Roadmap is subject to change. Remember that this is a passion project and is worked on only when we have free time, so no strict timelines.
0.6 - New map, factions rework, jobs full rework, economy update to match SW universe more, stations rework.
0.6x - future expanding on stations and ships, polishing, more dynamic mechanics to make the world more alive.
0.7 - update for new physics engine and expansion of available features. First small stories/ custom missions.
0.8 - Expansion of gameplay systems, maintenance, ship roster polish, some map updates
0.9 - Integration of Diplomacy, active Sith faction
0.9 5 - first lore missions and [REDACTED] alongside [REDACTED]
Changelogs for each version:
New ships:
Subjugator Battle Cruiser (Model by Lok)
ICG XXL ship. Researchable by the player.
MC85 Star Cruiser (Model by Mik)
NRL XL Carrier. Researchable by the player.
Storm Commando Carrier (Model by Lok)
IMP and ASC L Carrier
QDF Refractory Frigate (Model by Kharak)
ICG and HKD L Frigate
Jehavey'ir-type Assault Ship (Model by Kharak)
MDW L Destroyer
Cumulus Raider (Model by Mik)
BLS, VLS, TGM, HKD, and HUTT M Corvette
Changes:
Home One blueprint is no longer available for sale. You will need to research it like XXL ships, its a precirsor for MC85 research
Emergent missions:
Bug-fix: Mayday! missions were aborting soon after you accept them.
Tweak: Ensure that no wrecks or spacesuits are in given to you as targets.
New feature: Search and Destroy (SAD) missions compatibility with the rumours feature of the NPC Reactions mod. The last known locations of SAD targets can - be updated by talking to an NPC whose faction have a more recent sighting.
Bug-fix: Bounty hunters guild - Sanction attacks: The list of available targets in the Conversation menu was broken.
Bug-fix: Bounty hunters guild - Sanction attacks: Sanctions are only available from the Bounty Hunters guild representative. Previously they were available from any guild representative.
Bug-fix: Targets of sanctioned attacks are now removed from their fleet preventing that fleet from retaliating against your attacks.
Immigration/citizenships:
Bug-fix: The properties list in the Immigration section of the menu would break when previously tracked stations were destroyed.
Bug-fix: Cleaned-up the management of licences. E.g. previously, when starting a custom game with a high relationship with a faction, loading a game will reset that relationship.
Bug-fix: Set the player's immigiration status correctly. Previously, it was set as Militia at start of new games and was only corrected on the next game load or after closing the Options menu.
War subscriptions:
Bug-fix: Mission targets were sometimes not of the target faction of the war subscription.
Bug-fix: Mission difficulties were sometimes not stuck below medium even when the mission target is in the target faction space.
Smaller additions and changes:
Added defensive patrols to Naboo.
Added 1-Dock Short station module from X4 7.50.
Added Penthouse station module from X4 7.50.
Added medium single-barrel green turbolaser turret. (For use by Dreadnought Cruiser, Proclamator, and several other ships)
Added SWI turret support to the Scrap Processor module.
Added masstraffic civilian/police/criminal jobs to Sith. (New bug in 0.85)
Added exclusion zones to the docking lanes of the XXL Ship Maintenance Pier in the station designer.
Added more detailed loadouts to the ships in the Executor main menu theme.
Added build limit descriptions to research entries.
Improved docking with XXL Ship Maintenance Pier.
Improved fps inside Mon Calamari XL ship bridge by adjusting lighting.
Changed HWK-290 to require Military license to match its equipment.
Changed N-1 Modified Starfighter from fighter to interceptor ship type to better reflect its abilities.
Changed name of "Generic EQ XXL Pier" to "XXL Ship Maintenance Pier".
Changed Free Port Trading Station module to display the full dome in the station designer.
Reduced supply cost of Gozanti C-ROC, GR75 Gallofree, and Lambda-class T-4a shuttle by 0.5.
Reduced supply cost of GR75 Gallofree Battle Refit from 5 to 4.
Reduced travel drive charge time of Victor-wing starfighter from 8 to 5.5 seconds.
Bugfixes:
Fixed Coruscant skybox tearing horribly with white jagged shapes on certain AMD GPUs.
Fixed being unable to walk on 546 Cruiser and Home One bridges when engines are destroyed.
Fixed missing wreck collisions on 60+ different objects.
Fixed 200+ different spelling, grammar, or formatting errors.
Fixed incorrect loadscreen being used on 21:9 ultrawide resolutions.
Fixed missing medium shields on Providence-class.
Fixed missing Sith build method for Quad Jumper Tug, Theta Shuttle, NK5 ion turret, and VSD shields.
Fixed hull clipping into the Brig and Crew Quarters on Class VI Bulk Freighter and Praetorian-class Frigate.
Fixed SW-7 Ion Cannon model parts floating separately from each other.
Fixed 'Other Modules' tab not opening when trying to buy blueprints from SIE, Sith, and MNG.
Fixed NK-7 regular and ball turret having the same name.
Fixed HV-3B single and triple ion cannon having the same name.
Fixed upside-down XL build modules in HUTT shipyard. (Requires new construction or new save)
Fixed S-161 "Stinger" XL (Mantis) blueprint being named "YT-1300M".
Fixed VLS, BLS, NAB, and KAM displaying incorrect faction names in various licenses.
Fixed Kamino patrol job ships being named recon instead of patrol.
Fixed certain escort missions referring to Kha'ak, rather than Vong. (Applies the next time the mission board refreshes)
Fixed certain rescue missions referring to Scale Plate Pact. (Applies the next time the mission board refreshes)
Fixed "Salvage Contract" mission spawning enemies as Scale Plate Pact.
Fixed changes to Position Defence order settings not saving.
Fixed UI crashing/reloading when selecting 30x30x30 sized station plots.
Fixed Wild Space 1 and 2 being voiced as Unknown Region 5 and 4 respectively.
Fixed XXL Ship Maintenance Pier being unable to refit ships.
Fixed XXL Ship Maintenance Pier not claiming sectors, like all other fab and maintenance modules do.
Fixed long ships docked to XXL Ship Maintenance Pier visually disappearing when the pier itself is slightly out of view.
Fixed upside down pier on NRL Defense Platforms. (Requires new construction or new save)
Fixed TB KX5 Light Turret and V-1 Laser Turret using the wrong bullet. No changes in overall performance or appearance.
Fixed NRL Refurbished ISD missing all medium turrets. (Requires refit, new construction, or new save)
Fixed ISD-1 style XL ship bridge's Comms Console ejecting the player inside the hull when getting up.
Fixed Mon Calamari XL ship bridge having a gap between the transporter and the hallway where space was visible.
Fixed Mon Calamari XL ship bridge's stand up location on multiple consoles; Navigation Console ejected into a table.
Fixed Mon Calamari XL ship bridge having duplicate Navigation Consoles; replaced with Flight Control and Comms Console.
Fixed Mon Calamari XL ship bridge having an inactive chair; is now Navigation Console.
Fixed VSD and RSD style Imperial ship bridge's Flight Control teleporting the player across the room when getting up.
Fixed VSD and RSD style Imperial ship bridge's Comms Console first person camera location being inside the desk.
Fixed ARC-170 Starfighter having an inactive chair; is now Gunnery Control. (Tail chair, not easily accessible to player)
Fixed Berea Mining Shuttle and Berea Gas Collector having an inactive chair; is now Comms Console.
Fixed Berea Mining Shuttle and Berea Gas Collector having an abnormally dark cockpit.
Fixed Charubah Corvette's Navigation Console teleporting the player across the room when getting up.
Fixed Customs Corvette's Navigation Console and Gunnery Control teleporting the player across the room when getting up.
Fixed Dynamic-Class Freighter having an inactive chair; is now Engineering Console.
Fixed Dynamic-Class Freighter's Gunnery Control ejecting the player into the hull when getting up.
Fixed Gauntlet Starfighter having an inactive chair; is now Comms Console.
Fixed Gauntlet Starfighter's first person camera location for all secondary consoles being the pilot's view.
Fixed Gauntlet Starfighter's consoles forcing you to crouched position when getting up.
Fixed Gozanti Transport's Navigation Console ejecting the player into space when getting up.
Fixed Gozanti Transport's first person camera location for all secondary consoles.
Fixed Gozanti C-ROC and C-ROC Corsair's Gunnery Control chair being backwards.
Fixed Gozanti C-ROC and C-ROC Corsair's Gunnery Control ejecting the player into space when getting up.
Fixed Gozanti C-ROC and C-ROC Corsair's Gunnery Control first person camera location being below the ship.
Fixed J-type 327 Nubian having an inactive chair; is now Comms Console.
Fixed J-type 327 Nubian's Gunnery Control ejecting the player into space when getting up.
Fixed Lambda-class T-4a shuttle having an inactive chair; is now Comms Console.
Fixed Lambda-class T-4a shuttle's first person camera location for Gunnery Control.
Fixed Theta-class T-2c Shuttle having an inactive chair; is now Comms Console. Also added Engineering Console.
Fixed Theta-class T-2c Shuttle's first person camera location for all secondary consoles.
Fixed U-wing UT-60D's Navigation Console ejecting the player into space when getting up.
Fixed U-wing UT-60D's Navigation Console first person camera location being above the ship.
Fixed YT-1300 and YT-1300M's Gunnery Control ejecting the player into the hull when getting up.
Fixed YT-1300 and YT-1300M's Gunnery Control first person camera location being in the hull.
Fixed Fortitude-class assault shuttle's spacesuit dock being inside of the hull.
Fixed MC80 Cynosure-class's spacesuit dock being inside of the hull.
Fixed Eta-2 Actis-class Interceptor astromech droid misalignment.
Fixed Dornean Gunship's searchlights causing the cockpit to be extremely bright.
Fixed S/M Ship Fab module never spawning a Ship Dealership. (Primarily relevant when it is alone. Only 1 Ship Dealership can exist per station and luxury docks spawn them too)
Technical:
updated the mod to new flight physics (single line, huge amount of work)
integrated 7.5 features: station radar module, economy changes, NPC station-owned miners, new sector backgrounds etc
New Features:
Sith economy, all imperial tech (and some Clone tech) can be built using sith materials. (you can access required modules via custom start) Sith now have to gather their resources physically and not via magic (force).
Major factions, when they lose all their sectors and own 0, will be defeated and disabled.
New Ships:
TIE Reaper
Dekhara Cruiser (and Sith Freighter based on its hull)
Additions:
New XXL pier / EQ dock (thanks itccskymarshalUncleboog)
New generic/NRL wharf module to replace vanilla wharfs
New start menu animation
Kandosii hangar now has animated doors
Balance Update:
Increased cooling rate of most main guns
Increased projectile speed for all Small laser turrets and light turbolasers, while maintaining their range. Should make them more useful in PD role.
Regen values of all M shields were decreased to improve low attention combat calculations.
All M ships have their hull increased to compensate for the change above.
New behavior of hyperspace (travel drive).
L and XL ships are now approximately 50% faster in hyperspace (Travel Drive).
Boost and flight behavior of all ships was rebalanced, mostly noticeable on S and M ships.
Improved combat behavior of M ships armed with missiles vs capital ships.
Some L ships classification was changed to Expeditionary (those with ability to resupply but not really carriers)
Player Economy Changes:
CFB (faction level) rating does not take player money into account anymore. Modifier for non-shipbuilding stations cost was increased from 25% to 35% however (they add more to the final rating).
CFB (faction level) rating now ignores assets of 50k (was 150k previously). Turned out some fighters (TIE fighter, Vulture etc) were cheaper than that limit and were ignored for calculation.
Maintenance system: capital ships docked at player-owned EQ dock will get a 25% cut in their supply cost. (disregarding if its in owned territory or not)
Maintenance system: non-capital ships docked at player-owned ship that can resupply them (carrier/aux) will get a 25% cut in their supply cost.
Other Changes:
Economy update - stations will now try to build more focused type of modules, preventing every single station from becoming a high-tech station
Updated some major station construction plans to include new modules. All major factions now have unique EQ dock plans.
Ships can now drop crates with credits upon destruction.
Many many smaller fixes and changes
New Features:
Added new Light and Medium Dumbfire Rocket launchers. Some S and M ships can now equip them.
Balance:
All sizes of proton torpedoes now deal 50% general damge and 50% direct hull damage (changed from 30-70). With recent changes in X4 7.10 fighters are more effective in using missiles, and bombers became too good. This will balance them a bit and will generally prolong engagements and less capital ships will die with almost full shields.
All missile countermeasure resilience and damage was reviewed and tweaked where deemed necessary.
Fixes:
Improved symmetry of installed weapons for S ships
Fixed VSD 2 missing turret shields
Fixed GR-500 missing engine shields
Fixed Diamond Cruisers missing turret shields
Fixed MonCal missing some equipment needed for ship construction
Updated translations
New Ships:
Overseer Light Cruiser (ICG)
Ordnance Cruiser (ICG)
Diamond Cruiser and Freighter (ICG)
Allocator Battleship (ICG)
GR-500 Freighter and Miner (NRL)
(Important)
Imperial S/M wharf and equipment modules were fixed to proper function as teleport destinations. But technically its a new module, you as player should get a new blueprint instead of old one, but its identical. However, you will need to update your construction plans with the new module, even if its called the same.
Changes:
EQ docks in non-owned sectors will not consume supplies as well (but won't provide supply still)
Sector supply level will be shown in its encyclopedia entry now (but only when it starts to impact the player)
tweaked license requirements for some ships
new M and L turbolaser turrets for ICG with unique models
ICG jobs tweaked
AA9 miners removed from NRL roster
Fixes:
Fixed Lancer ag2g turret blueprint not given to players if they purchased ag2g blueprint before Lancer was introduced
Fixed required shield blueprints not provided when Bellator research is completed
Fixed incorrect reward display for some emergent missions
Improved determining frontier sector per faction for citizenship requirements
New ships:
Lancer frigate (Empire, Ascendancy, Kuat)
Additions:
New faction logic goal - surgical strike, attack of specific stations without the goal to capture system (taken from Mysterial FE mod, credits are his)
Added mining-related module blueprints to mining guild rep
Added dynamic rooms for all capital ships, fixing a bug with missions that require them
Fixes:
Fixed XXL and XL ships available on AI shipyards where they cannot be built
Fixed missing/incorrect payments for emergent missions (escorts, bounties, raid etc)
Fixed missing Hapan Nova M shields
Fixed Fulgor and Kontos unable to resupply fighters
Fixed discrepancy of imp, mando, hapan modules ware costs
Fixed issues with player movement freezing in various ships if some turrets/shields on the ship were destroyed
Fixed incorrect turrets on some production station modules
Fixed absent mass traffic from various stations
Fixed incorrect calculation of EQ dock bonus in maintenance system
Fixed ladder in TIE Silencer
Fixed some vanilla factions being used as smuggler cover
Fixed Teroch dock collisions
Fixed incorrect license setup for Hapes
Missing texts in some places, fixed typos
Updated german, chinese and russian localization
Technical:
Update to 7.1 version of the game, review of combat AI changes and other improvements
New Ships:
Miy'til starfighter (Hapes)
Hapan Battle Dragon (Hapes)
Nova-class Battle Cruiser (Hapes)
Cherubah Corvette (Hapes)
Executor-class Super Star Destroyer and its Prototype (Empire)
Bellator-class Star Destroyer (Ascendancy)
Praetor-class Battlcruiser (CSA)
Proclamator (CSA)
Velox (ASC)
Vigil (ASC)
Fulgor (ASC)
Teroch (Mando)
Some unknown TIE prototype (only through research)
New features:
New Faction: Hapes Consortium (with paranid-style stations) + new gamestart
Expanded South-East part of map (8 new sectors)
New XXL construction module that allows to build XXL ships, but you need to research them first
New ware: Logistic Supplies, used for M+ ship construction and in maintenance mechanics
Maintenance mechanic, there is a reason to own sectors now! Starts only with CFB faction power level 1
Rebalanced economy slightly, food is now needed more, and other some smaller changes
Mandos now use split-style stations
Some scummy/pirate factions now propose barter missions
Replaced some UI sounds
2 new soundtracks + 4 New Music tracks (2 Hutts/ 2 Mando)
New Start menu variant
Aurek Besh ID Code on some ships
Changes:
Improved accuracy of PD guns and light turbolasers
Improved some carrier jobs not rebuilding their fighters properly
Rebalanced capital ship shields, higher capacity and lower regen across the board
Rebalanced M and L turbolaser turrets, lowered anti-hull damage across the board
Slightly increased travel speed of most M ships
Changed some sector backgrounds to those from Timelines
Vindicator and Enforcer moved from ASC to Empire roster
Rebalance of some military and civilian jobs
Increased CFB power level requirements.
Mando N1 got a new model
Imperial textures improved/ adjusted
Updated some NPC construction plans with new station modules
Moved BHG main station to neutral Millagro system
Some changes to AI, capital ships will prefer to stay on the same ecliptic with their target (like in movies)
Fixes:
Fixed pirate factions not rebuilding pirate stations if destroyed
Fixed many generic missions not appearing
Fixed "destroy mines" missions showing too much
Fixed seismic charge model
Many smaller fixes, typo fixes, text clarifications etc
New ships:
T6 shuttle (Kamino)
Weqquey corvette (pirates)
V-19 Torrent (CSA, Kamino)
V-wing Nimbus (CSA, Kamino)
Citizenships bug-fix: Resetting social standings and citizenships were not resetting to 0 properly.
Other fixes related to kuertee emergent mods
Fixes to bad terminal on some imperial bridges
Hardcell mesh fixed
MC80 engines mesh / wreck mesh fixed
New ships:
Kandosii Dreadnaught (Mando) X-wing T70 (3 color variants, NRL, Rebels) SoroSuub Luxury Yacht 3000 (Huttss
New Hutt-related game start
Updated Mando faction icons
Improved textures of some Mando ships
New Planets/Moons models:
Tatooine Planet Coruscant Planet Korriban Planet Kuat Planet Nar Shadaa Planet Mustafar Planet
Updated DBY 827 Turret models
Added blue small quad turret to Kamino
Partial integration of kuertee UI Extensions mod (3rd party mods requiring external mod will still need a separate install of that, but integrated kuertee mods are fine)
Added new custom ship classification for ships (buy menu and encyclopedia)
Citizenship and various kuertee mods fixes
Fixed some ships being too good at evading fire in lowattention combat
Tweaked parameters for lowattention combat
Imperial-style bridges elevator fixed (please leave the bridge before upgrading the mod version)
Fixed some minor factions having rep requirements for station-related licenses
Fixed imperial habitat modules populating incorrect race leading to bought ships having non-imperial crew
Fixed imperial factions not building habitation modules
Fixed pirates sometimes using cover while under attack
many other smaller fixes
Technical update of all assets for the new physics engine.
Improved performance of late game.
New ships: LAAT/c, LAAT/I (CSA,kamino), C-K Miners (NRL), Stinger Yacht (civilian)
New weapons: Taim Co. dual and quad laser cannons for CSA
Stations now use unique L turrets and L shields.
Now you can select different start menus in game settings
Reworked all MC80 ships.
Some ships got new pirate/old style bridges
All ships now use capital-style Jump Beacon jumping, traversing without entering the gate. Player -piloted ship may still need to enter the gates though.
First start-related “big goal” missions for ADVANCED starts.
Kamino-related event, turning them into bigger faction.
Rebels now reside in Alderran, holding the sector.
Enabled expedition forces for different factions.
Updated flaks to new mechanics. Updated all influences to new mechanics (tractor beams, ion cannons etc.)
Decreased reverse thrust of all S and M engines to mitigate “jumpiness” in movement of AI when they decide to stop. Will also insignificantly increase the range of travel mode exit.
Update to jobs, using new features from 6.0, should help with economy.
Update to many L/XL ships docks with removal of docking paths (MC80s, quasars, harrower etc), should speed up docking
Updates to kuertee mods integration, numerous fixes.
Tweaked lowattention combat calculations with new 6.0 parameters
Improved faction logic ability to grab ships for its needs further from the frontline sectors.
Improved faction logic decisions on when to build new ships for its goals.
Some factions will now send small incursion forces into enemy territories, even if no active frontline between them.
Smaller tweaks to most systems, AI, faction logic, missions.
Updated some map regions and planet graphics.
Improved inventory of Pirate and Hutt station traders
Contraband Alcohol is no longer needed for workforce, it did a lot of trouble for traders assigned for stations. (check your trader assignments)
Imperial Ascendancy start now uses TIE Striker as starting ship.
Major factions now have unique station announcement voice lines (thanks to Taros!)
Rebalanced E-wing, ETA-2 and some other ships
New Transporter terminal model for S ships.
Many, MANY bugfixes and tweaks, almost every file was touched in some way.
- News ships:
Scarab-class starfighter (ICG)
Victor-wing starfighter (Hutt Cartel)
Dynamic-class freighter (BHG)
YT-1300 civilian version (Civ factions)
C-ROC and C-ROC Raider Gozanti corvettes (Hutts, Anoat and Pirates)
Interceptor-class Frigate (Hutts and Pirates)
Kontos-class Frigate (Ascendancy)
Cantwell-class Arrestor Cruiser (Galactic Empire)
Recusant-class Destroyer (ICG)
Mon Cal Auxilary Ship (NRL )
- War subscription missions for major factions (thanks kuertee!)
- New sector – Taris, west of Mandalorian space
- New “Bespin Treaty” event, NRL can declare war on Anoat if the latter expands too much
- New game start Kessel Prisoner
- Updated models for some missiles, weapons and other stuff (thanks Elratie!)
- Custom station announcement voice-overs (only imperial in beta for now)
- Black Sun *redacted* in *redacted* sectors will no longer spawn out of thin air
- Numerous improvements to economy (some will affect new game only)
- Improvements to ship distribution in galaxy, AI is more willing to build capital ships if they have surplus in resources
- Some fixes to wares and selection of goods for transportation, fixes to availability of wares
- Crew capacities reduced by 10-20% across the board (for performance and savegame size improvements)
- M shield capacities increased but recharge decreased by 10-15%
- L shield capacities slightly increased
- Some tweaks to OOS combat
- Update faction icons
- Fixes to some ships not able to shoot missile weapons
- Fixed capital ships with frontal weapons failing to align for shot
- Decreased impact on speed from towed scrap cube / wreck
- Numerous fixes to kuertee mods, bounty missions, emergent missions
- Many smaller fixes, tweaks and typo corrections
0.65 HF1
- New projectile effects, better for performance, visible from afar, project light around itself correctly, less fleshy and do not cause damage to your retina anymore.
- Huge number of fixes to kuertee mods, bounty missions, emergent missions, war subscriptions ETC. You can now access additional UI if appropriate mods are installed (optional)
- Additional rebalance of M shields – less regen more capacity.
- Changes to all M and L turbolaser turrets – generic damage is decreased across the board by around 15%, more prolonged capital vs capital combat, Ion cannons are more important.
- Added additional trader ships and miners to factions to better support economy
- Tweaks to some military jobs, rebalancing number of L and XL ships in some fleets
- Added icons to some ships, turrets, modules, work will continue here.
- Minor improvements in holomap and some objects rendering distances
- Many smaller fixes, tweaks and corrections.
0.65 HF2
- L and XL ships material costs rebalanced, they require less hull parts but more Rhydonium cores, credit cost is approx. the same
- Turret Components ware material cost rebalanced; they now require Tibanna Cells as well.
- All large turbolaser turrets were changed to “long range” AI behavior, meaning that they will not try to shoot at small ships automatically unless that ship is direct target of the ship, focusing on capital ships instead.
- Fixed pirate scrap facilities lacking solid storage (old ones will be updated to build new module as well)
- Updated Providance loadout with few more M turbolasers, moved torpedo tubes to broadsides.
- AEG77 gets one more M shield
- Fighters with bombs/medium/heavy torpedoes will try to prioritize attacking capital ships
- Added ship dealer room to Imperial docks, now can modify L and XL ships on imperial shipyards
- Improved NRL jobs to rely more on XL ships instead of huge number of Dreadnoughts
- NRL may now rarely build an ISD if they control Kuat
- Improved Firespray shield modules amount
- Welfare research is now completed by default, old saves fixed too
- Fixed issues with HQ missions not counting bailed ships
- Fixed Raid/Patrol dynamic missions not showing up in most cases
- Fixed TIE shuttle and bomber teleport position
- Fixes to bounty hunting mission: fixed missing NPCs, fixed not working mission timeout, fixed too big bounties assigned
- Fixed Venator loadout in “The Last Clone” game start
- Other smaller numerous fixes
- New ship – Scimitar Assault Bomber for Galactic Empire
- New ship – TIE Striker for Galactic Empire and Imperial Ascendancy
- Fixed Escort emergency missions incorrect calculation of “in-escort” time
- Fixed license loss on social standing loss (currently disabled in mod)
- Citizenship: frontier defense stations near neutral systems now count correctly for requirements
- Added Trade Corner to Imperial S/M dock
- Added more clarification to Citizenship and Reactive factions messages
- Fixed incorrect naming for some station modules
- Added missing illegal modules blueprints to some factions
- Improved Dunelizard cockpit
- Updated [REDACTE] fighter model and texture
- HQ story now accounts for bailed/captured ships, but you cant capture capital ships
- All sectors now have descriptions
- Fixed some loadouts for ships
- Other numerous smaller fixes
- Added failsafe for non-spawned Mining Guild wharf
- Bounty Hunters bounties were not registered correctly, fixed, talk to BHG station manager to access missions.
- Removed remaining vanilla station modules
- Corrected naming of some modules
- CSA, Kamino and Hutt Venators now are distinct visually
- Fixed few loadout issues
- Fixed incorrect starting modules for certain gamestarts
- Fixed Procursator turret goups
- Fixed spacesuit dockings for few ships
- Fixed some station 1st person collision issues
- Fixed issues with Crusader cockpit
- Fixed some typuos