Starsector 0.7a
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Starsector 0.7a
Blog post/download links here.
Hotfix - 0.7a-RC10, November 20, 2015
Bugfixing
- Fixed crash bug after battle where allies harried instead of engaging
- Fixed issue with not getting any salvage when allies decide to let the enemy go after an engagement
- Fixed typo in navigation skill effect description
- Fixed wrong sprite being used for Kite (D) (affected Codex only)
- Fixed typo in transponder tooltip
- Fixed typo in "Last Hurrah" mission description
- Removed errant quote from Locust description
- Fixed more typos
- Set Aztlan outer jumppoint to not show the gas giant
- Removed "show sensor range" campaign keyboard binding that did nothing
- Fixed SettingsAPI.getAllVariantIds()
Changes as of November 17, 2015
Campaign
- Increased salvage from combat by 50%
- Reduced number of system bounty events
- Ongoing battles will autoresolve faster if they're lopsided; i.e. several patrols vs a lone pirate frigate will not take a day to autoresolve
- Added current "suspicion level" to black market tooltip
- Emergency Burn:
- Halved CR cost (and thus, supply cost)
- Now prevents CR recovery while active
- Player respawn: will now pick random friendly market to spawn near, favoring larger and friendlier markets
- Boarding:
- Requires and uses only marines
- Removed steps with picking boarding task force and number of marines/crew to use
- Always successful provided there are enough marines
- Faces more resistance from crew (more crew defending at better odds)
- Marine cost increased to 500 credits
- Reduced sell price of ships by half
- Successfully boarded ships are automatically mothballed
- Somewhat save-scum-proof
- Combined "trade disruption" updates into a single item under "Events"
- Added plus sign to icons of officers that can level up
- Removed easy/normal start choice from new game creation; added two difficulty choices:
- Normal
- Easy
- 50% more salvage (supplies, credits, etc)
- Level of AI officers reduced by half
- 10,000 extra starting credits
- "Trade disrupted" and "price update" reports only show up in the campaign-level message list if they're from the same system. Will still always show up in the intel screen.
- Price map in intel tab much more accurate
Combat
- Damage taken is set to "full" by default
- "All" button in deployment dialog will now select as many ships as possible for deployment when there aren't enough points to select all of them, instead of being disabled
- Safety Overrides:
- Now prevents active venting instead of increasing overload duration
- Non-missile weapon ranges past 450 units drastically reduced by SO
Changes as of November 03, 2015
Campaign
- Turned off comm sniffer investigations (at least for now)
- Smuggling investigation:
- Will no longer find the player guilty if they were wrongly suspected
- Lasts 2-3 months
- A chief investigator is assigned and can be talked to to resolve any misunderstandings
- Guilty finding drops reputation with faction to inhospitable
- Can be covered up (reducing chances/avoiding investigation entirely) by also selling on open market
- Added "Faction ties" investigation
- Started by major factions when the player has a positive reputation with another major faction
- A chief investigator is assigned and can be talked to to resolve any misunderstandings, but only a couple of times before that's no longer effective
- Maintaining positive reputation with more than one major faction (Diktat, Hegemony, Tri-Tachyon, Luddic Church) is not possible for very long; will eventually become hostile to all but one
- Can avoid by keeping reputation at favorable or below
- Added confirmation to player transponder activation/deactivation (have to use twice in a row to do either)
- Added three new passenger liner type ships
- Added liner fleets carrying passengers to and from different systems
- Market procurement mission: now requires coming into port with transponder off if contact is an underworld figure
- Added tooltip showing markets in a star system to stars in intel map
- For now, "vengeful" reputation can be improved by doing bounties
- Can also be achieved by normal combat, not just pursuit
- Added "radio chatter" sounds when near a market
- Commander personality now has some effect on fleet behavior
- Evenly-matched or weaker fleets may follow you around waiting for an opportunity instead of fleeing or ignoring your fleet
- Valhalla: improved accessibility of Ragnar Complex and nearby markets
- Terrain adjustments:
- Nebulas and asteroid rings/fields now reduce fleet speed based on fleet size instead of reducing the burn level of individual ships
- Magnetic fields now reduce speed and sensor range by 50%
- Nebulas, asteroid rings/fields, magnetic fields, and hyperspace storms now reduce speed by a percentage rather than a multiplier, allowing "Emergency Burn" to take full effect
- Battles in deep hyperspace no longer have nebula patches on the battlefield
- Navigation skill: now reduces burn level penalties from terrain by 5% per level
Combat
- Cruisers will now be assigned to "capture" assignments as needed
- Safety Overrides: now also extends overload duration by 50%
- Hardened Subsystems: reduced CR degrade speed reduction to 25%
- Reaper: made engine glow more prominent for improved visibility
- Atlas: removed flight deck
- Helmsmanship level 5 perk: now grants maneuverability bonus instead of top speed with zero flux
Miscellaneous
- Reduced save file size by ~50%
- Upgraded to Java 8 (should resolve issues on newer versions of OS X)
- Reduced logging verbosity
- "resolutionOverride" in settings.json should now work for oddball resolutions in windowed mode
Modding:
- Added ShipAPI.setWeaponGlow(float glow, Color color, EnumSet<WeaponType> types)
- Orbital junk removed from savefiles; regenerated on game load
- Added ModPlugin.onGameSaveFailed()
- Refit in neutral-owned stations/markets no longer offers free weapons from non-free submarkets
- Added SectorEntityToken.getCustomData(), returns String->Object map for custom persistent per-entity data storage
- Asteroids are no longer persisted in save files, unless they have something in their memory they are regenerated on game load
- CombatEngineAPI.getCombatUI()
- CombatUIAPI
- addMessage(int newLineIndentIndex, Object ... params)
- isShowingCommandUI()
- getCommandUIOpacity()
- FluxTrackerAPI.stopVenting()
- ShipHullSpecAPI.getShieldSpec()
- ShieldSpecAPI
- float getPhaseCost();
- float getPhaseUpkeep();
- float getFluxPerDamageAbsorbed();
- ShieldType getType();
- Color getRingColor();
- Color getInnerColor();
- float getUpkeepCost();
- float getArc();
- float getRadius();
- float getCenterX();
- float getCenterY();
- MissileAPI
- float getFlightTime();
- void setFlightTime(float flightTime);
- boolean isGuided();
- ShieldAPI
- toggleOn()
- ShipAPI
- void setVentCoreColor(Color color);
- void setVentFringeColor(Color color);
- Color getVentCoreColor();
- Color getVentFringeColor();
- void setVentCoreTexture(String textureId);
- void setVentFringeTexture(String textureId);
- String getVentFringeTexture();
- String getVentCoreTexture();
- String getHullStyleId();
- WeaponGroupAPI getWeaponGroupFor(WeaponAPI weapon);
- void setCopyLocation(Vector2f loc, float copyAlpha, float copyFacing);
- ShipEngineAPI
- void setHitpoints(float hp);
- Color getEngineColor();
- Color getContrailColor();
- enum ShipSystemAPI.SystemState
- ShipSystemAPI
- getState()
- float getCooldown();
- void setFluxPerUse(float fluxPerUse);
- void setFluxPerSecond(float fluxPerSecond);
- ViewportAPI
- void setCenter(Vector2f c);
- WeaponGroupAPI
- AutofireAIPlugin getAutofirePlugin(WeaponAPI weapon);
- boolean isUsingDefaultAI(WeaponAPI weapon);
- ModularFleetAIAPI
- CampaignFleetAIAPI
- AssignmentModulePlugin
- List<FleetAssignmentDataAPI> getAssignmentsCopy()
- SectorAPI
- ViewportAPI getViewport();
- CampaignUIAPI
- boolean isShowingMenu();
- SettingsAPI
- List<String> getAllVariantIds();
- List<String> getAptitudeIds();
- List<String> getSkillIds();
- LevelupPlugin getLevelupPlugin();
- String getVersionString();
- JSONObject loadJSON(String filename, String modId) throws IOException, JSONException;
- JSONArray loadCSV(String filename, String modId) throws IOException, JSONException;
- String loadText(String filename, String modId) throws IOException, JSONException;
- ModManagerAPI getModManager();
- ModManagerAPI
- List<ModSpecAPI> getAvailableModsCopy();
- List<ModSpecAPI> getEnabledModsCopy();
- boolean isModEnabled(String id);
- List<ModPlugin> getEnabledModPlugins();
- ModSpecAPI getModSpec(String id);
- ModSpecAPI
- boolean isUtility();
- String getModPluginClassName();
- boolean isTotalConversion();
- String getName();
- String getId();
- String getVersion();
- String getDesc();
- String getPath();
- String getDirName();
- String getGameVersion();
- Set<String> getFullOverrides();
- List<String> getJars();
- String getAuthor();
Changes as of October 19, 2015
Campaign
- Added visual indicators of other fleets' sensor ranges when the player is near the edge of it
- Hireable officer personalities (i.e. combat behavior) now based on the faction of the planet on which they're located
- Headquarters, Orbital Station, Spaceport, and Military Base now affect the number and quality of officers in fleets from their market
- Defeating ships captained by officers/fleet commanders now grants up to 5x increased experience based on the captain's level
- Revamped campaign fleet generation; added officers and faction-specific fleet compositions
- Revamped food shortage event
- No more tracking of sales before event starts or investigations for overselling
- Only affects markets of size 6 and below
- Smaller markets are affected more, both in reduced stability and food price increase
- Intercepting relief fleet increases unrest (i.e. reduces stability) at market
- Selling food on open/black market has an increased impact on reputation while event is ongoing
- Selling food on black market produces high unrest after event is over
- Updated food shortage and trade disruption events to have prices smoothly decrease with player selling commodities and filling demand
- Made intel message detail area slightly taller
- Revamped trade, pirate, and mercenary fleet spawning
- Reduced high-end system bounty rewards by about 33%
- Removed post-engagement options of "maintain contact" and "stand down"
- Ships on winning side now automatically recover some CR if the engagement was limited in scope
- Recovery amount depends on total deployment cost of destroyed losing ships vs each winning ship's deployment cost
- Maximum of 75% recovered if any enemy ships were destroyed
- Added Luddic Path faction, radical arm of the Luddic Church
- No markets, but launches small raider fleets from Luddic Church worlds
- Hostile to player, but individual fleets may be bought off with a "tithe"
- Auto-resolving pursuit: greatly increased effectiveness
- Expanded battles
- Can join one side of an ongoing campaign battle that may involve several fleets and last up to several days
- When engaging another fleet or joining a battle, nearby fleets - both allied and enemy - will join in
- Adjusted bounty payments and reputation gains when done with the aid of an allied fleet
- Salvage and bounty split will depend on how much hull damage the player dealt to enemies
- Friendly fire incidents will cause a reputation drop depending on the severity
- Very serious incidents will drop reputation all the way to hostile
- Fighting a faction's enemies in their system will no longer improve reputation with them
- Adjusted crew losses from battle so that you don't end up being heavily over crew capacity after losing ships
- System bounties now last longer
- Disengaging from a non-hostile fleet will only drop your reputation to hostile if you destroy any of their ships (or entire fighter wings), previously would on doing any hull damage
- Improved visuals for ship engine glows in campaign; improved fleet movement behavior
- Turned off customs inspections, at least for now - sneaking into market w/ transponder off fills the same role
Combat
- Added several new missile weapons (one small and two large)
- Hurricane MIRV - changed to be a medium range finisher weapon rather than long-range
- Removed ammo regeneration
- Increased number of warheads to 10
- Reduced refire delay to 5 seconds
- Reduced range to be in line with MRMs
- Increased missile hitpoints and range at which the main missile splits
- Increased flight time of individual warheads
- Added new midline missile cruiser
- Hammerhead: changed small energy mounts to hybrid (can slot in energy/ballistic)
- Added officer portrait to target reticle for ships with officers
- Added "Safety Overrides" hullmod. Boosts speed and flux dissipation at the expense of a drastic loss in peak performance time. Can not be installed on capital ships.
- Assault Chaingun: increased damage and flux cost by 50%, reduced range to 450 (from 700)
- Heavy Machinegun: reduced OP cost to 10, range increased to 450 (from 400)
- Harpoon, Sabot 3-racks: reduced OP cost to 4 (from 5)
- Salamander 3x/Pod: increased refire delay to 25 seconds (from 20)
- IR Pulse Laser: reduced OP cost to 5
- Plasma Cannon: damage and flux use increased by 25%
- Tachyon Lance: range reduced to 1000, damage increased by 200%, flux use increased by 100%
- Ion Cannon: flux/shot reduced to 30 (from 80)
- Heavy Mauler: damage reduced to 200 (from 250)
- Ship AI:
- Aggressive officers more aggressive
- May use strike weapons against frigates if considers itself in trouble
- Will now consider any non-civilian ship with weapons to be a combat-capable ship
- Non-autofiring weapon groups will try to follow the mouse if they're not selected but the target is close to their arc
Miscellaneous
- New graphics for some ships (Eagle, Enforcer, Falcon, Dominator, and a few others)
- Updated portrait graphics
- New graphics for Arbalest Autocannon
- Added text scrolling for standalone (non-campaign) mission descriptions
- Many missions updated; extensive backstory added
- Added "alwaysUndecoratedAtFullscreen" key to settings.json, controls whether full-resolution windows are always undecorated or not. Set to true by default.
- Falcon: added two small energy turrets, added 10 ordnance points. (D) variant does not get the extra turrets, does get +10 ordnance points
- Fixed sound loop playback issue where loops would not fade out properly but would cut off abruptly
- Built-in hullmods (Flux Shunt, Repair Gantry, etc) no longer show up in mission refit
Modding
- Added "AMMO_RELOAD" ship system and ship system AI type
- Added "cr/u" column (cr per use) to ship_systems.csv
- Added to SoundPlayerAPI:
- void restartCurrentMusic();
- String getCurrentMusicId();
- void playMusic(int fadeOutIfAny, int fadeIn, String musicSetId);
- void setSuspendDefaultMusicPlayback(boolean suspend);
- Added GameState enum (COMBAT, CAMPAIGN, TITLE)
- Added SettingsAPI.getCurrentState() to return current state
- Added LocationAPI.setBackgroundOffset()
- Added "doctrine" section to .faction file; affects fleet compositions and officer numbers/levels
- Fixed bug where animated beam weapons would not glow properly during phase skim/teleport style animations
- Decorative weapons now render in the campaign view and on ship icons
- Dev mode only, edit variants from main menu only: shift + letter jumps to variants starting with that letter
- Added baseValueMult to .skin files. baseValue still supported.
- Made some breaking changes to FleetEncounterContextPlugin/CampaignFleetAIAPI, related to removal of maintain contact/stand down options
- Added CombatTaskManagerAPI
- Added CombatFleetManagerAPI.getTaskManager(boolean ally)
- Moved assignment related methods from CombatFleetManagerAPI to CombatTaskManagerAPI
CampaignPlugin.pickBattleAutoresolverPlugin() changed to take BattleAPI as a parameter instead of two fleets
- Other related API changes re: passing in a BattleAPI where appropriate
- FleetDespawnReason.DESTROYED_BY_FLEET changed to DESTROYED_BY_BATTLE; param is now a BattleAPI
- Added CombatEngineAPI.getDamageData() to get running hull damage dealt totals by each fleet member
Bugfixing
- Fixed erroneous rate of fire being shown for burst beam weapons
- Fixed turret alignment on Tarsus-class freighter
- Fixed music-related out of memory crash if game was left running for a long time
- Fixed faction description textbox size in faction intel display screen
- Fixed bug where boarding action CR cost was based on the deployment cost of the ship being boarded instead of the ships doing the boarding
- Fixed bug where Heavy Armor was not correctly applying the maneuverability penalty
Changes as of June 23, 2015
Campaign:
- Added campaign sensors; can now only see other fleets when they're nearby
- Added abilities that can be used by fleets, both player and AI: Transponder, Go Dark, Active Sensor Burst, Emergency Burn
- Transponder, turning it off:
- Reduces visibility, attracts attention of patrols
- Allows trade with otherwise-hostile factions on the black market
- Allows open trade with hostile factions for independents, pirates, and free ports
- Combat officers:
- Can be hired at markets using the comm directory to contact "mercenaries"
- Can be assigned to command specific ships
- Have combat-effective skills and gain experience
Player can pick one of two skills to gain/increase on each levelup
- Navigation skill: while waiting for skill revamp, reversed the skill gains with larger ships gaining more and smaller ships gaining less. Also reduced burn level gain; does not affect frigates. (Yes there are some levels that don't have any bonus; see: revamp)
- Augmented Engines: burn speed increase reduced to 1, now also reduces sensor strength by 50%/increases sensor profile by 50%, removed capacity penalty
- Degraded Engines: burn level penalty is now uniformly 1
- Removed speed boost after losing battle
- Added terrain with fleet-affecting effects:
- Nebula
- Asteroid belt
- Ring system
- Star corona (with solar flares)
- Magnetic field (with auroras)
- Removed logistics rating mechanic
- Ships have explicit "supplies/month" and "supplies/recover from deployment" stats, set to the same value (i.e one deployment costs as many supplies as operating for a month)
- High Maintenance hullmod: increases supplies/month only
- Automated Repair Unit hullmod: removed penalties; increase in CR recovery does *not* reduce the overall recovery cost
- Removed supply cost per day for crew and marines (assumed to be negligible compared to ship maintenance)
- Logistics skill, Leadership aptitude: now reduce maintenance supply use 30%/20% respectively
- Fleet size hard-limited to 25 ships total
- Removed "deployment points" as an explicit ship stat, battle size now based on supply recovery costs
- Adjusted deployment supply costs - up a bit for smaller ships, significantly down for capital ships and cruisers
Combat balance:
- Sabot:
- Improved missile aim
- Changed damage back to single-shot with 750 damage
- Added variance in Sabot launch range to make it a bit more unpredictable
- Increased projectile speed to where the AI can't always react and lower shields in time
- Non-missile projectiles that are fading out after reaching maximum range now deal soft-flux damage to shields
- Slightly improved Harpoon missile target tracking
- Accelerated Ammo Feeder: reduces flux cost of ballistic weapons by 30%
- Pilum: reduced hitpoints to 50 (from 125)
Ship AI:
- Ship aim will improve as time is spent firing at the same target; time from worst aim quality to best is ~15 seconds
- Autofire aim will improve as time is spent firing at the same target; time from worst aim quality to best is ~15 seconds.
As will AI manual targeting
- Improved fighting vs drones somewhat (prioritizes them less)
Combat:
- Campaign terrain effects:
- Campaign combat maps now spawn with appropriate nebula graphics and amount for the location
- Effect of nebula changed to align with in-campaign effect
- Fighting in corona: reduced peak time, increased CR degradation, slight screen glow
- Fighting in ring system: lots of small, non-collision-damaging asteroids on battlefield
Miscellaneous:
- Added custom graphics for the following hullmods: civilian-grade, hardened subsystems, high maintenance, high-res sensors, phase field
- Added "Solar Shielding" hullmod - reduces effect of travel and fighting inside a star's corona; reduces beam damage taken slightly
Modding:
- Fixed NPE caused by using ship AI flags for drones
- Fixed issue where EveryFrameScripts added to an entity would never run while the game is paused
- Fixed bug where using an area-of-effect exploding missile as a MIRV projectile would cause an NPE
- Added to CampaignEventListener:
- reportPlayerActivatedAbility()
- reportPlayerDeactivatedAbility()
- Added HYBRID weapon slot type that allows ballistic and energy weapons, but not missiles
- MutableFleetStatsAPI.addTemporaryModXXX methods now key off the source parameter - multiple changes with the same source id are no longer possible
- Added LocationAPI.getPersistentData()
- Fixed NPE caused by assigning quad trails to ships; quad trails for ships still have artifacts
- Added BattleCreationPlugin.afterDefinitionLoad() method
- Added ModPlugin.configureXStream method that allows customization of XStream, which is used to create save files. In particular, can be used to alias class and field names to shorter names.
- Added DynamicStatsAPI
- Allows creating new mutable stats using string ids as keys
- MutableFleetStats.getDynamic() and MutableShipStats.getDynamic()
Bugfixing:
- Fixed bug where player gender would revert to "ANY" on saving and then loading a game
- Fixed bug where selling a not-in-demand commodity one at a time would produce a better price than selling in bulk
Changes as of April 05, 2015
Campaign:
- Added 5 new star systems
- Added "Hydroponics Complex" market condition
- Added market conditions for a variety of new planet types
- Added alternate shortcuts to interaction menu options, in addition to number keys (i.e. Esc = Leave, etc)
- Price list in commodity tooltip will now compress multiple entries for the same commodity into one, provide the prices are the same/very similar
- "Move in to engage" will show a confirmation dialog when vs non-hostile target
- Fixed autoresolve issue that incorrectly penalized ships with good shields and benefited ships with poor shields
- Greatly increased CR penalty from refitting in flight, especially for hullmods
- Locally-produced goods now available on the black market even if they're not available on the open market due to being mostly exported
- Added support for campaign missions (e.g. quests)
- Added "market procurement" mission - acquire and deliver X commodity to a contact at market
- Added browseable comm directory and mission board to markets
- Can be used when docking with hostile markets
- Can improve relationships with specific people
- Generally, people with a positive relationship will offer missions even if the faction is hostile
- Other effects TBD
- Person info panel updated to show relationship, faction affiliation, player relationship with faction, person rank, and current post
- Added new music for Luddic Church faction
- Added combat officers
- Can hire by talking to "mercenaries" via market comm directory
- Can be assigned to any ship (not fighter wings)
- Have the following pool of skills: all combat skills, Gunnery Implants, and the effect of the combat aptitude as a "skill"
- Start with one level 1 skill
- Have one of four personalities affecting in-combat behavior:
- Timid, cautious, steady, and aggressive
- Player can choose one of two (randomly picked) skills to learn or improve at each level-up
- Not limited by aptitude level when increasing skills
- Only grant the combat portion of their skills
- Current maximum level is 20, learning a skill learns it at level 1, improving gains 3 levels
- Gives exactly 5 maxed-out skills at level 20, or some combination of lower-level skills
- Numbers may change
- Gain experience based on time spent in combat, experience split among all officers deployed
- Player can have a maximum of 10; can be dismissed
Combat balance:
- Autopulse Laser: increased damage by 20% and flux generation by 25%
- Proximity Charge Launcher: now has the PD tag
- Lasher: increased flux dissipation, armor, and shield arc
Ship AI/orders:
- Found and fixed an issue that could cause occasional suicidal behavior (would attempt to pursue an enemy perceived as trying to kite it, into a very bad situation)
- Added "Avoid" order, can be set on enemy ships to make all your ships try to avoid getting near them
- Ships can be explicitly assigned to the "avoid" target, in which case it'll work as an "engage" order
- Improved order-following
- Ships assigned to capture/control/assault/defend will do a better job of both avoiding enemy contact and moving towards the objective
- Improved conservation of HE missiles (i.e. Harpoons) vs unshielded frigates. Test case of Wolf (CS) vs 2x Hound (D), 2x Cerberus (D), and 1x Lasher (D) -> Wolf saves enough missiles to effectively take out the Lasher
- Improved conservation of kinetic missiles (i.e. Sabots) - less likely to fire off when high on flux and unable to follow up
- Improved behavior with regard to re-engaging a target while having higher flux than target
- Improved map-border-avoiding behavior
- Improved maneuvering to facilitate the use of Reapers and other rocket-type weapons
- Improved spreading out by multiple ships facing a single target
- Reduced propensity to get very close to a vulnerable target and stay there
- Autofire AI will now consider whether an enemy is blocking a friendly from being shot at, for purposes of friendly fire danger detection
- Improved broadside AI:
- Will now turn more into a broadside if its frontal firepower is significantly lacking
- Will pursue (by turning towards enemy) less
Miscellaneous:
- Apogee's Sensor Drones can no longer be set to free roam
- PD weapons with charges will now conserve up to 10 ammo vs non-PD targets
- Thumper and Storm Needler no longer show "x9999" burst size on tooltip
- Clarified "High Maintenance" hullmod description
- Fixed occasional unnecessary background texture reloading when starting battles/simulations in the campaign
Modding:
- Added DamagingProjectileAPI.getBaseDamageAmount();
- Economy shouldn't crash if there are no markets configured
- Added ShipVariantAPI SettingsAPI.getVariant(String variantId)
- Very large turrets should no longer cause visual artifacts on disabled ships
- Fixed bug that caused prices for markets of size >7 to be computed incorrectly
- shipBuy/SellPriceMult now properly affects fighter wings
- OptionPanelAPI now sets alternate shortcut that works in addition to the number key matching the option. It's always bracketed and put at the end.
- CampaignEventListener.reportPlayerOpenedMarket() now called when player opens interaction dialog rather than when player actually opens the trade UI
- Added CampaignEventListener.reportPlayerClosedMarket(); called when interaction dialog is closed
- Added OptionPanelAPI.addOptionConfirmation
- tips.json now merged on load instead of always replacing the vanilla one
- Added FactionAPI.getMemoryWithoutUpdate()
- Added PersonAPI.getMemory()
- Added PersonAPI.getMemoryWithoutUpdate()
- Added to MarketAPI:
- void initCommDirectory();
- CommDirectoryAPI getCommDirectory()
- void addPerson(PersonAPI person);
- void removePerson(PersonAPI person);
- List<PersonAPI> getPeopleCopy();
- Added to SectorEntityToken:
- PersonAPI getActivePerson();
- void setActivePerson(PersonAPI activePerson);
- Added
- CampaignEventManagerAPI.primeEvent(CampaignEventTarget eventTarget, String eventType, Object param)
- CampaignEventManagerAPI.startEvent(CampaignEventPlugin primedEvent)
- Added ReportAPI (for accessing data from reports.csv)
- Added SectorAPI.getReport(String eventType, String eventStage, String channel)
- Added LocationAPI.getAllEntities()
- Improved performance of:
- SectorAPI.getEntityById()
- LocationAPI.getEntityById()
- Fixed minor on-rack missile rendering issue
- Highlighting in reports/tooltips/shortcuts/etc now requires a non-alpha-numeric char after a match (i.e. a space, punctuation, etc)
- Added support for modding person ranks and posts (default_ranks.json, "ranks" section in .faction)
- Expanded PersonAPI
- Added CampaignMissionPlugin, CommDirectoryAPI, etc (as necessary to support new campaign functionality)
- Added SectorAPI.getImportantPeople()
- Added to ShipEngineControllerAPI:
- extendFlame()
- fadeToOtherColor()
- Added SettingsAPI.getPlugin() to retrieve plugins defined in the "plugins" section of settings.json
- Added SettingsAPI.getSortedSkillIds(), returns skill ids sorted by "order" in skill_data.csv
- Added SkillSpecAPI
- Fixed crash bug caused by ship name Roman numerals getting up to 4000
- Added "combat officer" column to skill_data.csv; governs if skill is available to combat officers
- Made CoreReputationPlugin easier to mod without replacing entirely
- Added RepActions.CUSTOM
- Specifics of reputation change specified via CustomRepImpact class
- Usage:
- CustomRepImpact impact = new CustomRepImpact();
- <set fields in impact to desired values>
- Global.getSector().adjustPlayerReputation(new RepActionEnvelope(RepActions.CUSTOM, impact, message, true), factionId)
- Added "evenSpread" parameter to mirv spec
Bugfixing:
- allowShipControlWhilePaused now set to true in settings.json, as was intended
- Fixed rare crash bug caused by weapon group going away due to a critical malfunction but the AI still thinking it exists and wanting trying to fire it
- System-activated engines no longer show up on ships in the campaign view
- Fixed rare crash while adjusting music volume
- Fixed bug where repair-at-market cost would be extremely high if ship crews were understrength
- Fixed issue where leaving X cargo and then picking up exactly X cargo would lead to the listed cargo space used being incorrect
- Thunder-class fighters no longer immediately go to refit after firing off their Harpoon missile
- Captured enemy ships will no longer ship up in the "disabled" category in the enemy fleet in the fleet encounter dialog
- Fixed bug where intel prices would occasionally not update correctly when docking at a market
- Fixed issue where player-sold commodity stockpile value used for pricing would reset on a save/load for commodities not in native supply or demand
- Fixed bug where market music would continue playing in the campaign after running a combat simulation in-market and then leaving
- Fixed crash caused by adjusting music volume after music has erroneously stopped playing
- (Probably) fixed issue with music stopping to play (seems to only be an issue with some mods?)
- Fixed bug where fighter wings would not properly lose CR for taking losses in combat in some circumstances
- Fixed bug where initiation a transaction at a military submarket and then cancelling would result in the items in the submarket being re-sorted incorrectly
- Increased Hound shield radius so it works properly when a Front Shield Generator is installed