I don’t know all the circumstances required for it to happen, but I just replaced a segment of heavy chimeric armor (Level 6, 135 HP) with a segment of enhanced heavy plasteel armor (Level 5, +30%, 156 HP) and wound up with the heavy plasteel at 203 HP and a blank image for it on the armor HUD. Neither segment was damaged when I did this.
EDIT: Replacing lower level armor with the enhanced armor (again, neither damaged) has the same effect, so it’s definitely not tied to armor level. No real surprise there, though. Furthermore, replacing any other segment will reset the “supercharged” armor segment to its proper maximum.
There is something strange with armor, I currently have insane level 2 reactive armor that is nearly impenetrable by my current enemies, it has only 35 hp, but +525% laser and +1010% kinetic resistance. Got it in Eridani and still using it in Rigel.
@ ferdinand: That is Arco's armor, or armor upgraded by barrel of Centauri nanos.
Well no, funny thing is that it was enhanced by me with an ablative coating. it has a +laser tag.
Just replaced 30% hp enhanced Polyceramic armor with normal Hardened Plasteel Armor. Guess what?
The Hardened plasteel got 30% damaged when installed @#$&!! Bought it brand spanking new from the Armor dealer in Rigel....
@ferdinand: Definitely related to the armor replace bug. I believe I've fixed this in the next build.
Fixed in 1.8 Alpha 4. The problem was that we were not properly clearly previous armor enhancements during install.
It’s doing a weird thing again. I installed some +30% armor, and while all of it installed fine, it kept telling me it didn’t need repaired after it had taken some damage. Furthermore, the patcher arm wouldn’t pull it back up to its enhanced max HP (and at first I thought you had done something that broke repairer devices).
EDIT: Actually, what happened was that the HP was way over what it should have been. For 65 HP armor, it should have been 84 HP, but it was coming up as 109 HP instead. No wonder nothing wanted to repair it. The armor it was replacing had not been enhanced, and replacing one segment of the overcharged armor reset the rest to their proper values. Anyway, I figure this is closely enough related to the original bug that I can just reopen this one instead of making a new one?
Fixed (again) in 1.8 Beta 4: https://github.com/kronosaur/Mammoth/commit/f270113b690f2ed17bdc319187d99cfc51d8587b