^ - sins2 save with issue described below.
This may just be a me problem because I'm flying around with 2000 fleet supply of capital ships but I noticed that the bombard effect doesn't seem to play properly when you have that many ships bombarding the planet at once. I've watched the fleet destroy the planet without triggering either an explosion on the planet surface or even shooting the slow moving bombs. It was working fine earlier in the game when I wasn't using all capital ships but seemed to break later when I swapped out all my other ships for capitals.
That said, I liked this update and it brought some nice quality of life to the game, especially the pirate bounty is much more understandable now. I'm not sure how many of the new effects I'm seeing from the autocannons because I could have sworn all those were in the game before. I definitely noticed some of the new particle effects coming off ships when you hit them which adds some more visual depths to the scene. I will have to spend some more time playing around with the Neruda Envoy and trying to understand the minor faction changes better.
I'm sort of split on the decision to remove planet underdevelopment costs. On the one hand its good because you don't have to worry so much if you are expanding quickly and on the other hand there is no penalty to just expanding as much and as quickly as possible. I personally liked planet underdevelopment costs as it made sense lore-wise that you would need to be feeding a freshly bombarded planet extra resources to keep it viable while it waited to be developed. But having them gone hasn't really changed much. I like that fully developed planets now have higher hit points if you invest in all the tracks, so it gives a bit of incentive to spend the money to develop it fully instead of just the economic/structure benefits and its a little more sketchy to just keep your planets only developed without the massive health boon from the defense track.
Looking forward to the Vasari update!