There are far too many viruses and programs to detail here, but all of them have a full in-game explanation on their function. Once an exploit has been chosen and activated, one should switch to the Programs tab to begin cyber-warfare. Enemy ships are not nearly as limited by dwindling resources as you are, and will happily waste all their coolant on fighting you and only you. Generically useful removes any damage resistances the target may have, allowing you to deal full damage.Ħ. is generally useless viruses either work or they don't, and regardless if they do or not, you are still getting shot at.ĥ. is the most useful of the 3, as it effectively disables their health regeneration for a period.Ĥ. Disabling enemy weapons sounds good in theory, but it only disables their charge, not their actual usage.ģ. is generally useful, but not as useful as 3. Enemy's reactor will output 20% more heat for 60 seconds.ġ is mostly useless unless you are trying to prevent a target from warping away as part of a quest, or if you rely heavily on maneuvering to survive.Ģ. Negates target's shield modulation setting for 60 seconds, e.g. Target ship is 40% more susceptible to Viruses for 60 seconds.ĥ. If destroyed, the enemy's shields will no longer recharge, and their sensors will no longer function, disabling their own Exploits.Ĥ. For 30 seconds, all damage to the ship will additionally directly damage the enemy's Science subsystem. Notably, however, they can still fire until charge is depleted.ģ. If destroyed, the enemy's weapons will no longer recharge until repaired.
For 30 seconds, all damage to the ship will additionally directly damage the enemy's Weapons subsystem. If destroyed, the enemy's thrusters will be disabled until repaired, and their warp drive will no longer charge.Ģ. For 30 seconds, all damage to the ship will additionally directly damage the enemy's Engineering subsystem. There are six exploits, only one of which can be active at a time:ġ.
#Pulsar lost colony free#
Exploits are notably different from viruses They are free to use, but require a certain amount of signature radius on the target. Upon locking on to a target with the sensor dish, you can exit the dish and open the target's radar contact to access exploits. This part is the shortest, and also the most poorly explained ingame. Once you have completed these steps, you can move on to exploits. You can also fire a sensor probe at the target to temporarily and significantly raise its signature radius. Locking on to a target significantly raises their signature radius, which leads into your next abilities. Listen to your captain to identify the target which you should be engaging lock on to this target by holding rightclick. If there is a hostile contact, things get complicated. Research, when located, can be picked up by firing a sensor probe at it. If the bar fills up but you dont pick up the scrap, check if your cargo is full.Īdditionally, check nearby objects to see if they have research nodes on them. If there is no enemy contact, look for scrap and pick it up with rightclick if you cannot pick it up for any reason, the pilot can physically touch the scrap with the ship to pick it up. The sensor dish has two firemodes: leftclick, which fires a scanning probe, and rightclick, which locks on to an enemy target or picks up scrap.
Upon spotting an object or a hostile ship, you should enter the Sensor Dish.