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changelog.txt
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changelog.txt
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Version 0.11.3b
* Random sector new game setup fixes
* Make sure gate memflags and transverse jump + neutrino detector are added properly
* Don't apply quest skip memory keys to random sector if inappropriate
* Fix + log recent crashes from operative actions on null market
* Fix AI admin handling on market transfer or granting autonomy
* Fix `invasionOnlyRetake` factions sometimes never launching raids
* Display refund amount if a player fleet request is cancelled
* Final Remnant mission: Un-disrupt Gilead station if needed for final battle
Version 0.11.3
### Changes from beta 0.11.2x ###
* Blockades will end if no markets of the target faction remain in system; capturing a blockaded market will remove the blockade condition
* Player-requested invasion fleets will make the captured markets autonomous if player has no free admins or governing capacity left
* Revoking this autonomy will not cause unrest (once per market)
* Autonomous colony default income mult 0.2 -> 0.25
* Factions don't send suppression fleets if allied with the rebels' sponsor faction
* Player faction (and governed colonies) also don't send any suppression fleets
* Player's autonomous and governed colonies can get Luddic Majority on upsize
* Random sector Kanta's Den is no longer a free port; actually gets its admin
* Contact-buys-ship mission a bit less frequent
* Random sector max planets slider 80 -> 120
* Fix NPE in mission "Salvation" if Eochu Bres is decivilized
* Fix CTD when using story skip with random sector
* Fix excessive rep gain from transferring a rebelling colony to rebel faction
* Fix special task groups not picking new tasks properly
* Attack fleet in mission "Fragments" won't spawn more than 2000 units away
* NPC factions try to avoid colonizing targets of an ongoing mission
* Fix wrong description texts for Mairaath under a different faction
* Add `nex_enableMiningFleets` field to settings.json
* Mining output .csv supports adding new commodities
### Gameplay ###
* Expand the 'skip story' option to support specific amounts of progress, and multiple vanilla/mod quest chains
* Rebellions from low stability should obey some invasion config options
* Specifically the 'no invasions until player colony' and 'no invasions of core worlds' rules
* Strategic AI can act to help allies against a faction not currently hostile to the AI faction
* Adjust some alliance war/peace vote behavior
* On war declaration, add -5 relations padding so random rep gains won't push the faction back over the peace threshold
* Factions that are not at war with each other following a vote should avoid deliberately going to war for some time after
* Add a config option for player special task group maintenance costs
* Player special task groups can use wormholes
* Starlight Cabal from Underworld is now a pickable faction at start
* Marine XP gain from ground battles now based on share of damage dealt
* Change some handling of invasion points to avoid large overdrafts
* Fighting in a system with player outpost doesn't reduce colony crisis points any more
* Added config option for price multiplier in NPC 'buy ships' mission
* Add a settings.json option for pirate/Pather bases to spawn even when their factions are dead
### GUI ###
* Blueprint swap at Prism Freeport gives ship/fighter preview
* Invasion point counter in diplomacy profile and strategic AI page has a breakdown tooltip
### Bugfixes ###
* Fix for AI core drops being reduced by Automated Ships skill, by Lukas04
* Abyss gate in RAT shouldn't mess with player special task group behavior anymore
* Fix sat bomb events not taking place if invasions are disabled
* Fix a potential crash with IndEvo ambassadors
* Ground battle fixes
* Can no longer join ground battles from the right place in another star system
* Defending ground units with an associated fleet don't lose planet-side bonuses if their fleet is within support range
* IndEvo artillery stations get their faction set correctly on market capture
* Fix intimidate option not working in File Drawer Problem
* Fix Illustrated.Entities incompatibility on captured markets
* Fix some likely mod incompatibilities when modifying NPC fleet join battle behavior
* Fix improper behavior of AI admins when market is captured
* Fix memory leak with custom start fleet
* Remnant dead drop complication fleets are low rep impact, like vanilla
* Some operative actions will auto-abort if target faction is now an ally (unless action is by player)
* Autonomous colonies: Fix temporary control menu breaking in certain cases with multiple pages
* Remove EMP that doesn't actually work from Silverlight's Alicorn
### Misc. ###
* Add projectile trails to Silverlight's Alicorn
* Typo fixes by nissa
### Modding ###
* Various bits of Second in Command compatibility
* Some Strategic AI refactors
* In particular, `reapplyPriorityModifiers` is called from AI module after generation, instead of the concern always having to do it
* Executive module has getters for the number of actions a faction can take per meeting, and the `StatBonus` required to change this
* Reduce the number of libraries needed at compile time
* Removed: ApproLight, Knights Templar, Underworld
* Added: Second in Command
* Custom starts can hide or disable themselves in their script
Version 0.11.2c
* Add option for player faction to automatically resist the police colony crisis
* Fix some dialog options for vanilla colony crises being removed
* This bug made the negotiation options for Luddic Church and Sindrian Diktat crises inaccessible
* Fix strategic AI not being able to form new alliances
* Fix multiple player special task groups sharing the same financial report node until next game load
* NPC operatives don't try to sabotage non-disruptable industries
* Lost scientist mission should work if retried
* Diktat colony crisis shows appropriate texts if PAGSM mod is running
* GroundBattleLog supports custom message types
Version 0.11.2b
* Blockade nerfs
* When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
* Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
* When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
* Remove 35% invasion point discount for blockades
* Blockade period 180 -> 120 days
* Fix a concurrent modification exception when bulk reviving ships in special task groups
* Prevent a crash with UNGP's John Wick rule
* Fix a dialog interaction in police colony crisis
Version 0.11.2
### Changes from beta 0.11.1x ###
* Can't weaken rebellions by buying more goods on the black market than were sold into it
* Player special task groups will use a gate if both they and the task target are in gate systems
* 'No invade story-critical markets' and 'no invade starting markets' settings won't affect raids or blockades
* Fix free port crisis crash when no eligible factions
* Fix crash on start when using ApproLight in random sector
* Fix strategic AI ignoring 'invasions only after player colony' setting and a bug in fleet event targeting
* Fix random sector memkey being set only after new game time pass
* Fix blockades always being replaced by invasions with strategic AI off
* Alliance offer intel includes relevant strategic AI info and link button if applicable
* Don't double stack defenses on Agreus when Ko Combine mod is running
### Gameplay ###
* Alliance fixes/improvements
* NPCs joining or merging an alliance requires player consent if player is a member
* Fix strategic AI spamming player with invites to an existing alliance
* Alliance offer cooldown is short if player accepts, long if rejected or expires
* Strategic AI can request an alliance merger
* When using strategic AI, don't ally outside of AI actions
* Pirate factions won't spontaneously join alliances
* NPC factions can launch blockades
* Unlike the League colony crisis blockade, these are smaller but don't have command or supply fleets to snipe
* Blockade has chance to replace raid if strategic AI is disabled (sat bomb now replaces invasion instead of raid)
* Colony crisis stuff
* Crises that originate from a specific market (League, Church and Diktat ones) will be properly suppressed if the origin (Kazeron, Hesperus or Sindria) is captured by another faction
* Add a pseudo-Independents colony crisis involving free ports (can be disabled in config)
* Remnant contact will now negate Remnant colony crisis points
* Remnant mission 'Salvation' improvements
* Knight fleet will use ships from Knights of Ludd mod if available
* Boss shard launch behavior closer to what was intended
* Fix some irregularities in special merc's immortality
* Invasion etc. adjustments
* Player colonies below size 4 won't be targeted for military actions (except in Starfarer mode)
* Autoresolve for Nex military events will take into account allied factions in the system
* Base strike missions and colony expeditions consume invasion points
* 'Revenge' invasions will not spawn if invasion points too low
* Ground units fighting won't cause industry disruption any more
* Strategy AI can have captured markets returned to the original owner if sufficiently friendly
* Luddic shrines can be visited even if the markets are captured
* Having an outpost won't block supplies request from quartermaster
* Derelict Empire also takes over pirate-type factions' markets at start, if pirate invasions are enabled
* Luddic Church ground battle bonus is squared on worlds with Luddic Majority
* Previously it was squared for being militia
* Increase bonus XP for agent action SP use and ground battle Inspire
* NPC special task groups 1/13th smaller, respawn delay 30 -> 60
* Proxy raids launched by strategic AI won't be hostile to sponsor faction
* Base strike missions should happen half as often or less
### UI ###
* Boolean settings to disable invasions/raids/sat bombs and colony expeditions
* Faction directory won't display factions that only have hidden markets
### Text ###
* Clarify intel text when tribute is cancelled by external factors
* Fix inconsistent captain's pronouns in 'File Drawer Problem' mission
* Market desc changer handles player colonize/abandon
### Bugfixes ###
* Fix undersupplied market concern crashing on update() if no producers left
* Fix an unusual crash with player special task group on game load
* Fix NPC factions not invading if their invasion point capacity has reached the minimum allowed
* Fix strategic AI general warfare concern causing sabotage of unrelated factions' industries
* Fix joining a ground battle sometimes not forcing relations to hostile when it should
* Fix stabilize package option being available when it shouldn't if a dialog option is removed
* Fix player saturation bombardments not being tracked in some places
* Buy ship rule should now work properly with S-modded built-in hullmods
* Fix invasion point refund for cancelled actions not taking stage into account
* Don't generate conquest mission if the reward is zero
* Fix repeat relations action allowing free reuse of story point effect
* Fix recruit operative action not showing on own markets
* Maybe fix prices not updating sufficiently after delivering commodities to suppress rebellion
* NPC ground units shouldn't be able to deploy if their fleet is destroyed (if fleets were not abstracted on battle start)
### Modding ###
* Ground battle stuff
* Add some config options for ground battle attacker and defender strengths
* Fixes/improvements in support for custom ground unit types and Crew Replacer mod
* Market conditions can generate ground battle troops
* Add handling for HMI Fang and Draco market conditions, AotD Planetary Defense Bureau industry
* Add some relevant getters/setters for insurance intel
### Misc ###
* End vanilla faction hostilities on loading Nex into existing save
* Update Silverlight variants for new OP costs