Starsector 0.65a
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Starsector 0.65a
Changes as of October 20, 2014
Campaign:
- Added bounty event for special pirate/deserter fleets that hide out near various uninhabited worlds
- Added penalty for overselling food to market with a shortage (clever speculator... ruinous prices... etc)
- Character tab:
- Added "confirm" button
- Pressing "escape" after points have been assigned but not confirmed will reset the points instead of closing the core UI
- Fixed bug where adding points to a skill and then removing them would leave the "reset" button enabled, now properly detects that there's no change to reset
- Removed "Frag Bomb Bay" weapon from campaign
- Black markets now have a chance have market-owner-faction ships/weapons for sale when stability is low (rather than just black market faction ships/weapons, i.e. pirate)
- Big enough (>= size 4) markets with a military base will have a capital ship for sale if the faction has one available
- Markets will strengthen patrols if they are losing battles in or around the market's system
Combat:
- Can no longer control the ship while paused (i.e. no changing selected weapon group/toggling autofire/etc)
- When all the player's ships are destroyed but reserves are still available, will now show the "full retreat" dialog instead of the deployment dialog
Fighters:
- Roughly halved logistics cost
- No longer benefit from zero-flux speed boost
- Piranha now has a Light Machine Gun instead of Swarmers
- New fighter-specific version of Swarmer SRM that fires 2 per burst; used by Broadsword and Thunder
Bugfixing
- Fixed bug where AI would order a full retreat if the player did not deploy anything for 30 seconds
Modding:
- Moved BaseHullMod to com.fs.starfarer.api.combat
- Added to WeaponAPI: List<MissileRenderDataAPI> getMissileRenderData()
- Changed Mercury id from "shuttle" to "mercury"
- Changed some other variant ids
API additions:
- BattleObjectiveAPI
- SpriteAPI getSprite();
- void setSprite(SpriteAPI sprite);
- BeamAPI
- void setHitGlow(SpriteAPI sprite);
- SpriteAPI getHitGlow();
- float getHitGlowBrightness();
- float getWidth();
- void setWidth(float width);
- float getPixelsPerTexel();
- void setPixelsPerTexel(float pixelsPerTexel);
- Color getCoreColor();
- void setCoreColor(Color coreColor);
- Color getFringeColor();
- void setFringeColor(Color fringeColor);
- CombatEngineAPI
- void endCombat(float delay, FleetSide winner);
- boolean isSimulation()
- boolean isMission();
- String getMissionId();
- void setPlayerShipExternal(ShipAPI ship);
- boolean isUIShowingDialog();
- boolean isUIShowingHUD();
- boolean isUIAutopilotOn()
- CombatEntityAPI
- void setCollisionRadius(float radius);
- CombatFleetManagerAPI
- void addToReserves(FleetMemberAPI member);
- void removeFromReserves(FleetMemberAPI member);
- FighterWingAPI
- String getWingId();
- ShieldAPI
- void setArc(float arc);
- void setInnerColor(Color color);
- void setRingColor(Color ringColor);
- Color getInnerColor();
- Color getRingColor();
- float getUpkeep();
- void forceFacing(float facing);
- void setRadius(float radius);
- void setRadius(float radius, String textureInner, String textureRing);
- DamagingProjectileAPI
- getElapsed()
- DamageAPI getDamage()
- DamageAPI
- float computeFluxDealt(float amount);
- float computeDamageDealt(float amount);
- boolean isMissile();
- void setMissile(boolean isMissile);
- void setStats(MutableShipStatsAPI stats);
- MutableShipStatsAPI getStats();
- float getDamage();
- void setDamage(float amount);
- boolean isDps();
- float getMultiplier();
- void setMultiplier(float multiplier);
- DamageType getType();
- void setType(DamageType type);
- float getFluxComponent();
- void setFluxComponent(float fluxComponent);
- MissileAPI
- float getMaxFlightTime();
- ShipAPI
- ShipwideAIFlags getAIFlags();
- List<WeaponGroupAPI> getWeaponGroupsCopy();
- boolean isHoldFire();
- boolean isHoldFireOneFrame();
- void setHoldFireOneFrame(boolean holdFireOneFrame);
- void setJitter(Color color, float intensity, int copies, float range);
- boolean isPhased();
- WeaponGroupAPI
- boolean isAutofiring();
- void toggleOn();
- void toggleOff();
- List<WeaponAPI> getWeaponsCopy();
- WeaponGroupType getType();
- void setType(WeaponGroupType type);
- ShipAPI getShip();
- WeaponAPI getActiveWeapon();
- List<AutofireAIPlugin> getAIPlugins();
- ShipEngineAPI
- boolean isPermanentlyDisabled();
- void applyDamage(float damAmount, Object source);
- float getMaxHitpoints();
- float getHitpoints();
- EngineSlotAPI getEngineSlot();
- EngineSlotAPI
- <nothing so far>
- ShipSystemAPI
- boolean isChargeup();
- boolean isChargedown();
- boolean isStateActive();
- int getMaxAmmo();
- void setAmmo(int ammo);
- ViewportAPI
- void set(float llx, float lly, float visibleWidth, float visibleHeight);
- void setViewMult(float zoom);
- (setCenter() can already be accomplished via getCenter().set())
- WeaponAPI
- DamageAPI getDamage();
- SectorEntityToken
- void setName(String name);
- TextPanelAPI
- clear()
- AnimationAPI
- float getFrameRate();
- void setFrameRate(float frameRate);
Changes as of September 24, 2014
(Note: this batch of notes does not include some smaller items, in particular a large number of API enhancements.)
Campaign:
- Doubled XP gain from combat
- Removed speed penalty after winning battle
- Added reputation improvement for fighting with enemies of faction if battle is in or near a system with the faction's market
- Access to internal comm channels granted at "cooperative" reputation level
- Reduced amount of cargo space taken by ship weapons, now 2/4/8 (was: 5/10/20)
- Mule combat freighter: medium turret now Energy type. Pirate version has universal turret and built-in Shielded Cargo Holds
- Added Shielded Cargo Holds hullmod - reduces chance of contraband detection and amount of regular cargo found by toll scans. Built-in on some ship hulls.
- Made changes to ship repairs/related fleet mechanics. Goals: remove sudden extreme supply drain scenarios, simplify rules, give better control over supply expenditure
- Repairs now proceed at a fixed rate (per hull size)
- Ships consume their supplies cost while 1) recovering CR or 2) performing repairs
- "Suspend Repairs" stops both repairs and CR recovery
- Ships that are not performing repairs or recovering CR do not consume supplies (previously: consumed 10% of the supply/day value)
- Removed "Logistical Priority" toggle
- Removed "Supplies to fully repair" ship stat
- Field Repairs:
- Removed level 10 perk
- Base skill now improves ship repair rate by 10% per level
- Automated Repair Unit: now also increases the repair rate by 50%
- Logistics rating: bonus to max CR and repair rate when over 100%, penalty when below
- Construction Rig: now improves repair rate on first damaged ship in the fleet by 50%, max 1 rig per ship
- Removed XP gain from losing your own ships
- Increased maximum post-combat CR loss from taking hull damage to 50% (was: 25%)
- Wolf, Lasher frigates: now have frontal shields, to better work with their front-facing firepower
- Hyperion: now has "High Maintenance" built-in hullmod that makes it consume extra supplies per day
- Hound, Cerberus: now classified as "combat freighter"
- Doubled the prices for all ships
- Revamped new game creation dialog
- More unified UI feel
- More interesting/impactful choices
- Balancing:
- Greatly reduced amount of salvage from battle
- Fighting combat fleets unlikely to result in high profit unless a bounty is also involved
- Best opportunity is to attack trade fleets carrying expensive goods
- Adjusted fuel use and capacity of ships across the board
- Added fuel cost to jumping into hyperspace (but not out), equal to the cost of traveling one light year
- Ox-class tug: now limited to a maximum of one per ship
- Augmented engines: removed repair penalty, added 25% cargo/fuel capacity penalty (to discourage "automatic" use on freighters and tankers)
- Unstable injector: removed burn level bonus
- Fleet AI will now consider enemy fleet presence around a jump point when deciding which ones to use
- Fleets carrying more than their capacity now also receive a speed penalty. The speed is reduced to burn level 1 for any capacity being over the maximum by a factor of 2.
- Added chance for an investigation event to be triggered by player use of comm sniffers
- Hull mod tooltips: now highlight relevant information
- Removed "send out salvage teams" from post-engagement options; choices are now "maintain contact with the enemy" (functions as "harry" did) and "stand down"
- "Stand down" option now takes into account how long a ship has been deployed; last-second deployments en masse will no longer unlock the "stand down" option
- Standardized CR loss/second for frigates to 0.25, removed that stat from ship info/tooltip
- Added new skins of the Buffalo (freighter) - standard, pirate, Hegemony, Tri-Tachyon
- Pursuit-style battles start out with the fleets being much closer; map is smaller - faster pursuit battles, less time needed to catch up
- Made fleet movement slightly less inertial (2x acceleration)
- Faction info screen now shows what commodities the faction considers illegal
- Added "Customs Inspections"
- Certain patrols may decide to perform a customs inspection on your fleet if you're in or near a populated star system
- Assess a toll based on the cargo value and fleet size
- Search for contraband (based on what faction considers illegal); if found, confiscate and assess fine
- Evading inspection/refusing to pay toll or fine may result in reputation loss
- Cooperation results in a small reputation gain
- Patrols will perform customs inspections on NPC fleets
- Smuggling:
- Trade on the black market reduces the relationship with the faction
- When the relationship becomes "inhospitable", can only trade on the black market
- Can not trade while patrols are nearby, or if your fleet is larger than 3 frigates or so
- Can not trade at all when the relationship becomes "vengeful"
- Pirates are ok with trading openly up until "vengeful", then no trade at all
- Player now gets price reports for "interesting" commodities throughout the Sector
- More updates for commodities in local system
- More updates for systems where you've hacked the Comm Relay
- Intel tab:
- Displays all reports/messages received by the player
- Can display the reports as an inbox-style list or as icons on the Sector map
- Can filter reports by date/type/location in several ways
- "Prices" filter section
- Displays color-coded commodity icons near related star systems on the intel map
- Can filter by specific commodity/see prices on the map
- Ship refit screen: now works with submarkets
- All available weapons show up in the weapon selection dialog
- Shows what submarket they come from
- Ship trade screen:
- Can pick submarket to trade with
- Better standing unlocks better ships at military base submarkets
- Trading in ships now counts for trade/smuggling related reputation adujstments and market stability
- Added "Food Shortage" event
- Added system-wide "Bounty" event
- The player can earn a bounty by destroying ships belonging to enemies of the bounty-paying faction
- Driven by fleet losses in or nearby the market's system
- Added "Trade Disruption" event
- Driven by trade fleet losses
- Affects underlying economy simulation
- Also picks out several affected commodities and adjusts their prices accordingly, allowing the player to make a profit trading
- Smuggling:
- Buying/selling goods on the black market (in sufficient volume) will reduce the market's stability and so increase the chance of negative events
- Selling (not buying) illegal goods has a much greater impact
- Trade on the black market is not subject to tariffs
- Faction relationships update
- Different tiers: vengeful, hostile, inhospitable, suspicious, neutral, favorable, welcoming, friendly, cooperative
- Various actions may improve or damage relationship with a given faction
- Each action has limits, for example bounty hunting might not raise the relationship above "welcoming", and won't raise the relationship at all if it's "vengeful"
- Added "Military" submarkets to markets with a military base
- Can only be traded with if the relationship is positive
- Better ships and weapons available at higher standing
- If the reputation level is negative, but not hostile, it will go up after a *very* long time (up to a cycle)
- Added automatic generation of trade fleets that carry appropriate commodities between markets
- Automatic creation of patrols (based on market stability/size)
- Markets will generate mercenary fleets when stability is lower. Some of these may actually turn out to be pirates.
- Planet light location in star systems now cycles from being above the playing field to below
- Habitation glow layers added to inhabited planets
- Tri-Tachyon no longer hostile to independents
- Added progress bar to new game creation
Music:
- New main menu theme
- New theme for campaign market interactions (campaign music pauses, resumes after player leaves market)
Combat:
- Using 'R' to target a ship now requires less precise mouse positioning when targeting smaller ships and fighters
- High Intensity Laser now fires on achieving full charge (instead of starting to fire at partial effectiveness immediately)
- Doubled weapon and engine hitpoints
Miscellaneous
- Randomized ship deployment order within each row between ships of the same size class
- Ship AI:
- Much better survivability/not rushing into a bad situation
- More dangerous with missiles (aware of how many missiles are in play & how many to fire for a kill)
- Harder to bait out missile fire
- Conserves higher-capacity missiles (e.g. Harpoon/Sabot Pods)
- Missile overhaul:
- Changed missile behavior to reduce clumping and slightly increase pressure on PD
- Added nicer-looking continuous missile trails (rather than current particle effects)
- Harpoon MRM: significantly improved maneuverability, increased hitpoints by 50%
- Sabot SRM: fires 5 2nd stage projectiles instead of 1. Higher overall damage, much worse vs armor due to being distributed across 5 hits. Fired in a spread, less likely to miss completely.
- Annihilator: increased speed to 400 (from 250), increased acceleration
- Reaper torpedoes: faster, much higher acceleration
- Atropos torpedoes: faster, higher acceleration, very poor tracking
- Salamander MRM: improved maneuverability and top speed; much more reliable.
- Swarmer SRM: doubled ammo, first 4 shots per burst, 75 points of HE damage per missile instead of 300 fragmentation
- Pilum: improved top speed and acceleration. Can still be dodged effectively, just harder. Deadly vs non-omni-shield frigates w/o PD
- All missile pods: increased burst size to 4 and doubled rate of fire
- Prettified the "settings" UI a bit
Modding:
- Fixed bug in StatBonus that was applying the flat bonus after the mult bonus (the correct order is: percent, flat, mult)
- Added CampaignEventListener interface. Methods so far:
- void reportPlayerMarketTransaction(PlayerMarketTransaction transaction);
- void reportFleetDewspawned(CampaignFleetAPI fleet, FleetDespawnReason reason, Object param);
- void reportFleetReachedEntity(CampaignFleetAPI fleet, SectorEntityToken entity);
- void reportFleetJumped(CampaignFleetAPI fleet, SectorEntityToken from, JumpDestination to);
- Added "beamFireOnlyOnFullCharge" setting to .wpn definition for beam weapons
- SoundPlayerAPI.playUISound now returns a SoundAPI object
- Fixed bug in SoundAPI that would cause a NullPointerException on every method call if the sound didn't actually play (due to sound being off/too far from the player/etc)
- Added DamagingProjectileAPI.getSpawnType()
- Added CampaignFleetAPI.addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays, String actionText) - the actionText parameter gets displayed in the tooltip while the assignment is active
- Added CampaignFleetAIAPI.setActionTextOverride() - overrides any action text text displayed in the tooltip, including custom actionText
- Added FleetAssignment.ORBIT assignment
- Added CampaignFleetAPI.setAIMode(). Fleets in AI mode do not use fuel/supplies, require crew, or suffer accidents
- Added to SectorEntityToken: addScript()/removeScript()/removeScriptsOfClass()
- Faction descriptions: moved out of .faction file to descriptions.csv
- Added ShipAPI.setOriginalOwner()
- Added to WeaponAPI:
- SpriteAPI getBarrelSpriteAPI();
- void renderBarrel(SpriteAPI sprite, Vector2f loc, float alphaMult);
- boolean isRenderBarrelBelow();
- Added ShiAPI.getCombinedAlphaMult()
- Added TextPanelAPI.setFontInsignia()/setFontOrbitron()/setFontVictor()
- Added RENDER_ADDITIVE renderHint for weapons
- Added ship "skins"
- Way to define a slightly different hull based on an existing hull
- Defined in data/hulls/skins
- A skin can:
- Set a new sprite/name/description
- Remove and/or modify weapon slots
- Remove engine slots
- Add/remove built-in hullmods and weapons
- Changed Cerberus hull id from "warhound" to "cerberus"
- Fixed bug with BoundsAPI.clear() - it now works
- CombatReadinessPlugin: renamed applyMaxCRLogisticsPenalty to applyLogisticsRatingImpact
- ship_data.csv: renamed "repair %/day" to "cr %/day"
Changes as of June 11, 2014
(Note: this batch of notes is probably missing some items.)
Campaign:
- Four new star systems (still some work to do populating them with fleets and such)
- Economy
- Market conditions influence production/consumption
- Commodities shipped around to satisfy demand
- Shipping affected by distance and faction relationships
- 28 markets
- Added 10+ commodities with unique graphics and sounds
- Some examples: Food, Rare Metals, Harvested Organs
- New trade and market info screens (details/screenshots here)
- Comm relays:
- Can install a comm sniffer to intercept messages and gain intelligence
- Need to wait (without interruption) for installation to finish
- Factions will protect their comm relays from your interference
- Added new ship: Shepherd (frigate drone tender)
Miscellaneous:
- New graphics for battle objectives (smaller, different)
- Save compression: now creates proper zip files
Combat:
- Selecting a weapon group with a Tachyon Lance will now automatically switch the view to your target, if any
- When switching view to target, you can still move the view around in the area between your ship and the target
- Selecting another weapon group will automatically switch the view back to your ship. It's possible to quickly switch the view around by selecting different weapon groups.
- The pips on the weapon arc indicator will glow red when there's a danger of friendly fire
- Increased weapon and engine health by 100% (harder to disable by regular weapon fire)
- Increased EMP damage by 100% across the board
Modding:
- Economy configuration: data/campaign/econ/economy.json
- Extensive API for markets/economy
- EconomyAPI, MarketAPI, SectorAPI.getEconomy(), FactoryAPI.createMarket(), etc
- Added required "displayNameWithArticle" field to .faction definition (i.e. "the Hegemony", vs "Tri-Tachyon"
- Fixed bug where only the first instance of EveryFrameCombatPlugin ever created would be used (new instances would still be created, but the original one would be used instead)
- Added to SectorAPI:
- void addTransientScript(EveryFrameScript script);
- void removeTransientScript(EveryFrameScript script);
- Removed dialogue lines from .faction files; moved to rules.csv (more detail/documentation on that shortly after the release)
- Added to EveryFrameCombatPlugin:
- void renderInWorldCoords(ViewportAPI viewport);
- void renderInUICoords(ViewportAPI viewport);
- This will cause existing plugins to not compile until stubs for these methods are added
- Should now extend BaseEveryFramceCombatPlugin to avoid this issue in the future (it'll have method stubs)
- SectorAPI.getAllEmptyVariantIds() now properly returns hulls with built-in hullmods
- Added showDamageWhenDecorative option to .wpn files; see sensordish.wpn for an example
- Added:
- MissileAPI.getSpriteAPI()
- AsteroidAPI.getSpriteAPI()
- WeaponAPI.getUnderSpriteAPI()
- WeaponAPI.getBarrelSpriteAPI()
- CombatAsteroidAPI.getSpriteAPI()
- Added:
- CombatFleetManagerAPI.isInFullRetreat()
- CombatFleetManagerAPI.getDeployedFleetMemberEvenIfDisabled(ShipAPI ship)
- Fixed bug with CombatFleetManagerAPI.getAssignment() that basically made it unusable
- Star system locations can now be specified in data/campaign/starmap.json. Specifying them in code still works.
- Fixed bug where missiles with a custom GuidedMissileAI would still not be affected by flares
- Added FactionAPI.getColor()
- Added required "logo" key to .faction files
- Added optional keys to .faction files: baseUIColor, darkUIColor, gridUIColor. Currently used in trade UI, may be used elsewhere later. If unspecified, will derive default values based on faction color.
- Added FactionAPI.getBaseUIColor() etc
- Added ModPlugin.onNewGameAfterEconomyLoad()
- Mirv missiles can now spawn any type of projectile (i.e. ballistic/pulse laser style moving beam, and plasma shots)
- Added projectileRange parameter to behaviorSpec to govern range of non-missile projectiles
- Added to FleetMemberAPI:
- int getOwner();
- void setOwner(int owner);
- Decorative modules will no longer be rendered over weapon slot indicators in the refit screen
- Added sound source number configuration to settings.json: maxFXSources, maxUISources
- Lots of other API improvements not explictly mentioned here
Bugfixing:
- Fixed memory leak that would cause multiple copies of the combat engine to not be released
- OS X retina issue (only displaying in lower left part of screen) should be fixed
- Fixed bug in refit screen that would occasionally display negatively-modified values in green
- Fixed crash when opening refit screen immediately after a battle or loading a game, if the first ship in your fleet has critically low (<20%) CR
- The flight decks of mothballed/crash mothballed no longer function
- Ships for sale at stations now properly draw their name from the faction's name lists
- Fixed hull variant related crash bug when resetting the custom variants for a mission and then opening the refit screen
Changes as of April 04, 2014
Campaign:
- Added "Intel" tab to keep track of comm messages, news, and other stuff
- Intel tab replaces the "outposts" tab purely for temporary UI reasons - do not be alarmed Smiley
- Added framework for events
- Added framework for player receiving comm messages, including news reports re: events (based on message origin, presence of comm relays, channel message is sent on vs channels the player has access to)
Miscellaneous:
- Pressing the power button in the top right of the salvage screen now has the same effect as the continue button (previously, would exit out without taking any salvage)
- Changed text of the "End Battle" button in the combat escape menu to be context-appropriate (i.e. "Claim Victory" when the enemy is in full retreat)
- Adjusted collision damage to no longer cause excessive damage to shields in certain circumstances (i.e. flamed-out fighters impacting shields)
- Added approximate total supply cost to recover from deployment to ship tooltip
- Updated sounds:
- Refit screen
- Shield overload
- Engine boost
- Some others
- Improved jump point graphics
- Optimized save file size (about 50% smaller at game start)
- Clicking on the "?" button on the fleet screen now shows the Codex entry for the base hull rather than the variant
- Updated graphics for Falcon, Eagle, and Ox
Modding:
- SectorAPI.doHyperspaceTransition() no longer crashes when jumpLocation == null
- Moved get/setName from StarSystemAPI to LocationAPI
- Added FleetGoal CombatFleetManagerAPI.getGoal()
- Added getId() to SectorEntityToken, all entities now have unique ids
- Added LocationAPI.getEntityById()
- Added "id" parameter to FactoryAPI.createJumpPoint, LocationAPI.addPlanet/addOrbitalStation, StarSystemAPI.initStar
- Can pass in null to auto-generate a random id
- API-breaking change, mod code needs to be adjusted to provide id parameter
- Should, ideally, also stop using LocationAPI.getEntityByName() and start using LocationAPI.getEntityById() instead
- Orbital station names no longer include the faction name by default
- Added new addOrbitalStation method that allows custom station graphics
- Added to SectorEntityToken:
- boolean hasTag(String tag);
- void addTag(String tag);
- void removeTag(String tag);
- Collection<String> getTags();
- void clearTags();
- void setFixedLocation(float x, float y);
- void setCircularOrbit(SectorEntityToken focus, float angle, float orbitRadius, float orbitDays);
- Added LocationAPI.addCustomEntity()
- Entity with custom graphics (can be a sprite, but there's also a custom OpenGL rendering hook)
- Entities defined in data/config/custom_entities.json
- Added LocationAPI.getEntitiesWithTag(String tag)
- Added minCombatZoom/maxCombatZoom to settings.json
- Intended for TC use; vanilla not designed to look good beyond default zoom range
- All sounds based on ship hull styles now fully moddable (see data/config/hull_styles.json for details)
- Damage decals can now be modded per hull style (see data/config/hull_styles.json for details)
- Added: CampaignClockAPI createClock(long timestamp)
- Planets can now have a glow texture (see lava planet for example); glow can either planet-wide or only show up on the dark side
- Added ShieldAPI.getFluxPerPointOfDamage()
- IMPORTANT: resources.csv renamed to commodities.csv, expanded with more fields
Bugfixing:
- Fixed smart quotes in descriptions (would display as question marks); loading code now replaces those with regular quotes automatically
- Heron's variant now uses all of its ordnance points
- Fixed crash that could be caused by exporting and deleting saved variants in the campaign
- Fleets will no longer have disabled ships/fighter wings in their composition
- Low-CR deployment warning will no longer show up for mothballed ships
- Fixed issue with "rally strike force" preventing bombers from going on strike assignments
- Dedicated strafe left/right keys now work while the "strafe and turn to mouse" key is held down
- Fixed crash on loading a game with an encounter dialog to be shown next frame (current workaround is to load another game first)
- Fixed issue where max burn bonus from tugs would not show up in the fleet member tooltip (but would still work)
- Fixed issue where the tooltip of ships being sold would show the effects of their CR being 0
- Fixed bug where left-over flamed out fighters would simply disappear if the wing retreated (now blow up instead)
- Fixed bug with targeting empty space while in a video feed (would snap view back to player's ship for one frame)
- Hulks no longer play an "engine boost" sound when they reach 0 flux
- Fixed issue where ships would occasionally go off to look for an enemy someplace they couldn't possibly be at the start of battle
- Fixed bug where battle objectives lifted the fog of war but didn't actually reveal the ships under it
- Burst beam weapons will now shut off if the firing ship phase cloaks