Starsector 0.65.1a
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Starsector 0.65.1a
Blog post/download here.
Changes as of November 03, 2014
Miscellaneous:
- Added keyboard shortcut for "Take All" in salvage screen ('R')
- "Do not show again" option in campaign help now checked by default
- Simulation battles in the campaign now allow you to deploy other members of your fleet as allies
- All simulation battles now have unlimited command points
- Enemy fleets will deploy more ships at the start of a battle
- Increased default memory allocation to 1024m (up from 512m)
Modding:
- CampaignUIAPI.showInteractionDialog() now properly handles a null interactionTarget parameter
- Fixed NPE in weapon.getBarrelSpriteAPI() for non-beam weapons w/ no barrels
- EveryFrameCombatPlugin.renderInXXXCoords() now called from title screen as well as combat
- Added angle, location, and specId getters to MissileRenderDataAPI
- Fixed getMergedSpreadsheetDataForMod NPE
- Mods can now properly override core ship skins
- Added zeroFluxEngineBoost to settings.json
- Made game properly merge economy.json/starmap.json/other starsystem config files
- CampaignEngineListener.reportPlayerEngagement now only gets called for player battles (instead of all)
- Fixed intel tab crash when in a star system that has no hyperspace anchor
- Spawned fleets now have a "fleetType" variable in memory that corresponds to a String constant in the FleetTypes class
- Merc fleets that are actually pirates have a variable $isPirate set to true
- Vanilla ship skins no longer interfere with total conversion loading
- Added to ViewportAPI: setExternalControl()/isExternalControl()
- Factions now use "defaultTariff" in economy.json as the default instead of defaulting to 0.3
- Added CampaignEngineListener.reportFleetSpawned()
Bugfixes:
- Built-in weapons no longer have a chance to show up for sale (i.e. the TPC from the Onslaught)
- Frag and cluster bomb bays no longer show up for sale
- Cerberus frigate properly uses updated graphics
- Fixed typo in one of character creation options (missing "on")
- Fixed issue where you couldn't sell hand/ship weapons on the military market (now: always can, regardless of reputation, as long as market is accessible)
- Fixed issue where buying/selling commodities in tiny batches could yield slightly better prices
- Fixed NullPointerException in the ship AI (StrafeTargetManeuverV2)
- Fixed Ox-class Tug's bounds (was using bounds for old sprite)
- Removed "defective" description from Hegemony/Luddic Church Hound skins
- Fixed bug that caused ship engines to have a lot less health than they should
- Fixed bug where UI buttons would sometimes stop working after post-combat salvage
- Fixed bug where mounting weapons on a ship and then selling the ship would yield more credits than selling both separately
- One of the Mule (D) variants mistakenly had a Heavy Mauler in an energy weapon slot
- Fixed bug where losing ships in a lost battle would sometimes leave you with 0-size stacks of items
- Fixed bug where all fleets had green crew, now defaults to regular
- Fixed bug where comm channel access would not get revoked after a reputation drop, and the player would receive messages about their access being revoked every couple of days
- Fixed issue where large fleets would have trouble with comm sniffer installs/customs scans due to their size exceeding the interruption range
- Total recovery cost in ship tooltip now properly considers fighter wing size
- Fixed text highlighting issue in initial person bounty posting
- Fixed bug where changing flagships before the engagement became permanent if the "transfer command" option was selected multiple times
- Fixed (probably) occasional crash when exiting out of the core UI using the power button in the top right
- Fixed bug where non-(D) ship skins were not showing their descriptions
- Gray circles no longer show up in hyperspace at the center of various map labels ("The Core Worlds" etc)
- Borer drone system now uses proper icon
- Fixed issue where the repair option at markets would not be properly highlighted, or would be free under some circumstances
- Mothballed ships no longer count for the pursuing fleet's burn level when determining whether pursuit is possible
- No customs inspections if the player fleet is transitioning into hyperspace or drifting through hyperspace while out of fuel
- Fixed bug where it was possible to install a comm sniffer multiple times on the same relay
- Fixed bug where the same food shortage event could be ended by the player multiple times in a row