Added extra on-pause UI:

This new interface allows several handy features:
Improved post-mission grade calculation. It now takes non-monetary goods into account (e.g. resources and score points).
New weapons:
There was also a Hydra missile launcher weapon that almost made it into the demo, but I still need to improve the way bots use it. More information will be available when it's released.
Other new equipment parts:
New pilot trait: Ambitious. +1 INT when set as leader, -1 ATK otherwise. Also decreases the mission fee by about 10% (regardless of the leader slot status).
Added 3 new, higher-level bosses (the list of bosses hits 9 - each with its unique design and behavior). They are significantly more challenging than previously existing ones. For instance, they use an experimental feature: destroying enemy missiles with a Zapper weapon. This tactic will be more achievable for players when the Tracker bridge is made available (it's in the game, but can't be obtained in the campaign yet).
Here is a video demonstration of one of these new bosses:
https://www.youtube.com/watch?v=aUgz7qsIDzA
The Repair Bay flagship module is replaced by a new module - Blast Lab. This module increases the damage dealt by missile-based weapons (Firefly, Hound, Avalancher, Torpedo Launcher). It allows for a basic damage-armor tradeoff when configuring your hangars. More options will come later.
Balance changes: