The Rise of the Federation
RC 8 has been released.
New update lads, this one's a chonker of an update. 3 New parts and many many changes, as I'm preparing to release the first official version of Galactic Allegiance very soon!

The new parts in action. From the left, Light Firestarter, Fusion Lance Cannon and Federation Medium PD
Changelog Below.
DOWNLOAD HERE: http://www.mediafire.com/file/0tgon0hlyb7kfoy/Galactic+Allegiance+Test+Version+6.zip/file
- Added the Fusion Lance Cannon, which technically replaces the Alliance Laser Beam Emitter.
- Added the Federation Medium PD, a larger version of the Federation Small PD and a replacement of the old Federation Med PD
- Added the Federation Firestarter Light Turret, an energy-based turret that fires bolts which have a high chance of starting fires.
- Removed Alliance Laser Beam Emitter. However, this place has been replaced by the Federation Laser Beam emitter, so this shouldn't cause any problems.
- All Shotguns now use a simplified system in order to achieve the shotgun effect, and pellets no longer glow. This should fix any issues with performance on lower end computers.
- Command Bridges now have stats notes which denote what tier parts are unlocked when the part is placed.
- The Fusion Repeater Cannon's alternate firing mode has a new firing sound effect.
- Fusion Weapons now have their own category.
- Bugfix: The Fusion Siege cannon 'No Batteries' indicator now uses the custom fusion batteries sprite rather than the generic one.
- Bugfix: The Fusion Repeater cannon had issues firing when the ammo in the storage was not a perfect amount. This has been fixed, so the Fusion Repeater cannot should always fire as long as there is more than 1 energy in the storage.
- Bugfix: The location of the seat in the Fusion Siege cannon was in incorrect position.
- Bugfix: Fixed resupply threshold of the NRDF Heavy Laser Turret.
- Bugfix: Fixed the colour of the NRDF Heavy Laser Turret's bullet trail.
- Bugfix: Parts that were powered off by the player were still being supplied with batteries. This was caused by the AmmoConsumer change in a previous game update.
- Bugfix: Crew didn't pick up fire extinguishers from the fire room from the correct location.
- Bugfix: The four point defence parts were in the incorrect order in the build tab.
- Balance: The Fusion Siege Cannon now has a higher amount of hit points and the orb has a higher amount of hitpoints in order to die less against PD. However, Shards now deal half damage to shields as compared to physical parts.
- Balance: The Fusion Repeater cannon now deals a higher amount of damage as compared to before. This is relevant to both the normal bolt and the charged bolt. It also takes less energy to fire bolts.
- Balance: Nerfed Roof Railgun. The damage pool is now 8000 and the accelerators add a multiplier of 15% to the railgun, not 20%
- Balance: Nerfed Phantom Reactor. They now cost 15k credits, take 1.25 seconds to produce one battery but there is no waiting time for crew picking up batteries.
- Balance: Reduced spread of all shotguns, and increased recoil slightly.
- Balance: Shields will now use more power to keep a shield up depending on how strong the shield is. The stronger the shield, the faster the power drains from the shield.
- Balance: Higher tier shields are now weaker, particularly massive shields.
- Balance: Shields now have a new system where if they're placed too close together, the shield is weaker and will therefore take more damage. This interference buff will exponentially scale the more shields you place near other shields.
- Balance: Fire Rooms are no longer invulnerable to fire, but will slowly heal themselves over time at a rate that slows fire down.