-The repair range of mobile repair stations has been doubled.
-Four new space tugs have been added: One for picking up starships with less than 100% health remaining, and three for picking up ships with varying degrees of engine damage (they ignore ships without engine damage).
-When there are more than 100 "fuzzy lines" being drawn on the screen (as with tractor beams, etc), the game now switches to a lower-fidelity mode for those lines until fewer of them are being drawn. This helps performance quite a lot during large battles that include many tractor beams.
-Previously there was a bug that would sometimes prevent players from gifting under-construction or paused reactors to their allies. Fixed.
-Anti-Starship Arachnids will now do a much better job of preferring to shoot at starships.
-Previously, permamines were autotargeted by player ships to great disaster. Now, any ships with >= 2 billion health are automatically direct-only targets.
-Instead of patrolling at random, patrolling ships will now patrol between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random.
-Collision-detection on cold storage planets should now be more efficient, and should avoid the "stacks" of ships that were previously possible.
-Previously, Zenith Trade Ships would immediately exit dead-end worlds. Now they will first travel to the command station and back on the world before leaving.
-Instead of drawn ship-to-ship lines (which could affect performance very heavily in extreme cases), munitions boosting is now indicated by ships having a pink hue to them when you are zoomed far in on them, and shield boosting is now indicated by ships having a light green hue to them when you are zoomed far in. As before, you cannot tell from far zoom if a ship is boosted or not without hovering over it and looking at the hover text.
-Previously, Marauders and some other minor factions were getting the same 40% speed boost as player ships. Fixed.
-Planetary Cloakers are no longer put in cold storage (this was causing their cloaked ships to be revealed).
-Guards that were previously "dancing" should now just abandon their guard posts instead.
-Positive handicaps will no longer affect negative resource outflows.
-Previously, area damage was not damaging ships that must be directly targeted. Fixed. so that it simply doesn't damage ships that cannot be targeted at all.
-Previously, ships with shorter range could not attack force fields that had a radius greater than their range unless they were targeting some ship under the force field. Fixed so that now there is always at least a 5% chance that they will be able to hit such ships.
-Previously, shield boosters could affect minor factions. Fixed.
-Previously, FRD engineers could "stick" to docks instead of repairing other allied ships. Fixed.