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
  • 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%)
  • 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
  • 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
  • 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
  • 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