-new Unit Cap options for "no strike crafts", "no frigates", "no capital ships", "strike crafts only", "frigates only" and "capital ships only" (all of it in a "normal" and "high" variation)
-new game options: Starting fleet, RU injection, New Resource Mulipliers: "No Mining", "Very Low" and "Very High"
-ship class and family system completely reworked to allow sorting Vaygr and Hiigarans into 3 factions (kinetic, laser, missile Vaygr and kinetic, ion and High-tech Hiigaran). The regular gameplay is absolutely intact, but it opens new possibilities.
-new starting fleet option for "Kinetic Weapons Only", "Ions and Lasers Only" and "Hi-Tech and Missiles Only". Individual faction selection still in progress (it doesn't work with AI yet, it's still possible to build more than one mothership and there's not enough new ships for proper gameplay yet).
-new starting fleet: "REARM Gallery". Its purpose is to show all new ships, but it's actually playable
-new research for Long Range and Cluster Missiles of Artillery Frigates, allowing them to find a new target in case its original target has been destroyed. This is significant improvement of Artillery Frigate efficiency.
-research finished
-AI can research new units now, which means that new units are finally fully integrated
-new (third) language -german
-two new Artillery Frigate presets (the exact same frigate, but with prebuilt subsystems)
-the arrow icon of the missiles was changed to the crosshair
-appearing and disappearing distances of a missile tactical overlays reworked, (for example Cluster Missile submunition and Mine Trap mines are visible only from a normal distance)
-missiles doesn't continue flying in a straight line after their target is destroyed anymore
-the hit FX of a Hiigaran Cloaked Bomber missile changed to be much more visible
-health of a subsystems of the Vgr Artillery Frigate significantly lowered
-cloaked bomber damage increased
-two new menu backgrounds
-size of a missile overlay (the crosshair) scaled down