Release notes here.
* Fixed omission preventing Siege Starship from being able to hit: warheads, Avengers, Superfortresses, astro trains, enclave starships.
* Improved auto-gather logic to avoid science ships bouncing around.
* The following modules now use a new shot-movement mechanic to fire their multiple-shot bursts in a brief sequence rather than all at once, to give more of the desired visual effect (gameplay impact should be minimal) :
o Riot machine gun modules now fire 12 shots per salvo with a reload time of 4 seconds, instead of 3-shot salvos with a 1-second reload.
o Riot laser modules now fire 8 shots per salvo per 8 seconds instead of 4 shots per salvo per 4 seconds.
o Hybrid machine gun modules (I-IV) changed from firing 2/3/4/5 shots per 1-second reload to 10/15/20/25 shots per 5-second reload.
o Hybrid laser cannon modules (I-IV) changed from firing 1/2/2/3 shots per 4-second reload to 2/3/4/5 shots per 8-second reload.
* Fixed bug where roaming enclaves and preservation wardens would sometimes be given orders by generic minor faction logic.
* Roaming Enclaves, Preservation Wardens, Neinzul Clusters, Neinzul Privacy Clusters, and Neinzul Nests will now generate mixed waves of their respective youngling types, rather than each squadron being homogenous.
* Fixed bug where enclave starships (the normal ones, preservation wardens, and roaming enclaves) were not being considered starships in many cases.
* Roaming Enclaves:
o Speed from 16 to 24.
o Range from 3500 to 5000. Also applies to preservation wardens.
o Health from 4,000,000 to 8,000,000.
o Ship production rate doubled.
o Total ship capacity doubled.
o Will no longer launch squadrons while on a planet adjacent to a target planet, but will instead personally go to the target before releasing.
o Will now build up more ships before making aggressive moves.
o Will now start retreating at 75% health instead of 50%.
* Neinzul Clusters and Privacy Clusters from firing 50k/100k/150k/200k/250k shots every 2 seconds to firing 25k/50k/75k/100k/125k shots every 5 seconds. For reference, a mass driver fires a 900k shot every 10 seconds (but can't hit fleet ships, etc).
* Neinzul Bomber Clusters changed the same way as normal clusters except new damage is 30k/60k/90k/120k/150k.
* Neinzul Viral Clusters changed from 8k/16k/24k/32k/40k every 2 seconds to 4k/8k/12k/16k/20k every 5 seconds.
* Neinzul Viral Cluster range from 83000 to 25000.
* The Neinzul Viral Enthusiast AI Type previously seeded viral clusters on every single womrhole at every one of its planets. It still does that if it is a difficulty 10 AI, but only seeds a certain percent of wormholes on lower difficulties (Diff 1 = 55% of wormholes, 2 = 60%, 5 = 75%, etc). Note that it will always round down, but seeds a minimum of 1 wormhole per planet.
* Fixed bug where the main AI would scrap hybrids if there were too many starships on a planet.
* Fixed bug where hybrid drones would buzz around excessively while the hybrid was sitting still.
* Siege Starships now have a bonus against tractor beam turrets (30x) and neinzul habitats (10x, this includes nests and clusters).
* Bonuses against heavy defense now give a bonus against Avengers too.
* Warp Counterattack posts are no-longer auto-targeted, since their destruction launches a wave and the player should have to make a conscious decision (either in destroying the post or the command station) for that to happen.
* Updated Special Forces Captain description.
* Fixed bug where mk III harvesters were not "redding out" like mkI and mkII when no spots were available.
* Fixed bug that hid the pause button when both normal military ships and a Riot or Enclave starship were selected (since those have buy queues).
