...and bump, for great justice.
Almost done with the release, which is saying a lot. The AIs are all (finally!) done, but the customization system isn't. Yes, "custom" AIs. As in, don't like that your Frigate goes after fighters and other Frigates? Want it to prioritize enemy civilian ships? Just plug in a different AI.
Not
quite done with that part, but I'm pretty excited about what this stuff is doing already; prepare for things to get a bit harder, especially when fighters are involved.
Anyhow, I got Swift Launchers working again, woohoo, and I may even get in-battle captures working again, someday. I also did the core rewrite of the FleetEncounterDialog tonight, so captures work like they do when fighting around Asteroids and all that- no more, "gee, you can only, maybe, capture this one thing".
Oh, and please welcome the second member of the Neutron family, the Neutron Blaster, seen next to its smaller cousin:
Not quite done balancing these things yet, and I'll be honest and say that I'm hoping people use them a bunch and let me know if they're UP / OP or not, because thus far I'm pretty divided, as they're real, real situational. They're really weird weapons, in that they're pretty much rubbish vs. shields and armor, but they do direct damage to Hull, regardless of Armor. So they're kind of a direct counter to the armor regenerators that will be in this build and they kill Exigency pretty well, too.
I think it's fair to say that this build has more balance-altering / breaking stuff than pretty much any other build of the mod, ever, and that's saying a lot, lol. I am pretty eager to get it done-enough that people can give it a go, even though I know it's really not well-balanced yet. Just a couple more things and it'll finally be ready