I have to say, I'm really not a fan of a lot of the new stuff. The new Exotics are iffy at best, with the Assault Wings being... sad. Like. Really sad. The nerf to engagement range is... and lowering the missile damage? Granted, it's the least worse. But the fact that BOTH have negative effects starting at level 1 just... I don't know.
I'm sure there's builds somewhere, out there, that would make use of them. But they take up slots, and I can imagine quite a few other things to grab before you ever touch those. Engagement range and fighter speed are HUGE. As is missile damage. (Small note, if you do have a ship/kit where these work particularly well, do tell me. I'm always up for learning to strats)
Despite my latest mehs over some changes, this is a great mod that adds so much more fun to the game without the unpleasantness of things like 'gachas'.
Edit Is there anywhere one can adjust the amount of exotics you can get? It's 2 default with 3 max with the skill.
Also, the chip commands et_addexotic etc. all throw an exception.
Double Edit
So this is a question that I'm not sure has an answer. But did the Alpha Core code change in some manner? The Exotic, I mean? I've been using UNGP for awhile now, along with Fair S-Mods. This gives some bonus ordinance points. Never had a problem with them, or Exotica before.
Recently though, I've noticed some odd behavior with the Alpha Core behavior. It sometimes won't show the updated lowered cost (or count it) for a moment before clicking on a weapon, at which point it updates correctly to the reduced cost. And on reloading (or randomly?) my ships will be unequipped of a lot of stuff. The only mod that affect ordinance so far that's updated is this one.
Confirmed reloading the same messed up save sometimes doesn't have the issue. I don't know what's going on.