I scanned through the Change Log, as I will be starting with the new release once I finish the current game. Most of these I had see in the Test build I'm using, heard about, or could figure out. A few questions:
- Added the Accretion Disc special
- Added the new special Temporal Anomaly
What do these specials do?
The first decreases supply of planets in the system, it's normally found around Black Holes, but sometimes other places including nebula created stars. The latter is weird, when you find it you'll see, it's one of Sloths more, um, interesting additions.
- Reworked weapon part refinements, so that instead of multiple parts, techs increase the strength of parts (although getting the increase to take effect requires being in supply range)
I gather that's the new thing where you just build the ship with Mass Driver etc. and the 2, 3, 4 upgrades get applied to existing ships.
-- Drydocks require a ship to be stationary and only repair a proportion of ship structure of the bigger hulls
Does that mean no more moving into a system and getting repaired that same turn? How much of a proportion?
Yes, deliberately, and it's fairly high with a high minimum. 25% of current
structure with a minimum gain of 30 is the current settings. So a Titan that nearly died will take a few turns to repair, but a Robotic Hull will be up and running the next turn normally. Using current structure was very intentional as it means heavily damaged ships are genuinely withdrawn for a bit.
-- No damage control effects work on the turn a combat has taken place except for the Logistic Facilitator flagship, which is substantially reduced
I suppose that applies to Robotic hull and repair techs as drydocks already worked that way.
[/quote]Yup. Everything except, it appears, the Organic line 2-per-turn self repair, which I completely forgot about. Nanorobotic and Bioadaptive hulls both don't repair in combat and repair 100% of current structure instead of to max, again meaning very nearly dead ships can be vulnerable for a turn or two.