Crossing into the 0.8 range this time. Getting closer and closer to release ;). I apologize in advance if I've noted anything that was introduced in one of the recent smaller updates. OK. There's a lot of new stuff going on. I'll mention only the nebula optimizations (more will be done) and blueprints. How blueprints work is explained below in the change-list :). The second, but perhaps even more important thing is the MODDING RELATED ISSUE. Here's the [url=http://steamcommunity.com/app/236150/discussions/0/34094415718337384/]link[/url] where we explain the problem. PLEASE CHECK IT OUT. Especially if you've modded the game yourself or if you're using mods. CHANGE LIST [list] [*]FIXED: Several errors in weapon range calculations [*]FIXED: An error where names of nebulas were not shown on the Starchart [*]FIXED: NPCs start firing weapons at more appropriate distances and not from miles away [*]FIXED: Your own SETH platforms will not shoot each other [*]FIXED: Beam weapons now work in [i]Fire at will[/i] mode as intended [*]FIXED: NPCs no longer have [i]impossible[/i] weapon range when using beam weapons [*]FIXED: An issue where the planetary screen gets overlapped with the station interface overlay [*]FIXED: [i]Material editor->Ship editor[/i] now saves trail parameters as intended [*]FIXED: Station color-coding (friendly, hostile, neutral) is now equivalent in the main viewport and on the Starchart [*]FIXED: An error related to [i]Weapons energy refill[/i] and [i]Weapons downtime[/i], where the two could get swapped in-game [*]FIXED: Equipment modifiers are now nullified on loading as intended [*]FIXED: An error that would manifest in an NPC ship powering up [i]Power to Engines[/i], but remaining in the same position [*]FIXED: Damage effects are now properly removed from the ship on repair [*]FIXED: An error that could crash the game when clicking on a mission icon in the starchart [*]FIXED: An issue with mission completion notification being displayed wrongly [*]FIXED: A bug related to [i]Steam Workshop integration[/i] and updating mods that could cause the game to crash [*]FIXED: Grappling a captured ship no longer turns every neutral or allied ship against you [*]ADDED: [b]Blueprints[/b] [list] [*]You can collect blueprints pieces from various sources (more will be added over time) [*]Once you collect enough pieces, a complete blueprint will be assembled in your Items list automatically [*]After that, simply dock on any station or planet, and you will find that something new is available for purchase (depending on the blueprint) [*]Blueprints are used up in the process [*]Blueprints available: light weapons, heavy weapons, enhancements for all primary systems, an officer, fighter crafts [/list] [*]ADDED: [i]Energy redistribution[/i] shortcuts to [i]Options->Controls[/i]. They are NOT set by default. Set them manually! [*]ADDED: NPCs can now drop Orpheus mines. Frequency greatly depends on player level and difficulty setting. [*]ADDED: Explosion shockwaves can now impact asteroids and junk pieces [*]ADDED: Sporadic lightning flashes inside nebulas [*]ADDED: Profession parameter is now shown on the Quick scan [*]ADDED: Several skill modifiers changed/added [list] [*]Sensor jam [*]Virus (Chance to drop target's shields on hit) [*]Life support sabotage (Reduce target's troop effectiveness) [*]Mainframe shutdown (Chance to completely shut-down target on hit) [*]Disabling shockwave (Range set to 600) [*]Energy drain => Power drain [*]Scramble now states [i]Chance to disable weapons on successful hit[/i] [*]Disabling hit now states [i]Drain target's battery energy (% per second)[/i] [*]Disabling hit [*]Tracer round [*]Razor [/list] [*]ADDED: Additional Perks are now fully functional [list] [*]Hawkeye [*]Collector [*]Space wolf [*]Torrent surfer [*]Large vessels [/list] [*]ADDED: Officers that used the same bonuses as the above Perks are now also fully functional [*]ADDED: Another difficulty level added. This is mostly ground work for future use. [*]ADDED: Several game version checks to comply with latest Steam API [*]ADDED: Several notifications (entering hostile territory) received a [i]boost[/i] to be more noticeable [*]ADDED: Ship is automatically decloaked when anchoring on stations/planets [*]UPDATED: Grappling a friendly/allied ship is now treated the same as if you were boarding it [*]UPDATED: Accuracy mechanic. Increased weapons fire spread on longer distances. [*]UPDATED: Game log records more data to catch potential problems. [*]UPDATED: Repairing your ship on a station or planet now removes the effects of Radiation and EMP damage. [*]UPDATED: NPCs accuracy improved [*]UPDATED: [i]Bounties[/i] improved weapons (enhancements) [*]UPDATED: Jumping away from a captured ship makes it highly possible for that ship to regain control and flee [*]UPDATED: NPCs now carry less Equipment [*]UPDATED: Strong gravitational pull is now only possible if influenced by a wormhole [*]UPDATED: SETH platform now has limited duration before it self destructs. This is to prevent a potential mem-leak [*]UPDATED: Nebulas are now limited to 120 particle patches at a time to improve performance [*]UPDATED: Nebula particles orientation [*]UPDATED: Several nebulas modified specifically to improve performance (Gulf) [*]UPDATED: Tweaked experience gain with trading [*]UPDATED: NPC random encounter spawning system now takes into account more variables and relies more on player level, but also on difficulty settings [*]UPDATED: ([i]Permanent[/i]) Quick Target Scan is now active by default [*]UPDATED: When stations react to nearby trouble (someone starting a high-tech space cannon brawl), instead of reaching out to the faction in control of the region, they simply call their own reinforcements. [/list]