70 scrap. The Slug Cruiser Type C-i
starts with this weapon.
# The Laser Charger Mark IV, a four-power five-shot charge laser with a 4
second cooldown, 10% fire chance and costs 95 scrap.
# The Heavy Laser Charger, a three-power two-shot charge laser that fires Heavy
Laser shots on a 7 second cooldown, costs 70 scrap.
# The Flare Cannon, a one-power seven-shot area-of-effect weapon that deals no
damage but has a 30% fire chance, 14 second cooldown. Its shots are visible to
Defense I drones, and enemy ships cannot use it.
# The Anti-Ship Drones were renamed to Burst Laser and Mini Beam drones.
# The Heavy Laser Drones, combat drones that require 3/4 power and deal 2
damage per shot with a 20/20% fire/breach chance, costing 70/85 scrap. The Mark II
has slower movement than the Burst Laser Drone Mark II.
# The Anti-Shield Drone, a three-power combat drone that deals one ion damage
per shot and costs 60 scrap. The Engi Cruiser Type A-i starts with this drone, and
enemy ships cannot use it.
# The Defense Drone Mark III, a four-power Type-2 Defense Drone with a 400ms
cooldown and costs 85 scrap. Enemy ships cannot use this drone.
# The Mini Beam Drone Mark III, a four-power Mini Beam Drone Mark II with the
movement speed of the Burst Laser Drone Mark II and costs 75 scrap. The Zoltan
Cruiser Type C-i starts with the Mini Beam Drone Mark II.
# The Anti-Combat Laser Drone, a two-power Anti-Combat Drone which fires Heavy
Laser shots, destroying drones on contact. Costs 45 scrap and has a 7 second
cooldown.
# The Ion Charger Mark II, a three-power Ion Charger that stores four shots,
charging each in 5 seconds. Costs 70 scrap.
# The hull integrity of the Rebel flagship is 22 across all three phases. The
room layout was altered to place Drone Control within the center of the ship and
the Medbay within the starboard wing. The flagship equips the Drone Reactor Booster
on all three phases and equips a Clone Bay when AE is enabled.
# The first phase of the Rebel Flagship has a reduced Hacking system strength
of Level 2 but equips a Drone Control with a Burst Laser Drone Mark I.
# The second phase of the Rebel Flagship equips an Ion Intruder (Boarding Drone
when AE is disabled), two-power Burst Laser Drone Mark II and one-power Defense
Drone Mark I.
# The third phase of the Rebel Flagship has a pre-fight phase where specific
blue options for augments and upgrades are needed to prevent the fight from
occuring within a Hazard. The Drone Control replaces the Medbay and equips two
System Repair drones and two one-power Anti-Personnel drones.

Changes within 'Module - Augmented Weapons for sMPK-AE', 'Module - Augmented


Weapons for sMPK-CE', 'Module - Augmented Weapons for sMPK-CEi', 'Module -
Augmented Weapons for sMPK-i' and 'Named Weapons for sMPK-i'

# Adds hundreds of variants of existing weapons with additional properties.


Certain variants can only appear in specific sector types.
# Blazing weapons have a dark red colour scheme. Increases fire chance by 10-
30% and increases cooldown by ~1 second. Increases cost by 5 scrap.
# Breaching weapons have a matte black colour scheme. Increases breach chance
by 10-30% and increases cooldown by ~1 second. Increases cost by 5 scrap.
# Reactive weapons have a lighter colour scheme. Reduces cooldown by 1-2
seconds but reduces secondary effects of non-beam weapons by -20%. Beam weapons
have reduced range and increased travel speed.
# Overclocked weapons have a golden colour scheme. Increases power requirement
by one, increases cooldown by ~2 seconds and increases weapon-specific attributes
to amplify damage. Increases cost by 10 scrap. Missile weapons cannot be
Overclocked.
# High-Yield weapons are also golden in appearance. Increases missile
requirement per use to 2 and increases damage, cooldown and fire/breach chance.
Increases cost by 10 scrap. Only explosive weapons can equip this variant.
# Piercing weapons have a matte blue colour scheme. Increases power requirement
by one, increases cooldown by ~2 seconds and increases Shield Piercing by one.
Increases cost by 10 scrap.
# Stealth weapons share the matte blue appearance. Increases power requirement
by one, increases cooldown by ~2 seconds and renders shots invisible to Defense
Drone Mark I. Only missile weapons can equip this variant.
# Energy weapons have a subtle shade of green. Increases power requirement by
one, increases cooldown by 5 seconds and decreases secondary effects by 30-50%.
Weapon gains the ability to be used without using missiles. Increases cost by 15
scrap. Only explosive weapons can equip this variant.
# Focused weapons have a deep blue appearance. Decreases the targeting radius
of the weapon to 40 and increases cooldown by 2 seconds. Increases cost by 10
scrap. Only weapons with Area-of-Effect targeting can equip this mod.
# Sealing weapons share the deep blue appearance. Increases cooldown by ~2
seconds and causes Crystal Lockdown when hitting enemy ships. Increases cost by 10
scrap. Only crystalline weapons can equip this variant.
# Salvaged weapons have a dulled appearance. Increases cooldown by 2 seconds,
halves fire/breach chance on non-beam weapons and reduces travel speed of beams by
25%. Decreases cost by 10 scrap.
# Elite weapons have a distinct platinum appearance. Applies three improvements
to the weapon on an individual basis. Increases cost by 15 scrap and can only be
found in Homeworlds sectors.
# Named weapons share the appearance of Elite weapons and carry unique names
and several improvements dependant on the weapon itself. Named weapons can only be
acquired from a specific event in most Homeworlds sectors.
# Enemy ships have a chance of being equipped with augmented weapons. Pirate
ships have a chance of equipping Salvaged weapons, Rebel Elites have a severe
chance of equipping Elite weapons.
* The addition on Elite and Salvaged weapons is currently not present in
Augment Weapons for sMPKCE.

Changes within 'Module - DifficultyPlus'

# Increases the difficulty of each sector by silently increasing the Rebel


Pursuit by 2 jumps upon entry to each sector. Removes the Distraction Buoys
augment.
# This module works with the base sM Polish Kit and Insurrection. Currently has
no effect in Captains Edition.

Changes within 'Module - Enhanced Systems for sMPK', 'Module - Enhanced Systems for
sMPK-CEi' and 'Module - Enhanced Systems for sMPK-i'

# Increases the upgrade caps for various systems and adds increased upgrade
costs for these additional levels of upgrades.
# Shields can be upgraded to Level 10, granting a 5th shield barrier. The
overall cost of the extra upgrades is 275 scrap.
# Weapon Control can be upgraded to Level 10, granting additional weapon
capacity. The overall cost of the extra upgrades is 270 scrap.
# Drone Control can be upgraded to Level 10, granting additional drone
capacity. The overall cost of the extra upgrades is 270 scrap.
# Artillery can be upgraded to Level 5, reducing the cooldown of Artillery
weapons to a game-breaking 10 seconds. The cost of this upgrade is 300 scrap.
# Cloaking can be upgraded to Level 4, increasing the cloaking duration to 20
seconds. The cost of this upgrade is 100 scrap.
# The Teleporter can be upgraded to Level 4, granting instant recovery from
cooldown. The cost of this upgrade is 150 scrap.
# Life Support can be upgraded to Level 5, granting significant recovery of
oxygen in dire situations. The overall cost of the extra upgrades is 130 scrap.
# The Medbay can be upgraded to Level 4, granting near-instantaneous
replenishment of crew health. The cost of this upgrade is 90 scrap.
# Sensors can be upgraded to Level 4, removing the need for crew members to man
Level 3 Sensors to use the benefit. The cost of this upgrade is 50 scrap.
# Doors can be upgraded to Level 4, removing the need for crew members to man
Level 3 Doors to use the benefit. The cost of this upgrade is 70 scrap.
# The Clone Bay can be upgraded to Level 4, allowing for instantaneous revival
of dead crew members. The cost of this upgrade is 75 scrap.
# Emergency Power can be upgraded to Level 4, granting up to 8 bonus power.
However, plasma storms will cap Emergency Power to Level 2 to prevent game crashes.
The overall cost of the extra upgrades is 160 scrap.
# The cost of upgrades within the CEi module is adapted for the exponential
scrap requirements associated with Captains Edition Infinite.
# The Insurrection module patches the base module to allow Artillery systems to
appear in stores.

Changes within 'Module - Fleet Delay AE'

# Eases the stress on the player by delaying the Rebel Fleet by a significant
amount at the start of each sector.
# This module has not been updated for some time, so it likely has no effect on
Captains Edition and Insurrection.

Changes within 'Module - Hard Flagship AE'

# Alters the entirety of the flagship fight to match the Insurrection flagship
fight, but with increased evasion. See the Insurrection changelog for details.

Changes within 'Module - Hologram Integration for sMPK'

# Enables the use of Holograms within the base sM Polish Kit. Blue options are
added for Holograms in various events.
# This module is redundant when playing with Captains Edition and Insurrection.

Changes within 'Patch - Flagship Randomiser for sMPK'

# Corrects glitches with the silent changes to Advanced FTL Navigation by


forcefully overwriting the event changes made by the Flagship Randomiser.
# This will mean it will not be possible to read the secret notes that detail
the flagship generation.

Changes within 'Patch - The sMPK for Captains Edition'

*insert changelog here*

Changes within 'Ship - Captains Edition Player Ships'

# Grants access to new player ship loadouts within Captains Edition that have
been adapted for use with altered weapons within the sM Polish Kit CE Patch.

Changes within 'Ship - sMi Player Ships'

# Grants access to new player ship loadouts within Insurrection.


# The Kestrel Cruiser Type A equips a one-power Burst Laser Mark I and a
player-variant Hermes Missile Launcher.
# The Kestrel Cruiser Type B has the same weapon loadout but has reduced Engine
and Reactor capacity by 1. There is an addition room in the center of the ship.
# The Kestrel Cruiser Type C equips the Vulcan Gatling Laser, but must rely on
Level 1 Engines and Cloaking to give it time to spool up.
# The Engi Cruiser Type A equips the unique Engi Support Laser and Anti-Shield
Drone, reversing the role of drone and weapon with this familiar ship.
# The Engi Cruiser Type B is manned by four Holograms and has no Life Support.
It has Engi Med-Bot Dispersal to help them survive and an Ion Burst Mark I and
Heavy Laser Mark I for combat.
# The Engi Cruiser Type C equips the Chain Ion Blast and Heavy Laser Drone Mark
I for a more conventional, hard-hitting drone loadout. Hacking is not present on
this ship from the start.
# The Federation Cruiser Type A is identical to the vanilla loadout.
# The Federation Cruiser Type B equips a Laser Blaster and Athena Missile
Launcher to support its Level 2 Artillery. Like the sM Polish Kit ship, it has
upgraded Doors but no Sensors.
# The Federation Cruiser Type C equips the Anti-Personnel Bomb, which makes for
a very explosive combination when used with a Zoltan boarding party.
# The Zoltan Cruiser Type A is identical to the vanilla loadout.
# The Zoltan Cruiser Type B does not start with a Shield Generator out of the
hangar, but is otherwise identical to the vanilla loadout.
# The Zoltan Cruiser Type C equips a Mini Beam Drone Mark II-L to increase its
damage potential out of the hangar.
# The Mantis Cruiser Type A is identical to the vanilla loadout.
# The Mantis Cruiser Type B equips a three-slot Drone Bay with a Defense Drone
Mark II and System Repair Drone in addition to the Boarding Drone. However it no
longer starts with Level 4 Shields and has Level 2 like everyone else.
# The Mantis Cruiser Type C is identical to the vanilla loadout.
# The Slug Cruiser Type A equips a Fire Beam instead of its patented Anti-Bio
Beam.
# The Slug Cruiser Type B equips an Athena Missile Launcher instead of an
Artemis but is otherwise unchanged.
# The Slug Cruiser Type C equips a Laser Charger Mark II, and replaces Hacking
with Drone Control and the Ion Intruder drone.
# The Rock Cruiser Type A equips the Trident Missile Launcher to support the
usual Hull Missile Launcher.
# The Rock Cruiser Type B equips the more powerful Heavy Pierce Laser Mark II
but otherwise is similar to its normal form.
# The Rock Cruiser Type C equips the Hydra Missile Battery instead of the Swarm
missiles. The Crystal crew member is replaced by a third Rockman and the Rock
Plating is replaced with Crystal Vengeance and the Damaged Statis Pod.
# Every Stealth Cruiser equips the Advanced FTL Navigation and Titanium System
Casing augments.
# The Stealth Cruiser Type A equips a one-power Hull Laser Mark I and a Hull
Beam.
# The Stealth Cruiser Type B equips the anti-hull Fauchard Beam to destroy
enemies in one shot in a more technical fashion.
# The Stealth Cruiser Type C equips the Lance Beam instead of the Mini Beam.
# The Lanius Cruiser Type A no longer equips Life Support out of the hangar and
is staffed by three Lanius. A Backup DNA Bank allows aerobic crew members to
survive until Life Support can be purchased. Otherwise unchanged, and the only ship
to equip Hacking from the start.
# The Lanius Cruiser Type B swaps the Crew Teleporter for a Boarding Drone to
use Mid Control in a more interesting fashion, and the Flak Cannon Mark I replaces
the brutally overpowered Advanced Flak Cannon.

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