New build up. Probably requires a restart to operate totally correctly.
Fixes:
1. Wages and various other under-the-hood issues.
2. Biomechanical Hull is now available for Exigency ships when the Hull Mod is unlocked, like it should be.
Changes:
1. Especially big or slow-shooting weapons (Hellbore, Gauss, Heavy Plasma Cannon, Plasma Cannon, Mark9, probably going to add/tweak this list later on) now destroy all missiles on contact. No more watching your Mark9s be utterly worthless because of rocket spam. However, due to changes that had to be made to make this happen, it means that the Plasma / Heavy Plasma Cannons no longer get AOE on a trigger, making them even less useful against small, fast-moving targets.
2. The Storm Needler is no longer designated PD, making it a bit more useful as a primary arm, but taking away its massive-spam effects.
Haven't touched the missiles yet, but I'm starting to finally have something like a plan of action form in my head. What I think I'll do is something like:
1. Harpoon just needs more hitpoints so that PD can't kill it quite so casually. It already does excellent damage if it gets through.
2. Pilum will get a special script that will make it explode into lots of deadly fragments if it senses nearby ships, to make it better at its primary job, which is long-range fighter kill. In general, I'm hoping to make it work better vs. fighters without making it a go-to weapon otherwise. We'll see how that goes.
3. Really not sure what to do about the Salamander yet.
4. I'm thinking that the Sabot, instead of becoming inherently more powerful, should actually be nerfed a little, but use a script that launches a single shield-piercing attack.