Improvement of devices
Added the ability to improve the effect strength of systems and navigations when upgrading a device
This is a base stat change that is fully compatible with the Hybrid Insert buff/debuff
The following devices are now available for upgrading (and their internal interactions have been changed to allow scaling from buffing):
- Armor Plates 5 levels max Hull now scales from armor amount Base Hull changed: 125 ==> 100 -> 150 Armor: 10 -> 15
- Engine Controller 5 levels max (level 1 does nothing) Now takes maximum energy as 0 -> -20 Speed: 8% -> 12%
- Living Armor 3 levels max Hull now scales from regeneration amount Hull: 100 ==> 90 -> 135 Irri Hull: 150 ==> 135 -> 202 Regeneration: [1.2+0.04% => 9+0.3%] ==> [1.2+0.04% => 9+0.3%] -> [1.467+0.049% => 11+0.367%] Irri Regeneration (x1.2): [1.44+0.048% => 10.8+0.36%] ==> [1.44+0.048% => 10.8+0.36%] -> [1.76+0.0586% => 13.2+0.44%] Biomass Regeneration Boost: 45 -> 55
- Xenosensors 5 levels max -% of structure now scales with evasion Evasion: 10% -> 15% -%structure: -2% -> -3%
- Radar 5 levels max Radar: 200+2% -> 300+3% Hull: 150 -> 225
- Maneuvering engines 10 levels max Secondary attributes reworked to scale with upgrades Evasion: 3% -> 6% Speed: 2% -> 4% Ship visibility boost: 7% -> 13% Engine durability: 10% -> 19%
- Production complex 4 levels max (level 1 and 3 do not provide anything) + to production: 5 -> 7
- Afterburners 2 levels max (level 1 does not provide anything) speed: 5 -> 6 Engine durability: 10% -> 12%
Any repair upgrades now improves the item's durability by 50% of effect. Droids cannot improve their durability, and engines only receive 25% of the effect
Breakage of things due to death in c3 or during an emergency return of the drone is now calculated from the base durability and not modified (now it makes a lot of sense to increase the durability of defenders for the sake of their longer use in dangerous battles)
Improving engine energy efficiency: repair price +10% => +5%
Drone power consumption improvement: power consumption -10% => -15%
Improved device power consumption: power consumption -10% => -15%, size +10% => +5%
System/Navigation size Improvement: Repair +0% => +5%
Improving the effect systems/navigation: +15% size, +10% repair
Global Speed
Afterburners now have a x2 acceleration effect when the ship's batteries are full
Ships now move x1.5 faster in the main systems of factions (in space) with which you have 1 or higher reputation. Any aggressive actions will disable acceleration for you. The effect starts working only when the ship's energy is at maximum
Added a visual effect showing system acceleration, in the form of an elongated exhaust (alas, but a separate, animated effect did not pass the quality test)
Other
Fixed errors with trade windows, not saving settings and skills reset after reworking windows
Now it does not show where to return in the quest if it can be completed remotely
Reworked and expanded the panel for creating station modules. No more guessing about the last half of words, as well as constantly scrolling left and right and comparing
No longer requires the station operator to have credits when processing (doesn't show either)
The "T1+ Simulation" quest for the Irrians has been simplified and supplemented with text
Due to the fact that there were constant reports about a bug with "incorrect" reputation output, the quest now displays an accurate reputation value for the quest, taking into account the current level, if it is not "clean" reputation
Fixed a bug preventing recently created accounts from being added to station access
Camera movement from the edges of the screen is now accelerated by the camera movement setting too
It is no longer possible to disable training on the first 7 training panels
Training plaques can no longer be skipped by pressing immediately
Minor fixes
Visual edits
