I knew it (that something would change when i hit that refresh button )
edit: We can eject crew in cargo pods... Why?
Sometimes you need to - let's say you've made some bad decisions or had a run of bad luck on a salvage expedition. You're out of fuel, and no-one's answering your distress call. You put some crew in cryosleep in cargo pods, stabilize the pods' orbit so you can find them later, and scuttle some ships. Extracting antimatter from their reactors provides some improvised fuel - enough to limp back to safety, and then eventually return for your crew.
The hype hurts, Alex! This all sounds so good. Pleased to see some unexpected new ships too, how big is the low-tech carrier?
Oh, right, that's not mentioned, is it? It's capital-sized, with 4 fighter bays.
By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.
More or less. I think it was too good before for the OP cost; rather than raise the OP cost, decided to make it into a specialist weapon. The overall flux/second is very low - especially due to the rate of fire reduction - so I think it remains a relevant choice. (Btw: kind of enjoying the new visuals for it. Can't miss seeing it firing at you now, and makes it feel just that much more powerful.)
Two questions on the skill revamp:
1) If there are duplicate boosts in the same skill, do they stack or merge? (IE if my mod had a +10% OP at level three computer systems and so did vanilla, would the boost be 10% or 20%?
Stack, but how they do is up to the mod. Generally speaking, the idea is that increases should be additive, while reductions should be multiplicative, to avoid stats getting out of hand.
For example, +50% and +50% should give +100%, while -50% and -50% should reduce the value by 3/4ths.
2) Can Aptitudes still get boosts in mods? Or are they forever empty?
They can.
Oh boy! Is it called Tutorion by any chance? Is this the start of the tutorial rework?
(Yes, but not 100% committing to it. Which is to say I have every intention of doing it, but we'll see how time-consuming it ends up being.)
Edit: Also, how are fuel prices and drops now that space is MUCH bigger?
In playtesting so far - pretty good, I think? Will take some more tuning for sure (both between now and the release, and naturally also *after* the release based on feedback) but in general there's a *lot* of stuff to find. And, a lot of it results in you getting free stuff.
Flux Coil Adjunct, Flux Distributor:
Cost 4/8/12/20 ordnance points
Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
Available from the start
So can you stick multiples of this on, or is it supposed to be a tiny bonus?
Just one, like all the other hullmods. It's 30% of what you get from maxed vents/capacitors, so I wouldn't call it tiny. It's not huge, but it's quite significant.
Apogee: replaced ship system with Active Flair Launcher
Bring it!
... crap.
This changelog is fricking awesome, btw. Can't wait to take it for a spin!
!!! Can't wait to get it out there.