- Transports will now always move to units, units never move to Transports
- All factories will now deploy currently building units if they are powered down but assisting units finish the building process
- All Naval and hover units now leave wreckage upon destruction which then sinks instead of staying on the water surface.
- All Air units now leave wreckage upon destruction
- The default area build type and spacing for a number of structures has been changed. This applies to Energy and Metal Storage, all anti-ground and anti-air turrets, basic and advanced Energy Plants, and mines.
- Angel Missiles and repair fabricator come from the correct locations on the unit
- Orbital Factory and Solar Array icons correctly mark units as advanced
- T1 Naval Factory can no longer be blocked in a way that prevents production
- Exploit where Orbital units are able to immediately shoot upon arriving has been removed
- Nukes no longer disappear from the Nuke launcher if it is powered off
- Community Mods Merging is now ON by default (option defaults to true and may be overridden by 'community_mods_force_merge_unit_server_mods')
- Ammo of type PBAOE that does "metal" damage will no longer crash the server if multiple trigger at the same time
- Fixed a bug where only units from the most recently loaded unit mod are shown in Community Mods UNITS tab's list
- Added additional CUSTOM# unit_type tags (highest available being CUSTOM58)
- Implemented fully functional area loading for transports with carrying capacity of more than 1
- Add custom armour types AT_Custom0 to AT_Custom9
- Fixed a crash associated with Mass Teleport
- AI support for metal extractors of other factions fixed by adding a new property on the faction commander spec which is:
