Thank you for the update! I guess I'm a little late with small report of (minor) bugs and sensible (I hope) suggestions:
Bugs:1. I've hit a shop in *the* hazard sector, while having compressed nebula gas in my hold. Hoever, there was no blue option to sell it (by negotiating with trader), no matter of amount - I could only sell it via in-game mechanics. Only white options for buying things were available. Bug, or intentional?
2. If you end up out of fuel just after hyperspace jump, all things happening next (after waiting) - be it netting some ships, or fighting - still present itself as taking place in hyperspace. If you fight a ship and he runs into asteroid field, hilarious mixes may occur, like fight in "hyperspaced" asteroid field:
http://s13.postimg.org/mq20cahqd/hyperspace_busy_lane.pngI guess that nothing can be done about it (and it is, by no means, severe problem), but I decided to report it just in case - and cause it's quite funny
3. After fighting inside nano-clouds (yes, I still insist on going there, thats how baddass-hard-boiled my crew is
) and winning, nanites retreat and systems are reset. Hoever, it doesn't seem to work for AE systems:
http://s13.postimg.org/6qjcsqlol/nano_doesnt_reset.pngHacking and battery in this case, but I expect everything from AE might be affected.
4. Weapon placement on that station (Last Stand event) could use some tweaking - weapon in the rightmost mount (mini beam, in this case) is placed in such a way, that it's level of charge is obscured, (if using sensors 3+), even despite using extended enemy window:
http://s13.postimg.org/uu52jwxtx/out_of_screen.png5. Something seems wrong with the greeble'd version of kestrel internals - engine glow is displaced, as compared to hull-only view:
http://s13.postimg.org/7jvylcrph/engine_glow1.pnghttp://s13.postimg.org/qnpa1p4jp/engine_glow2.png(to notice easily what it is about, open both images and cycle through them, repeatedly)
Suggestions:1. There is this event, where we find a station "cheerily broadcasting good prices", that we can dock or abandon, resulting in various of possibilities. One of them - that happens around half the time - is explosion in our engines (for unholy amount of hull damage) and getting boarder. If we fend of boarders... We get nothing. It could be great to get something like 3 fuel (just like after pirating other fuel station), or small reward for scrapping the now-empty station. Nothing spectacular, just something small would be fitting - I think that fuel would be best, after all, it's re-fueling station. Unless it i fake to the point of having no fuel on board - but that should be scanna'ble via long-range scanners or so, before we decide to dock (after all, we can "detect large quantities of fuel" even in rebel warships, when meeting then in combat during out-of-fuel situations).
2. The infamous event with finding mantis escape pod, and chance for mantis inside to be FURIOUS - I just hit it while flying all-rock-crew rockship, and (while I don't have problem with losing crew member) it was a little strange, especially, that jump before, I meet Mantis Sacred Arena and send my rockman there (and Mantis warriors were amazed how their claws just do nothing). Maybe there should be blue option for rock ship, that allow to avoid losing crew member (while still forcing to fight off the enraged mantis)?
I was reluctant to suggest this, cause Rocks have quite much blue events associated with them, and the loss can be avoided (as many others) by having clonebay - yet it feel off enough to post, anyway. As always, your thing to decide
3. This event:
http://s27.postimg.org/qoiwrmwox/small_reward.png...could definitely use small reward accompanying boarding party - it is very strange to be docked into empty, non-damaged and fully working (as prior event text state) ship that just got too low oxygen, yet leave it without salvaging for scrap. It could be paired with stronger boarding party or whatsnot, though.
4. The out-of-fuel events, like this:
http://s27.postimg.org/9p9ycdlhd/slug_o ... _offer.png... (or the others) could use some blue options - maybe I'm wrong, but it doesn't seem like they're been changed much since vanilla FTL/AE, and definitely don't use some CE's counter-measures. Not something very beneficial either (as it's a form of being punished for lack of fuel *and* given another chance, after all), but it's a little strange that suddenly, everyone cheat us without any form of resistance... Even the slight one.
5. I just HATE the AE's stalemate-prevention auto-run thing, that kicks in during most absurd moments. For example, being on beacon overtaken by rebels and attacked by rebel super-hyper-elite-battlecruiser that tell us "We finally found you! you won't escape this time!" and... Immediately start to run away. I know it's hardcoded thing and can't be changed per se, but maybe this can be work-arounded somehow? Like, disabling them possibility to run, just like we did with all the haywire navigation/we're out of fuel pirate victims? Or, I don't know, disabling them piloting/engines (and buffing other things, as equivalent for making them, basically, stations)?
[rant]Who need that fckn stalemate prevention thing, anyway? Before AE, I hit no-win no-defeat no-run situation maybe once or twice, and it was equivalent to "game over, you lost, stuck in cold empty space to die". This is prime example of failed attempt to make something unnecessary idiot-proof...[/rant]
6. I love the new hangar graphics - I really do! Hoever, one thing bugs me all the time, enough to write about it - the number of guards keeping Fed. personnel at the end of pointed gun's barrel:
http://s27.postimg.org/66xyfzkld/hangar_guards.png...which makes it looks more like slaves working in crime's lord manufacture, than Federation base's hangar. I guess that simple cosmetic change (making then guns placed in "hold" position, rather than pointed at poor slav... workers, all the time) could help. I also think that the right-upper corner guard is unnecessary - two of them (lower one, that points toward rockets on floor) and the one near cloaked slug wouldn't be enough, and contribute to lessening the "forced labor colony" feel.
Cheers,
/Estel
// Edit
BTW, I noticed that crew portraits aren't the latest version - for example, Mantis doesn't have their clavs visible, still head only. Intentional, overlook, or just scheduled for later?