This one feels fairly game-changing just because of one QOL feature in it, which is that you can upgrade your fleets (and see more details about them) right from the techs tab. Various folks had requested that over the years, and having that in now is really awesome. You can still use the upgrade on the fleet details popout as well, but now you can basically do it whichever way is more convenient.
DLC3 is getting a ton of refinement in this build for our testers to enjoy, and the necromancer is really coming together. Metal and energy (and thus also fuel) are no longer things that necromancer needs to worry about; it’s all hacking, science, essence, and hexes. The necromancer is definitely feeling increasingly great to play, and it’s definitely a simpler (but potentially brutal) mode, which was the idea.
There are a fair number of bugfixes in this build as well, including some of the more prominent ones that were annoying people in the prior build. Mainly thanks to Badger and Tom for those fixes.
There’s lots going on, and a lot of the new and revised factions and features are really hitting a point where they are being close to being feature complete. Quite exciting!
More to come soon.