Aaaaaaaand piliums are nerfed 
Yeah, both them and Salamanders got a buff along with all the missiles, but with the addition of regenerating ammo, it was a bit much.
Very quick, Alex. Well done!
<pats nerf bat>
Observations on Pilum nerf:
Fleet actions still seem to play out about the same. As they should, IMO.
In pursuit, Pilums are now nearly useless for catching things. Not saying that is good or bad, it just is.
Conquest with Augmented Engines, 75 0-flux speed boost from skills, the help of maneuvering jets, and with high readiness can now outrun Pilums. I'm not sure if that is acceptable or not. It does have the awesome side effect of a high-skill Conquest with four Pilum launchers riding into battle in front of a horde of missiles.
The main goal here is to make Pilums less appealing as Harpoon replacements, especially at high Missile Specialization levels.
I think ships outrunning them is ok - they're still pressure weapons, which is to say that as long as you're running away from them or taking them into account while moving, they're already doing their job. Any actual hits are a bonus.
Edit: Friendly fire from massed Pilums might have been increased by this nerf, especially during pursuits. Will conduct further testing to see if this result holds up.
Edit2: Pilums definitely seem to be running out of fuel sooner or something...
Ah, you know, I forgot to increase their flight time to match the reduced speed, so their effective range is now a bit lower - down to 7000 from 10000. Same flight duration, though.
Modding:
- Added CombatEngineAPI.Map<String, Object> getCustomData() - Time to plug them TwigLib memory leaks I guess
Perception check passed with flying colors
