Ion damage will damage the ships electrical systems and causes weapon failure. Many of these can only be found on alien ships. The types of special damage are ion, heat, shield piercing, fuel, shield disruption, and area of effect. Some weapons also have special damage types. Different weapons have different values for how much shield or hull damage they will deal. Firing weapons uses energy and produces heat. You can purchase weapons which will do damage against other ships. There is no way to increase the amount of shields or hull a ship has. Regenerators will take energy and produce heat to function. You can purchase shield and hull regenerators which will repair those when you take damage. A ship will become disabled if its hull reaches 25%-10%, depending on the size of the ship. mentions a planned change to despawn mechanics this seems related though not necessarily the same.In Endless Sky, ships have both a shield value and a hull value. one could refactor the Cosmic Devil missions, or add custom text like this mission's to any "find an enemy but don't necessarily fight them" mission). Could be used in lots of places, really (e.g. Still, if we are in the business of asking for new features to the game engine, an "on kill" trigger for fleets (or for ships), which can be used to set flags, seems a good fit. Unfortunately, such a subclause doesn't seem to exist. The ideal thing would seem to be an "npc" clause, with an "on kill" subclause, which would trigger set "fleet killed". However, the "npc kill" thing would then become a required objective for the mission, when we want it to be optional.
It seems "npc kill" clauses can trigger dialog inflight, so at least syntactically it looks like you could make them trigger set "fleet killed" (I haven't tested this). Failing the mission is not the best because of the "wherever you next land" thing (as well as the player-visible failure message). Well, we want something to trigger when the ships die. So it seems to me that, if we want to do it with one mission (as opposed to using a second invisible mission), then the ideal approach would be. I think it might be possible to split this into a main mission with one or more invisible missions to avoid having the "mission failed" message displayed, but I'll have to think some more on that to work it out. Right now, the two easy options for this "bug" are:Ī) we leave it as-is and the player will just have to trust that the little "mission failed" message doesn't actually mean they need to reload their game.ī) we revert to my older version where Chilia doesn't react to the destruction of the fleet. In both cases (Succeed or "fail") you can continue with the next mission in the series.
'Mission failed' message even when the flagship is still intact. Landing on Tarazed, a non-Remnant planet, after completing the mission. Landing on an uninhabited planet after completing the mission. In addition, I expect the 'Mission failed' message to appear only when the player dies. I expect the dialog to trigger only when landing on Caelian after the mission is complete. Dialog triggers, no matter the planet characteristics.Observe 'Mission Failed' text at the bottom of the screen. Accept Remnant: Cognizance 4 and complete it.There seems to be no way to perform 'Search for the Korath' without failing it. In addition, the 'Mission failed' message comes on the bottom of the screen in the middle of the mission, even if the player's flagship has not been lost. After completing Remnant: Cognizance 4, Chilia's dialog triggers on any planet, even uninhabited ones or ones outside of Remnant space.