Alternate title: Alex sez. I expect updates to be desultory but persistent. I've probably forgotten something; questions will remind me. Similarly, I should probably list some of the more significant
patch notes, but don't want to guess at which ones are significant. This turned out to be mainly about armour. (I still think armour works intuitively overall, but the exact details aren't. Though for me this just makes the details interesting.)
Since 0.5, the manual has incorrectly listed explosive damage vs. armour,
it is now 200%.Armour reduces damage according to the
1/(1+x) function. Specifically: actual damage = base damage * base damage / (armor value + base damage) Where 'base damage' is damage after armour/shield multipliers. 'Base damage' for beam weapons is
half its per-second dps.
The armour cells have about 1/8th of the armour rating each, but
nearby cells contribute, including ones outside the official ship bounds. Cells further away contribute less.
Speculation: the cells take damage directly proportional to how much armour they contributed, and a shot will do hull damage when its armour calculation includes a cell with no armour, again proportional to how much that cell would have contributed to armour. Missiles seem to be good at punching out all 21 cells at once, meaning a perfect hole gets opened.
Armour cannot reduce damage below or
25% or
1/4. Again, after armour/shield multipliers, so kinetic does 12.5% or 1/8, frag does 6.3% or 1/16, explosive does 50%, energy does 25%. For all weapons, the threshold is three times (3x) their versus armour damage. Weapons hit 50% max damage at equal armour (1x).
Remember alpha is alpha - the stations have
a stopgap code that limits their inventory to 100 stacks of inventory stuff, and 50 units of ships, to prevent the stations from simply overflowing with crap. This means you can restart stalled deliveries by buying everything from one station and then selling it to another or jettisoning it into space.
Weapons have an 'impact' parameter, but
only the graviton beam uses it, because it didn't work out. However, this means grav beams will spin out fighters they hit, effectively paralyzing them.
The
fleet speed of a ship is 100 + combat speed / 2.
The damage boost for flux works on energy mounts, not energy damage type, because they're
apparently hooked directly into the ship's power distribution system.
The Conquest has an apparently terrible shield efficiency so that Alex could
give it more firepower without making it tougher to kill.
Crew effects are listed on their
tooltip in the inventory screen.
Hardpoint mounts have double the HP.
(Thanks
Thaago)
Percentile increases are additive, percentile decreases are multiplicative. In math, BASE * (X% + Y% + Z%) * -Q% * -R%
In the
next patch,
You retreat the flagship by facing a nearby retreat border and hitting enter, instead of simply colliding with the edge and saying yes to a pop-up.
Pre-combat ship tooltips can be expanded with F1.
Modding
(Thanks
Wyvern) Hardpoints get
rendered before turrets, then small points get rendered before large, then racked missiles get rendered before other weapons types. If you want to render a decoration under everything else, using a small hardpoint will help. If you want it rendered over everything else, use a large turret.