Autofit now attempts to recreate weapon groups used by the target variant instead of autogenerating them
At last hurray!
Officers:
If already have a carrier skill: guaranteed a carrier skill pick on every level-up, if any left
Otherwise: guaranteed a non-carrier skill pick on every level-up
This though is a little confusing in sound. Does it mean that the only way to get carrier officers will be on a recruitment? Aka if he has a carrier skill then the old remains, if not - he won't get a carrier skill choice ever? Well, this is a bit clumsy way to solve the problem in my opinion but as long as I won't have to throw officers away in the end it's fine. I think though that we should be able to just bring up officer list and toggle an option on/off for carrier skills to appear for that particular officer during the level-up (so it would be possible to pick just 1 carrier skill if someone do desires, for example for an ship with one hangar bay that't not a carrier but benefits greatly from the added escort/support wing).
Added Colossus Mk.II and Mk.III
I'm not sure my body is ready :O
Scavenger fleets that turn pirate now have low reputation impact, i.e. fighting them will not turn you insta-hostile w/ either the independents or the pirates
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Person bounties:
Improved bounty description - mentions flagship, fleet size, and noteworthy commander qualities
Bounty fleet commanders may get fleetwide skills (electronic warfare etc)
Technically-expired bounties will not end while player is in the same system as target
"Mission-important" flag on fleet will be cleared if fleet remains after flagship is taken out
Sounds like really good and needed changes
Food shortage events will now increase food prices properly (wasn't working right before)
Ha! I knew i was right
But what about the rest of the economy?
Transverse Jump: fleet stops and charges for 3 seconds before executing the jump, can be attacked
It won't make it any less a god-ability - but it's good to see change like this in my opinion. That hovever - if attacked - what happens after battle? Will fleet be able to do a transverse jump upon victory or successful disengage? If victorious, will we be scavenging and then making the jump?
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Front Shield Generator
Reduces top speed by 25%
Changed to tier 0, lower price, carried by all major factions
...huh? We talk about installing shield on a unshielded vessel yes? Okay... Taking that most of them had medicore speeds to begin with... Huh. -25% to top speed sounds to be over the top to me. -15% or -10% I think would play out better. It would have an impact but wouldn't make those ships insanely sluggish.
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Damper Field: damage reduction down to 50% (from 67%), charge regen rate halved (1 per 20 seconds)
Nice it gets reduced but having to deal with it more often? Uh. Can get annoying...
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Ship AI
Will now close in a little more on enemies it's winning the flux war against
Not so sure, I already had experienced lot of problems with non-assault type carriers rubbing their omni's into enemy's faces. So... yeah.
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Fixed issue with carriers getting over-aggressive sometimes when given an assignment (such as "assault" or "defend")
And the above mentioned was happening without orders like these. So (double) yeah.
Fixed issue w/ ships not closing in effectively on very distant enemies sometimes and wandering instead
This sounds really good.
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Miscellaneous
Game now comes with 64-bit Java 7 (7u79)
Hooray!
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Fixed issue with amount of collision damage applied to stations
I sense that Tartifflete posting that vid with monitor shieldbashing the station has been noticed