# Gameplay * 30s repair restriction no longer applies when the damage was self-inflicted * Flinging asteroids into stations now holds the ship that threw the asteroid responsible for damages * Added the option to only repair all missing blocks, without ship health * Pirate encounters now respawn after 24h of playtime (newly discovered only) * Pirate encounters now reset after some time when players flee (newly discovered only) * Xsotan now turn hostile when ramming them # Docking Adjustments "So far, docking has been a huge success and we're very happy with the results! You got really creative with what you could do, and sadly that's where we had to make some adjustments since you broke the game in far too many ways :(" * Gates can no longer be docked in Normal (still in Creative) * Several story-relevant objects and characters can no longer be docked * Turrets of docked objects are now dependent on their parent's turret slots * Added little chatter messages when containers are being abducted * AI ships that don't want to be docked will now undock themselves * Added a 'Transport' mode for stations ** Stations must be in 'Transport' mode to be docked and moved ** Stations in 'Transport' mode lose their station-specific interactions and passive abilities (Shipyard, Equipment Dock) * Increased pulling force of dock blocks * It's now possible for docked objects to jump and take their parent with them (if they belong to the same faction) # Balancing * Relation loss by damage is now relative to maximum HP/shields of AI crafts ** This reduces relation loss for high-damage weaponry in late game * Increased repair speed for crew to 40min for the entire craft, from 60min # Client * Improved transparency rendering of green box in building mode * Added explanation for size of docking blocks and pulling force * Added a preview of integrity field size in build mode # UI * Galaxy Map: Added input hints * Strategy Mode: Grid plane is now more transparent * Strategy Mode: Camera can now be rotated by just holding right mouse, shift doesn't have to be held * Added a check box to hide/show green arrows in build mode * NewsWindow is now invisible while ModsWindow is visible * Added a little green icon that tells the player they can build advanced blocks in the sector # Misc * Added an introductory chat message when playing on the beta branch * Reduced RAM requirements while calculating background AI faction economy # Scripting API * Added several missing Player callbacks on Server side * Removed obsolete Entity:getWormHoleComponent() function # Bugfixes "Thanks for reporting tons of issues! We're still working through the reports, and this is the first bunch of bugfixes that we've finished." * Fixed several typos * [UBR] Fixed a script crash when ordering ships to salvage/mine through interaction window * [UBR] Fixed a few issues when multiple docks are pulling the same object * [UBR] Fixed an issue where collision damage wasn't taken into account for relation changes * [UBR] Fixed a few issues where weapons with high omicron would cost tons of reputation even though they hit a station that didn't even lose 1% HP * [UBR] Fixed an issue where important artifacts weren't in the inventory of mobile merchants * [UBR] Fixed an issue where stations would try pushing away their docking parent * [UBR] Fixed several issues in controls settings * [UBR] Fixed an issue where shots of ships owned by players, but controlled by AI would cause reputation losses when hitting the wrong target * [UBR] Fixed stations pushing obstacles while they're docked to something * [UBR] Fixed an issue where script commands that required Sector() access didn't work (ie. /addcrew) * [UBR] Fixed an issue where interacting with a docked station would result in strange displacement of both objects * [UBR] Fixed an issue where hidden resource asteroids had only a few resources * [UBR] Fixed an issue where hazard zone being called out had string placeholders * [UBR] Fixed an issue where all patrolling ships would fly to the same point in space and get stuck * [UBR] Fixed an issue where ships wouldn't follow docked objects if set to escort * [UBR] Fixed an issue where docking heavy objects sometimes didn't impact the ship's physics * [UBR] Fixed an issue where modifying docked objects didn't impact the parent ship's physics