Added new player ship: Colonial Gunship



Added new enemy: Outlaw Drone Carrier



Perks overhaul: Divided into pilot perks and individual ship perks



Added new perks: Trading and Diplomacy



Attacking G&B can result in them reporting your attack and them being hostile in the current and next location



Added two new natural hazards



Added new point of interest: Freighter Wreck



Added more structures



Added option to set a flag for equipment to ignore it when switching to next/previous equipment



Added hall of fame that keeps track of your completed runs



Added backer-written logbook entries



Added new planet type



Interceptor and Gunship now have armor which reduces hull damage by 10% and 20% (what the Hull Enhancer used to do, but doesn't require a device slot)



Renamed "Hull Enhancer" to "Adaptive Armor"



Service stations now only offer one option unless perked with Trading perk



FOV is now being slightly increased while boosting



Slightly tweaked threat levels



Slightly decreased Stasis Missile effect duration



Added Weapon Overdrive blueprint to startup blueprints



Introduced a drone limit of 1. Can be perked to 3 for gunship.



Reduced ore pickup amount



Reduced explosion impulse strength



Increased grey goo NPC speed



Slightly reduced Coil Gun spread



Removed all shield related perks



Removed "store credits" perk



Made sensor range perk scout exclusive



Made jump charge duration perk scout exclusive



Tweaked perks for stronger differentiation between ships



Added more ship class restrictions for equipment



Proximity mines will no longer react to ships of their own faction



Tweaked Mine Cluster behavior



Tweaked jump drive animation



Damage indicator vignette and camera shake strength now depend on the amount of health left



Okkar Corvettes MK 1 can now come with jump suppressors, Okkar Corvettes MK 2 now won't always carry jump suppressors



Prevent more than 2 jump suppressors being active at the same time



Nano Injectors will now consider the nano bot efficiency



Increased Flak Cannon II damage



Increased Weapon Overdrive efficiency



HUD equipment slot tweaks: Display currently active devices with green glow, give currently non-usable equipment red shading



Energized Boost Mk1, Mk2 and Mk3 now have the same duration but increased boost multiplier



Slightly improved Shock Rifle II stats



Added warning and alert sound when close to black hole



Aim assist now works with proximity mines and missiles



The "Devastator" sub-routine now reduces the energy recharge rate rather than allocating energy



Fixed a bug where wrong consumable icon was displayed in pickup compare screen



Fixed wrong consumable and secondary weapon amounts being shown in player equipment slots of compare screen



Fixed devices with 4 pre-installed mods being spawned



Fixed sun flares not affecting cloaked ships



Fixed sun flares pushing bigger ships out of level bounds



Fixed spread mods not being available for Coil Guns



Fixed premature uncloaking while charging weapons



Fixed pilot seat clipping/blocking view when playing in 1st person view in ultra-wide



Fixed inverted mouse x and y not working when playing with centered crosshair



Fixed perked critical hit chance not being regarded for right-hand item in compare screen



Fixed trader not offering credits anymore (but needs a perk now)



Fixed ships sometimes having damage in hangar



Fixed current ship name not correctly displayed in ingame menu



Fixed Outlaw Sniper not uncloaking when attacked with explosive weapons



Fixed nano bots not being removed in generic freighter repair mission



We've just released a new update on Steam and GOG (Mac on GOG is slightly delayed, but will hit soon). Highlights include the 3rd player ship and an overhaul of the perk system. Have fun playing!New FeaturesTweaksBugfixes