What's new?Small shipsAdded Interceptor airships. Aimed to be non-directly controlled by simple commands attack/defend/return (if player owned).
This ships have 3 small turrets that mostly damage crew of the airships. If your ship have a lot of low caliber antiaircraft guns it'll be easy to destroy this kind of ships before they'll make some serious damage.
They're using a lot of steering behaviors so movement looks kind of realistic.
Aiming predictionFast moving airships require precise aiming, so it was a good time to add prediction. Seems like it works ok at the moment.
Auto-targetingNext step was improvement of target finding for any turret that requires one. While searching for target it checks distance & faction of the airship.
FactionsSimple factions identification - now ships know who is who.
Turret groupsFor players ship Turret groups was added. So it's easier to select group of weapons and give them same target to shoot.
Crews assignmentSome modules require crews to work properly. This will allow prioritize some tasks over other. If you'd like to boost your speed you'll assign max crews to it, or assign them to the turrets to improve your firing performance, etc.
Still not sure about this whole idea with crews and performance boost from it. Sims complicated and hard to manage. Maybe it'll be deprecated if not fun.
Crew damageEach projectile now has 2 damage types - against Modules and against Crews assigned to them.
Some projectiles are more efficient against crews than others, so if you're aiming to win by killing enemies crew you'll use them.
Repair crewsRepair crew is your best friend during combat =D Repair crews count is limited so need to choose most important modules to fix.