Custom weapon production is offering standard bomb bays -- is this intended?
It's not! Thank you, fixed this up.
Huh. Some of the newly adjusted d-mods reduce maximum combat readiness. The tutorial restores ships to 70% CR when you bring the hulks back regardless.
Noted! Not going to mess with this right now, but yeah, it should probably account for that.
It seems the new DAMPER_FIELD type of AI can not use any type of statsScript
Thank you - this should be fixed up for the hotfix.
Was short on fuel and used distress signal(have fleet - 1 destroyer+tanker and like 6 frigates). The hegemony patrol offered 3(three) fuel. Could thank them with 20k credits. Not amused.
Hmm, nothing changed there, so I suspect you probably had barely enough fuel to get back - iirc how much you get offered depends on how much fuel you need (considering what you already have) to get back to the nearest core world.
Well, about modding...
can dependencies mods have a setting like >=1.0.0, not completely equals 1.0.0
I don't think that'd make sense, since that'd be saying that no future version of the dependency could possibly break this mod, and that's not something the mod can guarantee. (Regardless, not something I'd want to touch for a hotfix...)
Enjoying the new update a lot except for a few things. The new skills and a lot of the new features are good but I get this weird sound glitch when in battle where if too many ships are all firing at once or you use the ammo loader ability to increase rapid fire, the sound kind of strobes and glitches out. It's like really rapid stuttering.
I also have the devmode options on jumping in and out of systems but that's not a massive issue.
The only thing I'm not enjoying is the weird sound glitch.
Thanks so much for the new features! Slipstreams are interesting
https://mega.nz/file/Qbw3QKiL#gSkrS7pNJKVvxNNVTsyU5bF8_PstXaZRgjlplaP83Lw
Here is a vid showing the issue. I have no mods installed, this is a continuation of a save from previous version. It happens in all battles, I'll have to rollback to previous version to continue my save, but I love the new skills.
Oh, how strange! Let me roll back to the previous version of OpenAL; there's no huge reason to be using the newer one anyway, and if it can cause problems like that...
Sorry, I should have put it in the right place, my mistake!
(No worries, it's pretty common for bug reports to show up here after a release!)
The new spooky stuff and slipstreams does a lot to make hyperspace feel more mysterious and alive, I love it.
And the Manticore and Vanguard turned out really great
Happy on all counts!
Thank you for your suggestion abount Canister Flak a while back, it's such a neat name and system concept.
4. I seem to have an odd issue, in that 2 of my 9 officers can still choose the old skills (such as Ranged Specialization).
Ah! I suspect officers that were ready to level up at the time of save conversion would be affected by this, since they already had their potential skill selections "locked in".