Starsector 0.9.1a
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Starsector 0.9.1a
Blog post/download links here.
Changes as of May 20, 2019
Campaign:
- Added new control to "stop or go at a low speed", default key: S
- Hold to bring the fleet to a stop
- Hold control and left mouse button to move slowly
- "Slow" movement speed is just enough to receive the sensor profile reduction from being "stationary" in terrain, and is equal to level 2 burn
- Updated terrain descriptions to read "stationary or slow-moving"
- Shortcut for cancelling resumed course changed to T (was: S)
Modding:
- Added to CombatFleetManagerAPI:
- List<DeployedFleetMemberAPI> getAllEverDeployedCopy();
- Added to ShipAPI:
- FleetMemberAPI getFleetMember();
- Added to CombatEngineAPI:
- boolean isEnemyInFullRetreat();
- Fixed issue where ships with toggled mobility systems could be prevented from retreating
Bugfixing:
- Fixed issue where campaign screen could get stuck showing planet background
- Fixed issue where renaming a gas giant while establishing a colony would not update the name of its gravity well
- Fixed issue where pausing/unpausing the game in hyperspace could cause some stuttering of orbiting jump-points
- Fixed minor issue with asteroid belts at Penelope's Star
- The Doom will now avoid its own mines if they are a danger
- Fixed issue where winning a battle with allies but being unable to join the pursuit due to sustaining too many losses resulted in no salvage being generated
Changes as of May 17, 2019
Miscellaneous:
- "Increased Maintenance" now increases supply consumption by a percentage instead of a multiplier
- High Tech station: reduced flux capacity of dedicated shield modules by 25%
- Increased price of Buffalo Mk.II to 18,000 credits
- Reduced propensity of small phase ships to bump into large ships they're escorting
- Fixed AI issue that was causing the Apogee to aim slightly away from enemy ships due to considering itself a broadside ship
- Hound (A) now has built-in Armored Weapon Mounts instead of Militarized Hegemony Auxiliary
- Improved placement of mines by the Mine Strike ship system, especially against ships whose center-of-rotation doesn't match the center of the ship sprite
- When joining a battle defending a station and the enemy retreats, non-station allies may now pursue instead of letting the enemy go
- Prometheus Mk.II and Atlas Mk.II now marked as "Luddic Path" and "Pirate" instead of "Low Tech"
Modding
- Fixed devMode crash when clicking on administrator at Culann
- Fixed issue with JUST_BELOW_WIDGETS rendering layer rendering below particles
- Weapon boost system AI without a weaponTypes defined in the .system file will assume all weapons are affected instead of crashing
- Ideally, weapon systems like this would either have a custom AI or have weaponTypes defined
- Fixed missile contrail reappearing issue when missiles stop and then start accelerating
- Various getMaxCapacity()/getMaxFuel()/getMaxCrew()/etc methods for fleets and fleet members now return rounded-down values when the value is fractional
- Added to ShipAPI:
- Vector2f getShieldCenterEvenIfNoShield();
- float getShieldRadiusEvenIfNoShield();
- Custom textures in .proj files should be loaded by the game and don't need to be specified in the graphics section of the settings file
Bugfixing:
- Switched supply cost of Atlas and Atlas Mk.II
- Increased base price of Aurora to 200k credits (was left unchanged at 70k)
- Iron mode works again (will apply to existing saves)
- Fixed issue with intel for some of the destroyed pirate bases sticking around indefinitely
- Can no longer queue multiple orbital stations for construction
- Non-primary stars no longer show a survey level of "unexplored" in tooltips etc
- Fixed issue where autofit could occasionally go above the ordnance point limit
- Fixed planet data showing up twice in star system data screen for "2 + 1" type trinary systems
- Fleets with only mothballed ships will not try to engage even if set to be aggressive
- Fixed issue where ctrl-clicking to sell/remove all of an excess cargo/fuel/crew would sometimes be off by 1
- Aquaculture at Volturn no longer shows the Farming industry icon
- "Command network" display in combat now shows impact of Command & Control on command point recovery
- Can now issue additional orders when command frequency is open but command points are at 0
- Creating a new assignment no longer resets the command frequency duration if no command point was spent
- Player patrols should now recapture non-hostile objectives in player-controlled systems
- Will no longer auto-deploy player's fleet when it only has one ship in it when aiding a station
- "Analyze Entity" missions will no longer target the mission-related "Technology Cache"
- Weak expeditionary fleets will no longer pursue the player if the player is friendly to their faction
Changes as of May 10, 2019
Campaign
- Added "freelancer" randomized start option
Modding
- "Restore" no longer removes all perma-mods, just dmods
- Fixed issue where ships with modules but no active modules could not be deployed
Bugfixing
- Fixed issue where saving the game while having no crew, fuel, or cargo of any sort would reset the credits to 0
Changes as of April 25, 2019
Campaign
- Increased drop rate of AI cores from REDACTED
- Warning beacons: added color-coded danger level to map and campaign tooltips
- Person bounties:
- Stronger "deserter" type appears after completing slightly more bounties
- Increased strength of higher-level bounties
- Non-combat ships no longer get d-mods that have little practical effect on them
- The following mods apply:
- Degraded Engines
- Compromised Storage
- Structural Damage (only when ship is destroyed then recovered)
- Note: this only affects freighters/tankers/etc, not combat "Civilian-grade Hull" ships such as the Venture
- The following mods apply:
- Added new d-mods:
- Increased Maintenance: higher supplies/month and crew requirements, applies to civilian and combat ships
- Erratic Fuel Injector: increases fuel use, applies to civilian and combat ships
- Added ambient sounds to dockside bars
- Colony list values (such as income and stability) update when an administrator is changed using that screen
- When being hailed, changed "Open a comm link" to "Accept the comm request", highlighted using the "story option" color
- Raid/Expedition/Inspection intel now shows approximate number of fleets
- Can now rename officers and administrators by clicking on their name in the officer/admin management dialogs
- Can change player's name in character screen by clicking on it
- Made planetary raid loot less susceptible to save-scumming
- Luddic Path tithe: made "lost X credits" use standard formatting
- Distress Call intel: added line with star system name
- Commerce industry: "Open Market" it adds to a colony now has independent flag
- Luddic Path Cells: incidents have a chance to fail depending on the stability of the colony targeted
- Distress call ambush: starts out smaller earlier on in the game
- Raiding:
- Probability of at least one blueprint is raid effectiveness + 50% (was: raid effectiveness / 4)
- (Assuming the colony has heavy industry and the faction has blueprints the player doesn't)
- Increased probability of modspec, weapon, and fighter LPC drops (similarly, RE + 50%)
- Probability of at least one blueprint is raid effectiveness + 50% (was: raid effectiveness / 4)
- Industries/structures:
- Increased the construction cost of all industries and structures by a factor of 5x
- Reduced base upkeep by half
- Upkeep reduction from demand being met in-faction increased to 50%
- Military Base:
- Military Base (and High Command) now count as "industries"
- And subject to the number of industries per colony limit
- Greatly increased upkeep costs
- Patrol HQ:
- Does not count as an "industry" and its upkeep does not depend on colony size
- Fixed patrols at 2 small, does not change with colony size
- Ships produced by player colonies will use extra ordnance points from skills for their initial loadout
- Tri-Tachyon fleet commanders can get Loadout Design
- Reduced stability penalty of tactical bombardment to 1
- Weapon and fighter LPC tooltips now show total number that you own, including cargo and in storage
- Colony growth incentives:
- Reverted population growth incentive cost increase
- Growth incentives limited to ~+25 points
- Larger colonies take longer to use the invested credits
- Weapon availability at colonies:
- Ensures weapons for several different roles (PD, anti-shield, etc) are available if possible
- Larger colonies have more weapons
- Colonies with a military presence have more weapons on the open and black markets
- More fighters available
- Tier of weapons/fighters available no longer tied to ship quality at colony
- Player will no longer have a chance to respawn at hidden colonies (such as pirate bases)
- Various tweaks to economy
- Hyperspace:
- Adjusted storm strike target selection and CR damage so that Emergency Burn remains usable for large fleets after multiple strikes
- Added help popup explaining interaction with Emergency Burn when fleet is first hit by strike
- Slightly increased the amount of clear "lanes" in hyperspace
- Made "this posting may be withdrawn unless it is accepted" text for missions more prominent
- When interacting with a colony and unable to trade: added highlighted notification explaining that legitimate trade requires the transponder to be on, while black market trade requires being undetected
- Removed default Q/W key bindings for switching between the first two ability bars
- Can still be bound manually
- Improved logic for auto-assigning idle officers - should more reliably assign higher-level officers to better ships, and officers with carrier skills to carriers
- Autofit:
- Should no longer mix Advanced Targeting Core, ITU, and DTC
- Auto-upgrades to ITU over DTC when available
- Uses ITU over DTC when available
- Should no longer put Converted Hangar on phase ships
- "Upgrade to better weapons" option turned off by default
- When learning a blueprint with a new tag, the new tag will start out as selected if all other tags were selected
- Water worlds no longer have a chance to get any kind of farmland
- When laying in a course for a hyperspace jump-point into a system: course will be considered "completed" on jumping into the system by any means
- Adjusted AI fleet use of Emergency Burn to make it slightly more forgiving on the player
- Planetary Operations: level 2 effect description now shows the total value of +50% rather than the added +25% granted by that level
- Changed "trade" option when interacting with colonies:
- Mentions buying/selling ships and hiring crew
- Only shows the F, I, and R shortcuts; the rest still work but are not mentioned to reduce confusion
- Tutorial: weapons will now be granted based on the ships recovered from Tetra, not on all ships in the fleet
- Procurement mission: will now note when you need to sneak into port to deliver due to being hostile with the controlling faction
- Terran/tundra/jungle/etc (i.e. the nicer habitable planets) can no longer be generated around neutron star primaries
- Can now back out of a decision to pursue the enemy fleet without having to either autoresolve or participate in the battle directly
- Player fleet can now pursue retreating enemies regardless of burn level
- Objectives (comm relays etc) salvaged by the player will now take longer to be rebuilt by nearby fleets
- Weaker dormant REDACTED fleets will no longer attempt to disengage when engaged and will fight instead
- Can now view campaign entity tooltips while time is sped up
- Jump point dialog: warning for nearby hostile fleets now only shown if the fleets on the other side are both hostile and a danger
- Luddic Path Cells:
- Reduced number of Pather cells and increased threshold required for them to take an interest in a colony
- Tooltip and intel now show causes of Pather interest in the colony
Combat
- Light, Heavy Needler: reduced flux/shot to 40 (was: 50)
- Assault Chaingun: increased damage to 90/shot (was: 60); flux/shot remains at 60
- Hurricane MIRV:
- Improved maneuverability of first stage
- Increased number of submunitions to 11 (was: 9)
- Perdition-class Bomber: reduced wing size to 2 (was: 3)
- Electronic Warfare, Coordinated Maneuvers:
- Uses highest skill level of all commanders on side for maximum value
- Per-ship contributions depend on that ship's fleet commander's skill
- E.G. only ships whose fleet commanders have the skill (or ships that have the relevant hullmod) will contribute
- Two-stage missiles that target a ship that gets phased go into the second "burn" phase permanently
- Devastator: tooltip mentions that it will target missiles when no other targets are in range
- Admiral AI: should try to avoid deploying low-CR ships if possible
- May still do it in some circumstances
- Station armor modules will now only show hull bar (not flux bar etc) when moused over
- Gauss Cannon, Hellbore:
- Projectiles will now pass through missiles; similar to Plasma Cannon
Ships
- Shrike:
- Increased maximum burn to 10 (was: 9)
- Reduced supply cost to deploy and per month to 8 (was: 9)
- Hammerhead: increased supply cost to deploy and per month to 10 (was: 8)
- Apogee: increased shield flux per damage to 0.7 (was: 0.6)
- Gryphon: added built-in Expanded Missile Racks
- Adjusted ship credit costs
- For "standard" ships, the progression was something like 10k - 20k - 50k - 250k based on size
- Now it's around 10k - 40k -120k - 350k
- Phase ships cost as if one size higher
- Frigates are largely, but not entirely, unaffected
- Lots of exceptions - civilian ships, light destroyers/cruisers, etc can have a significantly lower cost
- Heavy Industry: custom production increased to 25k per S&W unit (was: 20k)
- Added Shrike (P)
- Small energy slot in the middle changed to hybrid
- Ordnance points reduced by 5
- Found in pirate fleets and the pirate blueprint package
- Requires new campaign to show up in pirate fleets
- Fixed minor mount placement issues on the Onslaught
Ship AI
- Carriers (and other ships) will no longer attempt to automatically escort ship/station modules
- Fixed issue where ships would fire at fighters despite a high risk of hitting friendly targets beyond the fighter
- Affects some beam weapons (i.e. Phase Lance) and projectile weapons
- Does not affect continuous or short-duration burst weapons such as the Tactical Laser or the Burst PD Laser
- Fixed issue that caused Omen (and similar ships with only a slightly offset "optimal" facing) to not face to point its side turret towards an enemy to the front
- Fixed issue that caused Mudskipper Mk.II to vent in the middle of firing a burst of shots
- Improved ship-to-ship pursuit intercept logic over long distances
- For example side-deployed ships should be more capable of intercepting fleeing enemies
- Combat carriers outfitted with only PD or missile weapons will no longer try to fight at close range
- Further, removed COMBAT tag from the Drover and the Heron
Miscellaneous
- Added "enableStipend" to data/config/settings.json, set to false to turn off monthly stipend
- Works on in-progress games
- Added several gameplay settings (accessible via Settings -> Settings tab):
- Whether to pause the campaign after a battle
- Whether to pause combat when opening the map
- Whether the campaign time speed-up button is a toggle
- Adjusted autoresolve strength of REDACTED stations
- Adjusted title screen variants
- Stars no longer do damage in the title screen
- Game will throw an exception on load if a faction refers to missing ships/weapons/hullmods/fighters/industries
- Locale set to en_US for grouping/decimal separators etc
- Can be controlled using localeOverride setting in settings.json; comment out to use default locale
- Orbital stations now have descriptions
- (Probably) fixed a relatively minor issue with missile contrails
- Updated descriptions of the Harbinger and the Afflictor to match changes made to the ships
- Fixed UI issue where it was possible for certain mutually exclusive actions to be performed using same-frame inputs
- Refit screen: added icon next to OP bar to indicate it can be moused over for detailed stats
Modding
- Possibly mod-breaking API change: AutofitPluginDelegate.syncUIWithVariant() now takes a ShipVariantAPI parameter
- Added to CustomCampaignEntityPlugin:
- boolean hasCustomMapTooltip();
- float getMapTooltipWidth();
- boolean isMapTooltipExpandable();
- void createMapTooltip(TooltipMakerAPI tooltip, boolean expanded);
- void appendToCampaignTooltip(TooltipMakerAPI tooltip, VisibilityLevel level);
- isIllegalOnSubmarket() and getIllegalTransferText() now work for ships in free-transfer submarkets
- Added $dangerLevelOverride to fleet memory, forces a certain number of "danger" indicators to be shown (1-5)
- Added to Industry:
- void notifyColonyRenamed()
- Station tooltip no longer shows fighters on main body of station in its fleet list (which is intended to just show the station itself)
- Added to SoundPlayerAPI:
- void playUILoop(String id, float pitch, float volume);
- Added to FactionAPI:
- String getBarSound()
- Added "barSound" optional value to .faction files, contains id from sounds.json, defaults to "bar_ambience"
- Setting "$hailing = true 0" in a rule will change "Open a comm link" to "Accept the comm request"
- Added to settings.json:
- "industryBuildCostMult":5,
- "industryUpkeepMult":0.5,
- "industryIncomeMult":1,
- Added to CombatFleetManagerAPI:
- List<PersonAPI> getAllFleetCommanders();
- PersonAPI getFleetCommanderPreferPlayer();
- Added WEAPONS_FRONT_TO_BACK ship hint - changes tiebreaker for weapon render order to be distance from front of ship (front weapons go below rear ones) instead of distance from ship spine
- Larger weapons still render on top of smaller ones etc
- Added WEAPONS_BACK_TO_FRONT for the reverse behavior
- Added to .wpn files: renderAboveAllWeapons
- Added to weapon slot data in .ship files: "renderOrderMod", positive to get the weapon to render above
- A recovered ship-with-modules now properly has some of its fighter wings/weapons/etc stripped prior to recovery
- Can now refit ships-with-modules (and stations) for missions
- Added to .wpn files:
- noShieldImpactSounds
- noNonShieldImpactSounds
- Added to AutofireAIPlugin:
- MissileAPI getTargetMissile();
- An invalid slot id on a variant should now throw a helpful error message instead of an NPE
- Reserve Deployment, added fighter wing tags:
- rd_no_extra_craft: to make a non-bomber wing receive no extra craft
- rd_force_extra_craft: to make a bomber wing receive extra craft
- Default behavior is same, i.e. no extra craft for bombers
- List of enabled mods is now saved in mods/enabled_mods.json (instead of registry) to facilitate Vortex support
- System-activated ship engines are no longer affected by low-CR malfunctions
- Added a lot of getter/setter methods to EngineSlotAPI
- Added support for rendering at different layers in combat using a custom combat entity
- Added to CombatEngineAPI:
- void removeObject(Object object);
- void addLayeredRenderingPlugin(CombatLayeredRenderingPlugin plugin);
- Added CombatLayeredRenderingPlugin interface:
- public void init();
- public void cleanup();
- public boolean isExpired();
- public void advance(float amount);
- public EnumSet<CombatEngineLayers> getActiveLayers();
- public float getRenderRadius();
- public void render(CombatEngineLayers layer, ViewportAPI viewport);
- Added BaseCombatLayeredRenderingPlugin
- Added CombatEngineLayers enum
- BALLISTIC_AS_BEAM projectiles now support custom textureType, i.e.:
- "textureType":[<fringe texture>, <core texture>],
- Added "do_not_respawn_player_in" tag to star systems
- Ship tags:
- module_unselectable: to make an active module unselectable in the refit screen
- module_refit_bright: the module will not be made dim on the refit screen unless another module is selected
- module_no_status_bar: module does not show hull/flux bars when moused over in combat
- module_hull_bar_only: only show hull bar (not flux or CR) when moused over in combat
- Improved support for Chinese text (better line-break logic)
- Planetary condition generation: added missing category columns
- cat_lava: replaces "lava" column, "lava_minor" column remains
- cat_cryovolcanic: replaces "cryovolcanic" column
- cat_irradiated: replaces "irradiated" column
- cat_hab1: replaces "barren-desert" column
- cat_hab4: replaces "terran" column
- cat_hab5: new values for hypothetical "better than terran" planet type
- .proj files:
- Added "passThroughMissiles" setting
- When set to true, projectile will pass through missiles in its path, applying normal damage
- Will not necessarily destroy the missiles
- Should work for BALLISTIC and BALLISTIC_AS_BEAM
- See gauss_shot.proj and hellbore_shot.proj for examples
- Added "vsMissileRange" to PROXIMITY_FUSE behavior spec in .proj files
- Added to MissileAPI:
- void resetEngineGlowBrightness();
- MissileAPI.interruptContrail() *should* no longer flicker the engine glow
- Added "PHASE" ship hint, can use to make phase ships with a custom phase cloak system show up under the right tag in the doctrine/ship production screens
- Fixed issue with non-128x128 portraits in character creation screen and some other interaction dialogs
- Can now have hazardous conditions require being surveyed
- They do not contribute to the cost of surveying
- Fleets will now inflateIfNeeded() when deciding on pursue/flee behavior related to the player fleet
- Added to SettingsAPI:
- boolean fileExistsInCommon(String filename);
- void deleteTextFileFromCommon(String filename);
- List<MarketConditionSpecAPI> getAllMarketConditionSpecs();
- List<SubmarketSpecAPI> getAllSubmarketSpecs();
- Added "!no_drop" to weapon/fighter drop groups, meaning a "no_drop" tag should exclude weapons/fighter LPCs from being found in standard salvage drops
- DO_NOT_CONSERVE weapon hint should now also apply to non-missile weapons
- Added to WeaponSpecAPI:
- void setMinSpread(float minSpread);
- void setMaxSpread(float maxSpread);
- void setSpreadDecayRate(float spreadDecayRate);
- void setSpreadBuildup(float spreadBuildup);
- float getMinSpread();
- float getMaxSpread();
- float getSpreadDecayRate();
- float getSpreadBuildup();
- float getBurstDuration();
- Added:
- ShipHullSpecAPI.getShipFilePath() (looks like e.g. "data\hulls\afflictor.ship", or .skin for a skin)
- ShipVariantAPI.getVariantFilePath()
Bugfixing:
- Assorted typo fixes (thanks, everyone!)
- Fixed issue that caused no AI core drops from REDACTED station
- Renaming a colony at a gas giant now also renames the gravity well jump-point in hyperspace
- Renaming a colony now also renames its station, when appropriate
- Single-fire Reaper now shows speed and tracking in tooltip
- Fleetwide modifiers to ship stats now apply when joining an in-progress battle
- Skill bonuses to command point regeneration now apply when joining an in-progress battle
- Fixed AI Core and special item duplication bug caused by specific sequence of actions in colony screen
- Fixed tutorial issue where the Security Detachment could engage the miners guarding the jump-point
- Fixed issue where stat changes from terrain etc would not show up on the ship stat tooltips for non-player fleets
- Fixed issue where allied ship losses would contribute to cargo lost by the player in lost battles
- Campaign tutorial: conversation now mentions correct stipend duration
- Fixed issue that could cause fleets/stations to join a battle on the player's side against their own faction if the player was friendly with the faction
- Fixed issue that would allow the player to openly trade with the colony after attacking the station defending it
- Person bounty fleets will now trigger a "hostile fleet nearby" jump point warning
- Interacting with a colonized planet with ruins will no longer show the "exploiting the ruins requires a permanent presence" message
- Fixed issue where the shown weapon arcs for a ship could be inconsistent with the currently selected weapon group
- Fixed issue where illegal commodities dropped off in "Resource Stockpiles" would not be used to satisfy local demand (i.e. drugs at a mining colony)
- Toggling "free port" on and off will no longer let Light Industry keep producing drugs until the next load or save
- Fixed case where AI fleets attacking a station could leave it with no active modules but still "alive"
- Also added a failsafe where a station in this state will become disabled immediately on combat start
- Fixed issue when abandoning colony from colony list instead of directly interacting with it
- Fixed text inconsistency between list item and detail for REDACTED inspection
- Weaponless carriers (with fighters) can now be used in autoresolved pursuits
- Fixed issue that could cause the new-game Corvus bounty to not pay out if finishing the tutorial took a specific amount of time
- Fixed issue where pirate raiding fleets would return to a destroyed station and "orbit" it before despawning
- Fixed experience gained not being displayed on defeating a pirate base
Changes as of January 31, 2019
Campaign
- REDACTED derelict now only appears in more interesting star systems with more potential for habitation
- Adjusted price of (P) ships to account for their lack of built-in d-mods
- Ships with "Militarized Subsystems" no longer get increased maintenance from capacity-increasing logistics hullmods
- And can have Safety Overrides
- Intel planet list: replaced "value" column with planet survey class
- Added "free port" to several pirate colonies
- Free port:
- Stability penalty goes from 1 to 3 over time instead of being fixed at 3
- Accessibility bonus goes from 5% to 25% (was: 10 to 50)
- Fixed commodity tooltip issue in "market share" screen
- Buffalo (A), Kite (A): replaced "Militarized Hegemony Auxiliary" with "Militarized Subsystems"
- Officer picker dialog now shows personality for officers over current maximum
- Changed item outline color in industry screen to better highlight installed items
- Player faction should no longer use combat freighters instead of a portion of combat/freighter ships in patrols etc
- May still use combat freighters in place of combat ships, if priority settings allow it
- Orbital Works: added ship quality bonus to tooltip
- Colonies:
- Industries separated into "Industries" (Mining, Farming, etc) and "Structures" (Spaceport, Orbital Station, etc)
- Type shown in tooltip and "add industry or structure" dialog
- "Industry" type also highlighted in colony screen (solid background behind name)
- Maximum number of industries limited to a value based on colony size
- From 1 at size 3 to 4 at size 8 and above
- Only one ongoing construction project (new industry or structure, NOT upgrades) per colony
- Can queue more construction projects
- Doubled population growth required to increase colony size
- Doubled population growth incentive cost
- A colony with no industries receives an additional growth penalty (unemployment etc)
- Upkeep reduction from REDACTED core reduced to 25% (was: 50%)
- Total upkeep for a colony is reduced by up to 25% based on demand filled by in-faction sources
- Income from exports no longer counts demand at player colonies for total market value
- Income at non-player-owned colonies no longer shown as it's no longer accurate
- When the player establishes a new colony, it automatically begins construction of a Spaceport, free of extra cost
- Significantly increased the build time for most industries, structures, and their upgrades
- Some examples:
- Farming: 30 -> 60
- Heavy Industry: 60 -> 120
- Megaport: 30 -> 150
- Industries separated into "Industries" (Mining, Farming, etc) and "Structures" (Spaceport, Orbital Station, etc)
- Tech-Mining:
- No longer supplies economic units of commodities
- Increased monthly drops for smaller ruin sizes
- Added administrators to the larger core world colonies
- Target of REDACTED mission no longer spawns right next to a black hole
- Pirate and Pather bases should no longer spawn next to a black hole
- Added "danger level" indicator to fleet tooltips
- Added bar event to aid in locating Pather base
- Luddic Path bases show up under "Colony threats" tag when targeting player colonies
- Patrols:
- Will no longer prevent play from docking when engaged in battle
- Or more than 1000 units away
- "Deserter" pirate bounty fleets now use faction-specific weapons/fighters, instead of drawing from the usually-inferior pirate set
- Taking over or destroying a comm relay/nav buoy/sensor relay in a system where the owning faction has no colonies will no longer have any impact on your reputation
- Removed stack size limit of 1000 from player cargo
- Maximum quantity that can be picked up using slider increased to 5000
- Can now see CR level of stored ships
- Pirate bases:
- Can no longer repeatedly spawn in the same system without some time passing
- Reduced likelihood of player colonies being targeted by pirate bases that are very far away
- Increased average interval between patrol spawns to 2 weeks (was: 1 week)
- Also affects combat fleets from pirate and Pather bases
- As before, the interval is reduced significantly when an existing patrol returns
- Increased respawn delay for REDACTED fleets
- Added unique icon for comm sniffer intel item
- Industrial Planning: level one now reduces upkeep by 10% instead of reducing demand
- Reduced time-scaling of person bounties
- Intel UI (including map) now takes up more space if available
- Jump-point dialog warning about fleets on the other side now only shown if there's enough fuel to jump
- Raids/expeditions/etc that are being organized (i.e. not yet assembling) will be aborted if the colony is either destroyed or its military base is disrupted
- Made "Missile Autoforge" hullmod visible on station modules and REDACTED
- Navigation skill: now modifies individual fleet member fuel use (rather than fleetwide)
- Effect shows up in ship tooltip
- Added Prometheus Mk.II to Pather fleets
- Added Atlas Mk.II to pirate fleets
- Starting relationship with Luddic Path changed to -65 (was: -50)
- Salvaging: +50% bonus for rare items will no longer result in a full re-roll and will simply result in "more stuff" compared to without the skill
- Battelstations and Star Fortresses now have officers
- Installing an Alpha Core on any level station still grants a level 20 officer with Gunnery Implants
- Made a few performance improvements
- Punitive expeditions:
- Fixed issue with wrong reason being displayed sometimes
- Reduced strength of initial punitive expeditions sent
- Reduced high-end expedition space strength
- Increased high-end expedition ground strength
- More variety in which colonies are targeted
- Will no longer be sent out by the faction the player is commissioned by, if any
- Will result in a 5-point reputation penalty when/if the expedition fails
- No reputation penalty for fighting the expedition's fleets
- Reputation cost to avert reduced to 20 points
- Takes roughly twice as long for factions to build up towards sending an expedition
- After 2-3 expeditions are sent (total, by all factions), no expeditions will be sent for 6 to 12 months
- This does not include pirate raids or inspections
- Reduced the size of later-game pirate raids by half
- Fleet spawning:
- Will not produce fleets with more than 30 ships
- Stronger fleets will have many more large ships
- This increases both their ground-raiding strength and their effectiveness vs stations
- Can now abandon colonies up to size 4
- Fleet/station interactions:
- Destroying/disabling/forcing enough enemy ships to retreat during an engagement allows your fleet to disengage without being pursued
- Works when your fleet is over the disengage size limit, but not limited to this
- Indicator in combat screen shows progress towards this
- Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower
- When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:
- Can always disengage without being pursued
- But, the enemy fleet will harass the retreat, causing a drop in CR
- Stations will no longer try to disengage when outnumbered
- When joining an ongoing battle, allied fleets will prefer to pursue instead of harry/let go when possible
- Destroying/disabling/forcing enough enemy ships to retreat during an engagement allows your fleet to disengage without being pursued
- When losing a battle: special items such as blueprints, AI cores, survey data, etc, no longer have a chance to be lost
- Patrols:
- Will no longer force the player to fight when weaker and stopping them for the transponder being off or for a cargo scan
- Music will no longer switch to another track when passing near a star system, actually entering it is required
- "Typical heavy patrol" on Doctrine & blueprints screen now more closely matches a typical heavy patrol
- Uses best ship quality in player faction
- Uses appropriate number of tankers/freighters
Combat:
- Total battle size in vs-station battles is increased by the deployment cost of the station
- Ships should find it much harder to go outside the map boundary
Miscellaneous:
- Can now left-click outside the hullmod picker dialog to dismiss it
- Weapon tooltip:
- Now properly handles weapons with a very large interruptible burst
- Moved flux/second to be under damage/second
- Stripping a hull will now force weapon groups to be reassigned on deployment if there are unassigned weapons
- "Escape" battles: ships deployed on the flanks will start 4000 units closer to the top of the map
Ships:
- Harbinger: changed 3 medium hardpoints to "energy" (was: "synergy")
- Increased refit time for most bombers by somewhere around 3-5 seconds
- Perdition: increased OP cost to 15 (was: 12), increased refit time to 15 (was: 10)
- Phaeton, Starliner: reduced max burn by 1
- Gemini: increased max burn by 1
Ship AI:
- Reduced aggressiveness when facing a station but given an order that targets something other than the station
- Will no longer use High Energy Focus or other weapon-boosting systems when all affected weapons are on cooldown
- Fixed some broadside AI issues
- Fixed autopilot issue when "invert turn-to-cursor behavior" setting was checked
- Reacts more quickly to "primed" friendly mines
- Burn Drive:
- Should no longer be used when a ship has an assignment and is not facing towards the assignment target
- One exception being when trying to get away from an enemy behind the ship
- Will not burn towards targets that have the "Avoid" order
- Should no longer be used when a ship has an assignment and is not facing towards the assignment target
- Improved behavior around borders
- Ships with limited fighters wings (no bombers and <=1 for cruisers and below, <=2 for capital) are more conservative about using these to engage the enemy
- Fixed issue where carriers would occasionally "engage" their fighters on targets under fog of war
- Legion, Mora: will no longer hide behind combat ships
- Improved command obedience
- Fixed issue that could cause ship to back off from a target due to flanking - but insignificant - threats
- Fixed several issues that could cause a ship with front shields to turn slightly away from the target, seemingly without a reason
- Fixed an issue that could cause REDACTED ships to wander around the battle map instead of engaging the player
- Non aggressive/reckless officers will be more careful about maintaining range from the enemy
- Made some tweaks to evasion logic that should make ships less likely to try to "pivot" around an enemy at too close a range
- Should improve survivability
- Escort behavior overhauled
- Does a better job positioning escorting ships to ward off flanking enemies
- Does a better job not getting in the way of the parent ship's fire
- Does a better job handling broadside ships
- (Still more likely to get in their line of fire if escorting one)
- Capital ships and cruisers with an escort assignment now only turn towards fighters if no other targets are in range
- Should fix a number of cases where a ship appears to be over-aggressive and dies for "no reason"
- Can more smoothly handle a larger number of frigates escorting the same ship
- Much more consistent and predictable overall
Modding:
- Added FighterWingAPI.getReturning()
- Added to ShipAPI:
- isLiftingOff()
- Ships with modules can now retreat properly - that is, the modules aren't left behind
- Fixed issue where "replace" files were not getting detected correctly depending on use of forward of back slashes in path
- Can now successfully deactivate() abilitites that are not isUsable()
- Viewing intel for systems that are not connected to hyperspace will no longer crash the game
- Added NO_AUTO_ESCORT ship hint, makes carriers not hide behind nearby combat ships
- Used by Mora and the Legion
- A colony in hyperspace will no longer trigger a "transponder off" warning when jumping into hyperspace
- Increased clarity of some of the thrown exceptions
- Fixed crash caused by abandoning orbital-station-only colony
- Made all fields in MarketCMD.TempData public
- Added to CombatFleetManagerAPI:
- float getEnemyCleanDisengageProgress();
- float getEnemyCleanDisengageThreshold();
- float getEnemyCleanDisengagePoints();
- boolean canEnemyDisengageCleanly();
- Player can no longer perform item right-click-actions in InteractionDialogAPI.showCargoPickerDialog()
- Added to SettingsAPI:
- FactionAPI createBaseFaction(String factionId);
- Added to WeaponSpecAPI:
- DamageType getDamageType();
- cancelledCargoSelection() is now called when a CargoPickerDialog is closed using the Escape button
- Added to beam weapon .wpn files: fringeScrollSpeedMult
- tag_data.json: now properly reads in the "name" field
- Added to FactionAPI:
- Map<String, String> getMusicMap()
- Added to LocationAPI:
- MemoryAPI getMemoryWithoutUpdate();
- Music:
- Added MusicPlayerPlugin interface; implementation specified via "musicPlugin" in settings.json
- Can create arbitrary number of campaign music states for different locations/conditions/etc
- Method that picks music set for combat gets passed in a CombatEngineAPI
- Can specify a $musicSetId for star systems, markets, and entities to override default plugin behavior
Bugfixing:
- Ruins on a planet that's been bombarded are now properly flagged as "surveyed"
- "Mild Climate" condition can now appear on certain habitable planets
- Fixed issue with "Open Market" from Commerce fully regenerating on re-opening the tab
- Fixed player being unable to join battle involving their faction's forces if the player's faction had a friendly reputation with the enemy fleet's faction
- Fixed issue with d-mods being removed from ships for sale after saving and then loading
- Ancyra now has a tariff and no longer has unusually low fuel (and other) prices
- Autofit: fixed issue with not adding proper number of vents/capacitors based on target variant
- Fixed possible slowdown issue
- Added Wayfarer to base blueprint set
- Berserker-class ship now properly shows up in REDACTED fleets
- Recent Unrest condition now properly removed from colony when stability penalty reaches 0
- Hopefully fixed issue loading UTF-8 text with multi-byte characters from mission descriptions etc
- Fixed Custom Production screen crash caused by abandoning selected gathering point colony
- Fixed a game-loading crash
- Fixed slow memory leak caused by Commerce industry
- Fixed issue where the main ship deployed in "run simulation" would not use the faction's doctrine for the autopilot personality
- Fixed issue where pressing "S" without course widget showing would still adjust player fleet's destination
- Ravelin-class drone: changed erroneous hardpoints to turrets in ship definition
- Fixed issue that could cause pirate fleets to be on the other side of a jump-point without the player receiving a warning prior to the jump
- Auto-assign officers will no longer assign officers above the current maximum
- Fixed officer tooltip not updating when changing officer assignments until fleet screen was re-opened
- Fixed issue with "auto-assign idle officers" over-valuing civilian ships
- Fixed issue where hostile orbital stations could fight each other
- Fixed issue where orbital stations could participate in battles very far from their visible location
- Fleets issuing a distress call will now ask for correct amount of fuel
- Fuel use/day indicator now properly accounts for "free" speed over burn level 20
- Safety Procedures level 3 no longer reduces supply cost of Transverse Jump (affects tooltip only)
- Industry picker dialog now shows correct upkeep values
- Fixed issue where torpedoes and other AoE projectiles hitting a station's shield could damage other modules technically behind the shield.
- Fixed an infinite credits exploit related to paying bribe
- Impact Mitigation 1: now properly applies +150 armor instead of +150% armor
- Centurion-class frigate now only spawns in larger fleets (as was intended), instead of only in smaller fleets
- Upgrading an industry now takes the correct amount of time, instead of being equal the build time of the industry being upgraded
- No longer possible to make the "Orders" button on the Command tab enabled
- REDACTED mission: pilot will not show up at a colony with 0 stability
- Fixed issue with Falcon (P) sometimes restoring to the base Falcon class
- Level 3 Missile Specialization now applies to mines
- Fixed rare ConcurrentModificationException crash
- Fixed bug that could cause orbital stations to end up with very sub-par weaponry
- Fixed issue with uninhabited planets in core systems not getting planetary conditions
- Non-primary stars (and black holes etc) can no longer be colonized
- Custom production now properly assumes maxed out doctrine ship quality
- Fixed issue with player credits value for certain dialog interactions not being updated
- Fixed issue where getting survey data for a planet w/o directly surveying it rendered the survey mission incompletable
- Fixed issue where combat readiness of ships in storage could be reset to 50%
- Undiscovered Luddic Path bases no longer show up in planet list
- Fixed issue where planets or moons were appearing multiple times in binary/trinary/nebula star system overviews
- Fixed issue with survey data occasionally and temporarily having a very low sell price (probably)
- Fixed issue with pirate ambush fleets not being hostile when player is friendly with pirates
- Fixed issue with comm sniffer count not updating properly on uninstalling (visual issue only)
- Expeditions will no longer attempt to raid unraidable industries
- Fixed issue where it was possible for a colony to decivilize without a warning being sent
- Fixed issue where ship quality at a market with ship production and extremely low accessibility was incorrect
- Tech-Mining no longer generates cargo before it's finished building
- Fixed crash in custom production screen when gathering point colony has been destroyed
- Can no longer "restore" ships at uncolonized planets
- Fixed a few issues in ship deployment logic that caused capital-sized carriers to not be deployed as often as was appropriate
- Fixed crash related to Derinkuyu becoming decivilized or destroyed in the first couple of months
- Fixed Helmsmanship 5%/1% issue
- Dismissing AI Core/Manage Installed Item dialogs with "enter" no longer eats the items in question
- Fixed exploit allowing giving free assignments in combat
- Cancelling an assignment will now only close the command frequency if it's appropriate to do so
- Ships produced by the player's colonies will use the proper ship name prefix configured for the faction
- Luddic Church will now properly use its ship skins
- Fixed occasional days-remaining disparity between list and detail info for person bounties
- Default battle size now properly set to 300
- Abandoning a colony no longer removes the "Decivilized" condition
- Fixed issue that caused expedition raid strength to be lower than what was stated in the intel item
- Fixed issue with Defecitve Manufactory not applying the standard d-mod cost reduction
- Fixed issue with large fleets full of civilian ships ordering a full retreat shortly after starting a battle
- Fixed issue that could cause a fleeing fleet using Emergency Burn to stay within a certain range of what it was fleeing from
- Fixed issue with Pather Cell attraction calculation of Heavy Industry
- Fixed occasional music-related exceptions in the log when exiting the game
- Fixed sell cost of ship weapons and fighter wing LPCs being incorrect (higher than the tooltip)
- Converted Hangar can no longer be installed on a Colossus Mk.III