Changelog - Histidine91/Nexerelin GitHub Wiki
For changes before version 0.8, see Pre-0.8 Changelog
For changes up to version 0.9, see Changelog to 0.9
For changes up to version 0.10, see Changelog to 0.10
- Remove starting Waystations from the Luddic Path planets (they help accessibility in general but also enable shortages of commodities they shouldn't care about)
- Salvation: Change final stage if player gets caught with Shroud hullmods; fix autoresolve strength modifiers not working; tweaks
- Add an auto-mine ability
- Derelict Empire now hostile to player at start (previously inhospitable); gets clearer faction names
- Player faction's diplomacy traits can be set in its diplomacy profile
- Add a bullet point to offensive fleet intels for rep change (if any)
- Add some new settings in LunaLib
- Fleet event filter
- NPC operative activity toggle
- Multiplier for diplomacy trait effects on dispositions
- Fix crash when autoresolving battles against some stations
- Request market intel correctly handles player transferring market through other channels
- Fix a hot and cold condition being applied to Cethlenn instead of their intended planets
- Fix crash with new game dev start from unskipped intro
- Modding changes
- Add Domain Claimant, Domain Loyalist and Domain Rebel diplomacy traits
- Fix owning-faction market condition only applying to colonies that didn't exist at start
- Fix
InvasionIntelchild classes not obeyingabortIfNonHostile
- Fix post-fleet-event relationship losses being 100 times larger than intended and applying to counter-invasions
- This latter issue resulted in factions becoming hostile to themselves
- Fix ground battle AI not finding fire support targets
- Fleet pools start at 100 points
- Operative action fixes
- Properly handle combination of event filter level and intel queue settings (this also applies to diplomacy intel)
- Fix some covert actions still not being reported to their manager
- Fix action time penalty for having excess operatives also applying to NPC factions
- Fix gaining extra skill point at start under certain conditions
- Fix recognition event crash if reaching market size >8
- Modding:
VassalManager.vassalizereturns the alliance it creates
(changes since beta 0.12.1x are prefixed accordingly)
- Broadly replace invasion point system with a new 'fleet pool' (and 'ground pool') system
- Fleet pool is spent on largely the same things as before, a few more Nex things that create fleets, and vanilla patrols
- A high fleet pool will increase the fleet size multiplier of the faction's markets somewhat, negative values will greatly reduce it (down to 0.5 times)
- Fleet pool accumulation isn't penalized from being at peace or having multiple ongoing events in the sector
- Invasion settings in files or the mod settings menu should generally still work as expected
- Invasion grace period default 90 -> 180 to account for differences in when points start accumulating
- [post-beta] Add a setting for global invasion/raid cooldowns
- Autoresolved combat for faraway invasions/raids will damage participants
- Strategic AI enhancements
- Try to increase accessibility if needed for exports, and transfer fleet points to other factions if they're fighting people we don't like
- When cancelling a build action, don't abort any actually ongoing constructions
- 'Make peace' action increases in priority based on current war weariness
- Add Siege Bombardment Mode fleet ability
- While active, the nearest ground battle where player is an attacker will not end even if no attacker ground units remain
- Uses Fire Support ability every time it comes off cooldown
- This is intended to automate the 'pre-bombardment' tactic for players who use it
- Reduce swinginess of peace/war states
- Ceasefire time 150 -> 240
- Recent war (no ceasefire) time 120 -> 180
- Diplomacy events that lead to war try to push relations below the -50 threshold
- Fleet requests can have the fleet faction set
- Override vanilla's ship quality manager
- Now always uses highest quality available regardless of output
- NPC offensive fleet actions can lower relations between the involved factions
- [post-beta] Automated ships can be stored if the market faction does not ban AI cores
- Add a certain major event for colonies (currently cosmetic, will be used with future diplomacy features)
- Resort and reword the fleet-related (and other) settings in mod settings menu
- Add parameter autocompletes for most console commands
- Breakdown of modifiers to maximum faction relations can be seen in a few places
-
keepSModsForRecoveredShipssetting now accessible in LunaLib ingame menu - [post-beta] Text formatting for operative procure equipment action
- [post-beta] (maybe) Fix displayed reason when blockade aborted
- Fix some bugs when custom starts inappropriately remember last selected background
- Various fixes to blockades, including a huge bug in size calculation
- Fix strategic AI not being reset on faction elimination -> respawn
- Fix skill points from starting level not being removed on returning to previous screen
- Fix starting operative count not being properly reset on Ensign/Lieutenant starts
- Fix war weariness not incrementing from failed invasions/raids/etc. as intended
- Fix fleet requests being able to circumvent markets going to commissioner (now can/have to use Andrada option)
- Showdown mission handles sequence break if player skips spawning the straggler
- [post-beta] Fix Showdown being able to target IndEvo artillery stations for real
- Ensure transponder is not required to dock at player-ruled markets, including outposts
- Add further safety to player special task group recovery cost
- Fix some vanilla dialog text for explored ruins on gas giants potentially not being used
- Add a VassalManager class
- Vassals are forced to ally with their overlord
- ...but aren't counted as alliance members for a few things (in particular voting rights and relationship checks for factions quitting alliances)
- ...and won't independently try to start wars
- Factions will not currently enter/leave vassal state unless scripted to
- Fix covert actions not being reported to manager and listeners
- Add an alliance event listener
- Add a scroller to create ground unit buttons
- Add some support for ground units having an equipment commodity but no personnel commodity
- [post-beta] Add noRandomStartLocation faction config tag
- [post-beta] Fix alliance invalid factions list not being
public
- Remove some unwanted logging messages
- Lower volume of several sounds
- Remnant raids will stop after completing Remnant quest chain (can ask contact to turn them back on/off)
- Player special task groups can have one more officer (to account for commander)
- Player special task group on independent mode will automatically revive lost ships when there are enough of them
- Instigate rebellion actions stop if market is of own faction
- NPC base strikes won't target bases marked as important
- Nex fleet actions appear in Colony threats intel filter if targeting a player-governed colony
- Fix crash if Princess of Persea quest skip is enabled in random sector
- Fix VIC Stolas start not being available if intro is skipped
- Fix some NPC industry upgrade behavior
- Fix random sector crash from markets exceeding size 10
- Colony expeditions (in particular player-requested ones) won't go to abyssal systems
- Change how invasion fleet size mult is applied to individual fleets
- This fixes unexpected behavior with very small/large multipliers
- Derelict Empire V2 colonies are moved back to main econ group if they decivilize (previously this only happened on capture)
- Fix potential div0 in undersupplied market concern
- Strategic AI: fix detection of whether industries under construction fulfil the build industry action, remove a case where it might delete existing industries
- Operative SP uses are recorded in player history intel
- Tweak logic for a certain scene in Salvation
- Add a tooltip to independent faction start
- Fix AotD-related crashes in sector generation
- As a side effect, NPC factions will not build the advanced fuel industry
- Fix duplicated system count slider in random sector
- Fleet request maximum size specified in settings.json (default 2000, was 1500)
- Add 'procure equipment' operative action
- Illegal goods can be targeted for Destroy Commodity Stocks action
- When a player market is taken by someone else, storage fees are waived for 90 days
- Freshly captured markets won't be targeted for offensive action by unrelated third parties for 75 days
- Add a global size offset setting for random sector colony generation
- Independents (except mercs) don't send fleets to bother player over build station missions
- Kanta's Protection should stop aggressive actions by pirate strategic AI if enabled
- Adjust some faction colonization chances and diplomatic attitudes for lore accuracy
- Adjust some vanilla planets' conditions for lore accuracy
- Culann gets a Cryoarithmetic Engine and Hesperus gets a battlestation
- Two alliances can't merge if they both have permanent members
- Don't allow building outposts in deep space locations
- NPC mining fleets are smaller in general
- Fresh NPC colonies build defenses as intended
- New game settings are saved between application runs
- Reduce volume of victory sound effect
- Add a 'fully randomized start'
- Strategic AI fixes
- Greatly reduce memory usage for saving
- Commissioning faction won't cede player-governed colonies to third parties
- Fix errors in computing/predicting output of industries
- Fix AI using covert actions when prohibited by the faction config
- Build industry action auto-fails if not started in 120 days
- Fix crash if something tries to create an alliance in code with deprecated alignment
- Fix crash from Fragments mission picking system with no jump points
- Fix alliances being confused about the direction of merger
- Faction directory: safety for out-of-bounds market size
- Disabling care package restores old free starting blueprint
- Refactor industry generation for AotD support
- Fix colony expedition requests being able to circumvent AotD pre-collapse defenders or commission colony limits
- Add config settings for Remnant raid size and whether factions create new colonies outside core worlds
- Fix crashes if another mod removes Alpha Site or the Nameless Rock
- Mission "Salvation" no longer gives TASC planetkiller if that mod is enabled (since item no longer exists)
- Rework the own faction setup dialog into a 'care package' that also appears in free start
- Fix rebellion's suppression fleet request only allowing allied markets as origin
- Also now works from commissioning faction (and not from outposts)
- Fix new game crash when not running LunaLib
- Fix Remnant quest skip crashing in random sector
- Fix Abyssal Space Oddity quest skip not giving Threat detection
- Fix strategic AI build heavy industry action not checking for market's industry capacity
- Ideological alignment actually deprecated now
Thanks to b277a, roflsian, JamesTripleQ and Lukas04 for their pull requests in this update.
- Derelict Empire V2 planets are larger and better-defended, developed and supplied
- DE V2 works correctly in random sector (identical to V1)
- Random sector: fix bonus AI cores applying to random structures instead of the ones they were supposed to
- Fix battle background wormholes appearing in codex
- Alliances will stop League, Diktat and Church colony crises
- Sindrian Fuel crisis may still happen with PAGSM, pending investigation
- Expanded options for random colonies at game start
- Can have up to 250 colonies
- Can set maximum size of these colonies (uniform distribution)
- Add a Derelict Empire V2 scenario
- Random colonies outside the core worlds belong to Derelicts
- Compatible with non-random sector
- Faction strategic AI can request that player return a claimed market
- Factions that would not normally sat bomb can do so if two sat bombings have occurred in the Sector
- This only detects sat bombing by player or through Nex NPC faction events
- Previously: factions would be allowed to sat bomb player specifically if player had ever sat bombed
- Add config option to disable rebellion smugglers on player markets
- NPC buy ship offer will no longer give 1 SP per S-mod by default; instead it gives the same bonus XP as scuttling the ship, with 100% BXP converted to 1 SP
- Can be changed in ingame settings
- On faction elimination, the faction ceasefires with relevant enemies
- Does not apply to player faction
- Galatia and Magec gates pre-scanned when skipping At The Gates
- Random diplomacy events will try not to break ceasefires (but can still end wars)
- Add a slider for starting operatives on new game
- Player can request suppression fleets in rebellion intel
- Only for player, commissioning faction or allied markets
- Outposts can't be built in random abyss systems (Limbo will still work)
- Unrest added from ground battles capped at 15
- Incoming invasion/sat bomb intel has a button to quick-request a defense fleet
- Special task groups can be ordered to revive their dead ships or disband entirely at a specific location
- Can transfer command pre-battle to the flagship player had at start if encounter, even if it's automated
- Conquest missions can take player-governed planets
- Setting for colony expeditions only after Galatia are now in LunaLib menu
- Faction directory can accommodate more entries per page
- Introduction to Nexerelin will be skipped for recurring players
- Remove occasional redundant pages in paginated dialogs
- Relief and colony fleet requests can have their strengths customized if so desired
- Fix NPC factions being able to force-pull player into their alliance when alliance offers are disabled
- Fix Remnant raids not occurring
- Fix Silverlight (R) not having its tags
- Fix crash on loading a new game save with Scythe of Orion skip
- Fix Remnant and Hyperspace Topography quest skips not working in non-random sector
- Fix False Idols skip not removing story protection properly
- Fix blockades potentially sticking in strategic AI forever
- Fix fleets affected by the Follow Me ability not joining ongoing battle
- Fix respawn fleets being capped by faction production
- File Drawer Problem: Fix pirate base not spawning if game was reloaded after accepting mission
- Fix ReloadNexConfig command not reloading Luna settings
- Fix a temporary memory leak on new game
- Fix devmode fast start crash
- Fix LeaveAlliance command needing exact ID match
- Fixes for strategic AI's war weariness concern
- Rebellions can occur on independent markets and not on Derelict Empire markets
- Try to fix infinite loop in Usurpers dialog when faction max relations with Diktat are too low
- Default settings: strategic AI on, NPC sat bombing off
- Add quest skip option for Abyssal Space Oddity
- Add Remnant mission achievements
- Add sector defender mode to settings.json
- When enabled, invasions can only be launched by or against hostile-to-all factions
- Strategic AI can be enabled or disabled for specific factions with
useStrategicAIin config (will do nothing if player has strategic AI disabled) -
reportPlayerOpenedMarketandreportPlayerAbandonedColonyare called following outpost build/dismantle respectively - Deprecate Ideological faction alignment
- Punitive expedition setting moved to fleets tab; false by default
- Improve checks for whether NPC fleets are close enough to deploy/support ground battle units
- Joining Persean League leaves player's existing alliance, if any
- Buy ship bar/contact offer shouldn't ask for IBB boss ships
- File Drawer Problem: notify mission failure on attacking Mauve; fix convo with wrong person if retrying mission
- Abyss map label will adjust its position based on sector size
- NAT Investigators in Sectorpol colony crisis will explain reason for their presence when asked
- Refactor market builder to better handle AotD, fix market upsize bonus in random sector no longer working
- Story skip polish/fixes
- Fix GUI bug in random sector faction toggle
- Ground battle intel no longer shows loot that's actually just existing storage contents
- Tariff mults configurable in Luna mod settings menu
- Retroactive fix for rebellion support fleet AI crash covers more cases
- Fixes in the 0.12.0b reuploads
- Fix crash with certain custom starts (e.g. The Infernal Machine and Notre Dame)
- Fix diplomacy rep limit crash
- Rebellion smugglers marked as smugglers and have low rep impact
- Add 250 point option to Hyperspace Topography skip
- This is just enough for Reverse Polarity in 0.98
- Default-skip-story setting will enable this option
- Academy quests: Handle case where Kallichore or Coureuse but not both are skipped
- New game dialog remembers last selected background within the current session
- Contain aggression concern raises the priority of actions based on the target's infamy
- Diplomacy AI module shows infamy
- Fix special task group revive cost calculation being too low
- Fix Shrouded Dweller and Threat not being hostile at start
- Fix commodities disappearing from storage after market capture
- Fix Catalytic Core and Synchrotron planet filters not working
- Re-fix player special task group ships losing their variants
- Fix displayed 'excuse' for satbombing a satbomber
- Max points in new game own faction setup now configurable in settings.json
- Add False Idols to story skip system
- Includes fix for the quest not being accessible if using Knight Errant skip
- Remnant final mission fixes
- Fix Silverlight's shards randomly flying over stuff when they shouldn't (it was kinda cool looking but not intended behavior)
- Loosen some distance checks to reduce potential cases of mission failing to generate
- Fix a couple of dialog bugs
- Silverlight now codex-unlockable
- Fix an exploit with selling to, raiding and then conquering a market
- Fix fleet events during rebellion getting stuck
- Fix multiple operatives on internal security mode doing the same action
- Fix ceasefire offer's intel tag
- Fix non-fatal NPE when talking to Hannan about potential League membership
- Fix how conquest mission creator filters out zero-reward missions
- Number of blueprints available at Prism blueprint trader now configurable in settings.json
- Fix Threat not spawning
- Fix rare crash and incorrect text in rebellion intel
- Temporary fix for right-click on shroud special item crash
- Lost scientist mission still works if pirate base failed to spawn
- Tweaks to starting background descs and handling of codex entries
- Compatibility with Starsector 0.98
- Add operative counterinsurgency action
- Player can request blockade fleets
- Add hyperspace topography "quest skip"
- Rebellion events will have smugglers running arms to the rebels (reverse suppression fleet, basically)
- Add a "contain aggression" strategic AI concern
- Factions avoid negative diplomatic events if war weariness is too high and strategic AI is off
- Update deep hyperspace clearing on sector generation to match vanilla (halved radius)
- Open market will buy automated ships if AI cores are legal in faction; military market will always buy
- Location of respawn event bases no longer hidden
- Add two achievements
- Add a standardised system for printing faction descriptions in new game dialog
- Add a toggle for NPC colony growth
- Fix ground battle crash when market has no industries and no Population & Infrastructure
- Will still crash if there is not at least one industry-like present
- Fix Arroyo comms check for final Remnant mission
- Try to fix neutral fleets sometimes joining battles when they shouldn't
- Fix an unidentified mod conflict that would make invasions unavailable
- Fix raid fallback for invasionOnlyRetake factions for real
- Hegemony inspector custom bounty can't spawn around hidden markets
- Fix skip story memory keys and person unhides applying even when that quest not skipped
- Fix crash with Silverlight obtained from Remnant quest skip
- Fix player sometimes starting with colony on free start
- This was caused by having non-core starting worlds enabled in random sector
- Fix alpha core on Ground Defenses/Heavy Batteries reducing garrison size instead of increasing it
- Fix special task groups ignoring their current order to patrol local system
- This was caused by the vanilla 'military response' script when a local raid or similar event was ongoing
- Now only STGs with specific tasks are allowed to join the response
- Fix unrestricted min/max values for NPC buy ship price mult setting
- Follow Me order only lasts 7 days instead of 15 but can be refreshed
- Non-invadable markets show a greyed-out option instead of no option
- 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
invasionOnlyRetakefactions 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
- 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_enableMiningFleetsfield to settings.json - Mining output .csv supports adding new commodities
- 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
- Blueprint swap at Prism Freeport gives ship/fighter preview
- Invasion point counter in diplomacy profile and strategic AI page has a breakdown tooltip
- Fix for AI core drops being reduced by Automated Ships skill (vanilla bug), 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
- Add projectile trails to Silverlight's Alicorn
- Typo fixes by nissa
- Various bits of Second in Command compatibility
- Some Strategic AI refactors
- In particular,
reapplyPriorityModifiersis 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
StatBonusrequired to change this
- In particular,
- 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
- 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
- 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
- When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
- 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
- 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
- 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
- Boolean settings to disable invasions/raids/sat bombs and colony expeditions
- Faction directory won't display factions that only have hidden markets
- 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
- 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)
- 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
- End vanilla faction hostilities on loading Nex into existing save
- Update Silverlight variants for new OP costs
- Compatibility with Starsector 0.97
- Fix some logic in faction respawn
- Previously eliminated non-playable factions will no longer be marked as 'alive' if they get a market again
- Factions that shouldn't have strategic AI will no longer get one when respawning
- Avoid potential cases of double counting respawn attempts
- Vengeance fleets no longer spawn from hidden markets
- Fix NPC heavy units in ground battles not having their fleet set
- Log an error and continue instead of CTD if ground battle tries to load a plugin that doesn't exist
- Diplomacy events should no longer happen in new game time pass
- Strategy AI fixes/adjustments
- Don't start wars with negative diplomacy actions if war weariness too high
- Try to fix offensive fleet actions being used against non-hostile markets sometimes
- Add a setting for hiding strategic AI of other factions from intel
- Strategy AI doesn't try to build stuff on player-governed markets (unless AI faction is player)
- Rework ceasefire prevention check, should be more reliable now
- Factions should not ceasefire if military action between the two sides is ongoing, counting allies
- Invasions, raids etc. will not block ceasefire if still in the initial planning stage
- Silverlight DP 80 -> 75 (make it a little easier to use without neural link)
- Academy stipend can be disabled in new game settings
- Personal intel tracks planets surveyed, and shows officer deaths if Price of Command mod is running
- Officer death setting: survival chance also uses crew loss mult modifier
- Destroyed ships still have an officer survival chance if crewLossMult < 1
- Raids no longer attack hidden markets in the target system
- Fixes
- Fix custom starts being broken by new backgrounds feature
- Fix non-transponder cargo scan still checking for heavy arms while commissioned/allied
- Random sector/own faction doesn't put markets on NOT_RANDOM_MISSION_TARGET entities (like Sentinel)
- Fix error from merc fleet gen plugin not being restored on game load
- Fix transmitting update when a rebellion suppression fleet is defeated
- Fix 'alliance offer to own commissionee' bug
- Fix logic for when lower relations action chooses to show min relations
- Fix a rare crash with strategic AI raids
- Try to prevent cases of covert actions targeting self or friendly
- Salvation mission points player more directly to Arroyo
- Wiping out independents no longer removes them from market transfer list
- Show daily invasion point increments in diplomacy profile and strategic AI intel
- [Modding] Reduce priority of our reputation action response plugin, and don't run it unless the action is one we care about
- [Modding] Ground battle features, fixes
- Delegate some GroundUnit functionality to a new, customizable GroundUnitPlugin
- Buttons to create ground unit types can be tied to a player memory key, will be hidden if not present
- This also applies to the commodity amount display for the commodities those units use
- Fix ground units using a bunch of hardcoded stats instead of reading from config
- Develop strategic AI to a releasable state
- This is a "new" gameplay feature that seeks to make NPC factions act in a more goal-directed manner
- Can be enabled in settings (default off)
- Mods can modify or add their own strategic 'concerns' and 'actions' to the system
- Add a new personal background system in new game dialog, by Lukas04
- Add a new Remnant story mission, "File Drawer Problem"
- Rearrange order of Remnant story missions
- Fragments and File Drawer Problem require Welcoming reputation
- Showdown requires Friendly reputation and completing either of the two previous missions
- Salvation requires Cooperative reputation and completing Showdown, will also disable File Drawer Problem once completed
- Gameplay improvements to some Remnant missions
- Notably, Showdown will have strength scaling on both sides to account for variability in the size and number of patrols each nexus has
- Also try to fix janky behavior by the ally fleet in Salvation
- Invasion points are still generated in peacetime, at 25% the base rate
- Invasion point stockpile capped at about 180 days' worth of output for that faction (but will not be less than the points needed to trigger an invasion/raid event)
- Pending a potential broader overhaul of resources available to NPC factions
- Lower ground battledrop cost mults for ground defenses
- Ground def 1.5 -> 1.25
- Heavy batteries and planetary shield 2 -> 1.5
- Prism checks no-sell tag for weapons as well
- Enhanced vanilla systems adjustments
- Tigra City has sparse ore and poor farmland instead of moderate ore
- Eventide has midline instead of high tech battlestation
- Pirate/Pather commissions will mitigate the Hostile Activity contributions from their respective factions
- Player special task groups get a 20% discount on operating expenses
- Revive costs unchanged
- Selling survey data to a faction will increase its chances of being picked for colony expedition
- Faction loses its bonus after being successfully picked
- Add a new game setting to disable having neighbors in own faction start (non-random sector only)
-
invasionPointsPerPlayerLeveldefault set to 1 (was previously 1.5, or 2 after being rounded by LunaLib ingame menu config)- Also fixed value not being read from config file
- Buy ship offer shouldn't pick a Sierra ship
- Pirate activity on NPC markets won't target non-hostile markets
- Remove Luddic Path's factional market condition (+10% accessibility)
- Factions vote yes on alliance vote if their current relationship is the same as the target one
- Can offer RAT abyss cores to the hypershunt discovery encounter
- Invasion point stockpiles are shown in diplomacy profiles and strategy AI intel items
- Faction directory can also print all markets with revanchist claims
- Player auto-move in ground battles has option to allow deploying new units from orbit
- Counter-invasion intel also appears in colony threats
- Ground battle defender strength estimate accounts for modifiers
- Lower sound effect volumes for ground battle outcomes
- Add a bit of gameplay info to "Showdown" and "Salvation" briefing dialogs
- Fix a diplomacy setting description being under the wrong setting
- Fix ceasefire offer intel missing its title
- Fix crash if have active patrol package but no hostile activity intel
- Fix a brawl mode crash
- Fix ceasefire offer crash if relations are already at max
- Fix a crash that could happen when checking a market's original owner
- Fix crash when using military base starting bonus with own faction start
- Maybe fix fleet event crashes if star system has no jump points
- Crash safety for special task group generation
- Fully fix the issue with special task group ships sometimes losing their variant and requiring a restore
- Fix ground defenses being disabled by ground combat sometimes
- Fix some bugs/exploits with AIM merc companies
- Try to fix recruit operative action sometimes failing
- Fix repeat relations setting not working with lower relations action
- Fix own faction start potentially having both patrol HQ and military base if starting on a moon
- Make random sector's Kanta's Den get appropriate memory flags
- Fix admins disappearing from comm board in faction ruler mode
- Fix heavy industry transfer-and-raid exploit when time isn't advanced
- Fix The Usurpers quest still trying to start in random sector
- When playing music in personal info intel, try to make it go away when done
- Can't loot an industry in ground battle more than once (fixes defender infinite sell–loot exploit)
- Fix AIM anti-piracy package being purchasable when it shouldn't be, if viewing T&C first
- Remove relationship syncing from Derelicts
- Add setting for 'skip story' default to LunaSettings
- Add settings.json option to have no rep penalty with third parties for sat bomb
- Enable indirectly changing the min/max value of LunaConfig settings
- If the value in settings file is lower than min or higher than max defined in code, settings value becomes the new min/max
- Music tracks not specified in a faction file can be added to music picker in data/config/modSettings.json
- Custom start defs can be added and modified via code
- Arbitrary ground battle plugins can be defined, plugins can execute code on battle generation
- Mods should now be able to add their own operative actions (previously there was no way to add them to the orders dialog)
- Fix Nex_TransferMarket.NO_TRANSFER_FACTIONS being non-mutable
- Fix SectorManager's present factions list never actually losing elements
- Add GraphicsLib maps for boss ship, by Himemi/Cieve-san
- Update vanilla faction starting fleets to comply with doctrines (including ships added by SWP)
- When repeating operative action, update target faction if current market owner has changed
- Alicorn main projectile passes through missiles and fighters
- Silverlight no longer tagged as known to Remnants (does not apply to existing saves)
- Fix a crash in Remnant mission 'Salvation' if it couldn't find an orbit for station
- Remove autofit goal variant for boss ship that would crash the game if used (may not apply to existing saves)
- Fix null pointer in operative travel order dialog when an operative has no market
- Fix null pointer if a market decivilizes while NPC covert action is ongoing
- Workaround some weird crash with nonexistent special item when computing industry value
- Fix Luddic Path base manager replacement when adding to existing save
- Fix planet desirability detection for random sector/own faction planet picking
- Also adjust some condition valuations for desirability
- Maybe fix variant breakages in player special task groups
- Safety for invalid ground battle ability visual panels
- Fix some missing admins in Derelict Empire or from expedition-founded colonies
- Nex_MarketCMD calls
NexPostShowDefensesaftershowDefenses - Fix ground battle's faction bonus subplugin not handling integers (or strings)
Does not include changes in beta 0.10.6y-z
- Add Remnant mission 4, with a unique boss ship (recoverable after end of mission)
- Available at cooperative relations with contact after starting mission 3
- Hostile activity integration
- Operatives disrupting a cell will reduce activity by -20
- Special task groups anywhere, and requested defense fleets in a player system, contribute to hostile activity reduction
- Only largest defense fleet event counts; all STGs count but with diminishing returns from the sum of their strength
- Talk to an AIM representative to buy an anti-piracy patrol package (reduction equal to 15% of current hostile activity progress for 3 months)
- Operatives' internal security mode will find pirate bases involved in Hostile Activity
- Player can choose to defy the outcome of an alliance vote (ignore the vote if it passes, at a cost to relations with allies)
- Patrols won't care about player transponder if player is system owner
- Respawn invasion events have a 1000x revanchism mult when picking targets
- Starfarer mode colony growth mult 0.5x -> 0.75x
- Buy ship mission returns the AI core if selling an automated ship
- Militia Power UNGP rule: Rugged Construction ships do not count as military for Militia Power
- Add a new Luddic Church merc company; adjust some of the others
- Random sector: Add Kanta's Den, add a few pilgrim fleets
- Sindrian Diktat has Devious trait
- Add a "Personal Info" intel item (allows setting player honorific and interaction music)
- Add a 'Personal' intel tab and move some things to it, including insurance
- Add more settings to Luna menu
- Militia Power UNGP rule displays breakdown in tips screen
- Add arrows to fleet request screen
- Add a warning if player is over officer limit after taking ships from special task group
- Fix Nex loading wrong Luna settings value for fleet request cost
- Fix crash due to procure ship action unlocking storage in wrong place
- Remove old Nex override for Pather tithe check (no longer desirable)
- Block The Pilgrim's Path and The Usurpers events in random sector
- Fix player being able to trade with a market immediately after starting invasion
- Fix bug where defying vote cost 5 relation points instead of 10
- Fix player stats tracker persisting between different saves
- Fix non-ally diplomatic victory not working
- Properly handle pirate/Pather base manager replacement when adding Nex to existing save
- Remnant missions: try to make things not pick IndEvo artillery station when they want a nexus
- Ground battle: Fix being able to loot items when no troops onsite
- Maybe fix financial report for player special task group being split after game load
- Fix Sierra interactions with latest SotF
- Fix some lingering instances of
$market - Fix a minor memory leak on new game
- Fix various issues where ground battle unit defs were still relying on old hardcoded system
- AIM mercenary fleets improvements
- Merc ships can now have names specified
- Merc officers can have personality set
- Free skeleton crew is based on ship's actual min crew, not the hull spec's
- Add a couple of Scythe of Orion interactions when player has relations with Remnants
- Update random sector entity image picker