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
  • 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