Update 0.42: Content Command Update

Hey everyone,
It's great to see so many of you already enjoying the game in EA ^_^! This update provides all players with two perks that can make life a bit easier during your adventures through deep space.
The DIY Flamer Tank: a repurposed industrial drone, fitted with armour & custom-made flamer. Very durable & completely fireproof.
The Heavy Sentinel: high-tier military sentinel unit. Heavily armoured & armed. Cannot operate or repair. Fireproof.
These two killer machines should provide your crew with an extra degree of protection, at least while our crew AI & internal combat are still undergoing major balance/feature changes :)

In addition to new content, this update provides fixes and solutions to many errors and bugs (before, two repair officers would try to repair a spot only one could repair, for instance).
Check out the complete changelog below.
New Content & Features
- New drone "DIY Sentry Tank" & the perk to get it
- New drone "Heavy Sentinel" & the perk to get it
- New crew hand weapons (flamers, DIY railgun, gatling cannon)
- New module (rare oilcake converter that makes organics out of fuel)
- New good weapon shop, can appear in sector 3,4 and 5
- DIY guard drone has flamer now
- New main menu music by Olli (can be listened before the first game or after player death and before a new run)
- New Data privacy button and text for GDPR.
- Updated modules, weapons, events, perks, crew, drowns
- Updated merchants
- Updated ships
Crew AI & commands
- Repair officer now chooses another repair target if there are no free spots where he's going
- Only drones with hand weapon skill can be security officers now
- When the player gives a command to crew, it will 'unset' the role. Multi-crew actions panel now updates data in itself each frame now too
- When crew is doing Move action, its role won't override it, nor will the crew shoot back at enemies.
- Fixed the issue of fires being ignored sometimes.
Balancing
- Added more modules to shops
- Damaged modules on sale are less damaged
- Reduced fire damage & speed
- Reduced medbay heal time
- Increased crew walking & repairing speed
- Rat intruder weapons reload 0.8 seconds slower now
- Rat ambushers have a chance to forgive bribe offers.
- Reduced module repair time
- Module installing is now a bit slower
- Updated hardcoded chance that enemy ships will spawn in front of player from 50% to 80%
- SOS warplife is now more deadly
Bigger Fixes
- Fixed sector 4 ambushers, updated events
- Removed OP bio-nukes from sector 4 enemies
- Enemy ships now start escaping when they've lost all weapon modules
- Dead crew now stops navigating right away. Also, hand weapon is removed from hand when crew dies
- Refactored crew death from FSM to Crewmember.cs, should fix the 0 HP enemies roaming around issue
- Enemy modules can't be controlled by player any more
- Fixed the issue where the third sector wouldn't get the exit gate without accepting crew from Earth Hegemony station
- Hopefully fixed two most common issues reported over Performance Reporting
UI
- Crew role dropdown in multi-crew list now plays a sound
- Multi crew selection list sort toggles now work
- Switched crew and resources positions in perks selection panel
- Removed pixely animation from comms channel
- Added "Ship survivability grade" to ship selection screen
- Status visualizer updates. Bridge-operated icon larger and modified.
- Ship name is now editable in perks selection
- Enemy crew on player ship now shows skull icon next to it