GENERAL:
- Sectors of gunfire have been limited for main weapons
- Damage dealt by these guns has been increased accordingly
SPACESHIPS:
Attackers
- Imperial key module is now “Overdrive”. It temporarily makes all systems operate at maximum (critical) power level which increases attacker’s maximum speed and fire rate
This is a bad move if the cloaking devise has been taken out this should of been implemented as an option to use one or the other.
Frigates
- Increased damage of main weapons and Turret mode
- Increased energy consumption on main weapons fire in Turret mode
Bad move frigates already cause too much damage and this I would of thought would of been decreased and increased in higher levels of weapons
MODULES:
Lasers
- Fixed the bug that used to limit laser’s firing range at 10km.
- Maximum firing range increased
Are you kidding me the range on them is more than enough at 10k Now increased to more what where you thinking.
Plasma guns
- Fixed requirements for plasma-operating weapons
About time had many problems with these guns hope they work now 
Combat modules
- The “Achilles” system cooldown increased
Good
- “Improved shield booster” cost increased
Should of stayed the same or of at least reduced a little.
SOUND:
- Several tweaks were made to the weapon sounds
- Sound effects made by explosions were slightly changed
Sounds need to be fixed for voice and a voice option to turn down the voices when in battle still overpowering
FIXED BUGS:
- Fixed the issue with automatic activation of empty slots
- Removed option of refilling special holiday ammo
- Fixed the noname players issue
- Fixed the bug that caused ammo to disappear from the ship’s slots
- Fixed some performance issues related to mouse cursor in fullscreen and windowed mode
- Fixed problems with sound in the intro trailer
- Fixed the rocket explosion bug that caused the ships to leave their course
- Additional logging was set up to maintain more detailed an precise bug tracking
Nice amount of bugs fixed will continue to report as i find them 