This update integrates a second faction facility and starts reworking existing mechanics to revolve around them. Vanilla influence increasing activities like contracts no longer normally provide influence. Special influence providing contracts can be accepted at the new faction factory. These deliveries are tuned to better involve rival factions in the activities by requiring further travel and pinging factions controlling the start or end point of the delivery. Future facilities will work similarly to the factory as a source of influence increasing activities.

Join us on Discord for public playtests Friday at 12pm ET, Saturday at 3pm ET, and Monday at 7pm ET.
1.20.8
Major Features
- Added faction factories. Faction factories provide a small set of long distance deliveries that apply 100 influence at the factory location and destination. Rival factions will receive a temporary ping of the route if they control the starting or end point of the delivery.
Minor Features
- Removed influence gains from completing regular contracts.
- Removed influence gains from collecting bounties.
- Influence gained from destroying a faction ship in its own territory changed to a flat 200 instead of firepower divided by 100.
- Influence gains for a faction are divided by the number of factories they control (minimum 1).
- Increased radius of radar towers to 2.5km.
- Reduced the close range damage of the Bunker II.
- The quartermaster functions at outposts can be accessed with G when nearby the outpost.
Bug Fixes
- Fixed resources sometimes being invisible but still mineable.
- Fixed delivery contracts only choosing locations from a small subset of possibilities.