Made "Missile Autoforge" hullmod visible on station modules and REDACTED

Salvaging: +50% bonus for rare items will no longer result in a full re-roll and will simply result in "more stuff" compared to without the skill

When joining an ongoing battle, allied fleets will prefer to pursue instead of harry/let go when possible

Will no longer force the player to fight when weaker and stopping them for the transponder being off or for a cargo scan

Moved flux/second to be under damage/second

Harbinger: changed 3 medium hardpoints to "energy" (was: "synergy")

What a treat..."Free Port" condition feels a bit overnerfed. How are the core pirate markets handling it? With just +25% accessibility and -5 stability they probably are miserable beyond reason.Player faction not using combat freighters isn't really necessary, but since the player doesn't know (unless digging into the files) that combat freighters even are their own category, it might be for the better. Some "allow combat freighters" check would probably work as well, but it's a fairly insignificant choice in the end.Tech-mining not giving any production anymore is better for people trying to stay under the radar. Monthly report for salvaged items could use some more detail at this point. It should show how particular colonies are contributing and especially if some aren't giving anything at all anymore, so that the player knows when to stop mining.Deserters using proper weapons is nice. I swear it was like that in previous update...It's also nice that you can personally take over space infrastructure. Waiting for patrols to do it would be annoying to some, and it would be weird that they can do it, but not the player.Just the modules, or the entire station? I don't think we can check the modules' hullmods legitimately yet. If it was on the main body of the station, it would show up.Heh. It's not really important, but I guess that change makes its function clearer on the player end.Battlestations and Star Fortresses have officers - do their skills depend on the size and type of the station, maybe even RNG and player faction doctrine, or is it just some generic officer?...Can we queue upgrades from the get go, so that there's no need to go back to the colony if all you want is just a Star Fortress?Now these are some quality of life improvement! What was even causing your faction to let the enemy fleet go, when it has the advantage now?Move damage per shot and flux per shot together as well, just so that it doesn't look so interrupted. Flux efficiency can still be at the bottom.Does its system keep the "decreases energy damage" bit?All the AI fixes... It's too late to save me now, but the next tournament is going to be incredible.I also want to note that if we could set some pre-determined ship behaviours, or their general personality (without using officers or the faction doctrine slider - the latter especially, since player fleet most likely is much different from what player faction has to do with), similarly how the Autonomous Ships mod does it. No matter how expendable frigates/destroyers are, I care for them and their survival.