If enemies are capable of closing to firing range of a condor however, it will still likely be destroyed.ĭespite this, the Condor has the dubious honour of offering the most deployment point efficient undamaged flight decks, offering one flight deck per 5 Deployment points. The condor is however hampered by it's low speed, manoeuvrability and direct armament (offering only 2 small ballistic mounts to fit other weapons, usually point defence) as well as it's mediocre OP value. The Condor has fairly substantial armour and hull for a destroyer sized carrier, able to take a reasonable amount of damage in a fight despite it's mediocre shield and flux stats. At a pinch, it can be fitted with finisher missiles such as Harpoons or Reapers at crippled or disabled enemy vessels. Fitted with the useful Fast Missile Racks subsystem and a medium missile mount, it is capable of providing prolonged pressure in fights using Pilum LRM Barrages, or using a Salamander MRM Pod to disable ships. The Condor is a cheap, fairly effective basic carrier, with limited support armament. Even with limited flight deck space, the Condor gets the job done, relying on its tough armor, excellent bulkhead strength, and a respectable (for a light carrier) weapons package. Nowadays the Condor-class sees heavy service in the Sector as the conversion is, for many, the easiest way to procure carrier capability for their organization. Such details were all lost in the Collapse. Others point out that it is unclear how ubiquitous this approach was - there could have been fleets of Condors roaming Domain space, but there is scarce evidence one way or the other. Some in the sector argue even the Domain, with all their technological know-how, relied on conversions of this type to make more efficient use of a merchant fleet during times of escalated hostilities. The conversion process is an involved and complex affair and requires proper space dock facilities. Fixed issue with multiple missions targeting the same person for e.g.All condor-class light carriers started their service lives as Tarsus class freighters.Field Repairs now removes (D) status from hull when removing the last d-mod.Fixed issue with player-faction patrols sometimes wanting to do contraband scans.Fixed issue that made the player unable to use SPOILER due to "interference" from no-longer-extant fleets.Fixed issue that made the player unable to use SPOILER when selecting SPOILER option in main story.Fixed issue where gaining Callisto Ibrahim as a contact, then deleting the contact could break that main story mission arc.Fixed issue with "go slow" fleet speed not taking individual ship burn level modifiers into account.Fixed issue with some enemy fleets "running away from your fleet" while actually pursuing it (but not engaging).Fixed issue where "moving slowly" could be inconsistent while campaign time was sped up.Fixed issue with cargo pods being investigated and taken by pirates from very far away.Fixed issue with "improved" tech mining actually being 4x less effective.Fixed issue with pirate and Pather base related bar events not showing up reliably.Fixed crash rarely caused by the "scientist AI core" bar mission.Coatl is now properly flagged as being "story critical".Fixed issue with several missions types offered to the player targeting player colonies.Fixed issue that was preventing punitive expedition timeouts from working.Fixed issue with patrol persistently chasing the player after they refuse to give info.Arms dealer production: player faction no longer sends patrol to talk to player about it.Fixed issue with Brawler-class frigate not showing up in larger fleets, or for sale.Fixed issue with overloaded fighters staying permanently overloaded.Fixed issue causing ships with Plasma Burn/Burn Drive to ram a destroyed enemy station on combat end.Fixed issue causing ships with omni shields to point them at Piranha bombers at extreme range.Fixed issue that caused phase ships specifically to wrongly the timing of the threat of mines sometimes.Fixed issue causing carriers armed with Pilums to stay too far away from enemy ships.Fixed issue that was causing carriers to sometimes "engage" too early, losing the 0-flux boost.Fixed issue that was preventing reckless officers (or eliminate) from closing the distance.Fixed issue that caused it to approach while turned at an off angle sometimes.Ceyx is no longer part of the Hesperus colony.Fixed issue with engine boost briefly turning off on reaching 0 flux with elite helmsmanship.Tactical bombardments no longer count for "atrocities committed by player".Fixed an issue with the main storyline.Ĭhanges as of Hotfix #5 (-RC14), April 21, 2021, 1:20pm EST.