We've just released a new update. Highlights include the 3rd player ship and an overhaul of the perk system. Have fun playing!
New Features
Added new player ship: Colonial Gunship
Added new enemy: Outlaw Drone Carrier
Perks overhaul: Divided into pilot perks and individual ship perks
Added new perks: Trading and Diplomacy
Attacking G&B can result in them reporting your attack and them being hostile in the current and next location
Added two new natural hazards
Added new point of interest: Freighter Wreck
Added more structures
Added option to set a flag for equipment to ignore it when switching to next/previous equipment
Added hall of fame that keeps track of your completed runs
Added backer-written logbook entries
Added new planet type
Tweaks
Interceptor and Gunship now have armor which reduces hull damage by 10% and 20% (what the Hull Enhancer used to do, but doesn't require a device slot)
Renamed "Hull Enhancer" to "Adaptive Armor"
Service stations now only offer one option unless perked with Trading perk
FOV is now being slightly increased while boosting
Slightly tweaked threat levels
Slightly decreased Stasis Missile effect duration
Added Weapon Overdrive blueprint to startup blueprints
Introduced a drone limit of 1. Can be perked to 3 for gunship.
Reduced ore pickup amount
Reduced explosion impulse strength
Increased grey goo NPC speed
Slightly reduced Coil Gun spread
Removed all shield related perks
Removed "store credits" perk
Made sensor range perk scout exclusive
Made jump charge duration perk scout exclusive
Tweaked perks for stronger differentiation between ships
Added more ship class restrictions for equipment
Proximity mines will no longer react to ships of their own faction
Tweaked Mine Cluster behavior
Tweaked jump drive animation
Damage indicator vignette and camera shake strength now depend on the amount of health left
Okkar Corvettes MK 1 can now come with jump suppressors, Okkar Corvettes MK 2 now won't always carry jump suppressors
Prevent more than 2 jump suppressors being active at the same time
Nano Injectors will now consider the nano bot efficiency
Increased Flak Cannon II damage
Increased Weapon Overdrive efficiency
HUD equipment slot tweaks: Display currently active devices with green glow, give currently non-usable equipment red shading
Energized Boost Mk1, Mk2 and Mk3 now have the same duration but increased boost multiplier
Slightly improved Shock Rifle II stats
Added warning and alert sound when close to black hole
Aim assist now works with proximity mines and missiles
The "Devastator" sub-routine now reduces the energy recharge rate rather than allocating energy
Bugfixes
Fixed a bug where wrong consumable icon was displayed in pickup compare screen
Fixed wrong consumable and secondary weapon amounts being shown in player equipment slots of compare screen
Fixed devices with 4 pre-installed mods being spawned
Fixed sun flares not affecting cloaked ships
Fixed sun flares pushing bigger ships out of level bounds
Fixed spread mods not being available for Coil Guns
Fixed premature uncloaking while charging weapons
Fixed pilot seat clipping/blocking view when playing in 1st person view in ultra-wide
Fixed inverted mouse x and y not working when playing with centered crosshair
Fixed perked critical hit chance not being regarded for right-hand item in compare screen
Fixed trader not offering credits anymore (but needs a perk now)
Fixed ships sometimes having damage in hangar
Fixed current ship name not correctly displayed in ingame menu
Fixed Outlaw Sniper not uncloaking when attacked with explosive weapons
Fixed nano bots not being removed in generic freighter repair mission
New Features
Added new player ship: Colonial Gunship
Added new enemy: Outlaw Drone Carrier
Perks overhaul: Divided into pilot perks and individual ship perks
Added new perks: Trading and Diplomacy
Attacking G&B can result in them reporting your attack and them being hostile in the current and next location
Added two new natural hazards
Added new point of interest: Freighter Wreck
Added more structures
Added option to set a flag for equipment to ignore it when switching to next/previous equipment
Added hall of fame that keeps track of your completed runs
Added backer-written logbook entries
Added new planet type
Tweaks
Interceptor and Gunship now have armor which reduces hull damage by 10% and 20% (what the Hull Enhancer used to do, but doesn't require a device slot)
Renamed "Hull Enhancer" to "Adaptive Armor"
Service stations now only offer one option unless perked with Trading perk
FOV is now being slightly increased while boosting
Slightly tweaked threat levels
Slightly decreased Stasis Missile effect duration
Added Weapon Overdrive blueprint to startup blueprints
Introduced a drone limit of 1. Can be perked to 3 for gunship.
Reduced ore pickup amount
Reduced explosion impulse strength
Increased grey goo NPC speed
Slightly reduced Coil Gun spread
Removed all shield related perks
Removed "store credits" perk
Made sensor range perk scout exclusive
Made jump charge duration perk scout exclusive
Tweaked perks for stronger differentiation between ships
Added more ship class restrictions for equipment
Proximity mines will no longer react to ships of their own faction
Tweaked Mine Cluster behavior
Tweaked jump drive animation
Damage indicator vignette and camera shake strength now depend on the amount of health left
Okkar Corvettes MK 1 can now come with jump suppressors, Okkar Corvettes MK 2 now won't always carry jump suppressors
Prevent more than 2 jump suppressors being active at the same time
Nano Injectors will now consider the nano bot efficiency
Increased Flak Cannon II damage
Increased Weapon Overdrive efficiency
HUD equipment slot tweaks: Display currently active devices with green glow, give currently non-usable equipment red shading
Energized Boost Mk1, Mk2 and Mk3 now have the same duration but increased boost multiplier
Slightly improved Shock Rifle II stats
Added warning and alert sound when close to black hole
Aim assist now works with proximity mines and missiles
The "Devastator" sub-routine now reduces the energy recharge rate rather than allocating energy
Bugfixes
Fixed a bug where wrong consumable icon was displayed in pickup compare screen
Fixed wrong consumable and secondary weapon amounts being shown in player equipment slots of compare screen
Fixed devices with 4 pre-installed mods being spawned
Fixed sun flares not affecting cloaked ships
Fixed sun flares pushing bigger ships out of level bounds
Fixed spread mods not being available for Coil Guns
Fixed premature uncloaking while charging weapons
Fixed pilot seat clipping/blocking view when playing in 1st person view in ultra-wide
Fixed inverted mouse x and y not working when playing with centered crosshair
Fixed perked critical hit chance not being regarded for right-hand item in compare screen
Fixed trader not offering credits anymore (but needs a perk now)
Fixed ships sometimes having damage in hangar
Fixed current ship name not correctly displayed in ingame menu
Fixed Outlaw Sniper not uncloaking when attacked with explosive weapons
Fixed nano bots not being removed in generic freighter repair mission