Heeey, it's me again! Been a while, huh?
Welp, I decided to try out CE: Infinite and it's... alright, I suppose? I do like the whole Endless Loot idea and execution (although contrary to what the OP says, I definitely think letting the AI ships have EL weapons is the way to go), but it seems to me that because Infinite doesn't fundamentally change how moving beacon to beacon and resolving encounters plays out, all you're effectively doing in practise in the broader sense is making the same game much longer. The execution of it
is kinda clever, however, although not having the option to not use the exit beacon when you arrive at it is kinda annoying. I'm assuming it wasn't something that could be fixed, though... Overall, it does what it sets out to do. I'll give it that. Contested sectors are a bit lacking in personality compared to CE's primary sectors, but I supposed that's to be expected.
Anyway, just a few bug reports. I had a few abortive runs to start with and then a successful run with the Zoltan A. During this run, there was a nebula beacon on the first contested sector immediately following sector 3 (which was a "dust cloud warning!" industrial sector) that I simply couldn't access. Whenever I tried to go to it, the game would freeze before I could get an inkling of what was there. After a couple of reloads I wound up just having to go around it.
My second and current run is with the Federation A. During this run, I have encountered two different weapons that are supposed to have additional crew damage effects but don't actually do additional crew damage, namely a Volatile Burst Scatter Laser I, and the legendary burst laser Evaporator. However, on the same run I also found a Volatile Flak I that
did do the correct additional crew damage, so I'm not sure what's going on there.
So yeah. Just a couple of little things. Beyond that I'm really surprised by how stable CE: Infinite is. FTL is just a remarkably stable game in general, it seems.
"Captain's Edition continues to rise in popularity,"
Now there's something I'm pleasantly surprised to hear.
EDIT: Continuing the same Fed A run, I've now found a Deathcharge Heavy Scatter Laser I. This is supposed to have +2 crew damage, but its "crew damage 15" stat indicates that it only has +1 crew damage. I've also found a Brutal Heavy Scatter Laser I that has no additional crew damage stat listed (I'm not going to bother buying it and testing it since the Evaporator and Scatter Laser I already have that are supposed to deal additional crew damage also don't have crew damage listed in their statblocks, whereas the Volatile Flak I that worked
did have crew damage listed in its stat block).
EDIT 2: Finished the run now and found one more weapon with a prefix that didn't work properly. Specifically, an Unfocused Halberd that did indeed have a longer trail just as advertised, but still did 2 damage per room instead of one as the prefix states it should. I also found a Volatile Flak III whose +1 crew damage worked properly, just like the Volatile Flak I.
EDIT 3: On the other hand, the shield piercing prefix works perfectly... handy when you're flying the Stealth B and happen to pick up a Piercing Halberd during sector 1... X3
EDIT 4: This is a really minor point, but you know how prefixes have all capital letters if they're positive, all lower case letters if they're negative, and a mixture if they have both positive and negative effects? Well, shouldn't the "sec" that stands for "second hand" be "Sec", then? Because a second hand weapon is good if you find it in a store, but bad if you find it in the wild.