Kinecellerators are especially effective when combined with multikinetic volleys, although they could also be useful combined with certain cannons.
As with other weapon modification utilities, while active their effects are reflected in the info mode summary.
And of course there are better ones, too
Hack the UIMost of the week was spent on the robot hacking system, which is coming along nicely. As a further improvement on the earlier hacking interface samples I've been sharing, the header for any Relay Coupler hacks now highlights the remaining value to make that clearer.
I had noticed the potential issue while creating the original mockup, but didn't see any immediate fixes so decided to leave it like that for the time being. And of course as soon as I started sharing gifs there was already a comment about that value not being clear enough, so... yeah, I put some more time into finding a decent solution
Automatic removal of newly-depleted Relay Couplers also comes with its own animation in the parts list.
Hack the BotsAs for the hacks themselves, I was finally able to start implementing them this week, and have finished about one-third of the total. Here are a few samples of what's to come in Beta 7...
"generate_anomaly" attracts all nearby hostiles, in case you need some company (or have other nefarious purposes)
Like other enemy alert situations, in the easier difficulty modes this also highlights the position of any notified bots.
"generate_echo" is basically an instant one-off long range sensor.
Map walls? map_walls!
Overall, I'd say robot hacking allows for some fun stuff