Space Updates
Another round of QOL changes from Rengawm.
The latest change of quality of life changes for pilots.
- You can now add or remove squadron ships for a landed ship, and you can remove ships from a squadron even if they're not currently on the ship.
- In space combat, being in sustained action actually caused you to receive 0 experience from destroying the target, and that's been fixed. You'll receive experience based on the value of the target ship shown on "info".
- All automated squadron ship actions now depend on autopilot being enabled, so when using them in a fight, you'll generally want to ensure autopilot is on. It is still enabled automatically when scrambling any squadron.
- Autopilot logic now kicks in even when a ship has players onboard.
- There's a new autopilot config: useion. Rather than using only lasers or only ions, you can now toggle each one separately using this.
- Squadron ships will now honor these weapon settings when engaging targets. Be sure to update the settings on your existing squadron ships.
- Squadron recall now takes precedence over engaging their target.
- When you add a ship to your squadrons, it will automatically enable all three weapon types and turn on autorecharge.
- Autopilot and squadron ships will now fire weapons at the same ranges players can. This mostly just means they'll be firing projectiles from farther away than they currently do.
- Autopilot and squadron ships can now miss based on all the factors affecting whether players miss, such as relative ship size, target speed, and distance. Previously, they'd only miss due to ship dodging.
- Autotrack will no longer cause you to re-course toward your target due to "evading collision".
- When any ship in a battlegroup is attacked, all of the ships in the system from the same battlegroup are now marked as fighting, meaning they will stop regenerating fuel/projectiles.
- Autopiloted ships with CLANPOST enabled will now attack any ship which they see bombarding that clan's worlds, regardless of the bombarding ship's affiliation. (As long as it's not owned by the same clan as the planet; your own orbitals will not attack you for bombing your own planets using your own fleet, but they will currently attack a ship piloted by a clan member but not owned by the clan.)
- Orbitals will now switch to the closest invading pirate, no longer considering target ship size as a factor in prioritizing pirate targets.

