So ah, I don't mean to be a downer but whats so exciting about 1.13? Actually curious to hear if its a significant 'leap' update cuz I didn't know that.
- For me the list is as such:
--- Bug fixes, namely the FCS fix for 1.25x Fire Controls. It's not a big deal, like at all, but it bothers the hell out of me personally, so I'm pumped for that. The bug affecting fighters w/ cryo being unable to unload has also been fixed, which is awesome because I really want to do a super early, no shipyard start where fighters are mankind's first spaceships.
--- New stuff, namely the Single Weapon Fire Controls. I'm crazy for fighter craft, and this makes Beam Fighters
way more viable now, since they are functionally identical to Fighter FCS from VB6, but now I can put them on big ships too!
The reduced fire Railguns are great, because while I love the big Railguns, the RoF on them is pitiful... the Reduced Size / Reduced Shot versions will fire quicker, which is awesome for me.
--- The RP components are going to be great, for all kinds of stuff like Habitation, Hydroponics, Recreational Decks (well, sub 100,000 Ton ones anyway...
), Grav Decks, and all manner of other cool things.
Rahkas will be fixed, and they're the new Spoiler NPR for C#. I've already found them in one game, and then the save bug happened to me.
Grrr... so, yeah, looking forward to that one, too.
--- Passive Missile targeting have been fixed, a new "Fire at Will" FCS option has been added as well as random re-targeting for second stages making Macross Missile Massacres all the more viable and satisfying. I can't wait to make some thermal guided Anti-Fighter Missiles, I suspect they'll end up being quite effective given how "hot" the typically boosted fighter engines are. Buoys have also been fixed, which will be great for my super-early tech no shipyard start, since Geosurvey probes will be
very useful now that the buoys will actually stay in orbit.
--- Ground units now have series based on their actual formation type, instead of all of them being pooled into one. I really like naming units, even the smegty little militias that I have tons of, so this will save me a TON of micro. I can now just make a new formation, call it, say, "Lunar Militia" and the game will just number them for me instead of changing EVERY. SIGNLE. ONE.
BY HAND. Wew lad, I'm looking forward to this one for sure.
--- Another thing for my fighter crazed self is that armor will be repaired in hangars and I no longer need shargo cuttle bays to re-supply my parasites with MSP, since the hangars do it now.
There are so many good changes that I haven't listed, but suffice to say this update is gona be great!