Perdition bomber is listed as "High tech" in 0.9, despite being a jury rigged work shuttle, and hence should probably be low tech or (maybe) luddic path.
Yeah, that's fixed - a bunch of typo-type or otherwise minor fixes didn't make the changelog.
More seriously:
- Ships produced by the player's colonies will use the proper ship name prefix configured for the faction
Could we possibly get this on player-recovered ships that are too badly damaged to retain their original name (IME: all or almost all of them) as well?
I might be able to take a look at some point; not actually 100% sure whether the change might have covered this or not.
- Fixed Helmsmanship 5%/1% issue
How was it "fixed" and whats the end result?
As was covered fairly exhaustively in the relevant thread (and possibly some PMs), it's 1% as it was supposed to be. Balance stuff entirely aside.
Subarashii!
(Thank you for your feedback re: some of the AI stuff, btw!)
The colony changes look interesting; restricting colonies to 4 industries will force a bit of specialization to some degree (I tend to have 5-6 production buildings (Industries with the upcoming patch?) per colony), which isn't necessarily a bad thing, so I look forward to trying that out.
This may be a silly question, but any chance of listing what buildings are industries and which are not; for example, with the changes to Tech-Mining, I'm not sure if this would be considered an industry building with the new changes since it doesn't provide economic units (this is the stuff under "Production" in the Tech-Mining tool-tip right?).
At this point: Farming, Mining, Tech-Mining, Refining, Light Industry, Heavy Industry, Fuel Production.
Harbinger has had Thor's hammer applied and none to gently 
It needed it, what with the 3x Typhoon Harbinger being the answer to any question.
Total battle size in vs-station battles is increased by the deployment cost of the station
Nice, I guess then we can deploy more of our ships to assist our own star bases (Normally I can only choose a single ship due to a lack of deployment points). This may work out more difficult defending since it is likely the enemy will be attacking with bigger numbers, getting 60% of the additional deployment points from the station; but having more ships on the field should lead to faster station battles which will be nice when attacking enemy stations yourself.
This is part of the reason for stations getting some low-to-mid-level officers, to (hopefully) make sure that fighting alongside a station is still generally advantageous.
"Free Port" condition feels a bit overnerfed. How are the core pirate markets handling it? With just +25% accessibility and -5 stability they probably are miserable beyond reason.
... looking at it again, looks like I'd changed the stability penalty to only go up to 5, so the patch notes were a bit out of date.
Player faction not using combat freighters isn't really necessary, but since the player doesn't know (unless digging into the files) that combat freighters even are their own category, it might be for the better. Some "allow combat freighters" check would probably work as well, but it's a fairly insignificant choice in the end.
Yeah, pretty much what I was thinking here.
Deserters using proper weapons is nice. I swear it was like that in previous update...
Yep - this bug was introduced in 0.9a as part of dynamic variant generation.
Just the modules, or the entire station? I don't think we can check the modules' hullmods legitimately yet. If it was on the main body of the station, it would show up.
Right - this is more about the one REDACTED that has the hullmod, really.
Battlestations and Star Fortresses have officers - do their skills depend on the size and type of the station, maybe even RNG and player faction doctrine, or is it just some generic officer?
Just a generic officer. IIRC the Alpha Core officer always gets Gunnery Implants 3, though.
...Can we queue upgrades from the get go, so that there's no need to go back to the colony if all you want is just a Star Fortress?
No - it's just not set up that way, so it'd be a significant pain to add UI-wise. You'd also be tying down a large number of credits for no benefit (as you also do with a queue), so I think a queue is part "useful feature" and part "it's there because you'd expect it to be there, but not necessarily because it's super useful".
I also want to note that if we could set some pre-determined ship behaviours, or their general personality (without using officers or the faction doctrine slider - the latter especially, since player fleet most likely is much different from what player faction has to do with), similarly how the Autonomous Ships mod does it. No matter how expendable frigates/destroyers are, I care for them and their survival.
Yeah - it's just not something I really want to delve into; officers + faction aggressiveness slider (which has no impact outside of battles involving the player) feels about right for me.
- Added to SettingsAPI:
- FactionAPI createBaseFaction(String factionId);
What exactly does this do?
It lets faction data be queried outside the campaign, such as say in a combat plugin running inside a mission.
Could you pair this with a reduction in the drugs needed by mining? Right now, if I have Industrial Planning at 2, and use an alpha core on my base population and an AI core of any grade on mining, I can meet the drug requirements without having to have a free port with light industry; once this change goes in, that will no longer be the case.
Hmm - design-wise, I'd rather not have skill effects apply to specific pieces of content like that, if that makes sense. I also like the idea of Mining requiring a larger world's infracstructure (or free port etc) to provide the needed drugs.
Any hope of changes to how blueprints are looted so stuff you have already is just dropped as a duplicate for selling or rerolled into something else?
It's something I want to look at, but haven't formed an opinion one way or the other at this point.