I cranked <breachchance> on the Archon's beam all the way up to 10, which should be a guarenteed breach. Not once did it puncture the hull. Might be a game glitch or it might be a particular property hardcoded to the hull-beam only, but it didn't seem to have any effect on mine.
Todes_Schnitzel wrote:mhh maybe , you shouldn't make 10 , try it with 9 or 8 change
It was originally 8. The point I'm making is, the number didn't make any difference, it's just not having an effect at all. I cannot cause a hull-breach with this beam, so it's being repurposed.
...In testing last night, it would seem that beams can't generate hull breaches. Which means I have to think of some other 'special purpose' for the Archon's primary weapon, to set it apart from the already diverse array of Hull, Fire, Anti-Bio, and the terrible Glaive. Ion is out because Ion Beams are just broken (/OP).
Maybe a system-disabling beam? Does no hull damage but can knock out systems and start fires like nobody's business... I really wanted to do a fire-beam variant anyway.
Open to suggestions here.
That's incredibly disappointing - both that beams can't breach, and that I didn't even notice until now! Can you think of any programmatic reason why that would be the case?
I'm with our Jerry friend in that I swear I've seen beam breaches happen before, and the vanilla Hull Beam gets a chance to breach. PM Justin?
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh." Sonata - "Best use of Common Lisp in an indie space roguelike!"
Work continues!
Missile launcher, chain-gun, and cannon.
Honestly, it's all quite contradictory - Incursor tech focuses on high-energy stuff like beams, lasers, and ion - no ammo required. Munition-based projectile weapons are one-off stuff. That said, I still had a lot of fun making these.
Mostly.