Time to go up to 5.014. The exact change list is below. We've done quite a bit of progress on other fronts as well (ships loot drop, skills, freelance missions etc.), but these are not yet ready for activation. The plan is to have those things updated in the next version. The game should now work a lot more stable, since we found and fixed several crucial memory leaks that could quickly pump up memory usage. As always, if the game doesn't update, please restart Steam client. [b]LIST OF CHANGES[/b] [list] [*]FIXED: Several stations that had deprecated parameters [*]FIXED: Several scripting errors that could cause memory leaks [*]FIXED: Stations: Hamilton Shipyard, Bordeaux Research Station, Roanoke, Clearwater, Cleora, Odense and Eryn now sell commodities as intended [*]FIXED: Several potential memory leaks [*]FIXED: Corrupted save files are no longer visible on the saves list to prevent crashes [*]FIXED: Objectives and logs of solved Freelance missions are now removed after loading [*]FIXED: Proper faction now spawns as a part of the security random encounter in region Tranquility [*]FIXED: Improved model import in Material editor [*]FIXED: Several errors concerning Player creation (skills) [*]ADDED: 5 new station models. Their schematic images will come in the next update. [*]ADDED: Two variable stacks into save file: Integer and Float (100 each) to be used for saving custom variable values, specifically for modding purposes. ->GetFloat | SetFloat | GetInt | SetInt functions available for usage (details on modding.starpointgemini.com) [*]UPDATED: Zoom-out is now extended. (Numpad +/- by default) [*]UPDATED: Patrol freelance mission now has multiple waypoints and player can get attacked [*]UPDATED: testScript.sal activated by pressing F9 in-game, now uses [i]Player[/i] as [i]Parent[/i] (script used for modding purposes) [/list]