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