Changelog - Histidine91/Nexerelin GitHub Wiki

For changes before version 0.8, see Pre-0.8 Changelog
For changes before version 0.9, see Pre-0.9 Changelog

v0.11.1b (2024-02-11)

  • 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

v0.11.1 "Clausewitz Protocol" (2024-01-13)

Changes from beta 0.11.0x

  • 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

Gameplay

  • 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)
  • invasionPointsPerPlayerLevel default 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

UI

  • 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

Text

  • 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

Bugfixes

  • 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

User config

  • 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

Modding

  • 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

Misc

  • Add GraphicsLib maps for boss ship, by Himemi/Cieve-san

v0.11.0b (2023-06-17)

Gameplay

  • 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)

Bugfixes

  • 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

Modding

  • Nex_MarketCMD calls NexPostShowDefenses after showDefenses
  • Fix ground battle's faction bonus subplugin not handling integers (or strings)

v0.11.0 "Dark Tower" (2023-05-28)

Does not include changes in beta 0.10.6y-z

Gameplay

  • 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

GUI

  • 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

Bugfixes

  • 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

Modding

  • 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

Misc

  • Add a couple of Scythe of Orion interactions when player has relations with Remnants
  • Update random sector entity image picker

v0.10.6z (2023-05-14, beta)

  • Ground battle fixes/enhancements
    • Fix crash with liberation outcome
    • Fix possible NaN industry disruption time
    • Custom ground unit types can have their sprite specified
    • Fix various cases where ground unit behavior was hardcoded instead of reading from definition
  • Prism no longer sells no_dealer items (including Kinetic Blaster and Gigacannon)
  • Operative find pirate base action should support Hostile Activity system
  • AI admin hiding on market capture by 'hates AI' faction works properly, including with admins existing at start of game
  • Fix Remnant mission 2 not being completable
  • Rebellion intel doesn't print no-relationship-changes to notification on event end
  • Add relevant arrows to maps in destination picker dialogs (e.g. operative travel action, special task group orders)
  • Add mining strength for Jackhammer
  • Lower volume of ground battle outcome SFX slightly

v0.10.6y (2023-05-12, beta)

  • Fix random sector crashes
  • From 0.10.6x:
    • Fix a 0.10.6x crash with Roider Union
    • Fix a remaining case of unsubstituted $market name
    • Fix having meeting with Baird even after skipping story

v0.10.6x (2023-05-08, closed beta)

  • Initial compatibility with Starsector 0.96, MagicLib 1.0.0, LunaLib 1.7 and Unofficial New Game Plus 2.2.0

Gameplay

  • Operative improvements
    • Procure ship action includes complementary storage unlock
    • Being over max operative count (due to skill respec or other exploits) multiplies time taken to complete actions
    • Infiltrate cell action aborts if the cell has stopped existing
    • Player operative actions on player markets are done by player faction rather than commissioning faction (e.g. no more rep with commissioning faction for removing Pather cells from your own market)
  • Special task group fixes/improvements
    • Obey fleet size limit
  • Adjust rebellion behavior
    • If rebels join the attacker in a ground battle, end rebellion with government victory if attackers lose, or with liberation outcome if attackers win
    • If government faction changes during a rebellion, don't lose rep for supporting rebels during previous government
  • Diplomacy adjustments
    • Events less frequent in general (base interval 10 -> 20 days)
    • Try not to ceasefire within 120 days of a war starting
    • "Don't ceasefire if awaiting invasion" rule now applies to other offensive fleet intel types as well (except those that abort if non-hostile)
  • Improvements/tweaks to 'Buy ship' contact/bar mission
    • Always applies the design type rule
    • Only refunds story points for S-mods that were player-installed
    • Add a 'have at least one S-mod' rule
    • Mission should now have a 60-90 day cooldown
  • Cap colony profit margin for XP at 200%
  • Stabilization package has a bonus -1 unrest effect for every 4 points of unrest the market has
  • Spacer debt available as starting option without spacer start
  • Remnant mission 3: Attackers disable target system's IndEvo artillery if present
  • Lower rep penalty for being caught with transponder off (none if commissioned to that faction)
  • Add a complete or partial refund if player-requested fleet operation is aborted
  • Base strike mission doesn't abort if target stops being hostile
  • AI admins will also hide (like cores on industries already do) if market is taken over by a 'Hates AI' faction
  • Luddic Path can't become hostile to Luddic Church, to prevent potential irregular behavior
  • Hegemony now has a negative diplomacy disposition towards Sindrian Diktat
  • Sat bombing can have reduced reputation penalties if the target faction has previously itself sat bombed
  • Military system bounty mission (rarely) available in bars
    • This may result in the action not proceeding if player is nearby, but manual intervention is possible in that case
  • Operatives on internal security mode should not take action on markets where other operatives have targeted for the same action
  • Double prisoner base ransom value, increase per-level modifier even more
  • Ground battle: Defender unit can only disrupt an industry if the unit belongs to 'primary' faction (no trashing your "ally's" buildings)
  • Turn off daredevil XP bonus for officers by default
  • Add Prism if Nexerelin is added midgame
  • Bar version of tactical bombardment mission should have the same payment scaling (implemented by Nex) as the contact version

GUI

  • Most config settings in exerelin_config.json can now also be changed ingame with LunaLib
  • When player launches an invasion to retake player colony, give direct to player afterwards (rather than having to take it manually)
  • Faction directory: Show distance to star system, sort by distance when listing by industry
  • Better, more detailed strength comparison for invasions
  • Ground battle map: Adjust behavior for nicer layout (especially on certain resolutions)
  • Ground battle industries show disruption days, and show additional info even if disrupted
  • New GUI for displaying mining ships in fleet and mining tools available in Sector
  • Move outpost dismantle command down in menu and allow backing out with Esc

Graphics

  • New Midnight Dissonant portrait by Quacken

Sound

Text

  • Clarify ground battle support tooltip
  • Market desc changer checks market on decivilization
  • Fix ground battles being incorrectly marked as cancelled if attacker is wiped on turn 1

Bugfixes

  • Fix a potential NPE when patrol cargo scan can't find market suspicion level
  • Fix previous faction choice 'sticking' when trying to pick own faction/free start
  • Fix giving markets to pirate-type factions being worth half the listed reputation
  • Fix several cases where offered contact mission target can change on undock and redock
  • Fix rebellion 'liberation' ending giving 100 times too much rep
  • Fix Forever War trait not affecting some war weariness sources
  • Tutorial start: Fix having one less skill point than intended when starting level > 1
  • Fix player overriding planet's existing original owner memory key on colonization
  • Fix some memory flags for completing story missions not being set
  • Don't send relief fleets to markets with zero recent unrest, even if stability <= 1
  • Try to fix a bug when buy ship mission has no ships meeting the stated rules, so allows all ships
  • New outposts won't generate officers for hire
  • Fix certain issues with the operative orders dialog
  • Faction directory submenus past the 10th now work
  • Fix certain military events appearing in Colony threats tab when they're actually aimed at a neighbouring planet/station
  • Fix tracking and display of player special task group's FP
  • Special task groups say "idle" instead of "[this should not appear]"
  • Fix Hegemony's disposition penalty vs. League not applying if Iron Shell is active

Modding

  • Ground battle unit defs are now moddable, can add new ones or modify existing ones in data/config/exerelin/groundBattleDefs.json
    • Player can create units with modded unit types if the unit def allows it
    • NPCs will use default ground units, use a GroundBattleListener to add or replace units as necessary
  • Factions must now both be playable and have offersCommissions in .faction file to offer commissions
  • Factions with the 'posts no bounties' custom boolean in .faction file don't issue faction bounties
  • Prism Freeport's High-End Seller automatically blocks ships with both no_sell and no_dealer tags
  • "Use ally gear" behavior in invasions/raids doesn't use Legio Infernalis stuff (lazy hax to prevent sharing of daemons)
  • Ceasefire offer sound is customizable in config json
  • AIM merc officers can have Combat Chatter character IDs set in config
  • AIM merc ships do not count towards Automated Ships requirements/limits
  • Add option to prevent NPC invasion of markets that exist at start of game
  • Remnant custom production contract excludes anything with restricted tag
  • Set $nex_randomSector global memory key on game start

v0.10.6d (2023-02-12)

Gameplay

  • Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)

GUI

  • Ground battle: Heavy units waiting in orbit have the mechanized assault bonus displayed if they are on the attacking side

Fixes

(note: these fixes do not apply if the bugs are already in the save)

  • Fix a rare save-breaking bug when saving immediately after giving orders to a special task group
  • (officially) Fix incompatibility with MOSS mod manager
  • Fix player special task group not costing any upkeep if killed and revived
  • Fix oddities with Sitnalta system name in UI
  • Prevent some missions from generating in star systems they shouldn't
  • Fix being able to accept ceasefire offers twice
  • Ship size rule for buy ship mission uses externalized strings

Modding

  • Save starting player faction to sector memory as $nex_startingFactionId
  • Allow blocking AIM representatives from specific markets with $nex_no_AIM_representative memory key

v0.10.6c (2023-01-27)

  • Update handling of ApproLight's Unos station in random sector
  • Draw map location and arrows of special task group in intel screen
  • Fix issues with zero or negative profit/cost in calculating XP from profitable colonies
  • Fix a savegame load failure involving AIM merc fleets
  • Fix buy ship crash when selecting no ships
  • Fix crash if using Ignis Pluvia ability with no available targets
  • Fix a random sector generation crash when no enabled factions have synchrotrons
  • Fix fleet request origin list
    • Previously it didn't list player faction markets if player had a commission and commissioner was allied with anyone
  • Fix/refactor a new game custom start fleet bug
    • Previously if selecting a faction, then going back and selecting own faction, the available ships would still be from the previous faction
  • Fix AI core bribe of Omega encounter not actually giving up any cores
  • Buy ship mission: Fix DP check, add a nex_buy_ship_mission_exclude tag to prevent its use in mission
  • Fix transponder check in supply rebels mission
  • Fix briefing text in contact conquest mission

v0.10.6b (2022-12-24)

  • Reduce market size multiplier for XP from colony profits
    • Was (size), now (size - 2) with floor of 0.5
  • Fix crash on starting a Derelict Empire game
  • Don't auto-abort recruit operative action on own markets
  • Fix a previous-version-save compatibility issue with ongoing ground battles
  • Fix/improve Crew Replacer handling
    • Show available amounts of all usable commodities, and breakdown of commodities used by each unit
    • Fix commodity transformation bug
    • Fix unit composition after splitting
  • Fix possible double payment of commission bounty for kills

v0.10.6 "Lords of War" (2022-12-17)

Gameplay

  • Add custom start fleet
  • Add Buy Ship, Military System Bounty and Supply Rebellion missions, and a contact version of conquest mission
  • Increase reward of existing conquest and build station missions
  • Adjust behavior of liberation outcome for rebellions
    • Previously would happen if a new faction that was Suspicious or better with rebel faction took over the market
    • Now requires the new owner to be at least Welcoming, and if liberator is a non-player faction it will give the planet to rebel faction
    • Peaceful transfer of market to rebel faction also counts as liberation
  • Ground battle improvements
    • Combat on an industry can disrupt it for up to its base disrupt time from a marine raid
      • Depends on local attacker damage dealt that round compared to local defender damage dealt, scaling from zero at equal strength to full time at attacker strength being twice defender strength
      • Attacker must do at least 15% more damage than defender to inflict any disruption
    • Inspire gives 25% bonus XP (was zero)
  • Unrest from raiding is reduced based on existing unrest
  • Market transfer no longer requires the spaceport not be disrupted, only that it exists
  • Player gains XP monthly based on size and profit margin of colonies personally governed
  • New dialog options for removing AI core admin
  • Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses
  • Add a new raid task to the decivilized planet random encounters
  • Remnant mission adjustments/fixes
  • Player special task groups: Another attempt to fix losing variants; don't allow training commanders in hidden skills
  • Fleets can be requested from allied markets
  • Settings option for factions to start invasions only after player faction is created
  • Try to make agent sabotage industry count for completing Nex's disrupt industry mission
  • Hiring AIM mercs gives a bit of rep with the relevant faction
  • Restrict starting contacts to certain posts (e.g. base commander)
  • Random sector improvements
    • Strengthen defenses on markets when they are given a synchrotron core or pristine nanoforge
    • IndEvo Salvage Yards require heavy industry instead of excluding it
  • League has 0.5 corporate alignment, Diktat has 0.5 technocratic alignment

UI

  • Ground battles: New GUI for selecting industry destination/target
  • Ongoing ground battles can be opened from the military options menu
  • Operative repeat relations won't happen if another action is manually queued
  • Mining cooldown bar works with UI scaling
  • Revamp some parts of mining info display

Fixes

  • Fix storage unlock crash after ground battle if storage submarket is absent for any reason
  • Fix faction commission crash with Boggled PK
  • Smuggling doesn't cause trading-with-enemies penalty
  • Try to fix a bug with incorrectly attributed rep loss after supplying a successful rebellion
  • Work around framerate drop when viewing many blueprints in new game bonus picker
  • Fix a weird sector manager crash
  • Max relations between two factions can't drop below -100 (e.g. if you sat bomb too many times)
  • Fix Hegemony not inspecting colonies of player with Hegemony commission
  • Fix ground battle UI spamming texture loads
  • Fix a bug where colony expedition might fail when attempting autoresolve
  • Fix a bug where conquest missions could underpay due to heavy industry anti-exploit
  • Fix special task group interrogating player even with transponder already on
  • Fix invisible Brother Cotton in random sector
  • Fix player colonies not having admins on comm board sometimes

Text

  • Write strength effect of rebellion-related contributions/transactions to dialog
  • Add some Sierra thoughts after Remnant missions 2 and 3
  • Remove some out-of-place jokes from dialogs
  • Random sector tooltip warns of mod incompatibilities

Modding

  • Various compatibility changes for Crew Replacer mod
    • Added the following CR jobs for ground battles:
      • nex_groundBattle_marines
      • nex_groundBattle_heavyarms
      • nex_groundBattle_tankCrew
  • Add relevant Nex functions to some UAF admins
  • Faction rulers generate autonomous colony income from faction markets they don't control directly
  • Move autonomous colony income mults to settings.json

v0.10.5b (2022-09-17)

Gameplay

  • Introduce system for faction-specific market conditions
    • Currently have a +10% accessibility condition for pirates and Luddic Path
  • Transfer market: Option to hand to commissioning faction and auto-get governorship
  • Cargo scan doesn't check for heavy armaments if player has commission or alliance
  • Ground battle gives free storage unlock on victory if player is attacker
  • Independents can have a special task group as a treat
  • Recently captured markets can't be transferred to factions hostile to player
  • Old-style vengeance fleets cancel spawn if spaceport is disrupted
  • Build station mission has small chance to not spawn interfering fleet
  • Player special task groups have a teleport button for when they're stuck
  • Remnant mission 2: Add some cool loot to mothership
  • Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
  • Random sector: Constrain min/max stars in central constellation
  • Add a size-based minimum raid strength to cause unrest from raiding
  • Fractal Shipworks milestone unlocked by Remnant plus bounty as well

Fixes

  • Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
  • Fix bugs with special task group costs
    • Fix having multiple special task groups but only paying for one
    • Fix player special task groups costing supplies for repairs and CR recovery
    • Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
  • Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
  • Fix submarkets on governed colony not being reset when player loses commission
  • Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
  • Colony expedition intel doesn't crash if market desc changer isn't running
  • Fix a potential bug with minimum merc company level if player max level is changed
  • Fleet request menu no longer leaks location of hidden bases
  • Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
  • Fix a bug in alliance join weighting with ignoreAlignmentForAlliances setting

Text

  • Clarify counter-invasion text when ended due to invader being repulsed
  • Replace en dashes with hyphens for Chinese version
  • Fix ground battle 'timer for decision' bullet point
  • Fix a counter-invasion cancellation message

Modding

  • Compatibility with newest Adjusted Sector
  • Nex raids and (probably) legacy invasions support Crew Replacer mod
    • New invasion system to come later, will likely require significant modification
  • Add isPlayerRuled setting to faction config (early implementation, largely untested)
  • Add AgentActionListener
  • Own faction setup picker: Fix title in tooltip of non-package blueprints
  • Add skillsReplace setting for AIM merc officers
  • Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector

v0.10.5 "Sierra Nevada" (2022-07-17)

Gameplay

  • Add counter-invasions vs. player ground battles
  • Victory score: Alliance score no longer summed up; instead, individual members contribute half their own score to all allies
  • Special task group improvements and fixes
    • Fix fleets sometimes wandering off to do their own thing even in non-independent mode
    • Fix upkeep costs not being charged
    • No longer capped at one fleet
    • Automated Ships skill no longer available to special task group commander (automated ships will always be usable anyway)
    • Player special task groups can also be created at commissioning faction markets, for now
    • Dead player special task groups can be respawned instead of disbanded (experimental)
    • Prevent issues when transferring Secrets of the Frontier's Sierra to a task group
    • Attempt to debug variants sometimes being lost
  • Restore player relations on resigning commission
    • Relations are saved on receiving commission
    • On resign, if any relations are lower than (stored relation - 10), raise them to that level
    • Relations will not be raised with factions that have ever turned hostile to player due to sat bombing
    • Can be disabled with factionCommissionRestoredRelationshipPenalty value in settings.json (vanilla value, not included in Nex settings by default)
  • Operative improvements/fixes
    • Can recruit other operatives (requires level 3 or higher)
    • Add repeat toggle for raise/lower relations
    • Internal security mode doesn't kill cells on commissioning faction's markets
      • Can be changed in settings.json if wanted
    • Aborting a travel action aborts the queued action as well (instead of letting it be done remotely)
    • Fix operative dismissal losing the cost of queued action
    • Fix cell kill not targeting governed colonies; fix find pirate base using cell kill logic
    • Try to make specialization of operatives in bars more random, less "sticky"
  • After ground battle, return marines and heavy arms to player cargo automatically if player fleet is close enough
  • Can turn in AI cores to Remnant contact
  • Player faction alignment can be set in (new) player faction's diplomacy profile
  • Remnant mission 2: Add an illustration in appropriate dialog; tweaks
  • Remnant mission 3 improvements
    • Delay straggler spawning/departure, and notify on departure
    • Give more time to offer services to attackers
    • Try to reduce time attack fleets spend avoiding nexus
    • Better handling of the faction captains belong to
  • Player-initiated rebellions allow governorship discount if successful
  • Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use
  • Exploit mitigation for repeatedly invading and giving away a planet
  • Recipient fleet in build station mission is ignored by other fleets
  • No-peace-while-ongoing-invasion applies to Hegemony inspections as well
  • Enemy fleet in ground battle tutorial somewhat smaller

GUI

  • Ground battle intel: add bullet point for time left to seize planet if desired
  • Ground battle log only shows messages from last 50 turns
  • Diplomacy profiles have toggle for displaying disposition towards others vs. others' disposition towards us
  • Insurance intel displays ships in 2 columns (potentially more with a sufficiently wide screen)

Fixes

  • Compatibility with new MagicLib asteroid plugin
  • Fix fleets with Follow Me not joining battles when they should
  • New game faction picker groups now dynamically handled, no longer break if more than 10 groups
  • Safety for RaidAssignmentAINoWander and memorial graveyard ship spawning crashes
  • Rebellion condition: Don't remove if can't find event (can cause concurrent modification); add report when this happens
  • Don't check faction vengeance events for non-live factions
  • Fix UX and a potential crash in Remnant mission 1 failure path
  • Fix hypershunt discovery encounter being massively oversized with some mods
  • Planets that have been VIC virus bombed are rejected immediately as potential targets for colony expeditions
  • Block prisoner drops from automated ships even without specific faction config
  • Printing mining tools doesn't break completely on invalid variant
  • Fix At The Gates dialog (and potentially mission) appearing if player skips story and then interacts with Ziggurat
  • Fix admin sometimes not changing on market capture when it should
  • Fix vanilla bug where cheap commodity mission doesn't use its 'local' form
  • Workaround for vanilla bug where ally fleet commanders can be removed from their ships
  • Don't upsize NPC colonies if growth rate is non-positive (fixes potential tug-of-war with VIC virus bomb)
  • Fix false information in bluff option tooltip during build station mission

Modding

  • Add faction and global settings to use faction relations from config in non-random sector (instead of those applied by script)
  • Alliance perma-members still leave if they die or the console command is used
  • Fix handling of preferred admin memory key
  • Faction alignments stored as MutableStats in memory
  • Adjust aquaculture generation logic in random sector
  • Random sector/own faction start procgen doesn't add colonies to planets with no-colonize memory flag

Misc

  • Add an easter egg with Secrets of the Frontier's Sierra

v0.10.4d (2022-04-09)

Gameplay

  • Sat bombing can lead to permanent loss of maximum reputation with other factions (and provoke retaliation)
    • Lowers max rep with relevant factions by 24 points (effect doubled for actual victim)
    • Does not apply in situations where Nexerelin reduces the sat bomb rep penalty
    • Relationship cap currently only applies directly to player, not any commissioning faction
    • Amount can be modified in exerelin_config.json
  • Prism no longer sells boss ships by default, recover what you want to use
  • Partly revert unintentional super buff to hypershunt encounter
  • 'Don't ceasefire with ongoing invasion attempts' logic extends to allies as well
  • Special task group's ship revive cost is computed from the cost of supplies to repair and recover
  • Commodity deficits reduce ground defense effectiveness during ground battle drops
  • Agent bar event slightly more common
  • Galatia Academy spawns in random sector, with random missions from Sebestyen
  • Add exerelin_config setting to disable (non-story) victory conditions
  • Conquest missions on invasion fail streak will no longer be issued by allies of the failing faction, only the faction itself

GUI

  • Add a "time to next turn" bar to ground battle intel screen
  • Conquest missions mark their target as important

Fixes

  • Fix unique faction leader skills breaking some ground defense modifiers for unrelated markets
  • Fix Militia Power (UNGP rule) penalty calculation being broken
  • Fix new vengeance fleets not having all the buffs they should
  • Fix identity of unknown faction in operative actions being leaked through intel faction tab
  • Remnant mission 1 can spawn even if Prism Freeport is no longer under independents
  • Remnant mission 'Showdown' is automatically completed if battle stage is not resolved within 45 days of starting (non-betrayal route only)
  • Fix alliance votes taking place when player changes hostile state with a no-relationship-sync faction
  • Fix crash if trying to assign no ship to a special task group officer

Modding

  • Implement Predatory faction trait
    • Can opportunistically declare war on other factions even at Welcoming relations (Suspicious for player) and disregarding disposition limit
  • Faction alignments: 'hierarchial' -> 'hierarchical' (correct spelling)
    • Old incorrect spelling also works for reverse compatibility reasons
  • Player starting fleet type saved to player memory
  • Submarkets can be set to not change faction on capture by modifing the relevant static list in SectorManager
    • Currently applies to Roider Union market

Misc

  • Stronger ground invaders in ground battle tutorial (defenders probably won't autowin)
  • Remove most of the added player faction flags
  • Add cargo sounds for High Value Prisoners
  • Mercenary company contract time can be changed in settings.json
  • Add settings.json option to set default for 'skip story' option
  • Fix captured planet descs entry for Jangala's station
  • Bunch of text adjustments

v0.10.4c (2022-02-26)

  • Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
  • UNGP rule updates for new version
    • Militia Power counts ships with CIVILIAN hint as civilian
  • Remnant mission improvements
    • Captive Cores: Make mission stage update immediately on obtaining cores, instead of requiring a brief wait
    • Fragments: Fix mission breaking if player decides to run but then defeats attack fleet anyway
    • Showdown: Remove Hyperwarp mod ability from straggler fleet if present
    • Showdown: Merc fleets slightly smaller; get reset to independent faction shortly after mission ends (so they don't get attacked when they return to their origin)
  • Improvements to respawning dead ships in player special task group
    • Revive cost mult 0.5 -> 0.25 (so it's not wildly more expensive then taking back the ships and fixing them yourself)
    • Increase max range to nearby planet a bit
  • Governorship purchase has a 20% discount on industry value (can be modified in settings.json)
  • Adjust Omega special encounter strength to account for new player strength calculation; alter behavior
  • Commissioning faction can use player nav buoy and sensor array
  • Special task groups don't patrol hidden markets (including player outposts)
  • Player faction doesn't spawn conquest missions from invasion fail streak

Fixes

  • Player special task group fixes
    • Fix a CTD from assigning a shipless officer as commander of task group
    • Disbanding no longer requires the current market to be a player market
    • Fix ship losses in the last combat round (the one that kills the fleet) not being recoverable
    • Fix dead ships recovered on disband vanishing if not immediately repaired
    • Fix being able to assign merc officers to task groups by transferring their ship
    • Task group can't receive commands while in a battle for now (causes dialog errors)
    • Clarify intel display for dead groups
  • Ground battle map should work properly on markets that previously had too many industries
  • Fix possible case of mining fleet loss applying output reduction multiple times
  • Fix AIM merc fleetFeeMult being rounded to nearest integer
  • Fix tips referencing outdated hotkey for menu button
  • Remove confusing "[reputation check]" text in ground battle tutorial
  • Fix some dialog visual panel issues
  • Fix 'donate admin' option on autonomous colonies requiring the conversation target to be a military-type official

v0.10.4b (2022-01-30)

  • Fix crash when NPCs attempt to merge alliances
  • Fix stack overflow on saving after battle in Remnant mission 2
  • Fix Remnant brawl mission preferring damaged stations instead of the opposite; increase merc fleet size
  • Fix starting officer XP

v0.10.4 "Dissonance" (2022-01-29)

Controls

  • Special menu hotkey (on campaign map) changed from Z to X by default (fixes conflict with a devmode command)

Gameplay

  • Ground battle changes
    • Add "Ignis Pluvia" ground battle ability (requires an II Olympus)
    • Garrison health reset on a successful non-player invasion now based on surviving attacker units
    • Ground battle rebels now have the attack and defense bonuses of 25% marine XP (was 0% and 50%)
      • Also divided into 40% smaller units
    • Ground battle defender can use EW ability if admin has EW or Hypercognition skills
    • AI tweaks/fixes
    • Set market "local interest" lockout if player joins ongoing ground battle as attacker
    • Set and display rules on when industry items can/can't be looted during ground battles
    • Ground battle attacker AI withdraws if nothing happens for 6 turns
    • New ground battle settings for players who want battles to last longer
      • groundBattleDamageMult in exerelin_config.json, nex_gbTurnDaysPlayer and nex_gbTurnDaysNPC in settings.json
  • Add player version of the special task group
    • Talk to a military-capable base official to assemble the group by giving it ships and officers (does not require crew, supplies or fuel)
    • Requires a commanding officer, who can be (re)trained in 2-3 fleetwide skills with 1 SP
    • Monthly upkeep cost based on officers, skeleton crew and estimated supply/fuel usage
    • If ships are lost in battles, can be respawned for a fee
    • Can be disbanded, returning assets to player fleet
  • New game creation
    • Add "flatten" option (in addition to "random") for starting faction relationships
    • Add option for own faction start to create homeworld in a core system, outside the core, or either
    • Player homeworld doesn't normally have heavy industry, unless the bonus item is used
    • Add a gate to Prism Freeport's system
    • Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
    • Random sector improvements
      • Try harder to concentrate factions in systems where they already have a presence
      • Put gamma cores on high commands, if the faction traits allow it
      • Seed more abandoned stations (at least 2; 3 if enough markets are present)
    • Avoid large swings in random faction weights in random sector
  • Hypershunt surprise encounter improvements
    • Can be bought off with a beta or alpha core (alpha gives 10 Remnant rep)
    • Tweak pursuit behavior
    • Entire thing can be disabled in settings.json
  • Alliance improvements
    • Alliances can be merged (through alliance menu, or by spontaneous NPC action)
      • All members of the "giving" alliance must be able to join the "receiving" one
    • Allies will vote yes on a war vote if they're already hostile to target
    • Alliance votes can modify disposition towards other factions
  • Add two new Remnant story missions
  • Lower max marine count to prefer target planet in Remnant mission 1
  • Nex no longer doubles weapon count in stores from vanilla (can be changed back in exerelin_config.json)
  • Increase bonus admin availability
    • Previous thresholds: 10, 25, 50, 80, 120, 200, 300
    • New thresholds: 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, 300
  • Make mining harassment fleets more/less frequent depending on current system's markets
  • Starting contact on new game is always military/underworld, unless starting fleet is a trade fleet
  • Add unique colony skills for certain faction leaders
  • Rework player fleet strength estimation used in some places
  • Ceasefire prompt decision time now 5-7 days (was 14-21)
  • Operative procure ship action: base XP 500 -> 750
  • Add chance of creating a conquest mission following a failed NPC invasion
  • Rebellion suppression fleets can't spawn from markets already having their own rebellions
  • Respawn invasions have 1.4 times the base marine count
  • Don't generate conquest missions on behalf of factions that can't invade
  • Sindrian Diktat can send colony expeditions sometimes
  • NPC factions unset hazard pay when taking over a colony, unless it was founded after game start
  • Derelict Empire: Factions start with invasion meter 80% charged
  • Use vanilla 0.95.1a calculation for raid stability effects, instead of Nex custom one introduced in 0.95
  • Losing a mining fleet can cause commodity shortages for the host market
  • Set the "gave Daud the Yaribay contact" flag when skipping story

Graphics

  • New portrait for Midnight Dissonant, created with Coherent Watermelon

GUI

  • Add a Scoreboard intel item to show which factions are closest to victory
  • Ground battle: Skip deployment confirm prompt when using quick move
  • Procure ship action: destination can be set for queued actions; tweak button layout
  • Ground battle tutorial: Go to intel screen directly after convo
  • Widen name column in faction directory so "Port Tse Franchise Station" isn't wrapped

Text

  • Ground battle help explains movement points
  • Ground battle tutorial dialog explains what it's a tutorial of
  • Minor fixes

Fixes

  • Fix a crash with post-Ziggurat encounters in random sector
  • Fix null error when using faction directory while running Legacy of Arkgnesis mod
  • Fix heavy industry anti-raid exploit causing any special items on the HI to vanish
  • Fix own faction start setup picker not taking into account screen scaling
  • Remove TITAN option from military options dialog (handled by II)
  • Fix ground battle not promptly removing its ongoing stability penalty
  • Fix ground battle abilities not being blocked by active station
  • Player officers on new game no longer have random personalities
  • Fix Ancyra not having comm directory officials
  • Fix post-tutorial faction change of Derinkuyu Mining Station
  • Fix multiple Remnant station build missions going to same system
  • Fix being able to mine with nearby hostile fleet; fix info option not showing if mining strength is zero
  • Fix Militia Power UNGP rule not applying to ships properly
  • Safety for ground battle AI ability use
  • Fix rep multiplier for returning freshly captured markets while commissioned
  • Increment faction respawn count only on launching invasion, not on getting back in the game
  • Fix Stalwart/Weak-Willed faction traits being applied improperly
  • Maybe fix a minor memory leak involving player marine XP in ground battles
  • Fix station insta-construction in build station missions
  • Don't spawn Return the Data Core mission in random sector

Modding

  • Alliances can have permanent members
  • Add "Forever War" diplomacy trait, removes war weariness gains
    • Used by Luddic Path
  • Add $nex_npc_no_invade memory key to prevent NPCs from targeting a market for invasions
  • AIM merc companies can now have their own ship name prefix, and can have their upfront fee modified by fleet value
  • AIM merc FleetMemberAPIs have an identifying buff (nex_mercBuff)
  • Update Prism's HVB check to use MagicBounties instead of Bounties Expanded
  • Make sure some mission fleets don't get cleaned up by ClearCommands
  • Fix non-externalized strings in NexUtilsMarket.pickEntityDestination
  • Don't hard crash if random sector bonus items lack generators, just write a warning to log

v0.10.3i (2021-12-17)

  • Electronic Warfare ground battle ability's base cost 40 -> 30
  • Fleets currently in a space battle can't support ground battles
  • Agents give an estimate of ground battle unit drop costs
  • Fix ground battle allies using the player's abilities for them

v0.10.3h (2021-12-16, private beta only)

Update for Starsector 0.95.1a

Gameplay

  • After player is targeted by an invasion or military raid, don't target player again for 60 days
    • Disabled in Starfarer mode
  • Don't spawn post-invasion rebellions if conqueror is ally of original owner
  • Reduce strength of Omega special encounter fleet somewhat; don't spawn if player is too weak
  • Bonus XP from hiring an AIM mercenary company 25% -> 75%
  • More AIM merc companies can be shown at once, if the player has a lot of valid companies to hire
  • Story skip sets flag needed for new 0.95.1a secret quest
  • enableInvasions setting no longer affects player's direct invasions

GUI

  • Update some contact missions to use the map display feature
  • Faction directory allows showing preview map for specified market
  • When starting an invasion or going through the ceasefire popup dialog, open the correct intel item
  • Don't mark ground battle intel as important when it involves commissioning faction
    • Only player-initiated battles are important now
  • Skip story option adds a fleet log intel with the Alpha Site's location
  • Bonus picker in own faction start has larger window

Text

  • Player can rename alliances they are a member of
  • Fix misleading title of invasion intel when troops have been unloaded but not yet won their ground battle
  • Fix typo in Omega surprise dialog
  • Remove tutorial start bug warning (no longer needed)
  • Tweak ally victory texts
  • Add a new tip

Fixes

  • Fix requested invasion fleets not obeying marine count setting
  • Fix a crash when loading Nex into an existing save
  • Fix Remnant raids always failing due to having no crew space
  • Fix bug where AI could/would always move or deploy at least one ground unit per turn regardless of movement points
  • Prevent irregular behavior where player buys governorship from outside the ground battle intel GUI, then takes over planet through the intel GUI
  • Fix ordering of dead officer lists

Modding

  • Colony expeditions don't go to THEME_UNSAFE systems, unless already inhabited
  • Industrial.Evolution's Salvage Yards don't count as heavy industry for a number of purposes
  • Fix remaining cases of non-externalized strings

v0.10.3g (2021-11-26)

  • Mining harassment fleets are 30% smaller when they're Remnants
  • Fix NPC ground units stealing player's marine XP when generated
  • Fix crash after purchasing governorship of a market with scheduled NPC construction
  • Fix a minor GUI issue with unofficered merc ships

v0.10.3f (2021-11-22)

  • Fix invasions not autoresolving if player is far away
  • Try to fix misleading invasion intel title if ground battle succeeds before invasion success notification is sent

v0.10.3e (2021-11-21)

  • Fix hang on generating fleet for an invasion intel that was started in previous version

v0.10.3d (2021-11-20)

Gameplay

  • Ground battles
    • Implement ground battles for NPC invasions
      • These will obey the legacyInvasions setting as well
      • Also change invasion marine counts to use a total figure (across all fleets) instead of per-fleet
        • This also affects legacy mode; please inform me if invasion success rate changes significantly
    • Add a sneak attack bonus if player reached the target undetected and without combat
    • Reduce defence bonus of most military structures slightly
    • EW ability reduces effect of ground defenses/heavy batteries by 30% (was 25%)
    • AI adjustments
    • Add a tutorial/story mission
  • New game stuff
    • Start with a contact on starting planet
    • Non-random sector: Hegemony starts hostile to League, and Tri-Tachyon to Luddic Church (to mimic vanilla starting hostility events)
    • Random sector/own faction start: Optimize core system finder a bit, don't pick systems with plaguebearer
    • Use a couple more station images in random sector
    • Skip story option starts with the three potential story contacts available
      • Also sets up academy properly, if player should choose to visit
    • "Solo frigate" start renamed to "Frigate (classic)", now includes vanilla tutorial starting frigate pairs
  • Rebellion improvements
    • Increase initial strength of rebellions (except those caused by successful invasion)
    • Reduce and cap effect + heavy arms cargo of suppression fleets
    • Instigate rebellion action gets bonus chance of success in 'liberation' cases
      • Initial rebel strength mult for rebellions by market's original faction also applied (with smaller mult) when current faction is not original faction, and rebel faction is a third party
    • Reduce total agent level required for information by 1 for each detail level
      • Now sponsor faction is known at level 1, strength colors at level 2, strength values at level 4
  • Add a station construction mission for pirates and Remnants
  • Bounties no longer a priority mission for Remnant contact
  • Operatives' destroy commodity action stacks between multiple operatives
  • Deciv colony 'revival' event is now permanent until accepted; adds an intel event for player to find it again
  • Player-requested colony fleets are always from player faction, even if launched from commissioning faction's market
  • Get story point refund if officers (mentored and/or with elite skills) are lost
  • Add handling for special task groups that have lost their faction
  • Hypershunt special encounter has Remnant faction, to avoid some weirdness
  • If not killed, hypershunt special encounter will try to hang around the shunt instead of despawning

GUI

  • New, improved faction directory
    • Can search for planets with certain industries (heavy industry, fuel production, military base, and IndEvo's academy and restoration docks)
  • Ground battle
    • Defence modifiers are shown on unit card
    • Add a settings.json option to include estimated fleet support effect in unit strength display (default off)
    • Operatives can show enemy morale levels
    • Fix text wrapping for some really big numbers
  • Rebellions: don't report disruption failure unless event is important to player in some way
  • Some image+text elements that had a tooltip for the text now have it applied to the image as well
  • Add a continue/leave screen after confirming fleet request, to make it clearer and avoid accidental request stacking
  • Put victory intel in story tab instead of its own intel tab

Text

  • Fix broken string in agent garrison estimate
  • Adjust/fix various bits of dialog
  • Remove some bits of debug logging
  • Don't print credit loss text on buying governorship, if price is zero
  • Fix chance of using predefined alliance name (it claims to be 1 in config but was actually functionally hardcoded to 0.5)
  • Dead officer lists are sorted by date of death

Bugfixes

  • Ground battles
    • Fix morale effects of hazard rating breaking if any units were undeployed
    • Fix a crash experienced by some users with ground battles on Luddic Church market
    • Fix NPC abilities sometimes breaking
  • Fix colonies from colony expedition fleets becoming huge instantly
  • Fix VIC using virus bomb when event claims to be a regular sat bomb
  • Fix Derelict Empire crash on startup due to heavy industry raiding anti-exploit
  • Fix Pather cell infiltrations from internal security mode not actually costing any credits
  • Remnant surplus ship offer won't pick non-recoverable ships (e.g. Timeless)
  • Alliance sharing of array/buoy effects also applies to player commissioned with an alliance member
  • Can't abandon story-critical markets (can cause missions to silently fail to generate)
    • Can be overriden with the allowInvadeStoryCritical setting
  • Fix the A-Team milestone not being awarded if any player officers are below max level
  • Civilian capitals don't count for the 'kill a capital' milestone
  • Fix player getting free industries due to queued NPC construction
  • Fix CreateAlliance console command not working on player faction

Modding

  • Add a noStartingContacts setting to faction configs
  • New method for how ground battle plugins read defence bonuses (old one is deprecated)
  • Prism Freeport checking for HVB completion with Bounties Expanded
  • Fix faction config data being duplicated if another mod (i.e. Vayra's Sector) reloads it

v0.10.3c (2021-09-18)

  • Ground battle:
    • Military-type structures will not be disrupted by fire support
    • NPCs can't use fire support ability on invalid targets
    • Militia being "unleashed" (able to move to other industries) now reported in intel popup and log, reduce turns needed (now market size×2, was 15 + size×4)
    • Agents display info on the local garrison in their intel item
    • Fix CTD when rebel units don't have a faction defined
    • Don't play combat sound on turn update if no combat occurred the last turn
  • Mercenaries:
    • Increase average S-mods of most merc companies by 1
    • Theft prevention: Merc ships can't be sold (transaction will be reversed immediately), and will disappear at contract end if placed in storage
  • Add a historian offer for finding coronal hypershunts
  • Add a "surprise" for finding a shunt (with or without historian)
  • If sat bombing leaves a market over its max industry count, the cheapest industry will be removed
  • Add "Militia Power" rule for Unofficial New Game Plus
  • Don't launch faction respawn invasions if enableInvasions is false in config
  • Ceasefire offers can be handled directly from the popup dialog
  • Victory state can be removed from the intel item; removed the old console command to do this

v0.10.3b (2021-09-11)

  • Vengeance changes
    • Vengeance fleets required to next vengeance level 3 -> 2
    • Reduce vengeance generation from raids (now uses market size instead of square of size)
    • Level 1 vengeance fleets slightly stronger
    • Don't use vengeance greeting in comm link for special task groups
  • Rebel ground battle strength 0.8 -> 0.5
  • Stolen merc ships have their merc officer (if any) removed when contract ends
  • Change Persean League's morality value from good to neutral
  • Improve placement of ground battle industries
  • Add more help info on ground battles
  • Fix player tracker null pointer on some invasions
  • Fix ground battle arrow drawing on station-only maps

v0.10.3 "SpaceLand Battle" (Discord-only, 2021-09-08)

Changes from beta 0.10.2y -> 0.10.3

  • Add Monstrous diplomacy trait
  • Offensive fleets have fewer tankers/freighters; mining fleets have fewer freighters
  • Ground battle fixes and improvements
    • Reduce heavy unit strength to 5.5× marine strength (from 6×), increase drop cost mult to 1.3× (from 1.25×)
    • EW ability has same space superiority requirement as bombardment (prevents random loitering patrols from allowing defender to use it)
    • Add a bonus from FPE's Imperial Defensive Works condition
    • Fleet support per-unit bonus capped at unit's base strength
    • Structures under construction don't contribute to response fleet or ground battle garrison
    • If battle ends due to ceasefire/peace with faction, return deployed player units back to fleet cargo (avoids them being stuck in inaccessible local storage)
    • Fix a memory leak
    • Hax fix for ClassCastException experienced by some users
    • Don't resolve unit movements if they're currently reorganizing
    • Don't allow deployment via quick move if insufficient supplies
    • Fix tactical/saturation bombardments from other battles being logged

Changes from beta 0.10.2x -> 0.10.2y

  • Modified ground battle GUI (smaller rectangles with different layout), tries to avoid issues like text wrapping
  • Non-random sector own faction start fixes
    • Homeworld picker now obeys new game seed
    • Clean up derelicts and Remnants from starting system
    • Fix system not being explored at game start
  • Fix crash when repeating agent action
  • Actually fix the Midnight Dissonant dialog bug
  • Ground battle: Fix oversized units sometimes being generated for defender

Gameplay

  • Add new invasion system, as a turn-based tactical minigame
    • It's quite complex, so read the help panel in the intel item and consult the tooltips for help; don't be afraid to explore
    • Old invasion system can be enabled with legacyInvasions setting in exerelin_config.json
    • Currently NPC invasions use the old system regardless
  • Allow own faction start in non-random sector (will try to find a decent starting planet for player in/near core worlds)
  • Rebellion suppression fleet interval size 60 -> 120
  • Invasion fleet target priority uses inverse square distance (previously just inverse distance)
  • Don't spawn response fleets from hidden markets (e.g. popup pirate bases)
  • Agents have an "internal security mode" toggle that lets them automatically clean up Pather cells and find pirate bases when idle
  • Add a rare type of high-level military bounty
  • Replace 25% of starting supplies in super ship starts with heavy machinery
  • Derelict Empire markets transfer their invasion point output to human factions (specifically the market's "original" owner)
  • Factions wait 25% longer on average before sending expeditions against pirate/Pather bases

Fixes

  • Don't target hyperspace markets for invasions etc. (can cause a CTD)
  • Fix operative's repeat action creating a 'ghost' action that doesn't appear in operative intel
  • Fix response fleets never being afraid of player
  • Fix Low Profile trait not actually having an effect on invasion targeting
  • Fix merc fleet sizes being affected by market fleet size mult, no more easy huge merc companies for you
    • Increase extraFP value of merc companies that use them, to compensate
  • Fix merc officers potentially being stuck on a player ship forever when contract ends, if they lost their original ship and were reassigned
  • Fix cases of player potentially getting stuck when interrogated by special task group
  • Raids don't do anything to markets that were captured by a friendly faction just before the raid fleet does its thing
  • Fix Heavy Industry own faction starting bonus not upgrading existing HI to Orbital Works
  • Relief fleet only triggers rep gain if unrest removal was not zero
  • Try to prevent a case where raid condition sticks around a bit longer than it should
  • Fix merc ship tooltips not being visible in company list panel

Text

  • Change synchrotron's "no planet" limitation text to "standalone station"

Modding

  • 'Z key' campaign menu now uses rules.csv (allows third-party additions if needed)

v0.10.2e (2021-08-06)

  • Fix broken fleet previews
  • NPC colony expditions: Fix relationship requirement to invade a queue-jumping player colony (now needs inhospitable instead of neutral)
    • Also reduce rep penalty for queue jumping (15 -> 10)

v0.10.2d (Discord-only, 2021-08-05)

  • Gameplay
    • Rework recent unrest effect from player raids
      • Now still in 1-3 range, instead of being directly based on raid strength ratio, it counts the number of marine icons used
      • Every 3 icons adds one point of unrest
      • Effect is also floored based on the danger level of the objectives, so hitting an Extreme danger target will always apply 3 points of unrest
    • Player can request colony fleets and send them to any surveyed planet
    • Revise/refactor conquest victory requirements and externalize thresholds to settings.json
      • Now the largest faction must also be at least twice as big as the runner-up to win by market size
    • Lower cooldown for NPC relief fleets
      • Was 30 * size, now 20 * (size + 1)
    • VIC mod support
      • VIC can sometimes use regular sat bomb instead of virus bomb
      • NPC markets will build relevant structures in response to viral contamination
      • Random sector will generate VIC structures
    • Rebellion suppression fleets' scaling changed; no longer become ridiculously large with the biggest markets
    • Remnant contact mission 1 tries to pick markets within a certain range of ground defense strengths
    • Player outposts now have spaceport (can be used for functions requiring a dock, like logistics hullmods)
      • Does not affect existing outposts in saves
    • Random sector tries to make factions which also spawn their own systems/markets less bloated
    • Add a bit of random variance to vengeance fleet spawn times
    • Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
    • Hegemony and Persean League like each other less
  • Fixes
    • Fix remaining case of freeze on deciv planet encounter
    • Fix a temporary memory leak in new game
    • Fix automated ships not being storable at outposts or autonomous colonies
    • Fix cloning merc officers by storing their ships
    • Fix being able to buy colony governorship at negative price
    • Fix Derelict Empire not knowing ships with Archean Order TC
    • NPC colony expeditions don't target systems cut off from hyper, or planets marked as invalid targets for random mission locations
    • Fix error messages when opening comm link with Remnant station while non-hostile
    • Try to keep colony expedition fleets from getting distracted while in target system
  • UI/Text
    • Invasion intel nofification plays colony threat sound when commissioning faction is targeted
    • Improve tutorial start's explanation of its bugs
    • Tweak a Midnight dialog
    • Update some credits
    • Show the number of ships player will have after hiring a mercenary company (to help avoid going over the limit)
  • Modding
    • Add nex_preferredAdmin and nex_preferredAdmin_factionId memory keys (for PersonAPIs) to enforce specific admins on markets

v0.10.2c (2021-06-12)

  • Random start ship generator has a chance to pick phase ships based on faction's doctrine
  • Remnant ships that cannot be recovered normally will also not appear in Remnant contact custom production contract
  • Fix stack overflow and simplify handling of response fleets persisting
  • Fix merc fleets available for hire losing S-mods on save/load

v0.10.2b (2021-06-05)

  • Fix CTD after destroying a pirate/Pather popup base
  • Fix broken Templar faction config (note: Templars not officially updated yet)

v0.10.2 "Mercenaries and Patriots" (Discord-only, 2021-06-04)

Gameplay

  • Make rebellions OP
    • Max time 6 months -> 2 years
    • Combat damage/turn reduced 33% (so rebellion lasts longer)
    • Industry disruption more likely to succeed, last longer on average, max time 90 -> 120 days
    • Halve effects of delivering arms to government (but not rebels)
  • Hireable mercenary companies can be recruited through certain parties on comm boards
  • Response fleets will appear when player takes military action against a market
    • Requires a Patrol HQ, Military Base or High Command to spawn (higher level structure spawns larger fleet)
    • Fleets only spawn against player (not NPCs), and will not appear outside of the military options dialog menu (how this may be cheesed is left as an exercise for the reader)
  • Successful invasions cause an additional 2 recent unrest if defending faction was the market's original owner
  • Can't stabilize market for some time after successful invasion (number of weeks depending on market size)
    • Can be modified in settings.json
  • Reduce unrest removal from stabilization package, 3 -> 2
  • Remnants set as a no-relationship-sync faction in their faction config
    • This means that commissioned players can befriend them, but the commissioning faction's relations will remain unchanged
    • Also player won't become friendly to Remnants from having TT commission
  • Special task groups slightly larger (does not affect existing fleets in saves), have fewer non-combat ships, have more officers
  • Revise conquest victory requirements
    • Faction/alliance must have 50.1% of total market size, or two-thirds of the markets with heavy industry
    • Total only counts factions eligible to win
    • Also change victory texts to resemble their requirements more
  • Change some settings from vanilla:
    • Battlestations now have level 2 officer, star fortresses have level 4 (from no officer)
    • Level 2 admin salary 10k (from 25k)
    • Pirate base timeout before raids are allowed 3-7 months (from 6-18)
  • Player can buy the cores from an admin in Remnant contact mission 1
  • Invasion fleets can exceed fleet size cap by 20% of currently specified cap in settings.json
  • Vengeance fleets have some S-mods, more at higher vengeance levels and when the relevant Unofficial New Game Plus rule is selected
  • Tactical bombardment mission (from bars/contacts) should have extra payment depending on projected fuel cost
  • Agent story point options (particularly guaranteed success) increase chance of agent injury

GUI

  • Add GUI for new game ship selection
  • When giving agent a travel order, automatically pop up destination map

Fixes

  • Try to fix infinite loop causing a rare hang in deciv planet encounter
  • Fix non-player admins vanishing when changed for whatever reason (in particular when captured by player)
  • Fix station battles not using some Nexerelin encounter logic
  • Fix some inconsistency with vanilla behavior when taking military action against a market
  • Fix non-functional agent injury behavior
  • Fix special task groups responding to invasion of unrelated faction
  • Fix not being able to store automated ships on some player faction colonies/outposts
  • Maybe fix too many stations spawning in random sector
  • Fix ship graveyard in random sector being mostly or entirely civilian ships
  • Fix erroneous credit loss message being printed if player renounces governorship

Modding

  • New faction config settings: stabilizeCommodities (array), invasionOnlyRetake (boolean)
    • The latter makes factions not invade any market they didn't originally hold
  • Configuration for the new mercenary companies in data/config/exerelin/mercConfig.json
  • Don't transfer submarkets on market capture, if the submarket definition in the CSV specifies a faction

v0.10.1c (2021-05-16)

  • Agent orders dialog and fleet requests use a GUI map to pick destination
  • Fix vengeance fleets not following player or even leaving their origin system (bug introduced with Starsector 0.95)

v0.10.1b (2021-05-14)

  • New invasion, rebellion intel icons by ThePinkPanzer
  • When giving marines to fight a rebellion, concentrate XP in remaining marines
  • Conquest missions last twice as long
  • Deciv colony barter event: Do a better job of picking commodities the player actually has
  • Fix double bombardment bug
  • Fix rebellions not applying the market condition
  • Fix some fleet size multipliers using old values for doctrine effect on fleet size
  • Fix being able to repeat operative action while not having enough credits
  • Fix free operative actions being disallowed if player has negative credits
  • Fix random relations and faction respawn setting not displaying proper values on returning to screen
  • Add story disable warning to random sector toggle
  • Update some instances of operatives still being called agents

v0.10.1 "Buttons, Buttons, Buttons" (2021-05-08)

Changes since Discord beta v0.10.0x

  • Fix Remnant contact mission 1 becoming inaccessible if not viewed immediately
  • Fix Starfarer mode colony growth penalty applying even when the mode is off
  • Fix autonomous colonies trying (and failing) to grow past limit
  • Fix player's starting colony in random sector being seeded with 3 industries instead of 2
  • Fix new game faction toggle not being scrollable
  • Fix tactical bombardment incrementing player's 'atrocity' count
  • Add tooltip for random start location option

Gameplay

  • Remnant contact modifications:
    • First mission appears in bar rather than on docking
    • Contact appears in intel screen
    • Workaround for Remnant custom production contract being offered only once
      • This fix is not retroactive; to fix existing saves, use console command provided on forum
    • Custom production contract cost mult 1.2 -> 1.4, surplus ship cost mult 0.8 -> 1.0, AI core cost mult 1 -> 2
  • Add skip story option to new game (marks all Academy quests as completed and grants gate travel)
  • Remove minimum relationship requirement for Prism's High-End Seller
  • Random sector: Let player planet seed two industries at start
  • Can't transfer colonies to Reparations Society in non-random sector (cheap fix until I work out intended behavior)
  • Random sector: Try to not accumulate debt during new game time pass if starting colony is unprofitable
  • A colony's free port setting will no longer be changed due to falling under the control of a pirate-type faction, if the colony existed at start of game

GUI

  • Add a GUI system for new game dialog

Text

  • Rename agents to operatives (disambiguate from the contact rank)
  • Update calculation for orphans made from raids

Fixes

  • Fix a potential post-invasion crash
  • Fix a potential punitive expedition crash
  • Fix agent abort action also canceling the queued action
  • Update/fix tribute check
  • Fix starting d-mods from new game option being added to fleet multiple times
  • Fix getting stuck in dialog after remote colony autonomy option
  • Fix officers being returned to their ships after permadeath
    • Also make unremovable officers not killable
  • Fix Hegemony rep being clamped to zero or better on new game
  • Fix random sector terran-eccentric worlds having mirror and shade entities but not the market condition
  • Fix lower relations action not displaying relationship change on failure properly
  • Fix milestone award not notifying player of new story points
  • Fix version checker URL for Starsector version

Modding

  • Add settings.json options for population growth mult and max size on station-only colonies

v0.10.0e (2021-04-21)

  • Show player's current credits in insurance intel
  • Fix insurance not actually taking or paying out money
  • Fix null exception when failing to get faction for mining harassment fleet
  • Fix NPC colonies almost instantly reaching size 4
  • Fix story point use not fully guaranteeing agent ship procurement action
  • Tutorial start: Fix having an extra skill point, not having Follow Me command
  • Fix an odd NPE in SetMarketOwner command caused by a ghost Galatia Academy

v0.10.0d (2021-04-17)

  • Disrupt competitor mission: Scale payout with target defenses; dialog gives more information
  • Colonies created by NPC expeditions cease hazard pay when reaching size 5
  • Partial fix for handling of Shadowyards modular fab series in random sector
  • Fix duplication of Shadowyards' Redwings Command in random sector
  • Fix Gun Barrel Sequence milestone being granted by NPC agent actions
  • Fix player having to pay for accumulated hazard pay debt on market takeover
  • Fix player outposts being targeted for missions

v0.10.0c (Discord-only, 2021-04-15)

  • Add a quest that grants a Remnant contact, with a distinct set of missions
  • Add tutorial custom start
  • Mining players will face hostile parties every so often
    • Can be modified/disabled in settings.json
  • Add two new player milestones for agents
  • SRA's Redwings Command spawns in random sector
  • Synchrotron and catalytic core work on station-only markets
    • The better solution would be to make stations all have the no atmosphere condition, but that's too big a change right now
  • Fix/improve fuel production seeding in random sector
    • Make sure synchrotron gets placed where it actually functions, and try to place fuel production accordingly
    • Hegemony gets a synchrotron, matching non-random sector
  • Fix insurance intel not appearing
  • Fix invasion/raid fleets having bloated numbers of tankers
  • Fix +1 max agents from officer skills not applying
  • Prevent getting stuck in new game dialog due to custom start with nonexistent class
  • Fix some cases where things that checked player/officer levels were not updated for level rescaling
  • Fix one random colony always spawning in new game even when slider was set to zero
  • Fix governorship max size accidentally being set to 6
  • Fix starting number of skill points in Spacer start

v0.10b (2021-04-12)

  • Fix some known and possible crashes from a market with null containing location
  • Apply retroactive-to-existing-saves fix for theme generator crash with secret location
  • Fix not being able to use custom production contracts (was fixed in secret reupload of v0.10, but now nobody should miss it)
  • Fleets can specify that their ship's S-mods should not be kept on recovery (memory flag $nex_noKeepSMods)
  • Add settings.json option to disable marking Academy quest locations as story-critical
    • Also prevents the "visit Academy" bar quest from appearing

v0.10 "Space Hero Academia" (2021-04-11)

  • Updated for Starsector 0.95; various behaviors updated to match vanilla changes
    • Note: No warranty for or protection against breakage (minor of major) of Galatian Academy quests caused by invasions is provided. Use at your own risk. As always, it is recommended to have played at least one game of Starsector without Nexerelin.

Gameplay

  • Add a "story victory" for completing the Galatian Academy quest chain up to its existing extent
  • Add "milestone" system (earn story points for doing specific things in the game)
    • Can be disabled in settings.json
  • New insurance system
    • Purchased for specific ships in intel screen (no longer auto-paid by faction), premiums go up and down based on player's ship losses
    • Old insurance system can be re-enabled with setting legacyInsurance in exerelin_config.json
  • Fleet adjustments for new spawning behavior
    • Invasion, raid, etc. fleets are about 30% smaller but have 43% more autoresolve strength for their size
    • Special task groups 40% smaller, but ships have two S-mods on average
  • Agents can spend a story point to prevent failure, detection, or both
  • Random sector: Janus Device granted at start
  • Derelict Empire now uses own custom faction; should be stronger and have nicer UI
  • Deciv colony event: Try not to pick a barter commodity the player doesn't have
  • Pirate base bounties doubled compared to vanilla (even more at level 5)
  • Recovered enemy ships keep their S-mods (can be toggled in settings.json)

Bugfixes

  • Fixed agent actions using the fail detection chance when action was successful, and success detection change when action failed
  • Fix dev mode start crash and make it available on new game during intro
  • Fix colony expedition's planet naming
  • Don't send expeditions at player autonomous colonies (it just fails immediately anyway)

Changes from unofficial beta 0.9.9

  • Add protection against invasions messing with Academy story-critical markets
  • Reduce Starfarer mode and tribute income penalties, to account for removal of stability bonus to income
  • Max NPC colony size 10 -> 6 (match restriction on player)
  • Update handling of growth incentives for new NPC colonies
  • Add officer generator for Derelict Empire
  • Add spoiler tag for two milestones
  • Set importance and voice of added market people
  • Delete officer tier description from special forces intel (no longer meaningful)
  • Recovered enemy ships keep their S-mods (can be toggled in settings.json)
  • Fix go back option when using faction directory or fleet request options in field
  • Fix station milestone also granting capital milestone
  • Fix conquest mission minimum level
  • Fix agent order dialog handling of whether to show success chance/allow SP use
  • Fix insurance expiry not listing ships properly
  • Fix colony expedition's planet naming
  • Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
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