Starsector 0.8a
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Starsector 0.8a
Hotfix (RC19), April 21, 2017
Campaign
- Trading/refitting at market will stop your fleet
- Reduced speed of REDACTED frigates by 30
- Salvage and surveying will not be prevented by nearby fleets that are fleeing, maintaining contact, or standing down
Miscellaneous:
- Added "enableSoundFilters" setting to settings.json
Bugfixing
- Fixed another similar load-game issue
- Fixed issue with being unable to learn multiple modspecs without reopening the cargo screen
- Fixed issue w/ autofit stripping out built-in weapons
- Fixed issue w/ post-combat recovery sometimes producing d-hulls with no d-mods
- Fixed neutral, abandoned stations showing transponder-related text on interaction
- Fixed issue with REDACTED sometimes not deploying all their reserves and making battle unwinnable
- Fixed issue with procurement mission occasionally making target market permanently non-interactive
- Fixed "show system info" from map not working when docked at market
- Right-click to drop picked up cargo stack works again
Hotfix (RC18), April 21, 2017
Bugfixing
- Fixed issue w/ "salvage ships" tutorial step not advancing properly sometimes
- Made "quick save" and other instructions in tutorial more prominent (flashing, larger font)
- Fixed issue with certain skill effects applying after points in the skill were spent and then refunded
- Fixed "strip" command removing d-mods from certain d-hulls
- Fixed issue with jar files from mods not loading
- Fixed "market info/trade" button being enabled on uninhabited planets
- Fixed occasional issue where a save could get into a state where it would not load
- Fixed a "Fatal: null" crash
- Equipped fighter wings now properly contribute to ship buy/sell cost
- Fixed course being laid in repeatedly for despawned derelict ship
- Fixed issue with patrol continuously interacting with player w/o asking to perform a scan
- Laying in course to a nebula from the system detail screen now works
- Sustained Burn will now work in-system when your fleet is out of fuel
- Skipping the tutorial after you've started one campaign no longer requires restarting the game
- Added missing % sign to "Command & Control" rank 2 description
- Fixed several other typos
Changes as of April 20, 2017
Campaign
- "Unidentified fleet" sensor contacts now use dashed gray/transparent circle indicator
- Hull Modspec items show a dimmed "display" area when hullmod is already known
- Changed markets to always have some hullmods for sale instead of a very small chance for each hullmod to be available
- Fleet screen: added "number of d-mods" indicator to each ship
- Made modspecs cheaper
- Bumped up XP for discovery and salvage
- Markets with fuel, supplies, and crew will have some on the open market even if there is unmet demand (i.e not required to use black market in this case)
- Reduced chance for phase ships to be found in smaller enemy fleets
- Small chance of a heavily-degraded Afflictor in pirate fleets (can easily be pressured/chased down by starter Wolf; runs out of peak time very quickly)
- Laid-in course now shown on map
Skills
- Added "reduces effect of d-mods" fleetwide effect to one of the industry skills
- Added "deployment cost reduction also applies to maintenance" industry skill effect
- Increased magnitude of "fewer d-mods on recovered ships" skill effect; now also affects own ships
- "Post-battle salvage" bonuses are now just overall salvage bonuses
Ships
- Paragon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons)
- Falcon: increased burn level to 9
- Tempest: increased Terminator drone speed, now armed with Ion Pulser
Miscellaneous
- Advanced combat tutorial: added mention of "hold fire" and "pull back fighters" controls
- Fleet command tutorial: revamped to match state of game; added "avoid" and "eliminate" order sections
- Stopped using roman numerals in ship names
- Logging on OS X: will now produce Contents/starsector.log, which gets overwritten with every game run
Bugfixing
- (Hopefully) fixed issue with possible repeated reputation drops from black-market trade on pirate markets
- Fixed Salamander missile AI not tracking phase ships the same way as normal missile AI
- Fixed bug where d-hull-modified deployment cost was only rounded for display and not consumption
Changes as of April 13, 2017
Campaign
- Planets with ruins will now have orbital junk, like regular markets (but no radio chatter)
- Person-bounty fleets now marked as "mission important" (i.e. will show indicator on map/campaign when visible)
- Can no longer scuttle, sell, or store the last ship in your fleet
- Control-clicking on a stack cargo to take or buy it will transfer just enough to fill up free capacity
- Another ctrl-click will take the rest, if desired
- Mostly meant to make topping off on fuel quick and easy
- Control-clicking cargo to sell/store/eject it will initially only transfer enough to put you at maximum capacity, if you're above it
- Another click will transfer the rest
- Added slight base demand for fuel and supply to all markets (makes supplies/fuel more generally available)
- Fuel:
- Reduced price to 25 credits (from 50)
- Roughly doubled amount available
- Increased proportion of fuel from salvage, battle salvage, and scuttling
- Reduced ship fuel capacity, generally by around half
- Cargo ships tend to have a bit more
- Carriers a bit less
- Overall goal is to encourage more casual exploration (cheaper, more abundant fuel) and open up a few more choices in fleet composition (how many/what types of tankers to use)
- Reduced cargo capacity somewhat, especially of combat ships above frigate level
- A fleet with many larger ships is more likely to want to bring freighters along
- A fleet with mostly frigates is largely unaffected compared to before
- Attempting to activate the transponder when doing so will make a faction hostile will bring up a confirmation dialog
- Scavenge ability:
- Chance of an accident starts low and increases with subsequent operations in same debris field
- As do the losses from an accident
- Updated sensor range calculation
- One fleet's sensor profile is added to another fleet's sensor range to get the detection range
- Skills/abilities/terrain etc still modify this combined range, as before
- Ships contribute 30/60/90/150 to sensor strength and profile, based on ship size
- Added to a base fleet strength/profile of 300
- Only the 5 ships with the highest profile and strength are used, can be different set for each
- Adjusted various related hullmods; of particular note:
- High Resolution Sensors give a flat +60 to sensor strength
- Phase Field sets the ship's profile to 0
- Maximum sensor range indicator (to detect your fleet) now also shown when mousing over another fleet
- Overall:
- Slightly increased detection ranges, most impactful for smaller fleets
- Easier-to-gauge impact of specific ships, since it's linear
- New inventory icons for fuel and supplies
- Added campaign tutorial:
- Introduces major gameplay elements and goes through active abilities
- High-level, involves doing a multi-stage mission to get out of new starting star system
- Can be skipped; if skipped starts player with similar resources/standing as if they did it
- New game creation:
- Added button to randomly generate a name
- Added button to randomly a pick portrait
- Re-did starting options
- Starting ship: Wolf or Wayfarer
- Second ship: Kite with officer, or Shepherd with heavy machinery
- Difficulty: normal or easy
- Tutorial: do or skip
- Easy difficulty now:
- Reduces damage taken by all ships on your side by 25%
- Increases sensor range by 500
- Increases all salvage (combat and non-combat) by 50%
- Added visual indicator for mission-important entities in campaign screen
- Added "survey planet" mission
- Turned off trade disruption condition for now (incentivizing the wrong things, current iteration not working design-wise)
- In-flight refit: adding weapons/hullmods will again reduce CR, but not below the malfunction threshold
- Still makes outfitting recovered ships mostly free as they can't start with more CR than that
- Prevents some potential exploits
- Improved fleet AI: computes better intercept point when pursuing another fleet
- Reduced use of Emergency Burn by AI fleets, especially during pursuit
- Running a salvage operation or scavenging will now bring your fleet to a stop
- Added UI indicators to debris fields to make them easier to spot
- Solar Shielding: modified description to mention that it also protects against hyperstorms
- Campaign music will now stop while surveying a planet or otherwise interacting with it
- Radar now shows hyperspace terrain (does not show any other kind of terrain)
Ships
- Shepherd:
- Added Salvage Gantry as built-in hullmod; +10% potential salvage
- Increased fuel capacity
- Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range
Miscellaneous
- Disabled buttons will now flash when they fail-to-be-activated using the shortcut key
Modding
- Added secondary faction color for fleet circle indicators
- "secondaryUIColor":[<color>],
- "secondarySegments":<integer>,
- Only used by the fleet/station/entity/etc circles, nothing else
- Ship tooltip: non-phase cloak right-click systems will show "Special" instead of "Defense" and the proper system name
- reportBattleFinished() now properly called when battle ends, both for autoresolve and player battles
Bugfixing:
- Fixed Wolf collision radius (was smaller than shields, could cause limited collision detection problems)
- Fixed another campaign-game level memory leak
Changes as of March 23, 2017
Campaign
- Added several salvage-related themes for procedurally-generated star systems (e.g. "ruins", etc)
- Added new mission to encourage/reward exploration
- Added "Distress Call" player ability; may result in friendly fleet arriving with some fuel or supplies
- May now receive distress calls while traveling through the Sector
- Ejecting cargo:
- Creates "cargo pods" that will drift away and be lost within a few days
- Can stabilize orbit of cargo pods for several months; costs supplies based on amount of cargo
- Only in-system, not in hyperspace
- Can put crew in cargo pods ("cryosleep" etc)
- Person bounties:
- Increased maximum concurrent to 5 (was: 3)
- Increased base reward to 30k (was: 20k)
- Added random component to reward
- Target fleets now hide out outside the core worlds area and tend to favor star systems that are also otherwise interesting
- Can click minimap in intel message detail to switch to map tab showing location that was on miniamp
- Surveying planets now generates a "Survey Data" commodity
- Ranges in quality from Class 1 through Class 5 depending on planetary conditions found
- High-class data is extremely valuable
- Added a "lay in course" feature
- To activate, "lay in course" from map
- Works across star systems, i.e. can lay in course for specific planet while in another system
- Will pick optimal jump-points and update next waypoint automatically
- Shows info re: where you're going (direction, fuel, distance, time)
- Can divert from it and then resume autopilot easily
- Planets that don't already have related jump points (i.e. gas giant gravity wells) get "nascent" gravity wells in hyperspace
- Transverse Jump ability:
- Jump into systems using nascent gravity wells
- Jump to hyperspace from anywhere in-system without using a jump-point (costs fuel and a bit of CR)
- Unlocked by level 3 Navigation skill
- Neutrino Detector ability (requires Sensors skill)
- Detect entities anywhere in-system
- Remote Survey ability
- Gain preliminary survey information for all nearby planets
- Unlocked by level 1 Surveying skill
- Rare Ore renamed to "Transplutonics"
- Increased maximum player fleet size to 30
- Improved scuttle dialog; scuttling now also yields heavy machinery
- Added stand-alone stations to the intel "planets" tab
- E.G: station around Jangala isn't included there since it's part of the Jangala market
- Kanta's Den *is* included since it's the main entity comprising its market
- Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with
- Enemy fleet commanders now have access to fleet-level skills such as "Coordinated Maneuvers" and "Electronic Warfare"
- Number of enemy officers capped by the commander's Officer Management
- Likelihood and level/presence of these skills varies by faction; i.e. pirates are less likely to have them, and if they do they'll be lower level
- Officer skills for AI fleets are picked appropriately for carriers (while still using the same "select 1 skill" process the player uses)
- Added multiple special events that occur during salvage operations
- Debris fields generated by battles now sometimes yield recoverable (but badly damaged) ships
- Battles now generate derelict ships that slowly drift away, can be salvaged, and are eventually lost
- Adjusted fleet compositions so that beam-focused Wolf variants don't show up in smaller fleets as often
Ship recovery
- Destroyed and disabled ships have a high chance of being recoverable after combat
- Recoverable ships get permanent d-mods (Compromised Armor, Degraded Engines, etc)
- Deployment supply cost of ships reduced by 20% (multiplicative) per d-mod
- Enemy ships get more d-mods, own ships get 1 extra d-mod each time they're recovered
- Several ways to ensure ships are always recoverable:
- Reinforced Bulkheads (ship it's installed on)
- Damage Control skill (ship piloted by person w/ skill)
- Fleet Logistics skill (all ships piloted by officers in fleet)
- Ships with (D) mods can be restored at a market, for a high price based on the amount of damage (up to around 4x base with 4 d-mods)
- This includes both damaged ships and ships that normally have dmods, such as Luddic Path frigates with Ill-Advised Modifications
Ship autofit
- Pick a "target" variant from a configurable set and it will automatically create a fit using what's available
- Will use similar weapons if exact ones in target variant aren't available
- Multiple options (buy from market, allow black market purchases, etc)
- Replaces "manage variants" in refit screen
- "Select next ship with unspent ordnance points" button in refit screen
- Unspent ordnance points now also shown on ship list in refit screen
- Option to quickly spend any unspent points for a ship without fully refitting it
Will spend points on vents, capacitors, and some general-purpose hullmods
Refit screen
- "Add hullmod" dialog:
- Added tabs to filter hullmods by category (All, Offensive, Defensive, Engines, Special)
- Added "hide already installed hullmods" checkbox
- Added indicator to show which hullmods are already installed
- Improved overall readability and adjusted color scheme to be more in line with rest of game
- Made some miscellaneous visual improvements
- Added filters (by type and source) to weapon and fighter picker dialogs
- Improved readability of items in dialog
- Added "PD" indicator and weapon range to each item
- Weapon tooltip now shows EMP damage for MIRV-style weapons
Miscellaneous
- Added progress bar to game saving
- Windows will no longer think the application is not responding while loading or saving a game
- Ship ordnance points increased across the board by 0-20%, around 10% in most cases
- Some ships increased more or less of an increase for balance reasons; examples:
- Harbinger: 80 -> 95
- Apogee: 135 -> 140
- Ship refit now only degrades CR when something is removed. I.E. adding weapons or hullmods will not reduce CR unless something is removed to make room
- Mostly applicable for recovered ships - spending their free OP will not tank their CR
- Reduced deployment and maintenance cost of Buffalo Mk.2 to 4 supplies (was: 6)
- Fixed frame rate drop when opening interaction dialog that could occur at larger fleet sizes
- Removed CR reduction for hull damage taken in combat
- Added "enableUIStaticNoise" setting to data/config/settings.json to disable UI static noise overlay
- Weapons with recoil now retract their barrels while ship is venting
- Reduced game startup time
- Ships given the "Retreat" command will now turn to face pursuing enemy ships and perform more of a fighting retreat
- Added "Direct Retreat" command for a best-speed retreat
- Added workaround for issue with some recent versions of NVIDIA drivers causing game to not start
- "Harass" assignment: ships will now make sure to stay outside enemy weapon range
Officers:
- Now start with 2 skill selections at level 1
- Max out with 7 level 3 skills at levl 20
- Limited to 10 skills total
Skill overhaul
- Aptitudes and skills limited to 3 levels
- Both increased using "character points", player gains 1 per level
- Each skill level has a perk, skills generally do not have bonuses that increase with level
- Aptitudes no longer have a direct effect but only unlock higher levels for governed skills
- Combat skills more focused on defense and overall weaker than before
- All percentile reductions from skills are now multiplicative
- Combat skills:
- Combat Endurance
- Missile Specialization
- Ordnance Expertise
- Target Analysis
- Damage Control
- Impact Mitigation
- Defensive Systems
- Evasive Action
- Advanced Countermeasures
- Helmsmanship
- Leadership skills:
- Command & Control
- Officer Management
- Coordinated Maneuvers
- Fleet Logistics
- Fighter Doctrine
- Carrier Command
- Wing Commander
- Strike Commander
- Technology Skills:
- Gunnery Implants
- Power Grid Modulation
- Electronic Warfare
- Loadout Design
- Sensors
- Navigation
- Industry
- Safety Procedures
- Recovery Operations
- Field Repairs
- Surveying
- Salvaging
- Removed navigation requirement for using star jump-points
- Combat objectives:
- No longer give command points for capturing
- Starting command points set to 5
- Nav Buoy
- Gives +5% top speed
- Related skill: Coordinated Maneuvers
- +1-4% top speed per ship deployed, based on size
- 10-20% maximum based on skill level
- Does not affect fighters
- Coordinated Maneuvers and Nav Buoy combined total limited by maximum (base 10% w/o skill)
- Sensor Array renamed to Sensor Jammer
- Gives +5% ECM rating
- Total value compared for each side, losing side's weapon range reduced by the difference
- Related skill: Electronic Warfare
- +1-4% ECM rating per ship deployed, based on size
- 10-20% maximum range effect based on skill level
- Does not affect fighters
- Command points now regenerate at a rate of 1 every 120 seconds
- Comm Relay increases regeneration rate by 25%
New/adjusted hullmods:
- All percentile reductions applied by hullmods are now multiplicative
- Most already were; this is just cleanup to ensure consistency
- Goal is to avoid unreasonable stacking, i.e. -50% and -50% reducing a value to 0
- Flux Coil Adjunct, Flux Distributor:
- Cost 4/8/12/20 ordnance points
- Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
- Available from the start
- Generally reduced penalties from d-mods
- ECCM Package: now also reduces weapon range penalty from losing Electronic Warfare
- Expanded Missile Racks:
- Now increases missile ammo by 100% (was: 75%)
- Ordnance point cost increased substantially
- One-shot Reaper torpedo launcher now has a 5 second cooldown
- Degraded Engines: reduced sensor signature penalty, reduced movement penalty
- Accelerated Shields: no longer available from start
- Expanded Magazines: no longer available from start
- Reinforced Bulkheads: available at campaign start
- Salvage Gantry: removed bonus to salvage from being deployed in combat, wasn't working right design-wise
- New hullmods:
- Expanded Deck Crew
- Recovery Shuttles
- Nav Relay
- ECM Package
- Operations Center
Ships
- Omen: added built-in ECM and ECCM Package
- Tempest: increased shield arc to 120 degrees (was 90)
- Apogee: replaced ship system with Active Flare Launcher (2x)
- Conquest:
- Added "Heavy Ballistics Integration" built-in hullmod: reduces large ballistic OP cost by 10
- Reduced OP by 30 (relative to higher, rebalanced value)
- Aurora: changed non-front-facing medium turret from energy to synergy
- Added Drover-class midline carrier, destroyer-sized with 2 fighter bays
- Added Legion-class low-tech battlecarrier
Weapons
- Sabot SRM:
- Now fires a spread of 5 warheads
- Each deals 200 kinetic and 400 EMP damage
- When hitting hull/armor, EMP damage may arc for another 400 EMP damage
- Hellbore Cannon:
- Halved rate of fire
- Reduced flux cost to 750/shot (was: 825)
- Adjusted visuals for muzzle flash, shot, and impact (more prominent)
- Overall: low dps, very high per-shot damage, very low flux cost
- Mjolnir: increased flux/shot to 500 (was: 400)
- Storm Needler:
- Reduced flux cost/shot to 65 (was: 75)
- Increased shot speed, added a bit of inaccuracy
- Removed windup time
- Reduced range to 700 (was: 800)
- Guardian PD: reduced OP cost to 18 (was: 22)
Combat
- Proximity Charge Launcher: projectile speed increased to 100 (from 50)
- Mainly for REDACTED reasons, not to improve it as a generic ship weapon
- Ship AI:
- Fixed some issues with AI being overly careful around enemy fighters
- Improved logic for spacing out larger ships
- Fixed issue with "eliminate" and "engage" ordered against stations
Modding
- Game will throw an error message when running with any version of Java other than 7
- allowAnyJavaVersion to override this
- Game will now fail to load on Windows if jarfile filename case doesn't match that of the actual jarfile
- On Linux, will crash while trying to load misnamed jarfile instead of
- Game now checks for duplicate ids in various csv files being loaded, e.g. rules, person_names, etc
- Will throw an error when found; helps prevent hard-to-track-down "duplicate rule id, so it's quietly not doing anything" bugs
- ALL_SHIPS_IN_FLEET skill effects do not apply to fighters
- Use ALL_FIGHTERS_IN_FLEET and/or SHIP_FIGHTERS instead
- MissionDefinitionAPI.getDefaultCommander(FleetSide side)
- Can be used to give fleet-affecting skills to mission sides
- Station weapons now render above all station modules
- Fixed issue where mods were unable to override colors in settings.json
- WeaponGroupAPI:
- WeaponAPI removeWeapon(int index);
- void addWeaponAPI(WeaponAPI weapon);
- Skills can unlock campaign abilities ("ABILITY_UNLOCK" effect type)
- Added several values to faction doctrine that configures how commander skills are generated
- Commander skills are skills such as officer management, electronic warfare, etc
- Added player level cap to settings.json; "playerMaxLevel"
- Mirv behavior spec: added "spreadInaccuracy" that applies even when evenSpread = true
- Edit Variants: added checkboxes to force maximum combat skill levels on each side of simulation
- Name of "defense" for hull in ship tooltip now properly uses name of right-click system if it's not phase cloak
- Built-in hullmods can now influence the OP cost of weapons
Bugfixing
- Fixed issue where post-combat salvage would only contain half the cargo that should have been looted from the enemy fleet (affected just cargo from trade fleets and such, not basic supplies/equipment/fuel drops)
- Fixed issue that caused black market weapons to not use the proper range of factions to pick from
- Fixed memory leak that was caused by opening the refit screen, exiting it, and then reloading a save without unpausing the game
- Added workaround for occasional issue with wrong aspect ratio on multiple-monitor systems
Changes as of December 03, 2016
Campaign
- Added options to new game creation
- Sector size (small or medium)
- Sector age (old, average, young, mixed)
- Random seed used to generate sector
- Can be copied from character tab in existing game
- Can be used to replay the same sector or shared
- Added procedurally generated constellations and expanded map (about 16x previous area, ~200 star systems maximum right now)
- Deep hyperspace now functions similarly to nebula (slows down smaller fleets, fleets inside are less visible)
- The slow-down effect is up to 30% (vs 50% for nebula)
- Campaign map overhaul
- Two tabs, "sector" and "system"
- Sector tab can be viewed while inside a star system
- Max zoom in sector tab is set to always be enough to fit full map on screen
- Zooming now centers on cursor
- Holding shift while zooming zooms faster
- Double-clicking tab (or shortcut) instantly centers and zooms out to maximum
- Star and planet names are now laid out to reduce overlap
- Added set of filters/configuration options for maps
- "Starscape" mode - a "real space" view of the sector
- Toggle star/constellation names on/off
- Show fuel range visually
- Show what you've explored
- Show inhabited star systems
- Clicking on map icon presents a context menu; can lay in a course, view planet info, or switch to system map depending on what's clicked
- Added controls to quickly switch back and forth between planet info (in intel tab) and map
- Added new map to planet intel tab; allows for quicker selection of data for known star systems
- Replaced intel tab map where events are displayed with new map
- Reworked minimap that shows a star's relative location to the player (shown in mission list, planet list, etc)
- Now shows star and arrow from player's direction, arrow length depends on distance
- Detailed info (fuel cost to reach, distance, days to reach) on mouseover
- Added new ability: "Sustained Burn"
- Increases maximum burn by 10
- Reduces acceleration and sensor range, increases range at which fleet is detected
- Activation results in fleet slowing down and stopping before sustained drive mode is engaged
- Intended for long-range travel while creating a vulnerability if hostile fleets are around
- Added new ability: "Scavenge"
- Recover supplies, weapons, and other valuables from debris fields
- Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
- Battles leave behind short-duration debris fields that can be scavenged
- Exploration
- Can find and salvage derelicts from the various stages of the Sector's history
- Salvage:
- Entities have a "salvage rating" that determines whether you can salvage them w/ current skill
- If not, can be demolished for a smaller reward
- REDACTED
- Planet surveying
- Enter star system to find out what planets are in it
- Perform a preliminary (free) survey to assess planet's hazard rating and full survey cost
- Perform full survey (using heavy machinery, crew, and supplies) to uncover planetary conditions such as ore deposits and ruins
- New intel sub-tab to keep track of planets
- Revamped economy simulation - better results, faster updates, better performance
- Revamped market info screen for better readability
- Can now avoid solar flares/corona by hiding behind planets
- Venture, Shepherd, Apogee: added built-in "Surveying Equipment" hullmod
- Construction Rig:
- Renamed "Salvage Rig"; hullmod is "Salvage Gantry"
- Increases base salvage from derelicts by 25% up to a fleetwide maximum equal to the salvage rating
- Increases post-battle salvage by up to 10% based on the portion of the battle the Salvage Rig spent deployed
- Odyssey, Conquest: increased burn level by 1
- Added "X ordnance points left" indicator to ships in fleet view for unspent OP
- Added campaign radar
- Added visual ping for new sensor contacts in main view
- Luddic Path Brawler: replaced damper field with ammo feeder
- Hullmods can now be acquired from a "Modspec" item
- Dropped by enemies
- Found as salvage
- Bought on markets
- Added music for the Sindrian Diktat
- Added market music for Tri-Tachyon
- Changed "suspend repairs" key to "D"
- Changed when ships have a chance to suffer an accident
- Was: 0% CR and not mothballed
- Now: less than 10% CR, not mothballed, and repairs suspended or fleet out of supplies
- Heavy Mauler, Hypervelocity Driver: now tier 3 (were tier 2)
Combat
- Orbital station combat mechanics; content using these TBD/REDACTED
- Venting now stops weapons from reloading/recharging for two seconds; will resume if still venting after the time elapses
- Renamed "Search & Destroy" to "Full Assault!"
- Ordering a full assault will make ships much more aggressive
- Useful for pursuit and cleanup
- Pressing the button again toggles this off (and uses a command point)
- Changed Intercept assignment
- Now named "Eliminate"
- Ships assigned to it will behave more aggressively
- Added new officer personality: "Reckless"
- A more aggressive version of aggressive; always behaves as if "search & destroy" was on
- Weapons will not reload for the first two seconds of venting or being overloaded
- Added cruiser-sized carrier - Mora-class, low tech
- Weapons
- Added "Hammer Barrage" large missile weapon
- Added "Devastator Cannon" large ballistic weapon
- Added "Heavy Mortar" medium ballistic weapon
- Thumper: now fires 1-second burst of 20 shots (100 frag damage each), 3 second delay between bursts
- LRPD Laser: increased turn speed to match PD Laser
- Atropos torpedo: damage reduced to 1250 (from 2000), speed reduced to 400 (from 500)
- OP cost reduced to 4 (dual) and 2 (single)
- Squall MRLS:
- Changed AI to two-stage approach (first stage aims, second stage burns forward)
- Changed engine and explosion color to be more white for consistency w/ kinetic damage
- Increased turn rate
- Reduced hitpoints
- Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
- Hullmods
- Auxiliary Thrusters now available at game start; reduced OP cost for capitals to 25(from 30)
- Unstable Injector
- Removed acceleration bonus and engine damage penalty
- Now reduces weapon range by 25%
- Reduced OP cost
- Augmented Engines
- Removed in-combat speed bonus
- Reduced cost
- Renamed to "Augmented Drive Field"
- Dedicated Targeting Core: reduced cost
- Integrated Targeting Unit:
- Reduced cost to match DTC
- Slightly increased range bonus for cruisers (+5%) and capital ships (+10%)
- Added status indicator for when peak performance time is not going down due to nearby enemy presence being too weak
- Significant performance improvements
- The missiles fired by certain anti-fighter missile weapons (Swarmer, Locust, etc) will change targets to closer fighters so that they can be used effectively vs a fighter swarm, hitting multiple targets
- Ships can now break apart (and become "destroyed") when disabled
- Destroyed ships can't be boarded post-battle
- Raised base boarding chance to compensate
- Salvage from destroyed ships is now the same as for disabled ships
- Pieces of debris can be shot at and broken apart further
- Armor value for damage reduction no longer goes below 5% of base armor value
- Fighters:
- Now mounted on carriers as "weapons", costing OP
- New combat control to order fighters to "regroup" or "engage"
- Bound to Z by default, "view target" moved to T
- Complete rebalance of fighter stats, carriers
- Reduced peak time for carriers a bit
- Fighter balance overhaul; 2 new fighter types
- EMP ship system energy damage increased to 100 (from 25)
- Omen:
- Increased armor to 125 (from 50)
- Increased maximum flux to 2500 (from 2200)
- Increased shield arc to 360 degrees
- Damper Field: now reduces damage by 67% (was: 75%)
- Accelerated Ammo Feeder: now reduces ballistic flux cost by 50% (was: 30%)
- Hammerhead:
- Ordnance points increased by 5
- Astral: increased armor to 900 (was: 500)
- Shepherd:
- "Borer" drones now handled as built-in fighter wing; stats the same but now 6 instead of 5 and replacements aren't limited
- Ship system is now "Maneuvering Jets"
- Tempest:
- "Terminator" drone now a built-in fighter wing, 1 drone, uses AM blaster
- Ship system is now "Active Flare Launcher"
- Modified to have unlimited uses and slightly improved flare speed
- Aurora:
- Increased speed to 80 (was 70)
- Reduced max flux by 20%
- Reduced deployment cost to 30 (was 35)
- New ship system: "Plasma Jets", short-duration high-effect version of maneuvering jets with a focus on speed rather than maneuverability
- Goal is to make the Aurora fit in with the high-tech approach of "lower weapon range, but able to dictate engagements"
- Heron: reduced top speed to 80 (was 90)
- Ship AI:
- Improved venting logic (able to vent while taking insignificant damage)
- Improved escort AI behavior
- Bombers will try to stay behind carriers while not cleared to engage
- Will now autofire hardpoint weapon groups if they don't have many weapons in them
- Removed the following assignments:
- Fighter Rendezvous
- Strike Base
- Rally Carrier
- Recon
- Strike
- Optimized performance of proximity fuse weapons (e.g. flak)
Miscellaneous
- Contact for procurement mission will no longer initiate comms when player is being sought by patrols
- Fixed visual issue with scrolling area shadows when over bright backgrounds
- Removed crew experience levels
- Base CR for ships is 70%
- Stat improvements start at above 70% (was: 60%)
- Added damage type information to weapon tooltip (i.e. "200% vs armor, 50% vs shields")
Modding
- StarSystemAPI
- void initNonStar() method for locations not centered on a star
- getHyperspaceAnchor() now returns a SectorEntityToken
- CombatEngineAPI
- boolean inFastTimeAdvance()
- Added spawnProjectile() method with an extra parameter for the projectile spec id
- Added applyDamage() method with extra parameter that controls whether it plays a sound
- ShipAPI:
- PersonAPI getCaptain()
- Added SUSPEND_RECOIL weapon render hint, forces recoil sprite to still be rendered but not moved by recoil
- .skill files from mods are now merged with base vanilla skill files. For skill effects, only works for hullmod unlocks.
- ShieldAPI:
- void setCenter(float x, float y)
- FactionAPI:
- String pickRandomShipName()
- ModPlugin:
- void onNewGameAfterProcGen()
- Fixed bug in RelationshipAPI.ensureAtBest/Worst()
- Fixed infinite loop related to system-activated engines being disabled on a ship with no normal engines
- Added "UNBOARDABLE" ship type hint
- Abilities now defined in abilities.csv instead of abilities.json
- Same basic data, plus cooldown information, icon name, and AI plugin class
- Added "tags" to abilities that govern how abilities interrupt/disable each other
- Example:
- Emergency Burn has tags: burn+, stealth-, sensors-
- Active Sensor Burst has: burn-, stealth-, sensors+
- They're incompatible because they have a pair (two pairs, actually) of opposite tags
- One is disabled while the other one is active
- For toggle abilities, incompatible abilities are simply turned off on activation, but not disabled
- Example:
- Fixed issue with ship contrails showing from hidden nozzles
- Added HIDE_IN_CODEX ship spreadsheet hint
- newGameCreationEntryPoint, newGameSectorProcGen plugins: new instance created on every new game, so can store data in data members if needed
- Added "short" field to hull_mods.json, used for description in skill tooltip
Bugfixing
- Fixed bug where it was possible for another dialog to open after exiting a campaign game
- Fixed bug where ships with certain systems (i.e. flare launcher) would never be picked for combat assignments
- Fixed bug where mothballed ships could suffer from an accident if other ships in the fleet were at 0% CR
- Fixed bug where a patrol could do transponder-on cargo scan right after a transponder-off one
- Fixed bug where a patrol far from their home market would care about your transponder status if you interacted with them
- Fixed issue with fleet state after attempting to use a jump point but being moved away from it before being able to jump
- Fixed bug where it was occasionally possible for a retreating phase ship to leave the entire battle running in slow-time
- Fixed minor collision detection bug when checking whether exact bounds contain a point
- Fixed ship AI issue where heavier (by internal mass value) frigates would not try to avoid collisions with lighter ones
- Fixed issue where using "Fast Missile Racks" immediately after firing some types of missiles
- Trying to activate an out-of-ammo shipsystem will no longer turn off the zero-flux speed boost
- Fixed bug with phase ships not properly considering the incoming DPS from fast-firing weapons