- [p]Built-In Ships:[/p][list]
- [p]Added 4 new Fringe combat ships: Hotshot, Scorcher, Smoulderer, and Stoker.[/p][/*]
- [p]Added 11 new Cabal combat ships: Adustio, Antares, Heliogabalus, Helios, Ignis Castus, Ignis Excaecator, Ignis Immanis, Ignis Iustus, Ignis Nitidus, Ignis Primus, and Ignis Recensus.[/p][/*]
- [p]Added 4 new Imperium combat ships: Alicanto, Ashoka, Aspatha, and Mithridates.[/p][/*]
- [p]Added 5 new Great House Io combat ships: Lerna, Sabnock, Sargus, Vapula, and Zent.[/p][/*]
- [p]Misc updates to existing ships.[/p][/*]
- [p]Point Defense (Non-Overclocked):[/p][list]
- [p]Increased range from 150 to 200.[/p][/*]
- [p]Reduced rate of fire from 15 to 11.25.[/p][/*]
- [p]Reduced heat generation from 450 to 200.[/p][/*]
- [p]Increased power use from 0.035 to 0.04/shot.[/p][/*]
- [p]Decreased energy generation from 0.131 to 0.125/second.[/p][/*]
- [p]Reasoning: Improve the number of PD that can be supported per Heat Exchanger.[/p][/*]
- [p]Reduced shield area damage from 1600 to 700.[/p][/*]
- [p]Reasoning: Was overperforming in damage potential vs shields, especially stacked shields. (Full single-shield hits is still above non-overclocked damage.)[/p][/*]
- [p]Reduced base damage pool from 20000 to 16000.[/p][/*]
- [p]Reasoning: Was generally overperforming.[/p][/*]
- [p]Reduced projectile speed from 195 to 170.[/p][/*]
- [p]Reasoning: Was overperforming because bullets were too hard to dodge or intercept.[/p][/*]
- [p]Increased shield overload duration from 1 to 1.5 seconds.[/p][/*]
- [p]Increased shield overload per amplification from 0.6% to 0.75%.[/p][/*]
- [p]Increased shield overload per dilation from 12.5% to 16%.[/p][/*]
- [p]Increased shield overload base amount from 4.4% to 5%.[/p][/*]
- [p]Reasoning: Thermal Resonance Lance's were underperforming vs shields after prior fixes/nerfs.[/p][/*]
- [p]Damage resistance modifier reduced by 28%.[/p][/*]
- [p]Reasoning: Part damage bonus from Thermal Resonance Lances was too strong.[/p][/*]
- [p]When A.I. ships retreat back to their origin, they will no longer turn their backs to their enemies.[/p][/*]
- [p]Amplification and Dilation Pump stats now show their power usage scaling.[/p][/*]
- [p]In multiplayer, observers are now grouped under their own "team" header in the scoreboard.[/p][/*]
- [p]Lots of tweaks to sound effects, including balance levels.[/p][/*]
- [p]Reduced the volume of multiple shields enabling or disabling at the same time.[/p][/*]
- [p]The default music and interface volumes have been adjusted to provide a better balance.[/p][/*]
- [p]Audio levels are now limited by Cosmoteer instead of relying on the OS. (This shouldn't have any noticeable effect when playing, but should fix audio issues when recording/streaming.)[/p][/*]
- [p]Fixed the 'fade_straight_triangle_half_empty` decal so that it properly matches surrounding decals.[/p][/*]
- [p]The Great House Io faction icon now has a glow like the other icons. (Was literally unplayable.)[/p][/*]
- [p]Improved performance when overclocked railgun projectiles fragment inside enemy ships.[/p][/*]
- [p]On some computers with AMD GPUs, Cosmoteer would fail to start (often showing as a black box) with the error message "No suitable default monitor was found" in the log files.[/p][/*]
- [p]Ships attacking a station would sometimes fly to the wrong station.[/p][/*]
- [p]Missions to defeat Great House Io ships were never spawning.[/p][/*]
- [p]It was possible to get free resources or unlimited money by buying resources and then switching to another star system before the trade was complete. (Doing so would refund the money, but then the trade would still complete upon returning to the original star system.)[/p][/*]
- [p]Overclocked Capacitors no longer produce heat when filled by "Restock All".[/p][/*]
- [p]Resources pre-purchased but not-yet-received from a ship or station that becomes junk weren't being refunded.[/p][/*]
- [p]Diamond Smelters would produce diamonds even when powered off.[/p][/*]
- [p]Following a ship in Career that goes far enough away from the player to be despawned will now properly turn the player's follow command into a move command to the target's last-known location.[/p][/*]
- [p]Mirrored part selection now works properly for Thermal Batteries.[/p][/*]
- [p]Viewing .rec files could sometimes freeze when jumping to another system, and would definitely freeze on the 2nd jump.[/p][/*]
- [p]Rules files path syntax now supports a ':' syntax which means "go to the most-derived inheritor". (This syntax is not currently being used by the vanilla rules files but will be in the future.)[/p][/*]
- [p]Some part components (currently only resource storage components, but possibly more in the future) now support multiple triggers under different names.[/p][/*]
- [p]All resource storage components now support a "CrewResourcesReceived" named trigger that will be triggered when they receive resources specifically from crew.[/p][/*]
- [p]ResourceChange components now support using a specific named trigger. (Currently this is the only component, but in the near future all components that use triggers will support named triggers.)[/p][/*]
- [p]Fixed crash in some circumstances if a translation .rules file is edited while the game is running.[/p][/*]
- [p]Fixed NetworkPorts routing to/from NetworkNodeProxies not removing their routes when the proxy was disabled.[/p][/*]
- [p]Fixed mods reducing part crew requirements in existing saves which could corrupt the save, causing crashes.[/p][/*]
