The process for evaluating the quality of a compound item now uses a weighted average of the item's crafting quality and the average of the ingredients' quality, instead of multiplying them
Megas now have unique placement algorithms for their home sectors
PerformanceStats can be marked as simple to hide heat and durability
PerformanceStats automatically hide exponents when min and max are the same
Some behaviors now have options to spread their effects over time
Resource placement now uses a more straightforward power distribution formula with fixed minimum and maximum and a single value to control curvature
Sector mass and radius now also follow power distribution
Added the ability to associate blueprints and compound commodities with personality attributes
Added the ability to restrict blueprints according to the presence of resources, for resource harvesting infrastructure
Improved the properties panel UI for Sector and Tech tabs
Behaviors and PerformanceStats are no longer associated solely with Ships, instead there's a generic Entity class which will also be used for stations and turrets.
Added the ability to associate simple commodities with resource maps
Added resource placement to zone generator
Added crafting blueprints and stat addressing system
Refactored Thrusters and Shields into Behaviors
Fixed server losing database connection
Updated icons
Made the master server connect to the database and now it's listening for and responding correctly to GalaxyRequestMessages and ZoneRequestMessages, generating the zone contents if they do not yet exist.