# Gameplay "A few AI adjustments (mostly fighters) and some minor goodies." * Added a buyable beacon that can be deployed with a customizable message * Ship AI is no longer limited by range of PDCs when they have other weapons they could use * Self-pulling into a dock via tractor beam now pulls slightly longer to avoid edge-cases where it's just barely not possible to dock * Improved fighter AI when returning to mothership * Player fighters without mothership (and thus without pilot) now fly in circles * NPC fighters without mothership (and thus without pilot) now explode * Dropped building knowledge is now reserved for 1h instead of 2min # Balancing "We're adjusting fighters slightly again because this time we overdid it a little. Those changes should tone them down slightly from their current status as indestructible killing machines. We're also giving the different shield upgrades a more distinct use." * Increased resources necessary for production of fighters on ship slightly * Increased range of Anti-Fighter cannnons by 1km * Once all guaranteed dodges of a fighter are used, they get a 0.25s cooldown until the next random dodge can be done * Guaranteed dodges recharge over a period of 60s instead of 120s * Fighters now get (3 + 2 x [PilotLevel]) guaranteed dodges up from (3 + 1 x [PilotLevel]) * Strong escort ships and escorting commodores now reduce base attack chance (which couldn't be reduced before) * Slightly reduced yields from mining & salvaging safe mode * The trader that is attacked by pirates no longer dies in 2 seconds ** It's now 120s, except when you're helping them with the dying * Increased amount of shields provided by energy to shield converter subsystem * Shield boosters now give a flat bonus to shield instead of a percentage * Reduced maximum amount of goods available for Trade Command in early game * Reduced random spawn rate of bosses slightly, since people jump more often now * Reduced prices of torpedoes by 56% # UI "We're now communicating better what the different intricacies of the different operations are. And we've got a brand new scenario selection for Singleplayer games! Apart from that: More UI QoL and other good stuff!" * Improved UI of operations ** Colored price percentages of sell command ** Added better communication about sell command prices, captains and trading subsystem ** Added a warning sign to sell command for dangerous or otherwise problematic goods ** Added better communication about procurement contract prices, captains and trading subsystem ** Scout operation now communicates which hidden mass sectors the captain will uncover ** Refine operation now communicates speedup through a nearby owned resource depot * Added a new scenario selection UI for singleplayer games * Added a slider to configure loot highlighting (starting at which rarity) * Added filtering by ship & station in the fleet overview * Context menu in ship weapons overview is now disabled when in drone * Added a 'Travel Hub Blue' color for Travel Hub beams * Added an encyclopedia line to Travel Hub entry on how to build the beams in player-owned Travel Hubs * Added little markers to turret icons for the different slot types * Improved text for leveling of captains * Added a loading screen tip for turret placement, to avoid unfortunate placement of turrets on the front of the ship * Added a hint for turning dead zone of turrets, to avoid unfortunate placement of turrets on the front of the ship * Building mode orientation arrows are now no longer rendered if UI is hidden * Added keybinds to move main plane in Strategy Mode * Tag icons set in name of alliance are now shown on map * Assigning a captain no longer triggers the passenger notifications * Assigning from/to vanilla crewmembers will no longer trigger a notification * Added loading screen tips about several intricacies of operations * Energy Tab is now more compact and fits on screen for lower resolutions # Misc * Added debug output to find some bottlenecks * Fighter engine trails are now longer when boosting on particle setting "High" * Added a hotkey binding to select own ship (unbound by default) # Bugfixes "No patch without some good old bug fixing! As usual, User Bug Reports that were submitted via our bug reporting tool are marked with [UBR]! Thanks to such a great community and keep it up!" * [UBR] Fixed an issue where Xsotan artifacts didn't stack in inventory * [UBR] Fixed an issue where several bosses didn't react to alliance ships as enemies * [UBR] Fixed an issue where loot transporter wasn't set as a friend during dialogs in mission encounters * Fixed an issue where faction languages could degenerate when saving * [UBR] Fixed an issue where the adventurer could change names * [UBR] Fixed an issue in a Family mission when there was no associate * [UBR] Fixed an issue where fighters could become slightly too big (ie. monstrous) * [UBR] Fixed an issue where it was possible to send a ship into background simulation even though it had a durability malus * [UBR] Fixed an issue where fighter models could be too small * [UBR] Fixed an issue where ships sometimes used repair turrets on enemies while attacking them * [UBR] Fixed an issue where a resource depot's icon wasn't properly set even though it had missions available * [UBR] Fixed an issue where block textures weren't rendered correctly in UI * [UBR] Fixed an issue where tooltips of escort ships weren't translated correctly * [UBR] Fixed some wrong tooltips in captain tooltip * [UBR] Fixed an issue in crew tab where text could read 'due in 0 seconds' * [UBR] Fixed an issue where "Pirate Raid" mission could get stuck when there were too many holo blocks on the ship * [UBR] Fixed an issue where the Sell Command could show the wrong prices * [UBR] Fixed an issue where the map could be opened while in build mode (or paused in general), causing problems and making the game hang * [UBR] Fixed an issue where the highest price of a good in Sell Command never went into negative regions * [UBR] Fixed several issues where missions didn't yield reputation when doing them in an alliance ship * [UBR] Fixed an issue where ships could get stuck for a certain time during mining and salvaging * [UBR] Fixed an issue where ships returning from background simulation would drop cargo when having cargo subsystems installed * [UBR] Fixed loot not being synced when reservation values are changed * [UBR] Fixed an issue in auto fire mode where turret didn't attack currently selected target * [UBR] Fixed some issues in localizations * [UBR] Fixed several issues in search and rescue mission: ** Spawned wreckage can no longer have captain logs with conflicting dialog ** [UBR] Dialog option to give information is no longer shown on any ship or station ** [UBR] Location bulletins are now immediately updated if correct sector was found ** Only correct sector is now marked as target location if correct sector was found ** Added description line to tell player what to do with the wreckage ** Wreckage of search and rescue is now constantly chattering to emphasize auto message system the dialog talks about * [UBR] Fixed several issues where legendary turrets had wrong crew members * [UBR] Fixed an issue in trade command where doing 2 consecutive flights caused double the profit even if it was just 1 more good being transported * [UBR] Fixed an issue where players could have bad starting relations to their home sector faction * [UBR] Fixed an issue where destruction of pirates or Xsotan didn't give reputation when other factions helped destroy them * [UBR] Fixed broken display of stats in shipyard * [UBR] Fixed an issue where player to player damage could still happen even when disabled * [UBR] Fixed an issue where fire power of a ship didn't update properly when all turrets were removed * [UBR] Fixed an issue where turrets could show up in System Upgrades inventory * [UBR] Fixed an issue where not all captain commands were listed on lower resolutions * [UBR] Fixed an issue where turret factories showed the wrong turrets sometimes