Some are bugs, some are just annoying:
- The research screen says that laser weapon upgrades will improve Advent hangar defenses. But Advent hangar defenses are unarmed.
- The description of the Advent hangar defense ability says that it "bolsters" shields, which feels like a misleading wording to me. The ability restores shields, while "bolster" suggests it adds to maximum shields or something.
- Also, the shield-restoring ability of the hangar defenses doesn't get an icon on the command card when you select a hangar defense.
- The "Synergy" ability for beam platforms only stacks up to a 50% damage bonus. Which is perfectly reasonable, but it would be nice to have an explicit statement in the description strings, i.e. "gain stacking bonuses from a maximum of 4 other beam platforms".
- When mines are in range of a scout's anti-mine ability, they actually flicker in and out of invulnerability (hover the mouse over an affected mine and look at the info card to see what I mean). This prevents ships from auto-attacking them; the attack order cancels when the mine goes back to being invulnerable.
- Starbase constructor ships auto-join warship fleets. They should probably act like colony frigates and not build with auto-join enabled.
- Likewise, starbase constructor ships are selected with warships when you click on the pips around a planet while zoomed out. They should probably be selected separately like colony frigates.
- It would be more convenient if you could select a target location for the constructor ship to build a starbase, rather than having the ability deploy at the current location.
- The info card for a starbase will list the DPS of all of its potential weapons, even if it only has 1 of those systems actually installed.
- When my selection is the Advent capital ship that has the Provoke Hysteria ability (I forget its name at the moment...), right-clicking on a planet causes it to use its remote scouting ability or queue up a jump followed by Provoke Hysteria, rather than simply queueing a move order.