Small update. I'm too lazy to post the link twice, so you can grab it on the front page.
-Added landing beacon to Einhander
-Fixed alternating weapon bug with Garegga's Pulse laser
- Aleste:
-Laser Blade:
-Laser Blade attacks are now swings instead of stabs; should generally be easier to connect with
-First strike with Laser Blade now slightly knocks back the user
-Added Hit and swing fx
- Burst Damage is dealt on first strike
V1.4.8RC2
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- Stopped recordbreaker from always being in the title screen battles
- Added more details on what fighter-related skills apply to Strikecraft to Strikecraft hmod desc
- Strikecraft will no longer kill themselves if the carrier they are on retreats
- will retreat as well
- Fixed crash caused by Strikecraft retreating while on carrier
- Refit rate should be properly clamped and no longer go below 30%
- Max Refit Time Penalty (w/ missiles equipped) 30%->35%
- Refitting at carrier now reduces that carriers replacement rate
- Reversed LPC removal from indies/persean/pirates
- Adjusted CR bar color to match native UI
- Added combat UI notification on CR loss for strikecraft when CR <= 40%
- adjusted starship legends hull damage impact on rating for aleste & einhander to account for repairs to hull
-added minor turret angle offsets to all weapons - should improve accuracy esp. against smaller objects like fighters and missiles
-Einhänder:
-DP: 8->11
-Phase Cost & Upkeep: 0.08->0.1
-Phase Damper Cooldown: 2->3
-Cr/Deployment ->40%
-Fixed bug where permanent time dilation would be applied when player-piloted einhander was destroyed in certain scenarios
-Garegga:
-DP: 8->9
-Garegga(TT):
-Added glow sprite to pulse lasers
-System: Plasma Jets -> Silversword
-Fixed incorrect turret arcs
-Aleste:
-Added glow sprite to Rynex Pulse Rifle
-DP: 5->6
-Ground Support Bonus: 25->15
-Stake Driver:
-Burst Size: 2->6
-Ammo: I forgot->18
-Stake Driver proj is now bit more visually prominent
-Minor fx/sfx tweaks to Laser Blade
snip
This update should fix your issue..or well I think it should , sinc I couldn't replicat, but I recall running into it beforehand. Limited ammo Aleste's should return to carrier as soon as they run out of all ammo, tho, but otherwise they should not. I think there was an issue with the landing override still being used by AI
Re: Melee weapons
I'll probably try to make it so I can rig two laser swords being used at once without breaking every animation first, then save extra stuff for other new mechs. The spear idea, for example, should be pretty easy to achieve. I also thought about some kind of Rocket Punch thing, though I suppose that's not really a melee weapon