As the regulars in my naval & flooded map lobbies are painfully aware, there have been a few notable omissions in the land/sea options, which I have now been able to partially address.
Firstly and most notably, sea now has proper geo powerplants. Some cons could build T1 geos before, but it was the exact same model - just underwater. T2 was not a thing at all. Now there are proper models & effects, and a T2 upgrade option, which will hopefully also mean mapmakers start to feature them in water more often.
Secondly, the air repair pad now has a water analogue, this is especially notable now that my reworked dragon is in the Release Candidate pack. With the T2 expanded sea enabled, sea loses any repair options via aircraft carriers; this provides that facility again, allowing better force projection from a controlled sea.
And on that note, missile ships have finally passed their driving test, and while they still won’t stop instantly, they will at least not yeet themselves ~100 more units into range than was actually needed to reach a specifed target - which was always profoundly frustrating when they seemed hellbent on getting themselves scrapped by pulsars, even with constant active micro.
If any bugs are encountered, please let me know in the Discord thread
Lastly, people keep asking about sea plasma shields - remember that they exist in the ‘extra unit’ pack!