Holy mother of.. Blair, guys, I knew you were working hard on it but damn
Banks can now engage a variable number of targets where the max number of targets per bank is controlled from data. Each target will receive 100% of the bank's DPS at max, even if there is unused targeting capacity. The design goal is to provide improved combat utility against groups of targets and not against single targets. This is particularly important for starbases.
The funny thing is, of all of the suggestions I made in that thread, this was the least likely one I thought to be implemented. But this is so insanely awesome that my jaw is still on the floor. Not only will this help damage output, it will also make big battles so much more cinematic!
Starbases can now destabilize phase lanes heading out from their gravity well. This causes considerable damage and full antimatter loss to outgoing enemy units.
A good compromise instead of a perma-block PJI Is this an optional upgrade or an always-on thing?
Anti-structure cruisers (i.e., Ogrov) now use regular weapons logic which fixes a myriad of user interface and behavioral problems.
Anti-structure cruisers now prioritize structures (threats or otherwise).
All I can say is, yay! Now they won't be a headache to use.
Mines & Mine Clearing
Looking great on paper, 150 mines per grav well shouldn't be bad if the sweeping works as good in practice as it looks right now. The secondary bank changes will also help this a good bit. Hopefully the flickering invuln bug was squashed as well
Fixed queued orders potentially getting ignored after an auto-attack (finally found it Annatar!
).
Hey, I was giddy too after I found it Guess people weren't that crazy after all
Post colonization bonuses are now applied essentially at the same time as gaining of ownership of the planet.
Guess I bugged you enough about this one
All in all, this update looks pretty amazing. Please release it soon
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As an aside question, did you have a chance to make the AIs care about capturing neutral extractors yet? You pwomithed!