Missile/kinetic/laser fleet modules broken?

Posted on Friday, December 4, 2020

In my limited testing it appears fleet support modules such as the Acceleration Field and Missile Guidance Array are nonfunctional. They don't appear to cause stat changes anywhere (ship designer stat panel and module tooltips, individual and fleet stat panels and tooltips). I've also attempted to observe their effects in combat by adding/removing them. Damage isn't changing for any weapon. Kinetics are the only weapon with a fleet module to boost range. At first I thought it might be a situation where they simply didn't stack to prevent ultra long range kinetic weapons, but even a single module seems nonfunctional, as with one Acceleration Field you can engineer fleets where kinetics should fire first, but they don't. I didn't attempt to test accuracy and cooldown fleet modules in combat.