[h3]Rebalances:[/h3]
When transferring credits by the bank between sectors - the tax is doubled
All factions received ironclads, both military and patrol
Some devices of the Caans and Xenoruites have undergone changes of requirements
The scout and heavy fighter have been redesigned to better match their roles:
Specifically, the scout has lost armor and some shields and has been reduced in cost by 50k
A new type of portal has been added that charges a fee for passage. Most of them have been added to 1 sector to shorten the path
Ammunition: Price and weight have been redesigned. In general - a significant reduction in size and cost
NRL: -10 maximum damage
Reflection now has a maximum of 500 capacity. Each new reflection adds the same number to the existing one. If the reflector has reflected all of its potential for reflection, it goes into an inactive phase in which it only provides resistance. Also, thanks to this, mobs will not have a permanent reflector - as soon as 500 damage is reflected, they go into an inactive phase (in which they do not turn on the active one)
Also, the error that the reflector included the shield in the reflection calculation was fixed, due to which it reflected less on shield ships, and better on ships without shields
[h3]3 Sector:[/h3]
Decreased by 30% on average
Reduced the frequency of binary systems
Asteroids no longer appear outside the system
Reworked the method of generating bots inside
Completely reworked the number and quality of mobs in all systems
Expanded the ban zones on spawning asteroids in c3 to match new realities
Added new systems for main factions
Added portals-links in c3 to simplify and speed up movement for a fee
Regen from players are now counted as it has 1 less in system in s3, also timer to activate is 5 (standart - 3)
[h3]Cosmetics:[/h3]
Changed the appearance of the engine ring and improved the quality of the attack radius
Updated selection
Updated exhaust activation on ship
Some actions on planets are now visible directly on the map (for example, an auction)
Improved tiling quality for durability/health/energy
Also, wear is now visible in different colors
[h3]Miscellaneous:[/h3]
Drones can now be repaired separately in the info panel next to their HP bar
Reduced the ship's "reaction" time to the fact that it could not land on a moving object
Now you can't land even on your station if the system was neutral and you attacked a patrol
Added a minimum energy option for the station hangar
Reduced the size of the game by 10 MB
[h3]Fixes:[/h3]
Corrected the description of the Hidden Storage - adds not 150 but 200 cargo
Removed the problem when any possible errors with devices led to the knocking down of their hotkeys
Removed the constant removal of the last device or drone upon entry
Multiple fixes