... | @@ -2,5 +2,11 @@ This page features all the experimental branch releases. Our experimental branch |
... | @@ -2,5 +2,11 @@ This page features all the experimental branch releases. Our experimental branch |
|
|
|
|
|
---
|
|
---
|
|
|
|
|
|
|
|
# 1.64.12:
|
|
|
|
|
|
|
|
- Fixed equations for computing damage resistance when time was slowed down due to adrenaline boost or OMS screen being open. Some of the equations did not take the changed timescale into account, while others took them effectively twice, which caused damage anomalies when the time was not moving at a normal scale - some systems took more damage when OMS was open, for example, while others were almost impervious to all the damage. This caused some cradled hardware configurations to cause continuous damage when they wedged against the ship hull after you opened your OMS screen, and some types of damage being more severe when the game was running in slower framerate.
|
|
|
|
- Updated translations.
|
|
|
|
|
|
|
|
Feedback Focus: This release includes a comprehensive overhaul of all the damage across all the systems that can be damaged, including kinetic, electromagnetic and thermal damages. While all the equations are now normalised to behave the same way, some quirks can manifest as a result some settings being tuned to previous equations. While I did my best to have all the damage be consistent, please be on a lookout for any that seems off.
|
|
|
|
|
|
[earlier changelogs](changelog-experimental-0.622.0) |
|
[earlier changelogs](changelog-experimental-0.622.0) |
|
|
|
\ No newline at end of file |