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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
-Altered threshold of what is considers low range combat for adaptive difficulty scaling. -Lethal combat kills now increase both long and short range threat profiling (was just short range before). -Enemy mines now stay revealed after being fully identified. -Changed mine detection UI to better contrasting color in zone 5. -Increased rate at which ship resource manager calls in escorts. -Some item and mod costs rebalanced. -Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s). -Longnailer supf mod nerfed (20-->15 shots suppressed) -Increased artillery gadget base damage (80-->100). -Small objects (ships, floating chunks, wildlife) no longer block sight-line for artillery targeting. -Increased Charge Spur emp multiplier (40%-->120%). -Nerfed recycler wreckage disassembly SRM gain (3-->2). -Fixed recycler not using up charges when disassembling wreckage. -Fixed recycler targeting sometimes not obeying range restrictions. -Fixed certain enemy sonar emitters not reacting to damage. -Fixed ships/wrecks becoming hidden while held if they are disabled/created within concealing circular hazards. -Fixed a collision issue on a structure in [redacted]. -Fixed a situation in which multiple non-NPC objects could be tagged/affected by a single shot. -Fixed player exiting deafened state not resetting certain sfx volumes correctly. -Fixed bad damage calculation on Charge Spur collisions. -Fixed a potential zone softlock that can happen if a comms encryption key satellite is destroyed after objective completion. -Fixed guards reporting volunteer ships as hostile in distress after they have been disabled and dropped by the player (?) -Fixed being player being able board-grab ships through walls with high enough melee range. -Corrected some tooltips.
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