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X4: Foundations News

7.60 Public Beta 2 now available

We're just popping in with 7.60 Beta 2, which brings further improvements to the update.

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.60 Public Beta version. To ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum (no registration required), where they will find the rules, disclaimers, and practical instructions for participating in the beta.

[h3]In case you missed it...[/h3]

- A little over a month ago, we released the massive "Flight Model Update" (aka 7.50) along with the X4: Hyperion Pack (DLC). If you missed it, be sure to check out our news on it, as this update brought some fundamental changes to X4. If you prefer watching a video instead of reading through the details, we highly recommend this one: https://www.youtube.com/watch?v=TDsKP2jE6w8
- If you'd like to support us further on our X4 adventure, please consider purchasing the X4: Hyperion Pack:

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/


[h2]7.60 Public Beta 2 Changelog[/h2]
(visit our forum for the full 7.60 changelog overview)
  • [Beta 2] Improved Laser Tower MK1 visuals.

  • [Beta 2] Fixed formation wingmen dropping out of travel mode when player arrives nearby.
  • [Beta 2] Fixed active repair units being lost when going through gate.
  • [Beta 2] Fixed capital ships getting teleported when colliding especially after exiting superhighways
  • [Beta 2] Fixed player-owned shipyards continuing to build ship replacements despite applied trade rule prohibiting builds for own faction.
  • [Beta 2] Fixed Tobii eye tracking getting jittery at higher framerates.
  • [Beta 2] Fixed performance degradation when piloting capital ship or moving relative to one.
  • [Beta 2] Fixed Paranid player getting stuck in Hydra and Hydra Regal when getting up from pilot chair.
  • [Beta 2] Fixed invisible walls surrounding Xenon build module cage.
  • [Beta 2] Fixed Teladi managers office sometimes clipping into nearby corridor causing purple surface to appear.
  • [Beta 2] Fixed missing texture detail in Hyperion hangar.
  • [Beta 2] Fixed lack of detail in Cutlass engine manifold.
  • [Beta 2] Fixed missing space suit hatch on Xenon PE.
  • [Beta 2] Fixed elevator animation on Mako.
  • [Beta 2] Fixed several causes of crashes.

X4 will be at The Triple-i Initiative on April 10th!

We’re excited to share that we’ll be showing you a bit more about what’s next for X4 during the Triple-I Initiative showcase on April 10th at 18:00 CEST / 09:00 PDT.

The event will feature announcements from 30+ games, including world premieres, gameplay reveals, launch dates, and more - all packed into just 45 minutes. No hosts, no ads, no sponsors - just games!

📺 Watch the showcase live on:
🔹 YouTube
🔹 Twitch
🔹 Or find it right here on the Steam frontpage

🎥 To get a taste of what’s coming, check out the official trailer here:
[previewyoutube][/previewyoutube]

Check out iii-initiative.com for more details.

See you there! 🚀

X4: Foundations 7.60 Public Beta Starts Now!

We’ve just launched the 7.60 Public Beta for X4: Foundations, and we invite you to take part!

This is a purely technical update with the focus mainly on video memory management improvements, but also including various bug fixes to enhance overall stability and performance. There are no new gameplay features in this update - our main goal with 7.60 is to refine and optimize your playing experience.

If you'd like to participate and help us test 7.60, you can find instructions on how to join the Public Beta in our official forums.

As always, we appreciate your feedback! If you encounter any issues, please report them in our Public Beta Feedback Forum. Thanks for your support, and happy testing!

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.60 Public Beta version. To ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum (no registration required), where they will find the rules, disclaimers, and practical instructions for participating in the beta.

[h3]In case you missed it...[/h3]

- A little over a month ago, we released the massive "Flight Model Update" (aka 7.50) along with the X4: Hyperion Pack (DLC). If you missed it, be sure to check out our news on it, as this update brought some fundamental changes to X4. If you prefer watching a video instead of reading through the details, we highly recommend this one: https://www.youtube.com/watch?v=TDsKP2jE6w8
- If you'd like to support us further on our X4 adventure, please consider purchasing the X4: Hyperion Pack:

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/

- A recent video interview with Egosoft founder and Managing Director Bernd Lehahn:
https://www.youtube.com/watch?v=ZJ0tGf9GEQc

- A recent GameStar (Germany) feature on X4 in 2025 - featuring X4 content creator Captain Collins (video in German):
https://www.youtube.com/watch?v=esSala6IgTM

[h3]7.60 Public Beta 1 Changelog[/h3]
  • Added shortage handling for station-based miners.

  • Removed ambiguous term Cruising Speed from menus.

  • Improved video memory management.
  • Improved AI usage of weapons with charging.
  • Improved resupplier selection for members of fleets.
  • Improved initial combat approach of capital ship fleets.
  • Improved capital ship to capital ship combat.
  • Improved combat subordinate responsiveness to objects marked hostile while already under their observation.
  • Improved station-based traders handling wares that are in shortage and currently unavailable while station has products to sell.

  • Fixed Long Range Scan hint appearing while in spacesuit in Terran Cadet gamestart.
  • Fixed capital ship at end of Weapons and Turrets tutorial not firing if player has turned ship.
  • Fixed Hyperion not arriving in target sector in Return of the Hyperion mission in Hyperion story.
  • Fixed mines in Malware of Unknown Origin mission sometimes being spread too far out.
  • Fixed special Xenon H in point of interest not dropping loot.
  • Fixed ships sometimes ending up at invalid positions after going through gate.
  • Fixed rare case of destroyer not shooting at station while in firing range.
  • Fixed capital ships not firing main charging weapons when player arrives nearby.
  • Fixed capital ships attempting to continue firing main guns from non-viable firing position.
  • Fixed capital ships approaching closer than necessary when attacking very large targets.
  • Fixed capital ships turning inside Fabrication bays when undocking.
  • Fixed carrier-based interceptors and bombardiers not detecting hostile targets in radar range.
  • Fixed position defence subordinates reinforcing different subordinate group's area when subordinates manually given attack order.
  • Fixed subordinates sometimes being sent ahead too early when fleets cross gates, superhighways, or orbital accelerators.
  • Fixed subordinates not obeying formation after another ship docks at them.
  • Fixed ships not moving to formation leader after loading savegame.
  • Fixed wingmen not following leader.
  • Fixed fleeing ship stopping to recall subordinates.
  • Fixed several cases of ships flying into stations.
  • Fixed ships in sectors with multiple police ships being scanned repeatedly in quick succession.
  • Fixed clipping through wall after entering spacesuit via airlock.
  • Fixed collision issues when entering spacesuit at very high speed.
  • Fixed position jump when colliding in relative movement at very high speed.
  • Fixed ships teleporting short distance when entering vicinity of stations.
  • Fixed ships avoiding crates they're trying to pick up.
  • Fixed trades failing if all necessary cargo drones are temporarily busy.
  • Fixed traders filling shortages of only one ware sometimes being too selective with suppliers.
  • Fixed Hyperion refusing to execute Get Supplies order.
  • Fixed asteroid chunks getting stuck to mining ships.
  • Fixed exploring ships leaving undiscovered gaps.
  • Fixed attack alert lights appearing on wrecked station modules.
  • Fixed Crowded Habitat modifier reducing workforce growth rate too much when not filling whole habitat.
  • Fixed Build Storage sometimes being indestructible despite not having any visible cargo pods and no associated station.
  • Fixed Scrap Processors not being affected when production modules are hacked from control panel.
  • Fixed station construction immediately returning all money transferred to it.
  • Fixed transactions from personally delivering scrap to recycler not being logged.
  • Fixed color of order sync points on Map.
  • Fixed maps in Mission Briefing menu being interactive.
  • Fixed Manage Plots tab in Map menu not working under certain circumstances.
  • Fixed inconsistencies between minimum required plot size and actual plot size in Plot Management menu.
  • Fixed module filter text in Station Build menu appearing on Options menu slider widgets.
  • Fixed ability to take control posts while game is paused.
  • Fixed dialog menu shortcuts not working while Map is displayed.
  • Fixed errors being shown for wrong save game under certain circumstances.
  • Fixed several causes of crashes.

FAQ for the Flight Model Update

Dear X4 players,

The long wait is over - the Flight Model Update (7.50) is now available! We want to thank everyone who participated in the beta, provided valuable feedback, and helped us identify and fix various issues. You have truly helped us a lot.

[previewyoutube][/previewyoutube]
This update brings significant improvements to flight mechanics and physics, making ship handling more dynamic and distinct than ever before. To help you adjust, we’ve put together this FAQ.

[h3]Q: What is this update about?[/h3]
A: This update introduces a wide range of improvements across the game (see full changelog), but the most significant change is the updated flight model. Ships now handle differently depending on their size, weight, and engine configuration.

[h3]Q: What has changed in the flight model?[/h3]
A: The way ships handle has been completely reworked. The changes affect every aspect of flight, including acceleration, turning, boosting, and braking. Each ship and engine type now has more distinct flight characteristics, creating a more varied and immersive flying experience.

For example:
  • Small scouts and fighters remain nimble even at high speeds.
  • Fully loaded freighters and miners experience more drift due to their increased mass.
  • Large ships take longer to start moving in a new direction despite having high rotation speeds.

[h3]Q: How does flying feel different?[/h3]
A: While ship mass, thrusters, and engines have always dictated how ships handle, they now do so more naturally and with fewer sudden changes in acceleration. There are more pronounced differences between engine types, manufacturers, and models, too.

  • Paranid: Fastest travel drives, and ships that fly almost like they are on rails, but much reduced manoeuvrability at high velocity.
  • Terran: Quickest travel drive charge-up time, very fast travel drive acceleration. Their ships are generally easy to use.
  • Split: Fastest regular engines, and just enough travel drive performance to intercept most targets. Their ill-controlled drifting is a challenge for rookie pilots though.
  • Argon: Very aggressive boosting that can offset their poor travel drive acceleration. Their combat ships benefit a lot from improved thrusters.
  • Teladi: Designed to outlast opponents in combat and haul efficiently at any distance.
  • Boron: The weakness of their regular engines can be offset by considered use of boosting and their pre-charged travel drives.

[h2]Q: Do I have to relearn how to fly?[/h2]
A: While the core flight mechanics remain familiar, you may need to adjust to the new handling. Different engines now offer unique flight profiles, so experimenting with various configurations will help you find one that suits your playstyle the most.

[h3]Q: Can I revert these changes or get an engine that behaves like the old ones?[/h3]
A: No, reverting is not possible due to the extensive changes to the flight model. However, certain engines offer handling similar to the previous iteration, so we recommend trying different types to find what you’re most comfortable with.

[h3]Q: Why does boosting no longer consume shields?[/h3]
A: Boosting now has a separate energy bar, displayed around the speedometer. Engines determine boost duration and efficiency, so choosing the right one is important. Be careful, though, as NPCs also use this new boost system!

[h3]Q: What is the blue circle on my HUD?[/h3]
A: That is the new Velocity Indicator, showing your ship’s actual movement direction. This is especially useful for ships that experience high drift, such as heavily loaded transports or those using powerful Split engines. It also comes in handy when flying with disabled Flight Assist.

[h3]Q: Has the Gravidar changed?[/h3]
A: Yes! We've enhanced the Gravidar - it should be more readable now. The viewing angle has been improved, and far-away objects are now more visible. We also added a few more Gravidar modes that you can cycle [CTRL+M by default].

[h3]Q: What else does this update include?[/h3]
A: The update expands the universe, refines mechanics, and enhances visuals. Key additions include:
  • New sectors, offering alternative connections between Boron and Terran space and the main universe.
  • Behaviour Inspection Mode, allowing for better management and troubleshooting of player-owned assets.
  • Radar Station Module, significantly increasing station radar coverage.
  • FSR3 and DLSS support, improving graphical performance.
  • Numerous fixes and improvements (see full changelog here).

[h2]Q: Is the Hyperion included in this update?[/h2]
A: No, the Hyperion expeditionary ship is part of the X4: Hyperion Pack mini-DLC and is not included in the free 7.50 update.

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/

[h3]Q: What happened to my X4: Timelines leaderboard ranking?[/h3]
A: Due to the major flight model changes, the Timelines leaderboard has been reset. However, your progress in the Timelines story itself is unaffected. Previous rankings have been archived and can be viewed here.

[h3]Q: Do I have to start a new game for the Flight Model Update and the X4: Hyperion Pack’s contents to appear in my game?[/h3]
A: No - the Flight Model Update, as well as the X4: Hyperion Pack, will integrate seamlessly into your existing game sessions, regardless of whether you were playing the beta, or one of the previous versions of the game.

[h3]Q: I’m a modder. Where can I find documentation on the new flight model?[/h3]
A: Documentation on flight parameters for ships, engines, and thrusters is available on the XWiki. You can find it here.

X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Pilots, the wait is over! Today marks another major milestone for X4: Foundations with the release of:

🚀 The Flight Model Update - A complete overhaul of ship flight dynamics, making every manoeuvre smoother, more responsive, and more immersive than ever before.

🚀 The X4: Hyperion Pack - A new DLC introducing the legendary Hyperion Expeditionary Ship, a new gamestart, a new sector, and more.

The free 7.50 update further improves and enhances X4: Foundations, making it more dynamic and immersive than ever before. And for those who want to support the continued development of X4, purchasing the X4: Hyperion Pack helps us push forward with our ambitious plans for the future - even as we're on our way to X4's 7th anniversary in November!

Let's dive into the details.

[previewyoutube][/previewyoutube]
[h2]Fly Like Never Before - The Flight Model Update[/h2]

The Flight Model Update revolutionises the way you pilot ships in X4: Foundations, featuring extensive changes to ship handling, and balance. Every ship feels smoother, more responsive, and more immersive than ever before.

What's Changed? (full changelog in our forum)
  • Overhauled Flight Physics - Ship control and flight pathing have been completely revamped, making movement more natural and precise.
  • Boost Mechanic Revamp - Boosting now has its own dedicated energy pool, allowing for more strategic manoeuvring during combat and travel.
  • Enhanced Gravidar Display - Improved readability and functionality provides better situational awareness for navigation and combat.
  • New Behaviour Inspection Mode - A new tool to analyse and adjust ship behaviours, giving you the ability to diagnose and solve problems with the ships in your fleet.
  • Velocity Indicator - A visual speed display aids with precise navigation and in dogfights.
  • Wide Area Sensor Array Module - A new radar station module enhances detection capabilities, expanding your strategic awareness.
  • Graphical Enhancements - Major improvements to the graphics engine, including DLSS and FSR 3 support, making space more visually stunning.
  • Ship Rebalancing - Every ship in the game has been rebalanced, with refined engine, thruster, and component interactions.
  • New Sectors - Additional connections to Terran and Boron space, opening up fresh trade routes and exploration opportunities.
  • Economy Adjustments - Improvements to trade dynamics and resource flow, enhancing the in-game economy.

And this is just the beginning. Be sure to check out the full changelog for today's update, which you can find at the end of this news post.

[h2]For the Deep Dive Enthusiasts… [/h2]
For those who want a deep-dive into the numbers behind these flight model changes, John Pritchett has provided an in-depth breakdown of the mathematical principles and calculations that drive this update. John's document provides information about the model, shows what makes it unique relative to other flight models, and provides examples of how the model is being used in X4. If you want to explore the mathematics behind the new flight model, you can check out his detailed and highly technical document on the subject here (.pdf, 12MB).

As a reminder, in case you haven't seen our news back when the Public Beta for this update started, we partnered with John Pritchett, a former Senior Physics Programmer from the Star Citizen development team, to rework ship handling for this Flight Model Update.

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/

[h2]X4: Hyperion Pack - Command a Legend[/h2]
Alongside the Flight Model Update, we are proud to launch the X4: Hyperion Pack, a brand-new Mini DLC that introduces the legendary Hyperion Expeditionary Ship to X4: Foundations.

What's in the X4: Hyperion Pack?
The Hyperion Expeditionary Ship - A legendary ship, reborn in X4
New mission chain - Earn the Hyperion through an exciting, story-driven experience
New gamestart - Jump straight into the action aboard the Hyperion
New sector - Uncharted space awaits your exploration
New music - Fresh tracks to enrich your X4 soundtrack

[previewyoutube][/previewyoutube]

Why the Hyperion?
Veteran X players will remember the Hyperion from X3: Reunion's Bala Gi Missions, where it quickly became one of the most beloved ships in the franchise. Now, it's back with a brand-new classification - the Expeditionary class.

💥 Fast, agile, and powerful
💥 Six main gun mounts & M-sized turrets
💥 L-class shielding & engines for durability and speed
💥 Increased Hull Missile capacity
💥 Small docking bay for three S-class ships (repair & resupply capability)

The Hyperion is the perfect ship for those who love high-speed combat and deep-space adventuring, providing a great deal of flexibility. It's not just a ship; it's a statement.

Get the X4: Hyperion Pack now on Steam!

Purchasing this DLC helps support the ongoing development of X4: Foundations - with many more updates planned for the future!



[h2]What's Next for X4?[/h2]
With the Flight Model Update and the X4: Hyperion Pack now in your hands, it's time to look ahead at what's next for X4: Foundations. Our development roadmap is packed with exciting features, and here's what you can expect in the near future:



[h3]Diplomacy Update (Late 2025)[/h3]
Prepare to engage in the intricate web of interstellar politics with our upcoming Diplomacy Update. This free base game expansion will introduce, among other things:
  • Diplomatic Headquarters - A new facility where faction representatives convene, offering strategic options.
  • Agent Missions - Deploy agents on independent missions to achieve diplomatic goals in the X universe.

This update will allow you to negotiate alliances, manipulate enemies, and engage in deep strategic gameplay on a whole new level.

[h3]Exploration Update (2026)[/h3]
Uncharted territories await! The Exploration Update expands the horizons of X4: Foundations, featuring, among other things:
  • New Anomalies - Discover mysterious anomalies leading to hidden sectors filled with unique secrets and challenges.
  • Enhanced Scanning Mechanics - Improved Long-Range Scanner capabilities make deep-space exploration more rewarding.
  • Diverse Missions - A variety of new exploration-focused missions, rewarding curiosity and risk-taking.

This update caters to players who love the thrill of discovering the unknown, adding new layers of depth and adventure to the game.

Please check out our full Roadmap news from November 2024 for more details.

[h2]Thank You![/h2]
We hope you enjoy the new content coming your way today and as always, we appreciate your feedback as we shape the future of X4: Foundations together. Thank you for your support on this epic adventure that has taken us to a new X4 record of nearly 11,000 average daily active players in 2024 - wow!

Fly safe!

[h2]7.50 Changelog[/h2]
New Feature: New flight model with corresponding rebalancing of ships.
New Feature: Boost now has its own energy pool.
New Feature: Lost ship replacement option.
New Feature: Behaviour Inspection Mode.
New Feature: Radar station module.
New Feature: Improved Gravidar display.
New Feature: Velocity indicator.
New Feature: Support for FSR3 and DLSS.
Added new images for base game gamestarts.
Added confirmation when aborting missions.
Added faction-specific text variants for various generic missions.
Added estimated minimum build cost information to Build Station mission briefing.
Added opposing faction information to Mission context menu.
Added option to Start Position Defence on stations with administration module and subordinates assigned to defend station.
Added option to Respond to Station Distress Calls for subordinates assigned to Position Defence.
Added mining ships assigned to NPC mineral and gas refinery stations.
Added player-only sell offers for remaining cargo of orphaned Build Storages.
Added possibility to reduce station plot sizes if constructed modules allow for it.
Added number suffix to station modules to help identify them in map and elevator travel destination list.
Added warning when building production modules that produce illegal wares.
Added order icon for station trade subordinates that have manually defined ware list.
Added orphaned Build Storages to Account Management section in Player Information menu.
Added limited ship statistics view in Ship configuration menus.
Added new entries to Ship Loadout Statistics.
Added alphabetic sorting for station modules in Object List and Property Owned menus in Map.
Added missing resource information to stalled ship build orders in Object List and Property Owned menus.
Added information about mod quality to ship selection dropdown in Ship Configuration menu.
Added additional options for ship name generation in Ship Build menu.
Added possibility to interact with interactive notifications while menus are open.
Added possibility to set Paint Modifications while building or upgrading ships.
Added paint mod preview to Inventory menu.
Added missing equipment blueprints to mouse-over text for unavailable loadout options.
Added limited Interact menu option in Manage Plots mode of Map menu.
Added option to remove Build Storages of removed Station plots immediately.
Added estimated price for station modules to Station Build menu.
Added list of wares in ware container to Selected Object section in Map.
Added Retrieve All and Deposit All options to Safe Deposit Storage menu.
Added separate icon for collectable asteroid chunks.
Added highlighting to interactive HUD elements.
Added various container icons to Map legend.
Added additional colour animation when targeting obstructed targets.
Added Display Settings menu.
Added stardust intensity setting for accessibility.
Added race-specific model for Paranid large shield generators.
Added new input control to temporarily disable Flight Assist while holding down button.
Added support for controller input modifiers.
Added option to invert joystick axes for radial menu selection.
Added OpenTrack UDP support for Head Tracking under Linux.
Added voice feedback when engines on player ship fail due to damage.
Added support for -nomods command line parameter.

Updated Egosoft intro video.

Changed production materials for Hull Parts and Claytronics production modules.
Changed default cargo drone mode to "Collect selected".
Changed Flight Assist to preserve state on exiting highways.

Removed temporary drone mode Trading from Cargo Drones settings.
Removed option to transfer wares with Construction Vessels that are busy.
Removed Apply button for Start Menu Background Scene option.

Improved racing AI in racing scenarios.
Improved equipment loadout and balancing of turrets for Timelines scenario Defanging the Defence.
Improved Defenders of Sol mission accessibility by offering it at lower relation threshold.
Improved Guild missions by no longer aborting whole chain if one sub-mission fails.
Improved Sabotage missions by adding information about required equipment to briefing.
Improved Sabotage missions by allowing partial success if targets aren't destroyed with spacesuit bombs.
Improved balancing of Station Patrol missions by more tightly controlling number of enemy destroyers involved.
Improved Yaki story by allowing player to keep cover ability after completing mission and activate/deactivate it at will.
Improved Split story by allowing player to control cover feature in Zyarth's Coffin mission.
Improved Unknown Structure and Displaced missions of HQ story.
Improved Supply Factory generic mission to filter out stations which don't have relevant wares to be stocked.
Improved Vigor Syndicate raider distribution over time.
Improved mineral resource gather rate of Saturn II.
Improved balancing of internal ship storage of all capital ships.
Improved fighter dogfighting behaviour when player not present.
Improved fidelity of fighters dogfighting when player not present compared to when player present.
Improved ships undocking from ships or stations with launch tubes to Attack or Attack targets in range.
Improved Local Automine where designated system has multiple sectors and some of those sectors have hazardous regions.
Improved long-distance movement to moving objects.
Improved behavior and balancing of cargo drones picking up crates.
Improved launching and docking of cargo drones sent to pick up containers.
Improved cargo drones catching up with ship that launched them.
Improved reliability of cargo drone launch and recovery.
Improved capital ship movement when attacking stations.
Improved initial target selection by capital ships when attacking stations.
Improved behaviour of capital ships attacking other capital ships.
Improved capital ship avoidance of other capital ships in combat.
Improved combat movement of capital ships with forward weapons far offset from front of ship.
Improved combat maneuvering of fighters.
Improved target acquisition reliability for attack subordinates.
Improved boost usage in dogfights.
Improved ships undocking from carriers at high speed.
Improved cohesion of fighter-led fleets when moving between gates.
Improved behaviour of complex fleets moving between sectors.
Improved movement between sectors when fleets are ordered to Coordinate Attack.
Improved travel mode usage of wingmen in player-led formations.
Improved police approach to suspects for investigation.
Improved autopilot behaviour when approaching highways after warping through gate.
Improved autopilot behaviour when guidance is set to ships.
Improved autopilot pathing when exiting local highways.
Improved coasting after boost with Flight Assist off.
Improved ship handling by reducing maximum acceleration impact of full cargo hold.
Improved hacking of station Security Control Panels to also prevent launch of defence drones.
Improved trade search for station-based trade subordinates that are further down command hierarchy.
Improved feedback when looped trade fails due to lack of trade offers matching price settings.
Improved feedback if player-owned ships ordered to attack without weapons or without ammunition.
Improved target monitor display for cargo containers and asteroid pieces that do not fit into ship's cargo bay.
Improved controller navigation in Ship configuration menus.
Improved trade loop context menu width to avoid truncated texts.
Improved zoom behaviour in External Static View.
Improved representation of undefined order parameters in Object Behaviour menus.
Improved colours of asteroid icons on map.
Improved trade menu layout.
Improved links to Global Orders menu from other menus to preselect correct trade rule, blacklist or alert.
Improved visuals for Logical Station Overview, Research and Terraforming menus.
Improved visuals of station response to attack.
Improved readability of Initialising message when starting or loading game.
Improved readability between collectable and non collectable crates in map and radar.
Improved rendering of checkbox, dropdown and flowchart UI elements.
Improved balancing of Chthonios E (Mineral), Chthonios E (Gas) and Helios E.
Improved wreck of Rattlesnake.
Improved collisions around Argon L housing spire.
Improved camera and sound behaviour in Live Stream View.
Improved alarm effect on stations under attack.
Improved reactivity of throttle increase and decrease buttons.
Improved Tobii support using Tobii Game Integration.

Fixed Timelines content being marked as recommended if you do not own Timelines.
Fixed game start description texts being cut-off under certain circumstances.
Fixed tutorials not completing when closing final dialog box without selecting option.
Fixed Custom Gamestart player station plot dimensions not encompassing station.
Fixed player-owned stations in Custom Gamestarts using descriptions as names.
Fixed Nila Ti sometimes spawning too far away from player during Boron story.
Fixed mission guidance sometimes breaking when pointing towards Astrid Brantlee Northriver's Competition mission of Avarice story.
Fixed freighter in Going Offensive mission potentially arriving at un-sabotaged dock.
Fixed XL Spire module blueprint reward for those that already had 20+ relation with Quettanauts.
Fixed Quettanauts offering Criminal Mass Traffic missions that cannot be completed.
Fixed Trading Lessons mission of Avarice story not completing.
Fixed ALI Expedition Ship sometimes wandering away from gate in combat during Making Connections mission of Boron story.
Fixed missing Dagobas Lahubasis Yorilos III in space suit during Trade Obstruction mission of Avarice story.
Fixed missing Fau t'Nnt during End of Terrorism mission of Split story.
Fixed Callisto in Hatikvah Trade Revolution story sometimes not coming equipped with Long Range Scanner.
Fixed case in which player-owned ship could be destroyed when docking after High-Tech Hold-Up mission of Pirate story.
Fixed Foundations of an Empire mission getting stuck if another station building mission is started in same location.
Fixed leader of Terran fleet in War of Intervention mission not moving to target sector if it has no useable weapons.
Fixed Boron-Terran relations not depending on states of Boron-Terran diplomatic mission, Boron-Argon alliance and Argon-Terran war.
Fixed incorrect mission briefing display in Item Delivery missions.
Fixed incorrect mission guidance text in message ticker when guidance target is nearby jump gate.
Fixed Shortcut to Success and Copy and Paste missions showing wrong objective.
Fixed Geometric Owl being able to fly through narrow tunnels in Torus during Torus Aeternal mission of Pioneer Terraforming story.
Fixed Gravimetric Studies mission not starting after being introduced by Rick Feynman in Terraforming story.
Fixed large supply missions being offered by factions which barter or have no trade offers.
Fixed upkeep missions to assign freighters not completing if station involves scrap refining.
Fixed NPCs offering missions on stations sometimes having unresponsive conversation option.
Fixed Basic Chassis Mods research mission not starting under rare circumstances.
Fixed HQ potentially selling resources needed for research under certain circumstances.
Fixed Kha'ak continuing to spawn after certain installations have been destroyed.
Fixed Duke's Buccaneers constructing factories before they become Duke's Tempest.
Fixed Argon Federation and Antigone Republic not fielding as many Elite Sentinels as intended.
Fixed incorrect ship in Tides of Avarice prelude cutscene.
Fixed Tides of Avarice factions building stations without using connection modules.
Fixed Turning the Tide achievement not always unlocking.
Fixed being able to warp HQ during Terraforming project.
Fixed Attack targets in range order repeatedly creating Attack orders for ships that do not have weapons.
Fixed fighters attacking large objects when player not present trying to apply damage while facing away from their target.
Fixed rare case of ship claiming to be on venture when it no longer is.
Fixed player-owned crew sometimes bailing into escape pods.
Fixed smugglers sometimes assuming Paranid or Holy Order ownership after those factions have stopped existing.
Fixed Terran solar power plants not being placed in Mercury sector.
Fixed Build Storages not sharing same relations towards other factions as corresponding Stations.
Fixed crew hiring by upgrading at equipment docks not accounting for passengers, prisoners, or unassigned crew.
Fixed some NPC traders or miners being erroneously sent to patrol.
Fixed Get Supplies sometimes not finding trades.
Fixed new sectors added to existing savegames having incorrect amount of resources.
Fixed inaccurate beam turrets and improved general weapon accuracy.
Fixed capital ships in fleets facing away from sector center after transiting through gates.
Fixed player flying in wrong direction after entering space suit near explorable wrecks.
Fixed player in space suit not being able to approach their ship in relative movement.
Fixed ships not remaining in relative movement after saving and loading.
Fixed patrolling ships sometimes inadvertently chasing enemies to other sectors.
Fixed police penalising player for owning ship that was once used by different faction to cause trouble.
Fixed police belonging to player faction chasing troublemakers to other sectors.
Fixed ships set to comply with police or pirate challenge sometimes not dropping wares if they have very small amounts.
Fixed Construction Vessels that abandon stalled build site sometimes leaving their drones behind.
Fixed Kha'ak defence platforms not being automatically aimed at when selected as target.
Fixed capital ships not being able to reliably hit Xenon Matrix Solar Panel.
Fixed Yaki Kuraokami not using turrets to disable non-capital ships they intend to capture.
Fixed weapons with slow rotation sometimes jumping to target while aiming.
Fixed turrets resuming fire on non-hostile targets if hostilities ceased while turrets were disarmed.
Fixed sync points of Coordinate Attack orders getting lost when loading save.
Fixed fleet members performing Coordinate Attack inconsistently honoring travel blacklists.
Fixed ships sometimes not rejoining formation if player gets close then moves away again.
Fixed ships failing to dock at covered dock areas under certain circumstances.
Fixed inconsistent creation of looped order under certain circumstances.
Fixed attack response override orders for ships using order loops being inserted at wrong position in loop.
Fixed combat subordinates sometimes becoming unresponsive to attacks.
Fixed subordinates not engaging targets in different sector but close to their commander.
Fixed subordinate group assignments being lost when subordinate is promoted under certain circumstances.
Fixed subordinate groups previously set to Defend but now with any other combat assignment only engaging targets close to their commander.
Fixed subordinates assigned to attack with commander not withdrawing for repairs when they should.
Fixed subordinates not following commander after sector transition if commander has order to dock.
Fixed subordinates of subordinates that are supposed to stay docked with commander undocking when commander changes assignments.
Fixed attack subordinates refusing to attack with commander if commander was given explicit order to attack target beyond radar range.
Fixed attack subordinates sometimes getting duplicate attack orders.
Fixed secondary subordinates repeatedly undocking and redocking at commanding carrier.
Fixed secondary subordinates docking with their direct commander when commander is already undocking.
Fixed secondary subordinates not docking with their direct commander when they should.
Fixed subordinates not acting according to assignments if player took over then later released their commander.
Fixed Fleet Auxiliary ships servicing capital ships that are also their subordinates sometimes becoming unresponsive indefinitely.
Fixed subordinates set to Intercept or Bombard not engaging objects marked as hostile while already in gravidar range.
Fixed carriers and other ships set to maintain distance while boarding trying to blow up their boarding target when moving in to launch pods.
Fixed ships supporting boarding operation constantly awaiting orders when there is no remaining task.
Fixed autopilot not exiting highways reliably in certain sectors.
Fixed autopilot not working when guidance target is a superhighway entry gate.
Fixed ships sometimes teleporting far away after traversing gates.
Fixed incorrect dock position when docking at certain launch tube docks in reverse.
Fixed various problems with ships undocking from launch tubes.
Fixed defence drones sometimes not undocking properly.
Fixed cargo drones from other ships launching to collect cargo when set to Collect selected.
Fixed ships sometimes leaving build module before construction drones have finished.
Fixed welder drones still launching after construction or repair has already been completed.
Fixed welder drones being destroyed by engine wash of ship they're repairing.
Fixed unresponsive ships in very busy locations under certain circumstances.
Fixed ships assigned to Position Defence or Protect Position not engaging hostile objects in protected area despite being able to see them.
Fixed objects within gravidar range not being detected under certain circumstances.
Fixed several cases of bad navigation around hazardous regions.
Fixed capital ships in combat moving far above or below their targets when they shouldn't.
Fixed trade ships stuck waiting for trade operation to complete.
Fixed Construction Vessels idling for several minutes between deployment jobs.
Fixed ships mimicking station-based traders or miners requiring skill threshold.
Fixed Teuta ships sometimes not finding salvage in scrap fields.
Fixed stations becoming hostile when collecting cargo dropped by docked player ships.
Fixed boost and travel mode acceleration stalling caused by activating throttle inputs.
Fixed being able to exceed top speed when matching speed.
Fixed not being able to enter superhighways at very high travel speeds.
Fixed Full Stop not leaving highway while map is open.
Fixed AI ships stuttering during flight.
Fixed AI-controlled spacesuits not detecting nearby ships.
Fixed AI-fired beam weapons increasing Laser Shots Fired statistic.
Fixed ships not having loaded weapons on first engagement.
Fixed docked ships firing forward weapons when player not present.
Fixed repair units sometimes not being visible.
Fixed mines not being targetable.
Fixed ships overshooting destination especially when equipped with thrust, mass or drag modifications.
Fixed engine thrust or ship mass/drag changing modifications resulting in poor braking performance of ships.
Fixed engine Strafe Acceleration and Boost Acceleration equipment mods not working.
Fixed engine Travel Attack Time and Travel Charge Time equipment mods not being reflected in ship statistics.
Fixed Shroud ship mod not working correctly after saving and loading.
Fixed external target view not resetting when target leaves range or is stored.
Fixed user-defined external camera positions not being loaded correctly.
Fixed selling and buying in one action not working when personally trading while docked.
Fixed station builds sometimes thinking there are upcoming recycled resources when there are none.
Fixed incorrect station loadout preset when loading construction plan.
Fixed Aurora Casino station module not being able to be equipped with turrets.
Fixed missing roman numeral suffix on factory names.
Fixed Deliver Wares button in Mission Briefing menu not working.
Fixed mismatch in Processing Module stats between Station Build and Logical Station Overview menus.
Fixed Station Build menu assuming that all ware reservations are deliveries.
Fixed incorrect time estimates for building ships under certain circumstances.
Fixed incorrect display of maximum crew size on target monitor for certain ships.
Fixed negative ware storage numbers in Object Info menu.
Fixed completed ware reservations in Logical Station Overview menu not being removed.
Fixed missing generic actions in Interact menu of multiple ships using Repeat Orders.
Fixed Object Rename dialog still applying new name when pressing Escape.
Fixed selecting ships in Map menu with filter not working reliably.
Fixed menu selection jumping in Crew Transfer context menu.
Fixed issues with restoring antialiasing and upscaling settings after discarding new settings.
Fixed Ship Build menu Blacklist and Fire Authorisation settings not being able to reset to global settings.
Fixed game unpausing when opening Ship configuration menu in Custom Gamestart Editor.
Fixed Main Menu Tab controls not repeating correctly.
Fixed Reset View button in Map menu not being reachable with keyboard/controller.
Fixed objects not shown on Gravidar affecting Gravidar zoom level.
Fixed several issues with full-screen message cutscenes.
Fixed missing equipment thumbnails for generic racing engine and shields.
Fixed station modules not being shown in Encyclopedia under certain circumstances.
Fixed missiles exploding in encyclopedia cutscenes.
Fixed FPS Display button in Debug Log.
Fixed map search not working under certain circumstances.
Fixed different order of turret groups in Ship Configuration, Map and Ship Interaction menus.
Fixed selling missiles in Ship Configuration menu sometimes not being reversible.
Fixed loadout changes being lost when applying Paint Modification in Ship Upgrade menu.
Fixed Match Speed option being available on player controlled ship.
Fixed missing bar widgets in Ship Comparison menu under certain circumstances.
Fixed Toggle Radar Mode not working in External View under certain circumstances.
Fixed various menu layout issues at high UI scale settings.
Fixed visual gaps in Logical Station Overview, Research and Terraforming menus.
Fixed overlapping connections in Terraforming menu under certain circumstances.
Fixed Ship Build menu closing immediately under certain circumstances.
Fixed deleted save game still listed in menu under certain circumstances.
Fixed backlog of ticker messages after using menus.
Fixed expected construction budget increasing over time while build storage waiting for resources.
Fixed trade amounts sometimes being reported as negative or excessively large while ships are about to complete trade operation.
Fixed funds being returned to commander instead of player when canceling manual trade order of subordinate with queued automated trade orders.
Fixed temporarily incorrect display of seller cargo status while goods are en route to buyer.
Fixed inconsistent ship statistics in Encyclopedia and Ship Configuration menu.
Fixed pilots showing up on monitor to inform player about completed orders when player is standing nearby.
[...] full changelog in our forum