Professional Documents
Culture Documents
=========================
This mod requires Slipstream Mod Manager to be installed and a basic knowledge of
how to operate the mod manager.
For example, a build using just the base Polish Kit with a backgrounds mod will go
like:
Alpha - sMPK for AE
Backgrounds Mod
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
# 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 - 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.
# 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.
# Alters the entirety of the flagship fight to match the Insurrection flagship
fight, but with increased evasion. See the Insurrection changelog for details.
# 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.
# 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.