Lafiel Found a minor targeting problem: a missile launcher still targets a part that's already been destroyed and replaced with structures.
I am unable to replicate this issue. A saved game would be appreciated.
Lafiel Also bypassing shield problem is still there.
Answered on Discord, not a bug.
Thanks, I'll make a note to fix these.
Dalas120 The flak battery doesn't recruit enough crew to keep itself full of ammo when continually firing, even if there are extra crew and factories nearby.
Yeah I think it just needs a higher ammo capacity, which will cause more crew to get recruited.
Dalas120 Flak is really bad at aiming for bullets, especially when the bullets are moving perpendicularly. It doesn't even fire when trying to intercept lasers, and only uses ~50% of it's arc when trying to intercept large cannons.
Yeah, I think the main problem here is that weapons only get a chance to scan for targets twice per second, which is fine for firing at slow-moving ships but becomes problematic when trying to target fast-moving projectiles. I'll think about a solution that won't kill performance.
Dalas120 Flak also appears to be dealing much lower damage to shields than it should (if my math is correct). A single flak bullet deals a max of 500 damage, and a flat surface like a shield that should be approximately 250 damage per shot. Since shields have 50% AOE resist, each flak bullet should deal 125 damage. And since flak shoots 6.67 times per second, that should be ~834 dps, which means that 4 flak should overwhelm a single reactor's worth of shield regen. However, I was able to block 12+ flak with a single shield+reactor.
Yup, I found a bug causing AOE damage vs shields to be lower than it should be. Fixing the bug make flak do about 110 damage per hit to the shield, about what i would expect since the shield covers slightly less than half of the AOE's area.
Dalas120 Autofired missiles are now guided and will track targets. I assume this is a bug?
It's an experiment that I forgot to finish. 😛 The experiment is to make missile auto-acquire targets when they don't have any. The part I forgot was to limit the range of missiles so that auto-fired missiles could acquire targets at really long range.
Dalas120 Mines sometimes detonate (because an enemy was within 30 meters) but are unable to damage the enemy (because the enemy moved out of range or was moving too fast). Probably more of a design thing than a bug.
Yeah not really a bug, just something that I've put basically no work into balancing.
Dalas120 When mines detonate, the cannon shells move at grid-relative speeds, which means that a fast ship can collide with all of the large cannon shots instead of half. Not sure if this is intended or not.
Not intended, they're supposed to inherit the velocity of the mine itself. Just forgot to set that flag to true.
Dalas120 EMP explosion drains significant amounts of power from parts behind shields, even when the shields stay up. Is this a bug or intended?
Not intended, and I'm also not able to reproduce it. Any chance you can get me a saved game?
Dalas120 The shield explosion-blocking graphic is... interesting. I'm not sure what I think of it.
Not sure what you mean. It's just the regular shield hit effect.
Dalas120 I would suggest giving shields 100% AOE absorption. I think this feels much more natural, and is consistent with the other weapons in the game - no damage gets past a shield without destroying it first.
That's how it's supposed to work, but I think the above AOE shield damage bug was letting some of the damage sneak through the shield.
Dalas120 1x2 armor does actually have balance differences from 1x1 armor. 1x2 is generally more powerful because it lets you distribute a single impact across a wider area. For example, a railgun bullet's impact damage will be stopped twice as fast by 1x2 armor compared to 1x1 armor. It's not a huge difference, but I thought it was worth mentioning.
Yeah that's the reason I added 1x2 armor in the first place. The reason I don't like it anymore is that it's just flatly better than 1x1 armor. In every case where you have two 1x1 tiles adjacent, it's better to replace them with a 1x2 which is not interesting and creates a bunch of busywork for people wanting to optimize their ships.
I could make 2x1 more than twice as expensive as 1x1 (or give it less than twice the HP), but that just feels a bit wrong and unintuitive to me. I think I'd rather just remove 2x1.