Hi everyone, We've got another patch packed and ready to ship! This update primarily focuses on fixes, including some that address potentially game-breaking bugs. The main balance adjustment is to the fuel system. Based on your feedback, we realized the fuel prices were too cheap, trivializing the fuel system to some extent. To address this, we've introduced a scaling cost system. Now, each time you purchase 1 unit of fuel from stations, the price increases by 5 credits (10 credits on escalation level 5+). This change should keep fuel accessible while discouraging farming the entire map. [h2]changelog[/h2] [list] [*] Fixed a bug which could cause bloat of player inventory save file data as well as act as a memory leak. [*] Fixed Backup Shields interacting with crew abilities [*] Fixed Provisional Slot event losing its extra slot to a repeating laser beam attack [*] Fixed Combat Readiness also removing 2 ordnance production while in effect [*] Fixed Combat Readiness missing it's reticle when dragging [*] Fixed Pacify not disabling the correct weapons on SK D04 [*] Fixed Selective Ionization removing the wrong card pips on SK D04 [*] Fixed issue with Draw Power resulting in player taking 5 HP damage per turn. [*] Fixed Denial sometimes not applying its effect if targeting directly on the ship equipment and not enemy card UI [*] Fixed Raised Firewall not returning to the players draw pile when played [*] Fixed Raise Firewall having its original cost affected by active security in drafting screen [*] Fixed Force Draw adding more heat than the card says [*] Fixed issue where Flak Mk.I price was 200 instead of 100 [*] Fixed a soft lock if you were on a combat node belonging to a hostile faction in the first 7 nodes traveled on the map [*] Fixed micro charge having 0 cooldown, increased to 6, reduced price from 2E/5M to 2E/3M [*] Fixed build-up having 0 cooldown, increased to 6 [*] Fixed an error in the weapon picker event that made random choices 2 and 3 always be the same when playing the Firebrand. [*] Added some more guardrails for damage render texture issues and some more logging in case it keeps happening [*] Added in some missing/mismatched UI sounds [/list] We'll be keeping a close eye on your feedback for this patch, to quickly catch any potential bugs that might have slipped through. As always, we encourage you to continue sharing your thoughts and feedback. Every review and suggestion helps us improve the game, and we're truly grateful for each one!