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Pre 0.8 Changelog
L.J. Lim edited this page Aug 30, 2020
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- Compatibility update for new DynaSector version
- Add Frankenstein IBB to Prism ship list
- Lower prisoner drop rate from officers in enemy fleet (less than half overall)
- Templar invasion point mult 0.4 -> 0.3
- Scrolling notification messages on war/peace state change between the player and another faction/alliance
- More specificity on which diplomacy events pirates can use
- Prism: Fix IBB renewal config option; fix handling of IBB fighter wings
- Fix Exigency mysterious_contact handling
- Fix a possible crash with broken faction configs
- Fix SetRelationship not working when player-aligned faction is passed as an arg
- Some text fixes/cleanups
- Gameplay
- Add dialog options to control followers faction alliances
- Separate Templar invasion handling
- There are Templar invasion and counter-invasion points, separate from the regular invasion points
- When Templar invasion points are filled up, Templars invade one of their enemies
- When Templar counter-invasion points are filled, one of Templars' enemies invade them
- Add revenge fleets (first iteration)
- After the player kills enough fleets or their faction captures enough markets, an enemy faction will send a powerful invasion fleet at player
- See config file for options
- Bonus prisoner drops from killing ships with officers (base prisoner drop rate reduced to compensate)
- Don't exclude a pirate faction from victory check if player is a member
- Mining base accident chance 0.5 -> 0.4
- Agent raise relations effect range 0.8-0.14 (was 0.9-0.14)
- Prism: Only carry ships from IBBs we've actually killed, not just accepted the mission for
- Asteroid belt around star always spawns if nebula not present
- Add morality tag for factions (currently only affects reputation changes from selling slaves)
- GUI
- Faction join/leave now done by talking to market officials
- For most factions this is the station commander or military base commander
- For pirates and Templars it can be anyone except the quartermaster/supply officer (or mercs)
- Reorganize start options menu a bit to prevent overflow
- Faction join/leave now done by talking to market officials
- Console commands update
- SetRelationship now automatically syncs faction relationships to player relationships
- CreateDiplomacyEvent can create a specific event
- Remove some unused commands
- Bugfixes
- Fix procurement mission crash if pirates were wiped out
- Fix some free start effects persisting into new game with another faction within the same application run
- Actually start at level 16 (instead of 15) on SS+ commander start
- Fix a money-farming exploit involving agents
- Fix crew loot from battles
- Preferential targeting of player markets in Starfarer mode now actually works
- Fix some stat tracker bugs
- Validate random starting ships (must have at least one member that is not a fighter wing and has nonzero cargo/fuel capacity)
- Crash safety for mining fleet spawn
- Miscellaneous
- ORA support
- Full support for rules.csv directory/faction joining entries on faction mod side
- Remove support for Starsector+ pre-3.4.0
- Corvus Scavengers (Tore Up Plenty) support
- New player faction flags/crests by Soren
- Remove SCY faction config (moved to Scy mod)
- Patch version instead updates the config to match the Scy one
- Failsafe, debug for alliance name picking
- Fix broken binary star systems (applies to existing saves)
- Obey "enable pirates/independents" config settings when using all factions
- Revert asteroid mining danger (0.15 -> 0.2)
- Add DME start, directory options
- Fix patrol fleet manager crash with unsupported factions
- Fix sector generation crash from not having (enough) habitable planets
- Faction updates/handling for: Exigency, ApproLight, Metelson, Ship Pack
- Mining adjustments/fixes:
- Add SCY planets
- Asteroids give a bit more ore, a bit safer to mine
- Fix exhaustion rate for planet types not being used
- Fix Shepherd (D) not being able to mine
- Sector generation:
- Add two faction start
- Tone down effects of star color on lighting
- More planet names; add origin comments
- Uninhabited systems can sometimes have relays
- Make sure 70% of systems have at least one market belonging to a pirate faction (the others can have them too); configurable
- Some factions can have more markets than others if so set in faction config
- Add config toggles for presence of pirates, independents in non-Corvus mode
- Fix some asteroid belt-related issues
- Sector generation crashes instead of failing silently if it fails to load planetNames.json
- Other game start stuff:
- Add random starting ships option
- Pirate starting solo Cerberus is shielded, has different weapons
- Auto assign starting officers
- Don't restore player relationships to previous state when leaving a pirate faction (once a pirate, always a pirate!)
- Stronger Templar defences against invasion
- Any fleet responding to an invasion is treated as having seen the player with their transponder off
- Prisoners can be ransomed to hostile factions if transponder-off trade is permitted and transponder is off
- Don't trigger warmonger event when joining an ally in battle, or enemy fleet is low-rep-impact
- Add hotkeys for most dialog options
- Various text amendments/fixes
- Fix behavior of some mod submarkets on market capture
- Fix patrol generation bugs
- Add crash safety if fleet factory fails to spawn fleet
- Fix sector generation crash
- 40% chance of system primary having a guaranteed asteroid belt (was 100%, then 0%)
- Fix possible SS+-related crash
- Better conquest mission availability
- Upon creation, place on all markets hostile to the target and suspicious or better to the issuer (not just the issuer's markets)
- Remove mission if issuer is no longer hostile to target
- Unlist from market if the market is no longer hostile to target, or becomes inhospitable or worse to the issuer
- Compatibility with future SS+ versions
- Note: Any SS+ version older than 3.4.0 is no longer supported! Even 3.4.0 loses some minor functionality
- Sabotage reserve fleet: effect on security level 0.25 -> 0.4
- Sector gen: remove mandatory asteroid belts; only 50% chance of Lagrange asteroids for gas giants
- Fix background image crash when using Ship/Weapon Pack
- Compatibility with DynaSector, Ship/Weapon Pack, Underworld
- Backward compatibility with SS+ 3.4.0 maintained, but any future releases of SS+ will likely have irregular behavior if the descendant mods are not also present
- II's Olympus-T and Olympus-X can be used on markets to inflict major stability damage and destroy commodity stockpiles
- This will cause relationship penalties with any factions not at war with the target
- Agents, saboteurs and prisoners cannot be used on Templars
- Own faction/free start starting frigate is Centurion instead of Monitor
- Hammer-class Torpedoes can be used for mining
- Cabal submarkets more common
- Invasions destroy some commodity stockpiles
- Military bases make more marines, fewer agents/saboteurs
- Reduce chance of markets picking military base as special condition
- Increase agent/saboteur decay (0.5 -> 0.8)
- Supply workshop makes fewer hand weapons
- Fix Prism Freeport selling some ships it shouldn't
- Fix start ship selection for Artefact (noir)
- Fix invasion fleet event icon in Intel screen list, tweak text
- Change faction elimination, respawn messages
- Use SS+'s doctrine hax for patrol, invasion, strike, defense and response fleets if SS+ is present (big fleets prefer big ships over small ones)
- ICE exiles can't launch or be targeted by invasions
- Reset smuggling suspicion on market capture
- Followers patrols will chase player for smuggling suspicion, but won't actually perform the scan
- Battles from refusing to submit to a smuggling suspicion scan won't cause warmonger event
- All invasion fleet events are tagged as important
- Add Blackrock's obsidianBG (2).jpg background (was deleted from BRDY; fixes crash on entering system)
- Failsafe for DiplomacyManager crash if a battle has no winner and/or no loser
- Fix boss ships not being consistently cleaned up and piling up in store
- Fix prismUseIBBProgressForBossShips config setting
- Fix followers auto-forming alliances when told not to
- When adding Nexerelin to an existing game, replace other CoreScripts with Nexerelin's own
- Prism Freeport updates/improvements
- Cycle only half the stock on market refresh, instead of all
- Add ship and weapon blacklists
- Tariff goes down as relationship with independents goes up
- High-end seller becomes inaccessible if relationship is neutral or worse
- No longer sells Templar weapons (again)
- Nexerelin doesn't spawn its own Prism Freeport if SCY does (i.e. in Corvus mode)
- Update SS+ compatibility
- Update followers faction ship list (non-SS+) to 0.7.2a
- Conquest mission: Reward increased (base 2^size -> 3^size); add mult to config
- Move exerelin_config.json to root folder
- Add config option to keep followers from auto-joining alliances (untested)
- Non-Corvus mode uses a smaller version of the vanilla lobster pens condition (fixes super cheap luxury goods)
- Fix bugs from setting factions at start to anything other than "all", including salaries not being paid
- Fix turning hostile to player_npc when betraying an ally
- Fix interaction dialog getting stuck from exception after failed invasion
- Fix Starlight Cabal not being hostile to anyone in Corvus mode
- Replace Knight in Blackrock large military fleet start with Stenos
- Allow minPlanets/minStations to exceed max
- Fix commissions not being removed properly on low reputation
- Fix Ascalon not being invadable
- Fix Lieutenant start having wrong level in SS+
- Fix Neutrino being marked as incompatible with Corvus mode
- Update Tiandong dual interaction image handling
- Starsector 0.7.2 compatibility
- Support for SS+'s Starlight Cabal
- Tooltips for Omnifactory, Prism Freeport, free start starting options
- Update Diable starting trade fleet (large)
- Update Infected starting fleets for shortened ship names in upcoming Flu-X version
- Lower effect of agent relations raising a bit (previously +10-15, now +9-14)
- Mining configs for three II planet types (and one vanilla one)
- Tag some event reports as important
- Externalize event names
- Fix missing starting officers
- Fix Bushi, Kadur, Qamar, Artefact starting options
- Fix solo Neutrino starting ship
- Fix solo starting ship options not using SS+ setting if available
- Fix larger starting fleets getting way too many supplies/fuel/crew
- Fix interaction image handling for Shanghai in non-Corvus mode
- Add conquest missions
- Factions will pay you to conquer markets belonging to their enemies
- Capture by an invasion fleet (even a randomly generated one) counts for success
- Add selectable starting fleets
- Available options: solo frigate, small combat fleet, small trade fleet, large combat fleet, large trade fleet
- Only used by the SS+ integrated factions, Spire, Infected and Looters at present
- Not all factions have all options
- Rename normal/fast/extra fast starts to Ensign, Lieutenant, Commander
- Lieutenant start also adds one officer and Commander adds two
- Followers can auto-join alliances again
- Joining a new faction makes followers leave their alliance, unless the joined faction is also in the alliance
- Add Bushi, Kadur/Qamar support
- Update ApproLight support
- Vanilla's easy mode can be enabled at start (simultaneously with Starfarer mode, if so desired)
- Limited faction respawns (untested); can be set in config
- Custom ping effects for Follow Me ability
- Fix own faction start not spawning homeworld after a previous free start in the same session
- Fix alliance manager breaking on invalid faction configs
- Implement resource depletion/regeneration for mining
- Gas giants yield considerably less resources when mined
- New mining variants for NGO
- Patrol interval less affected by recent losses
- Don't spawn patrols from a market the player is currently invading
- Add a new vanilla background
- Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
- NPE safety for alliance manager
- Fix Omnifactory not being in home system for mod factions in Corvus mode
- Fix back button in faction directory coming before some faction options
- Actually start with 4 skill points
- When losing faction commission due to low reputation, cease being hostile with enemies of faction
- Workaround for relationship weirdness if commission issuer signs a ceasefire/peace treaty
- Invasion and response fleets restore some of the target/defended market's reserve points when despawning
- Reduce officer level bonus for invasion/strike/response fleets from large markets
- Followers don't execute covert ops by default; can be excluded from diplomacy in config
- Move pirate homeworld from Umbra to Qaras
- Make sure certain Scy markets get the right submarkets back if recaptured from Templars
- Highlight messages for agent actions that bring peace
- Sector generation:
- Omnifactory spawns in faction home system in Corvus mode
- Relays orbit pointing down
- Try to reduce orbits of things overlapping planets
- Update Thracia background reference (now a .png)
- Use some nebula maps from mods
- Fix some Corvus mode capitals
- Fix losing reputation with Neutral from slave trade
- Fix Omnifactory, Ascalon flavor texts
- Fix possible crash with some system locales
- Fix some fleet assignment texts not being externalized
- Set correct is/are verb for followers
- Don't use placeholder tooltips for white stars
- Sector generation fixes
- Improve ring textures for asteroid belts
- Objects orbit more slowly
- Better handling of station orbit distances
- Fix belter stations orbiting in opposite direction to asteroid belt
- Starting skill points 6 -> 4 (match vanilla/SS+)
- Tweaks to economy generation handling of food, supplies, lobsters
- Reduce agent production
- Automatically set hostile status for commission holders if war breaks out
- Invasion fleet event reports for when fleet is turned back or invasion fails
- Tweak special fleet naming by size; reduce officer level bonus
- When market is captured, make previous faction's stuff buyable in submarkets
- Response fleets: don't do enemy size check before deciding to spawn
- Mining stuff:
- Ingame mining help (gives per-ship mining strength list; list of all mining ships and weapons available in the Sector)
- Add Tiandong Qianzi as miner
- Move mining ship/wing definitions to .csv
- Fix Mining Pod not getting its mining strength bonus
- Update high-end seller's handling of boss ships for new SS+ version
- Don't use dark nebula (ugly)
- More planet names
- Workaround for Follow Me behaviour (use passive orbit for the first day, aggressive thereafter)
- Fix Prism submarket ship spawning (in particular, stop carrying Templar ships)
- Fix Sphinx star market bug
- Fix possible text formatting crash when parsing some .json configs
- Hopefully fix invasions by independents (and other unwanted types) for real this time
- Update for Starsector 0.7.1a
- Joining a faction automatically issues a commission, if the faction issues them (replaces any existing commission)
- Handling for relationship changes of players with commissions when factions cease hostilities
- Faction commissions also provide access to allies' equipment in military submarket
- Disable vanilla faction hostility event
- Starsector Plus compatibility fixes
- Expand, refine economy balancer; tweak some market conditions
- Replace some faction configuration .jsons with .csvs; move some stuff to faction config files as well
- In principle, adding Nexerelin support for a faction should be entirely doable from within the faction mod now
- Update Diable Avionics, Metelson support
- Non-Corvus mode allows stars further from center, if there aren't enough close ones
- Custom patrol fleet handling (requires new game)
- Templar, Spire patrol fleets smaller
- Invasion fleets a bit bigger
- Templar, Spire special fleet (invasion, strike, response) sizes smaller
- Fewer utility ships in mining fleets
- Don't spawn relays in uninhabited systems
- Reinstate dissident market condition
- UI changes:
- Rename player_npc to "followers"; add crest
- Faction changed event messages delivered immediately
- Remove planet definition entries that duplicate vanilla entries
- Replace uses of faction logos in event message icons with crests
- Use decimal group separators where applicable
- Show prisoner reputation effects in the right place
- Don't reset starting options on new game
- Custom image for high-end seller submarket (from SCY)
- Remove Corvus compatibility checks for player spawn at start
- Bugfixes:
- Follow Me: fix fetching unrelated fleets; fix handling of already-following fleets
- Fix crash on capturing a relay-associated market if planetToRelay map is not set
- Fix a random faction having two homeworlds if player chose free start
- Fix independents (and potentially other non-playable factions) doing things they shouldn't (covert ops, invasions, etc.)
- Fix war weariness checks happening too often
- Fix relationship with player_npc when applying Nexerelin to existing save
- Fix free start hugging planets it shouldn't
- Safety against "market in star" bug
- Fix mining variant fallback
- Updates for Starsector 0.7
- Add Luddic Path handling
- Add special handling for good rep investigations
- Add ability: Follow Me!
- New planet types can spawn, be mined
- Update Corvus mode locations
- Corvus mode selectable from within the game config menu
- Add Scion Collective, ApproLight support
- Fixes/improvements for star system generation:
- Enable uninhabited systems
- Non-Corvus-mode systems use a preset list of start points instead of full randomization
- Fix moon generation; moons more common now (a gas giant can have up to three)
- Belter stations actually spawn now
- Binary companions get their own jump points
- Tweak selection of stellar objects for spawning belts
- Increase number of asteroids in star-orbiting belts
- Remove an ugly background
- Better handling of asteroid belt, relay orbit distances from stars
- Stars and gas giants have lower mass (things orbit them more slowly)
- Huge economy generation revamps
- Mining improvements/fixes:
- Uninhabited planets (not just moons) can be mined (25% higher danger)
- Base accident hull damage 500 -> 400
- Add Laminar as Diable miner
- Heavy Mining Laser strength 5 -> 8
- Shepherd strength 10 -> 9
- Mining Pod (hull) strength 0 -> 0.5
- Armored Mining Drone (hull) strength 0 -> 0.7
- Increase rocky unstable output (1.3 -> 1.4 ore), reduce danger (0.75 -> 0.6)
- Mining fighter wings can lose CR from accidents
- Fix null reference when only miners are wings, no ships
- Mining hazard rating shown with 2 decimal points
- Fix mining cryovolcanic worlds
- UI improvements:
- Hide dead factions in intel screen (except pirates, etc.)
- Diplomacy, covert ops events get special icons
- Markets with military bases listed as such in directory
- Various gameplay changes:
- Independents spawn at start
- Market invasion defense made slightly higher for smaller markets, lower for larger ones
- Invasions less frequent; add grace period
- Extend grace period for alliance formation
- Sindrian Diktat gets Lions' Guards at their homeworld
- Having transponder off reduces detection chance of agents/saboteurs
- Don't add/remove free port condition on market capture in Corvus mode
- countPiratesForVictory off by default (i.e. they no longer need to be killed to win)
- Diplomacy improvements/fixes:
- Dominance mod (for diplomacy) uses the higher value for the two factions rather than the average
- Infected (Flu-X) no longer categorized as a pirate faction
- PBC can experience the "tech stolen" diplomacy event
- player_npc does not have warmonger penalties by default
- Don't make factions neutral on death
- Random start relationships higher on average
- Bugfixes:
- Prevent crash if game somehow fails to find a valid mining ship
- Fix war weariness null crashes
- Fix Shanghai not changing faction on market capture
- Fix dominance mod boost in hard mode
- Fix Protonian Tech support
- Probably fix some weird sector generation issues if starting new game multiple times in one session
- Miscellaneous:
- Update Starsector+ compatibility
- Player teleporting to homeworld now included in start game save (i.e. persists after reload)
- Externalize tariffs to config
- Allow 10 and 12-planet, zero station starts
- Externalize market destabilization texts
- Fix misleading comment for crewLootMult config option
- Add support for the following factions:
- Idoneus Citadel Garrison
- Pegasus Belt Council
- Flu-X (treated as pirate faction; hostile to all)
- Economy refinements (again):
- Economy balancer smarter in general
- Economy balancer can remove shipbreaking centers if needed
- Hydroponics lab is population-based instead of fixed throughput (can supply 20% of its own market's food requirements by default)
- Balance food supply/demand by adding/removing hydroponics labs
- Agriculture planets prefer terran and arid over water and jungle types
- Lower ore mining, refining complex chances
- Reduce market points in general
- Autofactory costs more points
- Allow spawning only some of the available factions at start
- Available options: 3 factions, 5 factions, 50% of available factions, 75% of available factions, all factions
- Player's selected faction is always one of the spawning factions (except player_npc)
- Pirates always spawn
- Nexerelin can be added to an existing save game
- This could be used to circumvent Corvus mode incompatibility, but functionality is not guaranteed
- Un-hardcode, fix handling of hostile-to-all factions (currently this is Templars, Dark Spire, infected)
- Hostile-to-all state controlled by a faction config int (0-3)
- Add Neutrino Falken as boss ship
- Add SS+ arcade background
- Player mining takes half as long and produces half as much
- Update Corvus mode entries
- Update Omnifactory to v1.11b
- Fix free refitting at Omnifactory
- Fix mining fleet crash with some unusual mods in Corvus mode
- Fix wrong number of starting factions when only allowing starting factions to respawn
- Fix asteroids sometimes being too close to sun
- Possible fix for bug where respawn fleets cause alliance war/peace message spam
- Fix strike fleet stand down behavior
- Fix some non-player factions being hostile to famous bounties (applies to existing saves)
- Further economy adjustments:
- More supplies and domestic goods in general
- Supply balancer takes into account orbital stations
- Reduce number of volatiles markets
- Most markets can't have volatiles complexes by default
- Increase point cost of volatiles depot
- Fix homeworld autofac sometimes being removed
- Link boss ship availability to SS+'s IBB sidequest progress
- Defeating a famous bounty fleet unlocks the boss ships it used
- Unsung does not require IBB progress
- Disable in config to have all boss ships available at start, as before
- Add Cleric (super Paladin) as a boss ship
- Boss ships available for sale at a time 2 -> 3
- Remove reputation penalty (with target) from a failed invasion attempt
- Fix bug where a friendly fleet capturing a market while player is still invading leads to angering that faction
- Revamp economy generator to fix extreme price/supply issues
- Remove all randomness from market archetype assignment; use a Tetris-style rotation system (n.b. the markets can still be of different sizes and have variable market conditions)
- Implement smart algorithm for balancing supply/demand (and thus prices) of domestic goods, supplies and metal
- Adjust many market condition costs, chances
- Recycling plant: doubled crew requirements, produces somewhat more supplies and metals
- Markets can no longer have both an orbital station and a spaceport
- Make some planet types a bit more common (primarily to increase food supply)
- Reduce random bonus points for seeding market conditions
- All HQs have a bonus recycling plant and hydroponics lab
- All sector capitals have a bonus hydroponics lab
- Homeworld has a fuel production facility on top of the HQ bonuses
- Prism Freeport gets an extra hydroponics lab
- Larger initial stockpiles for supplies, fuel and food
- Fix a major bug with condition min/max sizes (was using <= and >= instead of < and >)
- Retool Prism Freeport's handling of boss ships
- List of boss ships moved to external config file (data/config/exerelin/prism_boss_ships.json)
- Number of ships available at a time is controlled by config (default 2)
- Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
- Add new boss ships from Starsector Plus v2.9
- Add Neutrino Unsung as a boss ship
- Mining fleets spawn more often; prefer ore over volatiles where relevant
- Tiandong uses certain Chengdu variants in mining fleets
- Metelson uses Pala mining variant in mining fleets
- Own faction/free starts get an Alastor-class frigate, if SS+ is enabled
- Remove warmonger penalty when NPC fleet attacks player for refusing a customs inspection or toll/fine payment, or for installing a comm sniffer
- Penalty still applies if the player attacks the patrol without hearing them out first
- Also remove penalty if no enemy ships are killed
- Strike fleets that get hammered to <50% FP while in patrol mode should go home properly
- Uninhabited moons can use desert, water and jungle types
- Display basic outcome (success/fail, detected) of player's agent/saboteur actions in dialog screen right away
- You still need to wait for the intel event to come in to get the exact result numbers
- Add a warning + (partial) crash prevention for incompatible factions in Corvus mode
- Will still crash on mods that use economy.json, unfortunately
- Planet names: add more In Conquest Born entries and station names
- Starsector+ v2.10 compatibility fixes (fleet injector; famous bounties)
- Fix some cases of comm relays changing hands inappropriately on market capture
- Fix a possible crash when attempting to flip a comm relay upon market capture
- Fix various issues with alliance relationship handling
- Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
- May not work entirely as it should
- Other features may be implemented later
- Add binary star systems (~20% chance for each system; can be changed in config)
- Overhaul sector generator to use a system with specialized market archetypes; should also create a more overall balanced economy
- Add diplomatic penalty for starting a war with other faction (the "warmonger penalty")
- Penalty is higher with own faction, and with any faction that likes the victim
- Can be turned off in config
- Add Avesta Station for Ahriman Association (can be disabled in config)
- Remove intel screen link from faction directory completely (it's a crash waiting to happen)
- Add Tiandong Heavy Industries support
- Templars have better invasion defense; launch invasions half as often
- More intuitive strike fleet behavior if target turns out to be friendly
- If target belongs to own faction (i.e. captured), patrol around it for 40 days and then despawn there
- Else, go home and despawn
- Mining gas giants gives some organics (and slightly fewer volatiles)
- Mining accident chance for each ship is weighted by its mining strength
- Mining accidents cause less CR loss for larger ship classes
- Reduce effectiveness of saboteur's food destruction ability
- Externalize fleet assignment texts
- Remove default fleet names from faction configs
- Add a few more planet names from Sunrider
- Clean up unused tags from config file
- Fix Exigency crash in Corvus mode
- Fix invasions targeting abandoned stations and neutral factions
- Abandoned stations can't launch invasions either
- Fix Templar markets sometimes incorrectly having the military submarket
- Fix badly broken relationship handling in some areas (leaving faction; relations with player_npc)
- Fix wrong player reputation with eliminated factions if playing as pirate
- Fix own faction customs inspection (was on when set to off in config and vice-versa)
- Fix slaves sold event taking place even if no factions are affected
- Fix typo in faction switch text, diplomatic defeat message
- Fix some event labels in menu starting with lowercase letter if the faction is like that
- Sector generator improvements/fixes
- Planet spacing more regular
- Relays orbit further from bigger stars
- Entities have a 20% chance to orbit in the reverse direction
- Fix screwy planet number handling in some places (like which planet should be the system capital)
- Base mining accident chance 0.8 -> 0.5
- New Galactic Order has fewer enemies; remove invasion bonuses (no longer needed)
- Templars can't participate in alliances
- Fix patrols not caring about comm sniffer installation or market invasions
- Fix player reputation gains with alliances
- Fix player_npc being able to form alliances
- Fix player relationship with newly formed alliance not being properly averaged
- Fix SyncRelationships command
- Fix mothballed ships still contributing mining strength
- Ships under 40% CR also get a penalty to their mining strength
- Fix mining fleets spawning too infrequently (practically never)
- Fix mining fleet size being modified by faction's response fleet size mod
- Add Rural Polity as a possible market condition
- Urban Polity slightly less common; can only appear on worlds not considered a hostile environment
- Terran, jungle, arid, water, desert planets (but not moons) 25% more common
- Ore extraction and processing market conditions less common; hydroponics more common
- Add ResetRelationships command (won't work properly with mod factions in a Corvus mode game)
- SyncFactionRelationships is now just SyncRelationships
- Remove ssp_arcade.png background for now (fixes crash; applies to existing games)
- New Galactic Order no longer hostile to Tri-Tachyon
- Reload Prism's boss ship list on each market refresh (for factions added mid-game, etc.)
- Remove intel screen link from not-docked faction directory (prevents crash when clicking on cargo tab)
- Fix correcting of "orphans made" stat for prisoners/crew captured
- Add The Reaper (Junk Pirates) to mining ships list
- Add option for min. 6 stations per system
- Fix crash on interacting with a star
- Fix crash when starting with fewer planets/stations than minimum
- Fix SCY background selection; remove a couple of unwanted BGs
- Fix strange Prism Freeport crash
- Grammar tweaks for a few docking messages
- Add mining
- Asteroids, uninhabited moons and gas giants can be mined
- Different planets give different resources
- Sometimes accidents can damage a random ship or cause it to lose CR, or kill crew
- Sometimes mining uncovers a hidden cache with various goodies
- Can be configured in data/config/exerelin/mining_config
- Add Protonian Tech, Oculian Berserks support
- Invasions occur more frequently, particularly as the player gains levels
- Factions launch a pair of strike fleets when reaching the halfway mark on the invasion counter
- Fleets responding to a player invasion attempt no longer break ceasefires that got signed between said attempt and reaching the player fleet
- Tweak invasion balance (particularly for Templars)
- Add more factions to some faction-specific diplomacy events
- Add a Hydroponics Lab market condition
- Aquaculture and lobster pens have higher spawn chance, but won't appear on dry planets (only terran, jungle and ocean worlds can have them)
- Moons can be jungle worlds
- Count markets held by player_npc for diplomacy/agent dominance mod
- Prism Freeport can sell the mod-ships seen in SS+ arcade mode if configured to do so (default off)
- Asteroid belt stations should be more common
- Don't use Citadel's twin cities illustration for stations
- New star, planet names (from In Conquest Born)
- Move Exerelin config files in data/config to /exerelin subfolder
- Fix a background image crash with SS+
- Fix gas giants sometimes appearing in inner system
- Fix SetMarketOwner console command
- Fix some tariff bugs
- Fix hang on starting a non-Corvus game
- Add support for Firestorm Federation, Metelson Industries
- Storage on player homeworld is unlocked for free in Corvus mode as well
- Add NGO alignments
- Update Omnifactory to v1.11
- Externalize station names
- Fix Tri-Tachyon homeworld being Achaman instead of Tibicena
- Fix NGO fleet names, starting variant
- Fix a lowercase letter in faction directory
- Add New Galactic Order support
- Expand victory handling
- Non-player factions can win a diplomatic victory
- If the player is not a member of the winning faction but does have friendly or better relations with them, win an "ally" victory of the appropriate type
- Victory screen now also works as a defeat screen
- Victory/defeat screen displays some stats (requires a new game to work properly)
- player_npc can't participate in alliances any more
- Some factions (Templars, Spire) don't drop prisoners
- Try to fix fleeing invasion fleets being chased across the entire cluster
- Fix not being able to request a fleet if the player has just enough credits
- Externalize most previously hardcoded strings (for localization)
- Replace SetClosestMarketOwner console command with just SetMarketOwner (takes a market arg)
- Corvus mode fixes/improvements:
- Fix crash when playing without SS+
- Fix tariffs being broken after market capture
- Almost all Nexerelin-compatible factions have their homeworlds set
- Capturing an entity marked as a system capital captures the system relay as well
- Exigency pays salaries, insurance
- (Probably) fix comm relay issues with Avesta Station (Ahriman Association)
- Don't reset Exigency relationships on faction elimination or failed respawn attempt
- Update config file comment
- Don't allow agent use if alert level reaches 100%
- Easy start renamed to fast start; add extra fast start
- Fix invasion fleets having wrong origin/target if multiple factions launch an invasion on the same day
- Fix respawn fleets not having any marines
- Don't reset faction relationship if respawn invasion fails but we were already hostile to begin with
- New Prism Freeport sprite; tweak some properties
- Prism Freeport tariff can be modified in config file
- Faction directory: "markets" -> "market(s)"
- Fix forgetting player faction after application restart
- Fix background crash with Shadowyards, Valkyrians
- Fix Omnifactory location crash in Corvus mode
- Fix a couple of minor issues with fleet requests
- Add some more faction homeworlds (Corvus mode) to snap to
- ExigencyCorp and Association players start with destroyers
- Remove obsolete config options
- Corvus mode polish
- Leave faction relationships to be set by vanilla + mods, unless randomization is on
- Ascalon has a military submarket when held by non-Templars
- Faction directory: special handling for ExigencyCorp
- Teleport player to homeworld at start (including in Corvus mode)
- Fix player faction being improperly set when multiple new games are started in one session
- Fix Citadel interaction images
- Fix a couple of reports
- Implement alliances
- A brief guide is available at https://bitbucket.org/Histidine/exerelin/wiki/Alliances
- Add Corvus mode (beta)
- Uses the vanilla starmap and systems (e.g. Corvus, Askonia, etc.) instead of a randomly generated one
- Also works with mods, but no faction mods support this at release
- Revamp invasion system
- All factions accumulate invasion points based partly on sum of market (size * stability)
- When invasion points reach a certain amount, the faction gets an invasion fleet
- Templars and pirate accumulate invasion points faster the more enemies they have
- If a faction's only enemies are Templars and/or pirates, it charges invasion points more slowly the more enemies there are of its enemies
- Reduce Templar invasion offensive/defensive bonuses to balance for these changes
- Some numbers can be modified in config
- Invasion fleet intel events get their own icon
- Requested strike fleets go straight to target instead of dithering around the star system
- Fix dysfunctional respawn fleets
- Fix some small bugs with requesting a defense fleet
- Faction directory is available even when not docked anywhere (press D)
- Ceasefires less frequent
- Add a dominance system
- Factions/alliances with more markets get more negative diplomacy events and fewer positive ones (the affected faction/alliance must control at least 25% of the sector's population)
- Likewise for NPC covert actions and player agents lowering relationships (no lower bound)
- NPC use covert ops more often; weightings for choice of action tweaked
- NPC covert ops have 50% greater effect
- Templars get a market condition that prevents stability loss from smuggling and adds +1 stability; added/removed on market capture as appropriate
- Templars don't post bounties any more
- Prism Freeport improvements:
- Will no longer buy ships (at a negative price)
- Ship/weapon counts can be modified in config file
- Has a light industrial complex
- Homeworld storage unlocked for free at start
- Agents, saboteurs more expensive
- Starting Monitor variant (own faction/free start) stronger
- Starting friendly relationship 50 -> 40
- Starting relationship with selected faction 50 -> 60 (still 100 for player_npc)
- Recycling Plant doesn't produce heavy machinery any more
- More asteroids in belts
- Use backgrounds, interaction images from mods if available
- Use first star name instead of "Exerelin" when applicable
- More planet names
- Fix customs inspections not working
- Fix buggy behavior if two fleets capture a market at the same time
- Fix being able to attack player_npc fleets after joining some other faction
- Fix reputation loss from slavery
- Fixes to some event reports and other text items
- Fix qualityFactor floor not being applied in all instances (probably never in the case of SS+)
- Add victory screen
- Invasion fixes/improvements
- When picking a faction to invade someone else, Templars get a higher weighting for each faction they're at war with
- Fix other factions not invading Templars if they aren't at war with anyone else
- Factions prioritize invading non-Templar planets
- Templar invasion attack bonus 12.5% -> 15%, defense bonus 12.5% -> 20%
- Invasion/strike/response fleets have minimum quality factor 0.7 (prevents bugs with them sometimes being empty)
- Requested fleets move to target immediately instead of orbiting origin market for a few days
- Halve fleet request costs (both marines and ships)
- Fix Templar invasion fleet name
- Fix a couple of invasion text errors
- Templars post bounties
- Maybe fix own faction inspections for real this time
- Add a vanilla background
- Fix crash at start of comm sniffer investigation
- Reduce Templar invasion offense/defense bonuses to 12.5% (was 25%)
- Improved fleet request system
- Has its own option tree, with configurable fleet size and marine count
- Ships in a requested fleet are no longer free
- Can summon a defense fleet to protect a non-hostile planet (don't put marines in it!)
- Invasion grace period 30 days -> 60
- Cathedral can appear in Luddic response fleets too; doesn't appear in fleets that are too small (<120 FP)
- Smarter check for nearby fleets to see if they should attack an invasion fleet
- Tweak fleet name prefixes to have higher FP bounds (i.e. an Invasion Fleet needs to be considerably bigger now to be called Grand)
- Response fleets can have custom names
- Templar fleets get custom names
- Remove patrols blocking agent/saboteur insertion (it's massively annoying and the security alert level is a much better balancing factor)
- Change some target weightings for agent relationship changes (in particular don't weigh current enemies so heavily for lowering relations)
- Reputation penalty from invading a market is applied when the command is issued, instead of when an alerted fleet touches the player
- Starting hostile, inhospitable relationships are -60 and -40 respectively (don't get to move up one level just by killing a bunch of their enemies' fleets)
- Random relationship range is now (-100, 55) instead of (-100, 100) for more wars
- Pirates default to hostile if randomizer doesn't set their relationship to something else
- Don't reset faction relationships to zero on faction elimination, if one of them is Templars
- Fix recycling plant producing too many rare metals
- Free port market condition is now a faction config option
- No longer hardcoded in sector generator
- Changes (along with tariffs) if market is captured
- Current factions with free markets: Tri-Tachyon, Pirates, ASP Syndicate, Junk Pirates, Ahriman Association
- High-end seller is independent (fixes getting rep with Neutral for trading with it)
- NPC invasion fleets don't target independent markets
- Remove exception from changing independent market owner
- Remove high-end seller submarket icon (defaults to owner icon)
- Fix SCY faction config not working on Linux
- Double base prisoner cash values (per-level increments unchanged)
- Maybe fix own faction tolling, investigations (probably not, though)
- Investigations are cancelled if the market is captured
- Star maximum distance increment reduced
- Market list in faction directory is now sorted by star system and size
- Add "%" symbol to alert level display from intel report
- Fix "attack again" dialogue option
- Fix several security alert bugs
- Fix a couple of small typos in the Prism Freeport flavor text
- Add faction respawning (toggle in starting options)
- Add Prism Freeport (sells high-end ships and weapons from all factions at a steep price)
- Pirate factions can be set to not count towards victory (in config file)
- All factions get a size 6 HQ planet at start (if one is available)
- HQ market condition gives 20% size bonus to reserve fleet size (previously 10%); increases reserve build speed by 25%
- Normal planets now in size range 4-5 (previously 4-6)
- Add 12 and 16 star starts
- Stars are further apart if there are fewer of them, and closer if there are more
- Fix stars being all the same size
- Some factions have custom invasion and/or response fleets in SS+ (this means the Cathedral can appear, among other things)
- Templars get 25% bigger invasion and response fleets
- Don't spawn response fleet if it won't be at least half the size of the triggering invasion fleet
- Invasion fleets attract nearby hostile combat fleets to them (probably)
- No invasion fleets for first 30 days of game (can be changed in config file)
- Markets get a higher "security alert" level as more destabilization/sabotage attempts are made, successful or otherwise; this reduces the chance of further such actions in the short term
- Reduces the effectiveness of agent bombing
- Set the relevant values in data/config/agentConfig.json to 0 to disable this
- Agents can gather intel on markets (stability, alert level, reserve size)
- Add console command SyncFactionRelationships.java
- Change console command FlipClosestMarket to SetClosestMarketOwner (accepts faction arg)
- Fix Hegemony interaction dialog
- Add P9 Colony Group support
- Work towards support for Blue, Red
- Templars get a +25% strength bonus during invasions (both as attacker and defender) (can be changed in faction config)
- NPC invasion fleets underdeploy in terms of marine count against planets with defensive market conditions and/or faction defence bonuses (makes them less likely to capture strong planets)
- Base marine multiplier on NPC invasion fleets increased (1.1 -> 1.15) to compensate for the above
- Ceasefire/peace treaty reputation effects increased
- Add custom faction stations; one more generic station
- Enable per-faction invasion fleet names
- Add easy start option (more credits; start at level 6)
- Add free start option (same as own faction start but you don't have a planet; i.e. classic solo start from Exerelin)
- player_npc doesn't launch investigations into or do customs inspections on player
- Trading with own faction or player_npc doesn't cause reputation penalties with other factions
- player_npc starts inhospitable (rather than hostile) to Templars on own faction/free starts
- Player faction won't pay salary or insurance if they're dead (have no markets)
- Fix crash if Exerelin star is renamed
- Fix Omnifactory orbit
- Some new planet/star names
- Blackrock and Mayorate start hostile to each other
- Clean up unused junk in faction configs
- Change Templar unfriendly market message
- Revamped sector generation
- Creates more realistic systems
- Planets somewhat closer together on average
- Sector capital no longer needs to be closest planet to sun (it can be second or third)
- Fix Omnifactory random location
- Omnifactory also obeys Kepler's third law
- Markets distributed more evenly between factions
- Markets tend to pick two of the same primary resource/industry market condition where possible (increases market specialisation)
- Player homeworld is always at least size 6
- Shipbreaking center can spawn for size 5 planets (previously 6)
- Aquaculture spawn chance a bit higher (food was too scarce)
- Habitable moon chance slightly increased
- Habitable moons can be ocean or desert worlds
- Player homeworld always has a heavy autofactory (makes supplies)
- Stars spread out a bit more
- Code cleanups
- Players can change faction, or play as their own faction (code player_npc)
- Own faction start is under vanilla factions category (starts at 100 reputation)
- player_npc faction will work with you even if you're a member of another faction
- player_npc currently uses the independents' ship set
- Currently player_npc does not benefit from SS+ skilled captains or other fleet modifications; effects on items for sale at markets are unknown
- Joining a faction requires friendly or better reputation
- Factions (except player_npc) will boot you out if they turn inhospitable or worse towards you
- Thresholds for salary cut / insurance payout denied raised
- player_npc can be configured with the appropriate files (look in data/world/factions/player_npc.faction and data/campaign/rules.csv)
- Invasion support fleets actually spawn now
- Response fleet returns to base and despawns if it has half its starting FP or less, and it has less than half the FP of the original target
- The second condition replaces the older <25 FP requirement, which didn't keep too-small fleets from bothering the player
- Response fleets regenerate faster (particularly at low stability values)
- Pirates can invade and be invaded if set to do so in config (default off)
- Players can request a boarding fleet to attack a market, for a fee (probably not worth it atm)
- Diplomacy tweaks
- Increased effects of most diplomacy events, agent lowering relations by 5 or so points (some raised by more, some less)
- Increased chance of a few diplomacy events intended to push two factions towards the tipping point
- Ensure-relationship-at-best/worst effects of diplomacy events are now applied after the plain numerical change instead of before
- Fix reputation changes with SS+
- This reintroduces a minor bug in v0.3, but no-one noticed it and it corrected itself fairly quickly anyway
- Fix multiple manager scripts running in parallel after loading a game (!!!)
- Requires a new game, but at least it'll stop adding more scripts to a current save
- Templars now use the Templar submarket (will be added/removed after market capture as appropriate)
- This will be applied to old saves
- Templar markets and pirate markets don't run the merc/pirate fleet spawn script any more (requires a new game)
- Factions can be configured to not spawn patrols (requires a new game)
- Fix invading Templar planets
- Fix being able to attack own faction fleets, or invade/sabotage own planets with SS+ (requires new game)
- Factions that don't normally spawn patrols (e.g. Templars) will now do so (may or may not require new game)
- Fix various other possible compatibility issues
- Fix slave trading reputation effects
- Fix SS+ invasion fleets not having troop transports
- Turn off intel screen button at comm relays (avoid NPE)
- Celestial bodies (planets, moons, asteroids, relays, stations, alpha jump point) obey Kepler's third law
- Alpha jump point orbits first planet in system instead of star
- Response fleets despawn instantly once their patrol ends instead of hanging around for a few days
- Response fleet patrol lasts twice as long (60 days)
- Response fleets give up and go straight home if they drop below half their starting FP and their current FP is less than 25
- Tweak response fleet composition in SS+
- Valkyrian starting ship is now an Inquisitor instead of a Longinus
- SCY starting ship is now a Talos instead of a Tisiphone
- Work towards SS+ compatibility
- Version Checker support
- Fix pirate starting relationships
- Fix SCY compatibility again
- Stars now seeded in a concentric pattern
- Fleets can drop a few green crew as loot
- Revise invasion fleet, response fleet sizing
- Invasion fleets gain 1 DP per player level (can be configured)
- Max response fleet size also increases by 1 DP per player level (controlled by same tag)
- Invasion fleets can now come with support fleets that fly around shooting stuff
- Free market planets have 10% tariff (previously all planets had 20%)
- Marine losses during invasion vary less with relative strengths
- Reserve strength incrementing works properly
- More backgrounds, including the free set by Psiyon
- Update/fix some text descriptions
- Fix misreporting of market captures
- Fix SCY support
- Fix Mayorate being listed in the wrong category
- Change starting Templar Martyr variant to Saltare
- Reduce default star/planet/station count
- Remove size 2 stations
- Compatibility with Exigency, II and Templars (once they're updated)
- SCY too, but I forgot to uncomment the lines in rules.csv so you'll have to do it manually unless I update again by then
- Fix crash after fighting with independents
- Agents, prisoners, saboteurs less common
- Reduce reserve damage from saboteur action
- Lower chances of detection from destroying food
- NPC covert action interval increased 30 days -> 45
- Don't change storage submarket faction on market capture
- Fix agent destabilization effects not decaying
- Fix faction relationships not being cleared properly if the player eliminates them
- Initial release