Very first play through of the tutorial got hung up on the salvage ship section. Even after salvaging/pounding everything (I detonated the Condor), The mission never completed. On a second playthrough, I noticed that after adding the Condor to my fleet, the exclamation point over the planet went away. Perhaps you should be more explicit that you should take every ship available?
I need to look into this - iirc you need to salvage 3 ships or so. Ohhh... I think I know what the problem might be - if the ships don't end up with any d-mods (which there's a slight chance of?) then it might not count them. Not 100% sure, though, will look into it.
Speaking of: the fleet you leave the tutorial with (in addition to the credits, weapons, skill points, etc.) is leaps and bounds superior than the quick start. I get you can get a decent ship at start in the tutorial with the 30k credits but flying around with 6-7 ships at "start" is a huge leg up in the early game. I'm not sure if I should say "bravo!" (which I will anyway: the tutorial is fantastic) or "tutorial is pretty much mandatory."
Hmm - but the ships you get are... let's be generous and say "not very good". Plus they need fuel, making further exploration/bounty hunting/fringe missions more expensive to outfit for.
Edit: also, thank you!
Edit #2: you can also go back to Galatia and grab those ships w/o doing the tutorial.
Is the number actually going down, or is it just because it says "degrading readiness"? I *suspect* it's saying "degrading readiness" but the number isn't going down (which is still an issue if that's the case, that's definitely confusing.)
It was actually going down when I took the screenshot, but a couple of seconds later it stopped. The interesting thing is there was a ship I was running away from that wasn't in my sensor range, and I think it was just on the edge of being visible. There might be a slight mismatch in visual range vs in-combat range.
The "degrading readiness" indicator did not go away even after the CR number stopped going down.
Ok, thank you - yeah, the range in the fog of war is inexact sometimes, and iirc CR takes a second or two to stop ticking down in any case.
The Flash Bomber's description states it uses proximity charges that "employs the principles of the phase cloak". Is this purely flavour or has the prox. charge launcher changed in some way? The description of the weapon itself doesn't seem to suggest any changes.
Purely flavor.
The damage type explanations for Energy and Fragmentation both mention hull damage, but it doesn't for Explosives and Kinetics. Given that hull damage is always 100% it's probably unnecessary information anyway, although might be worth adding it to everything for the sake of new players? Either way seems fine.
I'll probably leave it as-is, then - I think the current descriptions are fine.
The Devastator Cannon's description keeps mentioning frag damage and how terrible it is against armour, but given it's actually Explosive it seems like it would be reasonable against armour. Granted I haven't actually tried it out yet, so it may be as terrible as the description keeps telling me.
The Harbinger's new description has a minor typo: last line of first paragraph, "Everything that can possible can wrong does".
Adjusted, thank you.
Is there a point to the Salvage Rig when the Shepherd has the exact same hullmod and is just generally a lot more useful?
Well, it's +25% vs +10% for the Shepherd.
There are no more Assault Fighters. I get why this is with the new fighter changes, but the tab still exists in the Codex. Also some more fighters might be better under "Support Fighters" (e.g. Claw, and previously Longbow), as it is it's just Xyphos: unless Support Fighters are now only meant to be long-ranged support.
Yeah, the Codex. The Codex. Needs an eventual overhaul just in general.
Something for the hotfix: If you sell degraded ships, you don't get paid the normal price for their weapons. I just sold a degraded Condor with 2 LPCs for 900 space bucks (which is a major annoyance in Iron Mode). Don't know how it is for normal ships.
Noted.
Alex, I think this is one reason why people are getting hung up in the ship salvage area: http://imgur.com/a/0u0zw
There is no indicator to quicksave after salvaging everything
Ahh, that could be it - although it shouldn't require you to quicksave. Hmm. I've gone through it like 10 times, but I've always recovered every ship (though it gives you the next stage before you do).
Good job Alex!
Very impressive expansion to the scope of the campaign!
Now pls nerf Harpoons; they're the single most obnoxious weapon to face in the very early game!
Incredibly easy for your ship to simply get 'deleted' by a barrage of them from 2 frigates. (whether or not you're overloaded)
Thank you!
I don't know about the Harpoons; there's lots of things you can do to avoid them and I think it's great that even early enemies have some teeth.