Difference between revisions of "Jamestown/Ships"

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__TOC__
 
__TOC__
  
<h2>Classic ships</h2>
+
==Classic ships==
<h3> <span style="display:none;">Beam</span></h3>
 
  
 
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 
{| class="wikitable" style="background-color:#B6906B; width : 100%"
Line 14: Line 13:
 
| '''Vulcan Shot:''' A forward spread shot in 5 directions. While the straight forward missile's sprite looks different than the others' and may have been intended to deal more damage, their damage is all the same.
 
| '''Vulcan Shot:''' A forward spread shot in 5 directions. While the straight forward missile's sprite looks different than the others' and may have been intended to deal more damage, their damage is all the same.
 
|-
 
|-
| '''Special Shot:''' Special description
+
| '''Special Shot:''' A straight laser that functions much like the laser from the DoDonPachi series. Shot and Special can not be used simultaneously.
 
|-
 
|-
 
|'''Stats:'''
 
|'''Stats:'''
*movement speed : 6 (unfocused), 3 (focused)
+
*movement speed: 6 (unfocused), 3 (focused)
*vulcan shots : ~71.42dps (damage=1, amount=5, cooldown=0.07s)
+
*vulcan shots: 60dps; damage: 1 per shot, frequency: 5 shots every 5 frames
*special laser : 87dps
+
*special laser: 87dps; damage: 1.45, frequency: damage every frame
*special aura: 87dps
 
While Special aura does exist, there's no proof that the laser and aura damage are stackable at point blank range.
 
 
|-
 
|-
 
|}
 
|}
 
<h3> <span style="display:none;">Gunner</span></h3>
 
  
 
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 
{| class="wikitable" style="background-color:#B6906B; width : 100%"
Line 35: Line 30:
 
|'''Description:''' "Directional vulcan shot. John Smith's conveyance."
 
|'''Description:''' "Directional vulcan shot. John Smith's conveyance."
 
|- style="vertical-align: center;"
 
|- style="vertical-align: center;"
| '''Vulcan Shot:''' Forward shot and directional shot. The directional shot angle will not be changed.
+
| '''Vulcan Shot:''' Forward shot and directional shot. The bullets shot forward can have three different speeds which are determined randomly. The directional shot angle will not be changed while only holding the shot button.
 +
|-
 +
| '''Special Shot:''' Forward shot and directional shot. However, while special is held, the directional shot angle will be changed to the direction the ship is moving in. The change is not immediate. Special shot is prioritized over vulcan shot.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 6
 +
*forward shots: 27.84dps; damage: 0.928, frequency: 1 shot every 2 frames
 +
*directional shots: 50.75dps; damage: 1.0875, frequency: shot alternates between firing for 8 to 20 frames and not shooting for 2 to 6 frames
 +
|-
 +
|}
 +
 
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Charge</big>
 +
|-
 +
| rowspan="4" style="width : 10%"|
 +
[[File:JamestownCharge.png|150px]]
 +
|'''Description:''' "Piercing orb of charged energy. Virginia Dare's conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Straight shot.
 
|-
 
|-
| '''Special Shot:''' While special is held, the directional shot angle will be changed to the direction the ship is moving in. The change is not immediate. Special shot is prioritized over regular shot. The movement speed is unaffected.
+
| '''Special Shot:''' Releases a slowly moving piercing orb. Its size and damage depends on how long it was charged. It takes 2.5 seconds to charge fully. The charging occurs automatically regardless of whether the vulcan shot is used or not. If the orb continuously collides with a target between dealing damage, any hit after the first hit will deal double the damage of the first hit. Once it stops colliding with a target, this process resets. It's possible to continuously release small orbs once charged by holding the Special button.
 
|-
 
|-
 
|'''Stats:'''
 
|'''Stats:'''
*movement speed : 6
+
*movement speed: 6
*forward shots: {???}dps (damage=0.928, cooldown={???})
+
*vulcan shots: 30dps (intended: 40dps); damage: 2 per shot, frequency: 1 shot every 4 frames (intended: every 3 frames)
*directional shots : ~50.75dps (damage=1.0875, activeFrames=random(8,20), cooldownFrames=random(2,6))
+
*special shot (small orb): ~2.727*n dps; damage: 2.5 per hit, recharge: 55 frames, damage frequency: damage every 9 frames (intended: every 8 frames)
ActiveFrames refers to the amount of shots until cooldown. The cooldownFrames refers to the amount of frames until the shots continue. Both of these are randomly determined.
+
*special shot (medium orb): ~5.097*n dps; damage: 8.75 per hit, recharge: 103 frames, damage frequency: damage every 9 frames (intended: every 8 frames)
 +
*special shot (full orb): ~5.960*n dps; damage: 15 per hit, recharge: 151 frames, damage frequency: damage every 9 frames (intended: every 8 frames)
 +
*n: the amount of times the base damage gets dealt. Note that if an orb hits enemies in quick succession, any hit after the first deals double the amount of damage as the first hit. This means that for 2 successive hits: n=3 and for 3 successive hits: n=5, etc...
 
|-
 
|-
 
|}
 
|}
  
<h2>Treason ships</h2>
+
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Bomber</big>
 +
|-
 +
| rowspan="4" style="width : 10%"|
 +
[[File:JamestownBomber.png|150px]]
 +
|'''Description:''' "Detonate shots mid-air. Joachin Gaunz's conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Straight shot of vulcan bullets with below average speed.
 +
|-
 +
| '''Special:''' Causes an explosion at the position of all of the ship's vulcan bullets and the ship itself. The vulcan bullets get destroyed by this but are not necessary for the special. Holding special will make the ship continue to fire bullets which immediately explode in front of the player ship.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 6
 +
*vulcan shots: ~51.43dps (intended: 60dps); damage: 6, frequency: 1 shot every 7 frames (intended: every 6 frames)
 +
*special explosion: ~126.43dps (intended: 147.5dps); damage: 14.75, frequency: 1 shot every 7 frames (intended: every 6 frames)
 +
Each explosion only deals damage once.
 +
|-
 +
|}
  
<h3> <span style="display:none;">Treason</span></h3>
+
==Treason ships==
 +
 
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Gunpowder</big>
 +
|-
 +
| rowspan="4" style="width : 10%"|
 +
[[File:JamestownPowder.png|150px]]
 +
|'''Description:''' "Three barrels can be thrown as bombs or fire bullets. Percy's Conveyance"
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Straight shot fired from the ship and every barrel orbiting around it.
 +
|-
 +
| '''Special Shot:''' Launches one of the barrels forward. Releasing the special button makes that barrel explode. Every 100 frames, a barrel will be added to the ship. If the ship already has the maximum amount of 3 barrels, no new barrel will be added. However, this also means it's possible to obtain a new barrel right after firing one away.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 6
 +
*ship shots: 21.6dps (intended: 25.2dps); damage=2.52, frequency: 1 shot every 7 frames (intended: every 6 frames)
 +
*barrel shots: 10.8dps*n (intended: 12.6dps*n); damage=1.26, frequency: n shots every 7 frames (intended: every 6 frames)
 +
*barrel explosion: 3.78dps*m (37.8dps potential for single target); damage=6.3, max AOE hits: 10, recharge: 1 barrel every 100 frames, collision frequency: 1 collision every 4 frames
 +
*n: number of current barrels
 +
*m: number of collisions with each target
 +
*Damage dealt by barrel explosions scales differently with more players. It's divided by 1+(players-1)*0.28333 instead of 1+(players-1)*0.5666.
 +
|-
 +
|}
  
 
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 
{| class="wikitable" style="background-color:#B6906B; width : 100%"
Line 59: Line 116:
 
|'''Description:''' "Speed around the battlefield and launch seeker missiles. Fawkes' Conveyance."
 
|'''Description:''' "Speed around the battlefield and launch seeker missiles. Fawkes' Conveyance."
 
|- style="vertical-align: center;"
 
|- style="vertical-align: center;"
| '''Vulcan Shot:''' The vulcan shot is one wide bullet being shot straight forward.
+
| '''Vulcan Shot:''' Straight shot.
 +
|-
 +
| '''Special Shot:''' While the special button is held, the two pods next to the ship charge up to 4 missiles and the ship speed is reduced significantly. Releasing the special button launches all charged missiles. At full charge, the damage dealt by each missiles is multiplied by 1.5. At launch all missiles target enemies that they will home in on and can only collide with those. The first selected targets are enemies or obstacles in front of the ship. However, the ship will not release an excess amount of missiles on a target. For example: If two missiles are believed to be enough to destroy the first target, the following missiles will have different targets. However, particular intricacies of the targetting logic have yet to be fully understood. Walls in Croatoa that aren't targetted obstacles are ignored by the missiles. After launching missiles, it takes 30 frames for them to become chargable again. While charging, it takes 60 frames to fully charge all 4.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 9 (unfocused), 4 (focused)
 +
*vulcan shots: ~51.43dps (intended: 60dps); damage=6, frequency: 1 shot every 7 frames (intended: every 6 frames)
 +
*missiles (1 charged): 20dps; damage=10, recharge: 30 frames
 +
*missiles (2 charged): 24dps; damage=10, recharge: 50 frames
 +
*missiles (3 charged): ~25.71dps; damage=10, recharge: 70 frames
 +
*missiles (4 charged): 40dps; damage: 15, recharge: 90 frames
 +
|-
 +
|}
 +
 
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Ghost</big>
 +
|-
 +
| rowspan="4" style="width : 10%"|
 +
[[File:JamestownGhost.png|150px]]
 +
|'''Description:''' "Create a ghost to fight for you & wield a long blade. Catesby's Conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Straight and sideways shot if the ghost is not active. Sideways shot is much stronger. If the ship's ghost is currently summoned, the shot is replaced with a long blade aimed forward. The ghost shoots its bullets regardless of whether the shot button is held.
 +
|-
 +
| '''Special:''' The special input is used to summon, reposition and dismiss the ghost. While the ghost is not active, pressing special will summon the ghost at the ship's location. Pressing special while the ghost is active will call the ghost to move to the ship's location at that moment. Pressing special while the ghost is still repositioning (essentially double tapping) will dismiss the ghost.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 6
 +
*vulcan shots forward: ~17.14dps (intended: 20dps); damage=1, frequency: 2 shots every 7 frames (intended: every 6 frames)
 +
*vulcan shots sideways: ~42.86dps (intended: 50dps) on each side; damage=5, frequency: 1 shot every 7 frames (intended: every 6 frames) on each side
 +
*ghost shots forward: ~17.23dps (intended: 20.1dps); damage=0.67, frequency: 3 shots every 7 frames (intended: every 6 frames)
 +
*ghost shots backward: ~51.43dps (intended: 60dps); damage=[3 (big shot), 1.5 (small shot)], frequency=1 big and 2 small shots every 7 frames (intended: every 6 frames)
 +
*sword: 54dps (intended: 72dps); damage=3.6, collision frequency: collision every 4 frames (intended: every 3 frames)
 +
*The decompilation reveals that the blade's dps was explicitly intended to be 72. However, just like many other shot cooldowns in Jamestown+, the cooldown lasts 1 frame longer than it should.
 +
|-
 +
|}
 +
 
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Fortune</big>
 +
|-
 +
| rowspan="2" style="width : 10%"|
 +
[[File:JamestownFortune.png|150px]]
 +
|'''Description:''' "A randomly-chosen ship from Classic & Treason ships. Fortune's Conveyance"
 +
|- style="vertical-align: center;"
 +
| At the start of each stage and every time the player dies, this ship will be switched to a random ship from the Classic and Treason ship collection.
 +
|-
 +
|}
 +
 
 +
==Armada ships==
 +
 
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 
|-
 
|-
| '''Special Shot:''' While the special button is held, the two pods next to the ship charge up to 4 missiles and the ship speed is reduced significantly. Releasing the special button launches all charged missiles. At full charge, the damage dealt by each missiles is multiplied by 1.5. At launch all missiles target enemies that they will home in on and can only collide with those. The first selected targets are enemies or obstacles in front of the ship. However, the ship will not release an excess amount of missiles on a target. If two missiles are enough to destroy the first target, the following missiles will have different targets. Walls in Croatoa that aren't targetted obstacles are ignored by the missiles. The precise targetting logic has yet to be fully understood.
+
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Lazar A (Drop Beam)</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownLazar.png|150px]]
 +
|'''Description:''' "Customizable conveyance with stolen Spanish beam technology. Deploy a stationary beam cannon. The Castaway's [A] conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Special:''' Pressing the Special button will summon a beam at the ship's current location. This beam will remain there as long as the Special button is held and that ship is alive. After letting go, a new beam can be summoned instantly at a new location.
 
|-
 
|-
 
|'''Stats:'''
 
|'''Stats:'''
*movement speed : 9 (unfocused), 4 (focused)
+
*movement speed: 8.5 (unfocused), 7 (focused)
*vulcan shots : 60dps (damage=6, cooldown=0.1s)
+
*special laser: 35dps; damage: ~0.5833, frequency: damage every frame
*special missiles: 60dps (damage=10, maxAmount=4, fullChargeMultiplier=1.5, fullChargeDuration=1s)
 
Missile damage is divided by 10 on JackInTheBox enemies and multiplied by 2 on Watertower enemies.
 
 
|-
 
|-
 
|}
 
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Lazar B (Burst Beam)</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownLazar.png|150px]]
 +
|'''Description:''' "Customizable conveyance with stolen Spanish beam technology. Charge a massive blast of energy. The Castaway's [B] conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Special:''' Holding the Special button will slowly charge a massive laser beam for 61 frames while slowing down the ship. Once the laser is charged, the ship becomes even slower. Releasing the Special button at that point will fire the laser which lasts for 23 frames. Note that the laser only reaches through half of the screen during the first frame. While the laser is fired, the ship's speed will slowly accelerate back to its regular speed.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 6 (unfocused), 4 (charging), 2 (charged)
 +
*burst laser: ~54.76dps, damage potential per burst: ~76.66; damage: ~3.33, burst duration: 23 frames, recharge: 61 frames, frequency: damage every frame during laser, 1 laser every 84 frames (23+61)
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Grenadoe A (Six Bomb)</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownGrenadoe.png|150px]]
 +
|'''Description:''' "Customizable conveyance outfitted with Deimosian pirate grenadoes. Wield and throw 6 flash grenadoes. The Pirate Queen's [A] conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Special:''' Pressing the Special button will launch one of the grenades surrounding the ship. The grenades will be restocked over time and a maximum of 6 can be held. However, there are two timers involved when restocking grenades. After launching a grenade, it will take 135 frames for grenades to get restocked again. However, during the restocking it will take another 7 frames for each consecutive grenade to be restocked. The 135 frame restock cooldown always gets reset every time a grenade is launched, so it's also possible to interrupt the active restocking process by launching a grenade in the middle of it.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 8; the ship will initially move at speed 6 upon spawning (including after a death) but pressing the Special button will fix it to 8, even if no grenade is available at that time
 +
*single grenade: 14 total damage; damage: 7 per hit, hits: 2, frequency: 1 hit every 4 frames
 +
*all grenades: ~22.9dps to ~53.45dps; total damage: ranges from 84 (intended) to 196 (damage bug), slow recharge: 135 frames, fast recharge: 1 grenade every 7 frames, recommended launch rate for damage bug: 1 grenade every 10 frames
 +
*Damage dealt by grenade explosions scales differently with more players. It's divided by 1+(players-1)*0.28333 instead of 1+(players-1)*0.5666.
 +
*Grenade damage bug: Even though 6 grenades should just deal 84 damage in total, it appears that [https://youtu.be/voxL3OuZlzw grenades discharged in rapid succession will deal more damage]. This is assumed to be a bug and increases the damage potential from 6 grenades being launched from 84 to 196. To achieve this a grenade must be launched every 10 or 11 frames and the Special button must always be released as soon as possible upon a grenade launch. The bug is caused by newly launched grenades increasing the amount of times grenades that are already exploding will apply damage.
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Grenadoe B (Aim Bomb)</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownGrenadoe.png|150px]]
 +
|'''Description:''' "Customizable conveyance outfitted with Deimosian pirate grenadoes. Throw aimable explosives at your foes. The Pirate Queen's [B] conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Special:''' While the Special button is either held or tapped, the aim line's angle is fixated. Releasing the Special button will launch the grenade in that direction if it's stocked up. The ship can only hold one grenade at a time. While not holding or not tapping the Special button, the aim will constantly change to be the opposite direction of the ship's movement. It's possible to consistently launch grenades in the same direction by simply tapping the Special button or using external autofire the whole time.
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 6 (unfocused), 8 (focused)
 +
*grenade: ~49.23dps (intended: ~75.29dps), damage per grenade: ~42.67 (intended: 64); damage: ~21.33 per hit, hits: 2 (intended: 3), collision frequency: 1 hit every 4 frames, recharge: 1 grenade every 52 frames (intended: every 51 frames)
 +
*Damage dealt by grenade explosions scales differently with more players. It's divided by 1+(players-1)*0.28333 instead of 1+(players-1)*0.5666.
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Crystal A (Espada)</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownCrystal.png|150px]]
 +
|'''Description:''' "The Spaniard's personal conveyance. Customizable. Crystal shard that steers mid-air. The Spanish Prisoner's [A] conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Special:''' [...]
 +
|-
 +
|'''Stats:'''
 +
*movement speed: 7
 +
*sword: 30dps; damage per hit: 0.5, collision frequency: 1 hit every frame
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Crystal B (Corazon)</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownCrystal.png|150px]]
 +
|'''Description:''' "The Spaniard's personal conveyance. Customizable. Sword made of indestructible crystal. The Spanish Prisoner's [B] conveyance."
 +
|- style="vertical-align: center;"
 +
| '''Special:''' [...]
 +
|-
 +
|'''Stats:'''
 +
*movement speed: [...]
 +
*crystal: ~0.66dps*n; damage: 4.64 per hit, collision frequency: 1 hit every 2 frames, crystal recharge: 7 seconds
 +
*n: amount of hits
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Fate</big>
 +
|-
 +
| rowspan="2" style="width : 10%"|
 +
[[File:JamestownFate.png|150px]]
 +
|'''Description:''' "Fate's Conveyance. Its weapons mimic those of the Spanish armada. Random ship that uses weapons from the Armada."
 +
|- style="vertical-align: center;"
 +
| [...]
 +
|-
 +
|}
 +
 +
==Armada shots==
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Spread Shot</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownSpreadShot.png|150px]]
 +
|'''Description:''' "An auto-focusing spread shot."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Spread shot type consisting of 5 lanes of bullets. While the player is moving or trying to move, the spread increases. This includes trying to move down while already hugging the bottom or moving towards a wall/side while already hugging it.
 +
|-
 +
|'''Stats:'''
 +
*spread shot: 55.5dps; damage: 2.2 per large shot, 1.5 per medium shot, 1.1 per small shot, frequency: 1 large shot, 2 medium shots and 2 small shots every 8 frames
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Flank Shot</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownFlankShot.png|150px]]
 +
|'''Description:''' "Shot that fires angled shots from its flank when moving."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Shot type consisting of one forward shot and one option on each side of the ship which shoot forward by default. Moving to the left causes the left option to aim 45 degrees to the left over time and moving to the right causes the right option to aim 45 degrees to the right over time. Not moving to either side causes both options to aim forward again over time.
 +
|-
 +
|'''Stats:'''
 +
*forward shot: 11.25dps; damage: 1.5 per forward shot, frequency: 1 shot every 8 frames
 +
*flank shot: 18dps on each side; damage: 1.2 per line shot; frequency: 1 shot every 4 frames on each side
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Side Shot</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownSideShot.png|150px]]
 +
|'''Description:''' "Fires forward, to the left and to the right."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Shot type consisting of one wide forward shot and one smaller shot straight to the left and right side each.
 +
|-
 +
|'''Stats:'''
 +
*forward shot: 25dps; damage: 2.5 per forward shot, frequency: 1 shot every 6 frames
 +
*side shot: 21dps on each side; damage: 2.8 per side shot; frequency: 1 shot every 8 frames on each side
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Reverse Shot</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownReverseShot.png|150px]]
 +
|'''Description:''' "A rear-guard shot that fires backwards."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Shot type consisting of two forward shots with slight spread and three downwards shots with greater spread.
 +
|-
 +
|'''Stats:'''
 +
*forward shot: 22.5dps; damage: 1.5 per shot, frequency: 1 shot every 8 frames
 +
*rear shot: 58dps; damage: 2.5 per wide shot, 2.2 per angled shot, frequency: 1 wide shot every 6 frames, 2 angled shots every 8 frames
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Lean Shot</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownLeanShot.png|150px]]
 +
|'''Description:''' "A shot which leans its cannons when moving."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Shot type consisting of three lanes of shots with a slight spread aimed forward by default. Moving to the left changes their angles to the left and moving to the right changes their angles to the right. Not moving to any side makes them default to aiming forward again.
 +
|-
 +
|'''Stats:'''
 +
*spread shot: 44.25dps; damage: 2.2 per large bullet, 1.5 per medium bullet, frequency: 2 large bullets and 1 medium bullet every 8 frames
 +
|-
 +
|}
 +
 +
{| class="wikitable" style="background-color:#B6906B; width : 100%"
 +
|-
 +
! colspan="2" style="background-color : #804040; color : white; text-align :left" | <big>Duckling</big>
 +
|-
 +
| rowspan="3" style="width : 10%"|
 +
[[File:JamestownDucklingShot.png|150px]]
 +
|'''Description:''' "A shot whose cannons follow you in a trail."
 +
|- style="vertical-align: center;"
 +
| '''Vulcan Shot:''' Shot type consisting of two forward shots on the ship and four options following the ship with each shooting forward as well. The options do not trace the ship's movement but simply all make sure to stay within a set radius each. If the ship stands still while the stage is scrolling, the options will realign themselves behind the ship again as they try to stay in range and do not inherently get dragged along by the stage scrolling unlike the ship. This can cause the options to get positioned under the screen which will also cause their shots to be cancelled and never enter the screen in the first place if the player is too low on screen while the stage is scrolling.
 +
|-
 +
|'''Stats:'''
 +
*forward shot: 19.5dps; damage: 1.3 per shot, frequency: 2 shots every 8 frames
 +
*option shots: 39dps; damage: 1.5 per medium shot, 1.1 per small shot, frequency: 2 medium shots and 2 small shots every 8 frames
 +
*sum of all shots: 58.5dps (19.5dps+39dps)
 +
|-
 +
|}
 +
 +
==Deltatime and cooldown oversight in Jamestown+==
 +
Many ships in Jamestown+ suffer from a bug that causes them to have less dps potential than intended. In Jamestown+, the delta time value for gameplay logic was changed from slightly above 1/60 to slightly below 1/60. Because of this, many  shot and collision frequencies take one frame longer than intended. This page will list the resulting cooldowns and the originally intended dps values in brackets in those cases. The original Jamestown does not suffer from this, so the intended frequency and dps values hold true for that version.
 +
 +
==Damage scaling in co-op==
 +
The more players are in the party, the less damage each player's attacks will deal, even while any of the party members are currently dead. Most attacks' damage is divided by 1+(players-1)*0.5666. However, damage dealt by explosions from barrels of the Bomber ship and grenades of the Grenadoe A and B ship is divided by 1+(players-1)*0.28333 instead.
 +
 +
== References ==
 +
<small>
 +
# Jamestown and Jamestown+ reverse engineered by Olifante
 +
# gameplay information compiled by [[User:AlvaLynsis|AlvaLynsis]]
 +
</small>

Latest revision as of 20:45, 22 October 2022

Classic ships

Beam

JamestownBeam.png

Description: "Forward beam and spread shot. Sir Walter's conveyance."
Vulcan Shot: A forward spread shot in 5 directions. While the straight forward missile's sprite looks different than the others' and may have been intended to deal more damage, their damage is all the same.
Special Shot: A straight laser that functions much like the laser from the DoDonPachi series. Shot and Special can not be used simultaneously.
Stats:
  • movement speed: 6 (unfocused), 3 (focused)
  • vulcan shots: 60dps; damage: 1 per shot, frequency: 5 shots every 5 frames
  • special laser: 87dps; damage: 1.45, frequency: damage every frame
Gunner

JamestownGunner.png

Description: "Directional vulcan shot. John Smith's conveyance."
Vulcan Shot: Forward shot and directional shot. The bullets shot forward can have three different speeds which are determined randomly. The directional shot angle will not be changed while only holding the shot button.
Special Shot: Forward shot and directional shot. However, while special is held, the directional shot angle will be changed to the direction the ship is moving in. The change is not immediate. Special shot is prioritized over vulcan shot.
Stats:
  • movement speed: 6
  • forward shots: 27.84dps; damage: 0.928, frequency: 1 shot every 2 frames
  • directional shots: 50.75dps; damage: 1.0875, frequency: shot alternates between firing for 8 to 20 frames and not shooting for 2 to 6 frames
Charge

JamestownCharge.png

Description: "Piercing orb of charged energy. Virginia Dare's conveyance."
Vulcan Shot: Straight shot.
Special Shot: Releases a slowly moving piercing orb. Its size and damage depends on how long it was charged. It takes 2.5 seconds to charge fully. The charging occurs automatically regardless of whether the vulcan shot is used or not. If the orb continuously collides with a target between dealing damage, any hit after the first hit will deal double the damage of the first hit. Once it stops colliding with a target, this process resets. It's possible to continuously release small orbs once charged by holding the Special button.
Stats:
  • movement speed: 6
  • vulcan shots: 30dps (intended: 40dps); damage: 2 per shot, frequency: 1 shot every 4 frames (intended: every 3 frames)
  • special shot (small orb): ~2.727*n dps; damage: 2.5 per hit, recharge: 55 frames, damage frequency: damage every 9 frames (intended: every 8 frames)
  • special shot (medium orb): ~5.097*n dps; damage: 8.75 per hit, recharge: 103 frames, damage frequency: damage every 9 frames (intended: every 8 frames)
  • special shot (full orb): ~5.960*n dps; damage: 15 per hit, recharge: 151 frames, damage frequency: damage every 9 frames (intended: every 8 frames)
  • n: the amount of times the base damage gets dealt. Note that if an orb hits enemies in quick succession, any hit after the first deals double the amount of damage as the first hit. This means that for 2 successive hits: n=3 and for 3 successive hits: n=5, etc...
Bomber

JamestownBomber.png

Description: "Detonate shots mid-air. Joachin Gaunz's conveyance."
Vulcan Shot: Straight shot of vulcan bullets with below average speed.
Special: Causes an explosion at the position of all of the ship's vulcan bullets and the ship itself. The vulcan bullets get destroyed by this but are not necessary for the special. Holding special will make the ship continue to fire bullets which immediately explode in front of the player ship.
Stats:
  • movement speed: 6
  • vulcan shots: ~51.43dps (intended: 60dps); damage: 6, frequency: 1 shot every 7 frames (intended: every 6 frames)
  • special explosion: ~126.43dps (intended: 147.5dps); damage: 14.75, frequency: 1 shot every 7 frames (intended: every 6 frames)

Each explosion only deals damage once.

Treason ships

Gunpowder

JamestownPowder.png

Description: "Three barrels can be thrown as bombs or fire bullets. Percy's Conveyance"
Vulcan Shot: Straight shot fired from the ship and every barrel orbiting around it.
Special Shot: Launches one of the barrels forward. Releasing the special button makes that barrel explode. Every 100 frames, a barrel will be added to the ship. If the ship already has the maximum amount of 3 barrels, no new barrel will be added. However, this also means it's possible to obtain a new barrel right after firing one away.
Stats:
  • movement speed: 6
  • ship shots: 21.6dps (intended: 25.2dps); damage=2.52, frequency: 1 shot every 7 frames (intended: every 6 frames)
  • barrel shots: 10.8dps*n (intended: 12.6dps*n); damage=1.26, frequency: n shots every 7 frames (intended: every 6 frames)
  • barrel explosion: 3.78dps*m (37.8dps potential for single target); damage=6.3, max AOE hits: 10, recharge: 1 barrel every 100 frames, collision frequency: 1 collision every 4 frames
  • n: number of current barrels
  • m: number of collisions with each target
  • Damage dealt by barrel explosions scales differently with more players. It's divided by 1+(players-1)*0.28333 instead of 1+(players-1)*0.5666.
Treason

JamestownTreason.png

Description: "Speed around the battlefield and launch seeker missiles. Fawkes' Conveyance."
Vulcan Shot: Straight shot.
Special Shot: While the special button is held, the two pods next to the ship charge up to 4 missiles and the ship speed is reduced significantly. Releasing the special button launches all charged missiles. At full charge, the damage dealt by each missiles is multiplied by 1.5. At launch all missiles target enemies that they will home in on and can only collide with those. The first selected targets are enemies or obstacles in front of the ship. However, the ship will not release an excess amount of missiles on a target. For example: If two missiles are believed to be enough to destroy the first target, the following missiles will have different targets. However, particular intricacies of the targetting logic have yet to be fully understood. Walls in Croatoa that aren't targetted obstacles are ignored by the missiles. After launching missiles, it takes 30 frames for them to become chargable again. While charging, it takes 60 frames to fully charge all 4.
Stats:
  • movement speed: 9 (unfocused), 4 (focused)
  • vulcan shots: ~51.43dps (intended: 60dps); damage=6, frequency: 1 shot every 7 frames (intended: every 6 frames)
  • missiles (1 charged): 20dps; damage=10, recharge: 30 frames
  • missiles (2 charged): 24dps; damage=10, recharge: 50 frames
  • missiles (3 charged): ~25.71dps; damage=10, recharge: 70 frames
  • missiles (4 charged): 40dps; damage: 15, recharge: 90 frames
Ghost

JamestownGhost.png

Description: "Create a ghost to fight for you & wield a long blade. Catesby's Conveyance."
Vulcan Shot: Straight and sideways shot if the ghost is not active. Sideways shot is much stronger. If the ship's ghost is currently summoned, the shot is replaced with a long blade aimed forward. The ghost shoots its bullets regardless of whether the shot button is held.
Special: The special input is used to summon, reposition and dismiss the ghost. While the ghost is not active, pressing special will summon the ghost at the ship's location. Pressing special while the ghost is active will call the ghost to move to the ship's location at that moment. Pressing special while the ghost is still repositioning (essentially double tapping) will dismiss the ghost.
Stats:
  • movement speed: 6
  • vulcan shots forward: ~17.14dps (intended: 20dps); damage=1, frequency: 2 shots every 7 frames (intended: every 6 frames)
  • vulcan shots sideways: ~42.86dps (intended: 50dps) on each side; damage=5, frequency: 1 shot every 7 frames (intended: every 6 frames) on each side
  • ghost shots forward: ~17.23dps (intended: 20.1dps); damage=0.67, frequency: 3 shots every 7 frames (intended: every 6 frames)
  • ghost shots backward: ~51.43dps (intended: 60dps); damage=[3 (big shot), 1.5 (small shot)], frequency=1 big and 2 small shots every 7 frames (intended: every 6 frames)
  • sword: 54dps (intended: 72dps); damage=3.6, collision frequency: collision every 4 frames (intended: every 3 frames)
  • The decompilation reveals that the blade's dps was explicitly intended to be 72. However, just like many other shot cooldowns in Jamestown+, the cooldown lasts 1 frame longer than it should.
Fortune

JamestownFortune.png

Description: "A randomly-chosen ship from Classic & Treason ships. Fortune's Conveyance"
At the start of each stage and every time the player dies, this ship will be switched to a random ship from the Classic and Treason ship collection.

Armada ships

Lazar A (Drop Beam)

JamestownLazar.png

Description: "Customizable conveyance with stolen Spanish beam technology. Deploy a stationary beam cannon. The Castaway's [A] conveyance."
Special: Pressing the Special button will summon a beam at the ship's current location. This beam will remain there as long as the Special button is held and that ship is alive. After letting go, a new beam can be summoned instantly at a new location.
Stats:
  • movement speed: 8.5 (unfocused), 7 (focused)
  • special laser: 35dps; damage: ~0.5833, frequency: damage every frame
Lazar B (Burst Beam)

JamestownLazar.png

Description: "Customizable conveyance with stolen Spanish beam technology. Charge a massive blast of energy. The Castaway's [B] conveyance."
Special: Holding the Special button will slowly charge a massive laser beam for 61 frames while slowing down the ship. Once the laser is charged, the ship becomes even slower. Releasing the Special button at that point will fire the laser which lasts for 23 frames. Note that the laser only reaches through half of the screen during the first frame. While the laser is fired, the ship's speed will slowly accelerate back to its regular speed.
Stats:
  • movement speed: 6 (unfocused), 4 (charging), 2 (charged)
  • burst laser: ~54.76dps, damage potential per burst: ~76.66; damage: ~3.33, burst duration: 23 frames, recharge: 61 frames, frequency: damage every frame during laser, 1 laser every 84 frames (23+61)
Grenadoe A (Six Bomb)

JamestownGrenadoe.png

Description: "Customizable conveyance outfitted with Deimosian pirate grenadoes. Wield and throw 6 flash grenadoes. The Pirate Queen's [A] conveyance."
Special: Pressing the Special button will launch one of the grenades surrounding the ship. The grenades will be restocked over time and a maximum of 6 can be held. However, there are two timers involved when restocking grenades. After launching a grenade, it will take 135 frames for grenades to get restocked again. However, during the restocking it will take another 7 frames for each consecutive grenade to be restocked. The 135 frame restock cooldown always gets reset every time a grenade is launched, so it's also possible to interrupt the active restocking process by launching a grenade in the middle of it.
Stats:
  • movement speed: 8; the ship will initially move at speed 6 upon spawning (including after a death) but pressing the Special button will fix it to 8, even if no grenade is available at that time
  • single grenade: 14 total damage; damage: 7 per hit, hits: 2, frequency: 1 hit every 4 frames
  • all grenades: ~22.9dps to ~53.45dps; total damage: ranges from 84 (intended) to 196 (damage bug), slow recharge: 135 frames, fast recharge: 1 grenade every 7 frames, recommended launch rate for damage bug: 1 grenade every 10 frames
  • Damage dealt by grenade explosions scales differently with more players. It's divided by 1+(players-1)*0.28333 instead of 1+(players-1)*0.5666.
  • Grenade damage bug: Even though 6 grenades should just deal 84 damage in total, it appears that grenades discharged in rapid succession will deal more damage. This is assumed to be a bug and increases the damage potential from 6 grenades being launched from 84 to 196. To achieve this a grenade must be launched every 10 or 11 frames and the Special button must always be released as soon as possible upon a grenade launch. The bug is caused by newly launched grenades increasing the amount of times grenades that are already exploding will apply damage.
Grenadoe B (Aim Bomb)

JamestownGrenadoe.png

Description: "Customizable conveyance outfitted with Deimosian pirate grenadoes. Throw aimable explosives at your foes. The Pirate Queen's [B] conveyance."
Special: While the Special button is either held or tapped, the aim line's angle is fixated. Releasing the Special button will launch the grenade in that direction if it's stocked up. The ship can only hold one grenade at a time. While not holding or not tapping the Special button, the aim will constantly change to be the opposite direction of the ship's movement. It's possible to consistently launch grenades in the same direction by simply tapping the Special button or using external autofire the whole time.
Stats:
  • movement speed: 6 (unfocused), 8 (focused)
  • grenade: ~49.23dps (intended: ~75.29dps), damage per grenade: ~42.67 (intended: 64); damage: ~21.33 per hit, hits: 2 (intended: 3), collision frequency: 1 hit every 4 frames, recharge: 1 grenade every 52 frames (intended: every 51 frames)
  • Damage dealt by grenade explosions scales differently with more players. It's divided by 1+(players-1)*0.28333 instead of 1+(players-1)*0.5666.
Crystal A (Espada)

JamestownCrystal.png

Description: "The Spaniard's personal conveyance. Customizable. Crystal shard that steers mid-air. The Spanish Prisoner's [A] conveyance."
Special: [...]
Stats:
  • movement speed: 7
  • sword: 30dps; damage per hit: 0.5, collision frequency: 1 hit every frame
Crystal B (Corazon)

JamestownCrystal.png

Description: "The Spaniard's personal conveyance. Customizable. Sword made of indestructible crystal. The Spanish Prisoner's [B] conveyance."
Special: [...]
Stats:
  • movement speed: [...]
  • crystal: ~0.66dps*n; damage: 4.64 per hit, collision frequency: 1 hit every 2 frames, crystal recharge: 7 seconds
  • n: amount of hits
Fate

JamestownFate.png

Description: "Fate's Conveyance. Its weapons mimic those of the Spanish armada. Random ship that uses weapons from the Armada."
[...]

Armada shots

Spread Shot

JamestownSpreadShot.png

Description: "An auto-focusing spread shot."
Vulcan Shot: Spread shot type consisting of 5 lanes of bullets. While the player is moving or trying to move, the spread increases. This includes trying to move down while already hugging the bottom or moving towards a wall/side while already hugging it.
Stats:
  • spread shot: 55.5dps; damage: 2.2 per large shot, 1.5 per medium shot, 1.1 per small shot, frequency: 1 large shot, 2 medium shots and 2 small shots every 8 frames
Flank Shot

JamestownFlankShot.png

Description: "Shot that fires angled shots from its flank when moving."
Vulcan Shot: Shot type consisting of one forward shot and one option on each side of the ship which shoot forward by default. Moving to the left causes the left option to aim 45 degrees to the left over time and moving to the right causes the right option to aim 45 degrees to the right over time. Not moving to either side causes both options to aim forward again over time.
Stats:
  • forward shot: 11.25dps; damage: 1.5 per forward shot, frequency: 1 shot every 8 frames
  • flank shot: 18dps on each side; damage: 1.2 per line shot; frequency: 1 shot every 4 frames on each side
Side Shot

JamestownSideShot.png

Description: "Fires forward, to the left and to the right."
Vulcan Shot: Shot type consisting of one wide forward shot and one smaller shot straight to the left and right side each.
Stats:
  • forward shot: 25dps; damage: 2.5 per forward shot, frequency: 1 shot every 6 frames
  • side shot: 21dps on each side; damage: 2.8 per side shot; frequency: 1 shot every 8 frames on each side
Reverse Shot

JamestownReverseShot.png

Description: "A rear-guard shot that fires backwards."
Vulcan Shot: Shot type consisting of two forward shots with slight spread and three downwards shots with greater spread.
Stats:
  • forward shot: 22.5dps; damage: 1.5 per shot, frequency: 1 shot every 8 frames
  • rear shot: 58dps; damage: 2.5 per wide shot, 2.2 per angled shot, frequency: 1 wide shot every 6 frames, 2 angled shots every 8 frames
Lean Shot

JamestownLeanShot.png

Description: "A shot which leans its cannons when moving."
Vulcan Shot: Shot type consisting of three lanes of shots with a slight spread aimed forward by default. Moving to the left changes their angles to the left and moving to the right changes their angles to the right. Not moving to any side makes them default to aiming forward again.
Stats:
  • spread shot: 44.25dps; damage: 2.2 per large bullet, 1.5 per medium bullet, frequency: 2 large bullets and 1 medium bullet every 8 frames
Duckling

JamestownDucklingShot.png

Description: "A shot whose cannons follow you in a trail."
Vulcan Shot: Shot type consisting of two forward shots on the ship and four options following the ship with each shooting forward as well. The options do not trace the ship's movement but simply all make sure to stay within a set radius each. If the ship stands still while the stage is scrolling, the options will realign themselves behind the ship again as they try to stay in range and do not inherently get dragged along by the stage scrolling unlike the ship. This can cause the options to get positioned under the screen which will also cause their shots to be cancelled and never enter the screen in the first place if the player is too low on screen while the stage is scrolling.
Stats:
  • forward shot: 19.5dps; damage: 1.3 per shot, frequency: 2 shots every 8 frames
  • option shots: 39dps; damage: 1.5 per medium shot, 1.1 per small shot, frequency: 2 medium shots and 2 small shots every 8 frames
  • sum of all shots: 58.5dps (19.5dps+39dps)

Deltatime and cooldown oversight in Jamestown+

Many ships in Jamestown+ suffer from a bug that causes them to have less dps potential than intended. In Jamestown+, the delta time value for gameplay logic was changed from slightly above 1/60 to slightly below 1/60. Because of this, many shot and collision frequencies take one frame longer than intended. This page will list the resulting cooldowns and the originally intended dps values in brackets in those cases. The original Jamestown does not suffer from this, so the intended frequency and dps values hold true for that version.

Damage scaling in co-op

The more players are in the party, the less damage each player's attacks will deal, even while any of the party members are currently dead. Most attacks' damage is divided by 1+(players-1)*0.5666. However, damage dealt by explosions from barrels of the Bomber ship and grenades of the Grenadoe A and B ship is divided by 1+(players-1)*0.28333 instead.

References

  1. Jamestown and Jamestown+ reverse engineered by Olifante
  2. gameplay information compiled by AlvaLynsis