# Gameplay "More general QoL for everyone! Ships now stop when they don't have a salvaging license in a scrapyard, gems now have a purpose, and we've added a 'stealthy' swiftness so that you can tell your ships more safely to fly somewhere with minimal attack problems." * Salvage AI now stops when its salvaging license runs out * Gems are now bought by Habitats and Casinos * Added a "stealthy" swiftness for travel command with very low attack probability but high travel time * Commodores of escorting ships now properly reduce attack chance for Travel Command * AI ships can now use armed auto turrets to defend themselves while mining/salvaging * 'Dock to station', 'peaceful patrol' and 'refine ores' AI states now set the ship to 'passive' instead of 'idle' to avoid spinning * Asteroids are now guaranteed in scrapyard sectors to avoid mining ships appearing and doing nothing * Captains can now no longer be Intimidating and Harmless at the same time # Balancing "We're buffing the normal delivery missions to make them more worthwhile, and there will be more missions available in general. We're also changing the mine/salvage operation safe mode, and you won't be able to use absolute minimum effort ships in areas where they're obviously outclassed. It's been pointed out to us that sending a 2 slot iron ship to mine for 4h in (1:1) without it being in any danger doesn't feel balanced and we agree. They'll need to be at least a little bit on par with ships in the area or you'll have to use an escort to protect them." * Doubled base rewards for delivery missions * Delivery mission bonus reward now scales with location in the galaxy * Doubled base rewards for resource shortage missions (now 4x the good's price) * Resource shortage mission bonus reward now scales with location in the galaxy * Increased number of available bulletin board missions * Increased likelihood of Tier III captain mission * Mine Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0% * Salvage Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0% * Energy drain of energy to shield converter is now static for each rarity * Increased prices of energy to shield converter upgrades to be more on par with other upgrades * Increased fluctuation of the amount of goods available through trade contracts * Reduced reputation gain of a few side missions from +10000 to +7500 to make them more on par with other missions * Clearing out a pirate sector now grants +3500 reputation to a nearby faction # UI "Some more UI QoL improvements, enjoy!" * Added an alternative view for ship weapon overview that doesn't fill out the selection by slot, but by turret * Added better error messages as to why a captain can't sell something (esp. which good is problematic) * Readded display of total crew salary * Escorting ships now additionally show the description of their escorted ships * Added a config option to enable/disable encyclopedia pop ups * Improved Translations * Improved rendering performance of map tag icons when there are many icons # Bugfixes "As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)" * [UBR] Fixed some wrong translations * [UBR] Fixed an issue where fighter AI was not properly detecting wreckages * Fixed an issue where unowned objects were shown as purple instead of grey * [UBR] Fixed an issue where seeker shots of autopiloted ships targeted the wrong objects on the client * [UBR] Fixed an issue where autopiloted ships aimed badly on the client * [UBR] Fixed an issue where mines didn't buy things as intended * [UBR] Fixed several issues where jumping into some specific sectors could cause the game to crash * [UBR] Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything * [UBR] Fixed an issue where auto turrets were shooting ships that were assigned as friends * [UBR] Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged * [UBR] Fixed an issue where upgrades could get lost on reconstruction * Fixed a few script crashes * [UBR] Fixed an issue where the boost of ships would continue over loading screen, draining too much energy on hyperspace jump * Fixed a performance issue in UI of Mine and Salvage Operation * Fixed an issue where missions weren't tracked correctly * [UBR] Fixed an issue where academy was reset when a ship went on an operation * [UBR] Fixed an issue where cloning pods were reset when a ship went on an operation * Fixed an issue where repairing turret bases crashed the game * Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC * Fixed some crashes in commands when using them with alliance ships * Fixed a crash in strategy mode when hovering an object that was just destroyed * Fixed an issue where hangar didn't properly detect highest material of deployed fighter * [UBR] Fixed an issue where mining/salvaging fighters were recalled all the time by its mothership while mining * [UBR] Fixed rigid and coaxial turrets being able to shoot through the ship * [UBR] Fixed an issue where procurecommand's "stolen" checkbox was still checked and used even though it was invisible * [UBR] Fixed an issue where hyperspace engine cooling would show the wrong times