# Gameplay * Travelling resource merchants can no longer refine ores, since they can jump away without warning * Individual blocks of drones can no longer be destroyed as that could result in players getting stranded * Transporter Upgrade can only be installed permanently to avoid confusion ** The bonuses are only applied when it's permanently installed anyways * Improved Harvesting AI ** Harvest ai can now evade through small entities less than 5% of the ship's mass when stuck ** Harvest ai can now free itself better when it gets stuck * Your ship's hyperspace animation is now reliably shown * AI Entities that fly too far from the sector center (250km) and player (100km) are deleted * Founding a station is not possible when 230 km from the center of the sector or further # New Death Behavior "We updated some behaviors when players are destroyed. Since destruction is already very punishing in Avorion, we're introducing a few changes to how players are treated after their ship is destroyed." * Player is now placed in his drone on ship destruction * Player is only returned to his reconstruction site once his drone gets destroyed and there are no other ships to fly * Players can now switch to any craft from the drone * Added a delay of a few seconds until player is placed in a new ship after destruction * Added a delay of a few seconds until player is moved to his reconstruction sector after destruction * Player's drone is invincible for 20 seconds on respawn # Balancing "With the introduction of the ship founding fee, we wanted to move the costs of ships and fleets more towards founding. We're reducing crew costs to actually MOVE the costs instead of only adding new expenses." * Reduced crew salary (must be paid every 3h) ** Standard crewman: 80 -> 50 ** Engineer: 150 -> 100 ** Gunner: 300 -> 200 ** Miner: 300 -> 200 ** Mechanic: 150 -> 100 ** Pilot: 500 -> 300 ** Security: 500 -> 300 ** Attacker: 750 -> 400 ** Sergeant: 750 -> 400 ** Lieutenant: 2.000 -> 1.500 ** Commander: 5.000 -> 2.500 ** General: 10.000 -> 5.000 * Reduced required crew ** Engineer: Reduced required engineers by 50% for Thruster and Engine blocks (Shield Generators remain the same) ** Mechanic: Reduced required mechanics by 50% * Transporter Upgrade supports fighter cargo pickup at 'Rare' or higher, down from 'Exceptional' # UI * Updated several in-game hints * Improved german localization for some dialogs * Crew transfer text boxes are now emptied when clicked * Crew and Cargo transfer text boxes are reset to default value if window is closed and reopened * Improved the in-game variant of the game console ** Implemented different colors for client/server normal/error/lua/lua error output * Exiting strategy mode is now more consistent with camera position * Added problem indicators when a ship has transporter blocks, but no transporter upgrade or vice versa * Added problem indicators when a ship uses R-Mining fighters but doesn't have a functioning transporter for them to pick up ores * Made coloring for permanent installation bonuses of upgrades clearer * Updated some loading screen tips with bad grammar * Added tooltips to clarify that crews have to be paid every 3 hours # Scripting API * Added localRect, localCenter and localPosition properties for UI Elements * Added documentation for '_restoring' global background variable in initialize() * Added onCrewLootCollected script callback * Added a "selected" variable to /run command # Bugfixes * [UBR] Fixed an issue where burst fire for railguns and cannons wasn't available * [UBR] Fixed an issue where UI of crew tab would get reset regularly * [UBR] Fixed overly long bars in crew transfer menu * [UBR] Fixed a bug where AI ships that should refine ores would get stuck when using transporters * [UBR] Fixed a bug where AI ships that should refine ores would get stuck when refinement would take a long time * Fixed a crash when fighters collect loot for their mothership * Fixed a crash in turret building state * Fixed a crash when a block update for a non-existing block is received * [UBR] Turret AI can no longer see hidden resource depots in asteroids when the mothership can't either * Mining-Turret AI no longer tries to attack asteroids it can't mine due to material restrictions * Fixed a crash in server when the factions index was corrupted by a broken save * Mining AI no longer tries to mine asteroids it can't mine due to its laser material being too low * [UBR] Fixed an issue where ships would continue flying on sector change, smashing into objects potentially * [UBR] Fixed several issues where Harvesting AI would get stuck * [UBR] Fixed missing sound effect for salvaging lasers