🔧 Bug Fix
🔧 Salvage Now Follows the Law Level
After a closer look and some real play time with the new Vulture, we spotted an unintended bug in salvage. Whenever a ship wreck gave up commodities, it always paid out as if you were in the safest law 15 space, wherever you actually were. That is why salvagers have been seeing so much Purified Water, Copper Wire and Food Rations.
This is now fixed for salvage drones and Vulture Salvage Lasers alike. Wreck salvage reads the law level of the system you are in, just as kill loot always has, so the rougher the space you salvage in, the wider the range of commodities a wreck can give up.
🛡️ Turret Stats Now Tell the Truth
Defence turrets fire a quick pulse every 0.8 seconds, which is exactly how they were designed. The Item Database and the item info card, however, were working out their numbers as if they were an ordinary fitted gun, so they showed a 2 second rate of fire and well under half the damage per second a turret really deals.
Nothing about how turrets fight has changed. The cards now show the real 0.8 second rate of fire and the true damage per second, so a Sentry Turret Mk3 reads 70 rather than 28. Thanks to Orge Snorrsen for a very thorough report.
⚖️ Balance Change
🔬 More Research Finds
Tech Shards, Research Cores and Analysis Nodes were turning up far too rarely for most captains, often only a handful across a whole evening of fighting. They are now around two and a half times more likely to appear whenever a pirate kill or a salvaged wreck gives up trade goods.
This takes the place of some of the everyday goods those drops used to give, so the overall amount of loot is unchanged. Each one still only turns up in the same law levels as before, so the rougher systems remain the place to look for them.