Mr. Mister wrote:Yo sleepy, long time no see. Still holding the fort, eh?
I recently got the munchies for some FTL, so I guessed I should stop by and say hi on my way to reinstalling the mods.
I see some big changes since last time I played, as well as surely many unseen and small but numerically significant fixes.
For instance, combat augments now use up power from the generator. Out of curiosity, is the enemy power capped as well? And does the Internal Generator now let you use combat augments without reducing generator output instead of letting you use two at once?
Now there's a name I haven't seen in a long time. Welcome back to the fray. The coffee machine is over by that wall.
But on answering the examples there, I do believe enemy Reactor power is affected when they use CA's (but in some cases most notably Zoltans, they have severe power buffers that basically let them use them for free, this isn't new though as Zoltan ships in vanilla also had significant power buffers), and the Internal Generator works as you've said. There were some inconsistencies with how some CA's operated when used as the second augment last time I checked, though.