>Added a number of story-related missions and a hint of an endgame threat
I have a feeling that there's way more effort put into this, than this simple entry implies.
>Added 10 heavy machinery on game start so some scavenging can be performed right away
>Salvage effectiveness with no heavy machinery is now 25% (was: 0%)
Nice things. It was hard to salvage anything from 0, since getting heavy machinery was possible, but relied on luck much.
>Onslaught: Added built-in Heavy Ballistics Integration
I've got a feeling that there's an issue not with Onslaught and Conquest, but with large ballistic weapons instead...
>Heavy Armor: reduced maneuver penalty to 10%, moderately increased armor bonus
Just get rid of manoeuvrability penalty! It has no point, it just makes it hard to use on ships that benefit from it the most.
>Fury, Champion, Phantom, Revenant
Alex, you sly mod-name-taking devil!
>Brawler changes
I will miss my ballsy little frigate.
>Xyphos has no range now
Any particular reason for that change?
>Pollution doesn't require habitable - consider corrosives, radiation, etc. Good point re: bombardments, though; let me remove the "habitable" requirement there. Hmm. On the other hand, what this does is instead of disincentivizing industry on habitable worlds, it more incentivizes (somewhat) industry on a world by itself. So, actually, let me make a note to check tomorrow; it seems offhand that requiring habitable for pollution is probably the right way to go.
Very much makes sense. Pollution is only a concern, if the environment was habitable. Polluting a toxic or volcanic world would be like *** in a sewer.
That's all I can address quickly, I'm somewhat busy now.