I'm in the middle of Infinite run - so far, so good. Noticed this minelayer bug few days ago, but wanted to post complete bug-hunting results from that session - well, it turns out to be longer than expected, so I'll better post it ASAP though (at the end of this post), or someone is going to further rob me from my bug hunting glory

(joking, joking...).
Coming back to the run, though - good job at bumping the difficulty, Sleeper! I'm doing it with pretty strong ship (Federation Cruiser B), and so far, I'm "just" managing to tie ends together. Sure, I haven't got any incredible weapons (apart from starting dual laser and pathetic leto missile, I got Big Bomb after some time - which replaced Leto - and 4-sec reloading Ion in sector 4, that is it about usable weapons), but I've managed to put pretty nice overall loadout (Heavy Drone II - saved for drone system in the middle of playthrough - Hull Repair Drone, and later, a Focus Beam Drone. apart from that, bought long-range scanner - later replaced by engineered sector scanner - and engineered drone manufacturer).
Just FYI, I did it with my self-imposed playstyle - up to sector 3 normally, then Deep Space for three sectors, and going straight to 6. So far, I'm in 5 sector, and enemies are giving me quite hard time, sometimes. Rewards seems lower, too - or is it just a placebo after playing truce-breaking slugs, now switched to blow-them-only ship? Summing it up, so far, so good

Expotential system upgrades are working great - accessible at first, then going more and more punishing (in a good way). I thought about making the base (lowest) prices higher a little - by 20% or so, of course expotentially affecting further upgrade costs - but I'm not sure if it's necessary.
Now, the "fun" part:
Tested version:
FTL Captains Edition 1.104b.ftl +
CE Infinite Addon 1.004.ftlBugs:CE "Base":1. As someone mentioned earlier, defense drones keep shotting at explosion animations, which means shotting at UI prompts, too. Original reporter haven't seen anything bad about it, but, after testing it with Heavy Defense Drone playthrough, I strongly disagree. It makes Heavy Drones (the ones that shoot lasers, too) almost completely unusable in any firefight that involve many laser shots (burst lasers or auto lasers) - not due to amount of blasters blazing, but due to explosion UI prompts themselves. Sadly, it's not hard as in "fair hard" - it feels "hard" as in "because it's broken". One can time enabling drone power perfectly, but it still won't shot down that Heavy Ion/Artillery Laser/Titan Swarm/Ares Rocket/whatever important, because it will shot at UI prompts from shots forgotten long ago.
Now, this is a hard one, as (I think) everyone loves UI prompts. I've thought about it for a long time... As I presume, it's not possible to make UI prompts appear *during* laser shot flight, right? It could be easily explained as our computer already calculating where shot will impact - laser shots are so fast, that it wouldn't allow to unfair empty room of crew like with bombs (and laser shots are hitting shield most of the time, anyway), but if it's not possible, then...
Then I think that removing UI prompts from fast shotting lasers (and those only) is only one way to go. Sure, I love those UI prompts, but choosing between seeing "Warning: suppressive fire"/"Warning: multiple impacts" or having Heavy Drones working as they should, I think the latter is more important. Of course, in my proposition of solution UI prompts for rockets stays (although, I would consider removing them for burst-firing rockets), and I think it would be a problem for extremely slow firing lasers (Artilleries, etc). Obviously, it's 0 problem with beams or bombs. I would just suggest making Ui prompts for those a little shorter (it's still frustrating when your drone shots at UI prompt of artillery laser 2 seconds after it perished on shield - one whole second of UI prompt would be enough, I think).
So, summing it up, i think that best recipe for fixing it is:
*remove UI prompts from burst (including dual) and auto lasers, where applicable
*shorten UI prompts for other lasers where it exist
*remove Ui prompts from burst rockets
This way, I think, we retain Ui prompts where it is really cool and important (effectors, bombs, most rockets, beams, very dangerous lasers), while still having Heavy Drones useful during intense combats.
(Severity:
Major)
2. Meet another one of this "blow-up-in-seven-seconds" auto drones. Took a picture of this fella:
http://s7.postimg.org/l8qvylgu1/break_something_oh_shit.jpgFYI, it's the one that states "you hurt me, stop before you break someth... Oh shit!". It started charging FTL *after* my last barrage of dual lasers - as you see, they're barely loaded 2/3 now, and it announced "jump imminent" a while ago already (I shot rocket at it in panic, which hit, but wasn't enough, as seen on picture). I estimated it - again - as 7-8 seconds from event text to actually blowing up.
(Severity:
Minor)
3. I remember, that this quest have blue option for fire bomb:
http://s29.postimg.org/cp42totet/big_bomb.jpgAs you notice, I had Big Bomb there - I think it should blue'd, too. After all, there is this other quest (Giant Alien Spiders), where we use it and nearly blow up a whole station - so such big payload should be enough to blow up those fuel tanks as good, I think. (Severity:
Minor)
CE Infinite:1. Rebel fleet started to chase me (on-screen) after exactly 3 jumps in sector 3 - intended? In Deep Space, it seems to be correctly delayed. I'm reporting it just because you've answered, last time, that delay in normal sector as big as in Deep Space is intended.
2. If we encounter rebel fleet in exit beacon and decide to jump closer to Federation coreworlds, it doesn't allow us to choose next sector where we jump (just put it into one randomly). If it's modding limitation, it could use some hinting in event text - like, that we jump where the long-range relay was set already by someone before us, due to rebel fleet on our tail. Currently, it speaks about feeding fuel and doing "necessary preparation" anyway, which doesn't imply so much haste, that we can't choose where we're jumping
3. There was no shop in this Deep Space sector:
http://s29.postimg.org/og9kliuhx/no_shop.jpgIntended?
Suggestions:CE "base":1. Reward for first part of Fed quest in Fed sectors is still a little sad. For destroying lead cruiser in rebel detachment, I got something like 30 scrap - and that while reading about "taking bones of many ships here", not only destroyed cruiser. Funny enough, 2 beacons later I destroyed other (weaker) cruiser, which gave me 2x ~45 scrap+things (spending more time at beacon to collect it). I just seems too nerfed reward for such climatic quest.
Cheers,
/Estel