

FASTER THAN LIGHT SAVE LOCATION MANUAL
If Clone Bay is destroyed without any means to repair it (with System Repair Drone or Repair Burst), while all crew is in the cloning queue, the game will soft-lock and require a manual restart (the game over screen won't appear).Hacking pulse doesn't kill crew in the cloning queue.Dead crew members will remain in the clone queue regardless of the state of the Clone Bay, allowing you to delay their cloning for as long as necessary."Your crew is safe in clone storage even if the system is off or broken." Does not affect the artillery systems found on the Federation Cruisers.ĭefensive Augmentations Backup DNA Bank.Only gives one charge to charge weapons, by default.Only skips the first charge cycle of chain weapons (so no "instant Vulcan").Only works for weapons that were powered from the previous beacon."Weapons are made immediately available after an FTL jump." Removes the cloak-shortening effect caused by firing non-beam weapons while cloaked."Prevents your weapon fire from disrupting your cloak, allowing you to shoot at will while cloaked." Crew members who enter the affected room during the Hacking Pulse are stunned to the end of the duration as well.Affects both the enemy's and player's crew members.

"All crew inside a room during a Hacking Pulse will be stunned for the duration." This is because one missile is used when firing these weapons, even though there are multiple attacks from them. Multi-shot weapons (Swarm and the Pegasus Missiles) have the same 50 percent chance of not using a missile in their volley."Missile based weapons have a 50 percent chance of not using a missile." Engi Cruiser Layout C (Tetragon) starts with this augment.Does not affect enemy combat drones or boarding drones.Does not affect the enemy Shield Overcharger.Causes defensive drones to completely stop working."Prevents enemy defense drones from targeting anything." For example, with fully-trained crew and three reloaders, the multiplier is 0.8/(1 + 3/10) = 0.615, meaning a Flak 1 would fire in 6.15 seconds.If "C" is the crew skill multiplier and "R" is the number of reloaders, the charge time multiplier is: C/(1 + R/10).Cooldown is the inverse of firing rate, so one Automated Reloader divides cooldown by 1.1. Reloaders stack additively, so three of them increase firing rate by 30%. You could think of it as increasing shots per minute. It actually increases firing rate by 10%. The augment description is somewhat misleading.

Stacks additively with multiple reloaders, and stacks multiplicatively with crew skill.This also applies to the artillery system on the Federation Cruisers."Cooldown between weapon shots is improved by 10 percent." Weapon Augmentations Automated Re-loader
