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also, I understand you might be completely oblivious to that but... I still don't get what is reactor overcharge
Another feature is active biological payload. Now a couple of biological nukes (yep, now nukes have their own classifications and categories too) drop living creatures at enemy ship on impact that can be used to munch on enemy crew and then "expire" after some time.
- Crafting resource package from Resource Panel via "CRAFT PACK" button consumes full costs instead of meager surplus.
- Now on game start player receives additional resources and credits (in future additional crew will be added too).
- Minor mod's bug fixes and improvements.
- Now mod configuration file on creation contains "default" crew types that will spawn at each ship type on new game start.
- Moved "xenoIntruderIDs" list from permanent storage to playthrough storage.
- Fixed exploit where scrapping resource packs allowed player to increase research progress for free.
If you finished original game, try it out :)
- Now warp travel also increases research and reverse engineering progress, but with only 80% of active labs efficiency.
- Rebalanced Sub-Light Engines: considerably reduced their speed, since FTL/Warp travel now also generates research.
- Now enemy ships health points scale along with player's and sector's tech level.
- Made all projectile weapons (except Plasma) interceptable by CIWS.
- Enforced crew health points maximum limit to 99.
- Research progress generated from scrapping artifact modules is increased by 10 times.