This did inspire me to test it out. FTL Jammer DOES work - but it's hard-coded at doubling their FTL charge it would appear; the 'value' setting for it doesn't seem to actually do anything. Welp.
Guess that leaves me with the consideration of giving it some interesting blue options (or even strong-arming more than double escape timer via blue options) or possibly removing it from the game. Hmmm...
Suppose I should post that the mod's been updated a few times - we're on v2.6.4 now. As usual the best place to check for the current version is the wiki.
Most recently I gave the Easy-difficulty Flagship only Level 4 Engines during Phase 3 (instead of L6) and further reduced the prices of some of the weaker augments.
Oh boy. So, er, I haven't really been posting in this thread much, kind of assuming most people downloaded the mod off the wiki page directly -- but it looks like about *half* of downloads are probably coming from this forum thread, so I should, uh... probably update it!
So how about a quick overview of all the changes since I last updated this thread:
v3.1.0: Fed B reworked; Easy difficulty Flagship less challenging; Drone System cheaper; Hacking pricier; Flak less accurate; Misc. augment price drops; Misc. weapon cooldown drops
v3.1.1: Various text fixes and minor bugfixes; Gave Heavy Ion Stunner appropriate images; Combat Drone II slightly faster
v3.2.0: Enemy AE ships buffed; Enemies have less extra power for plasma storms; Lanius Bomber nerfed; Some weaker ships no longer appear in late sectors & have fewer missiles.
v3.3.0: Drone Part cost -1; Boarding Drone power req. -1; Fire Suppression buff; Drone Boost & Pheromone buffs; Event crew cheaper; Misc. system tweaks (mostly: bad system upgrades cheaper); Misc. minor cost/cooldown buffs; MantisB power -1; Beam color tweaks
v3.4.0: Sector 8 events make much more sense; FTL Jammer blue options; Racial augs sell for less; Ion Field & Battery Charger buffs; Backup DNA cheaper; Flagship Construction harder; Lifeform scanner giant spider blue option
v3.5.0: Free crew half as common in 8 events; Costs: Hacking L2/L3 +5; Mind Control +5; HL2 +5; L. Charger 2 +5; E. Resp. & Drone Arm -5; Ion Intruder blue option; Crystal Vengeance breach = 100%; Slocknog & Pony event tweaks; enemy missile count consistency (6/10/14 for Small/Medium/Large class ships)
v3.6.0: Enemy ships are stronger in Sectors 6-8; Nerfed Zoltan Custom Check; Slightly worse boarding rewards; Kestrel C +1 power; Crystal B & Lanius B -1 power; Lowered racial aug sale values more; Refueling platform event better; removed 30 instances of the word "small" in event text (about 1/5th of the massive total number)
...That's a whoooooole lotta changes! Near-future plans include trying out Ion Intruder at 2 power and enemy Boarding Drones at 2 power and re-adding Advanced FTL Navigation with the ability to map each sector when you enter (idea taken from slowrider; cost would be around 85 scrap). Give it a try and let me know what you think or if you find anything amiss - there hasn't been a ton of testing for the most recent releases, but everything seems to be working smoothly so far.
v3.6.0->3.7.1:
* fixed a minor Zoltan C visual glitch; reverted the more annoying FTL Jammer blue options.
* few weaker augments 5 cheaper; Flak I slightly cheaper and slightly less accurate; Repair Burst -1s cooldown.
* Re-implemented Adv. FTL Navigation, which now maps sectors automatically. Lanius crewkill now gives augment instead of crew. Engis are slightly rarer. CV sells for less.
* Halberd nerfed more; Pheromones & Repair Gel sell for less; Lockdown significantly lower cooldown; Stun Bomb -1s cooldown; Vulcan & Swarm cost -5; Slug C fewer parts; Mantis C fewer missiles