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

v0.12.2d (2026-09-26)

  • 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 InvasionIntel child classes not obeying abortIfNonHostile

v0.12.2c (2026-08-01)

  • 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

v0.12.2b (2026-07-26)

  • 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.vassalize returns the alliance it creates

v0.12.2 "Arsenal of Managed Democracy" (2026-07-19)

(changes since beta 0.12.1x are prefixed accordingly)

Gameplay

  • 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)

UI

  • 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
  • keepSModsForRecoveredShips setting now accessible in LunaLib ingame menu
  • [post-beta] Text formatting for operative procure equipment action
  • [post-beta] (maybe) Fix displayed reason when blockade aborted

Fixes

  • 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

Modding

  • 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

Misc

  • Remove some unwanted logging messages
  • Lower volume of several sounds

v0.12.1e (2026-04-26)

  • 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

v0.12.1d (2026-02-07)

  • 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)

v0.12.1c (2026-01-31)

Gameplay

  • 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

UI

  • New game settings are saved between application runs
  • Reduce volume of victory sound effect
  • Add a 'fully randomized start'

Fixes

  • 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

Modding

  • 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)

v0.12.1b (2025-10-19)

  • 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

v0.12.1 "Fires on the Frontier" (2025-09-28)

Thanks to b277a, roflsian, JamesTripleQ and Lukas04 for their pull requests in this update.

Changes from beta 0.12.0x

  • 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

Gameplay

  • 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

UI

  • 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

Bugfixes

  • 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

Misc

  • 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

Modding

  • Strategic AI can be enabled or disabled for specific factions with useStrategicAI in config (will do nothing if player has strategic AI disabled)
  • reportPlayerOpenedMarket and reportPlayerAbandonedColony are called following outpost build/dismantle respectively
  • Deprecate Ideological faction alignment
  • Punitive expedition setting moved to fleets tab; false by default

v0.12.0c (2025-05-01)

  • 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

v0.12.0b (2025-04-20)

  • 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

v0.12.0 "Abyssal Gaze" (2025-04-06)

  • 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

v0.11.3y (2025-03-31)

  • 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

v0.11.3x (2025-03-29)

  • 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

v0.11.3c (2025-01-26)

  • 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

v0.11.3b (2024-12-25)

  • Random sector new game setup fixes
    • Make sure gate memflags and transverse jump + neutrino detector are added properly
    • Don't apply quest skip memory keys to random sector if inappropriate
  • Fix + log recent crashes from operative actions on null market
  • Fix AI admin handling on market transfer or granting autonomy
  • Fix invasionOnlyRetake factions sometimes never launching raids
  • Display refund amount if a player fleet request is cancelled
  • Final Remnant mission: Un-disrupt Gilead station if needed for final battle

v0.11.3 "Planet Tales" (2024-11-30)

Changes from beta 0.11.2x

  • Blockades will end if no markets of the target faction remain in system; capturing a blockaded market will remove the blockade condition
  • Player-requested invasion fleets will make the captured markets autonomous if player has no free admins or governing capacity left
    • Revoking this autonomy will not cause unrest (once per market)
  • Autonomous colony default income mult 0.2 -> 0.25
  • Factions don't send suppression fleets if allied with the rebels' sponsor faction
    • Player faction (and governed colonies) also don't send any suppression fleets
  • Player's autonomous and governed colonies can get Luddic Majority on upsize
  • Random sector Kanta's Den is no longer a free port; actually gets its admin
  • Contact-buys-ship mission a bit less frequent
  • Random sector max planets slider 80 -> 120
  • Fix NPE in mission "Salvation" if Eochu Bres is decivilized
  • Fix CTD when using story skip with random sector
  • Fix excessive rep gain from transferring a rebelling colony to rebel faction
  • Fix special task groups not picking new tasks properly
  • Attack fleet in mission "Fragments" won't spawn more than 2000 units away
  • NPC factions try to avoid colonizing targets of an ongoing mission
  • Fix wrong description texts for Mairaath under a different faction
  • Add nex_enableMiningFleets field to settings.json
  • Mining output .csv supports adding new commodities

Gameplay

  • Expand the 'skip story' option to support specific amounts of progress, and multiple vanilla/mod quest chains
  • Rebellions from low stability should obey some invasion config options
    • Specifically the 'no invasions until player colony' and 'no invasions of core worlds' rules
  • Strategic AI can act to help allies against a faction not currently hostile to the AI faction
  • Adjust some alliance war/peace vote behavior
    • On war declaration, add -5 relations padding so random rep gains won't push the faction back over the peace threshold
    • Factions that are not at war with each other following a vote should avoid deliberately going to war for some time after
  • Add a config option for player special task group maintenance costs
  • Player special task groups can use wormholes
  • Starlight Cabal from Underworld is now a pickable faction at start
  • Marine XP gain from ground battles now based on share of damage dealt
  • Change some handling of invasion points to avoid large overdrafts
  • Fighting in a system with player outpost doesn't reduce colony crisis points any more
  • Added config option for price multiplier in NPC 'buy ships' mission
  • Add a settings.json option for pirate/Pather bases to spawn even when their factions are dead

GUI

  • Blueprint swap at Prism Freeport gives ship/fighter preview
  • Invasion point counter in diplomacy profile and strategic AI page has a breakdown tooltip

Bugfixes

  • Fix for AI core drops being reduced by Automated Ships skill (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

Misc.

  • Add projectile trails to Silverlight's Alicorn
  • Typo fixes by nissa

Modding

  • Various bits of Second in Command compatibility
  • Some Strategic AI refactors
    • In particular, reapplyPriorityModifiers is called from AI module after generation, instead of the concern always having to do it
    • Executive module has getters for the number of actions a faction can take per meeting, and the StatBonus required to change this
  • Reduce the number of libraries needed at compile time
    • Removed: ApproLight, Knights Templar, Underworld
    • Added: Second in Command
  • Custom starts can hide or disable themselves in their script

v0.11.2c (2024-06-15)

  • 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

v0.11.2b (2024-06-02)

  • Blockade nerfs
    • When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
      • Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
    • When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
    • Remove 35% invasion point discount for blockades
    • Blockade period 180 -> 120 days
  • Fix a concurrent modification exception when bulk reviving ships in special task groups
  • Prevent a crash with UNGP's John Wick rule
  • Fix a dialog interaction in police colony crisis

v0.11.2 "Concert of Persea" (2024-05-18)

Changes from beta 0.11.1x

  • Can't weaken rebellions by buying more goods on the black market than were sold into it
  • Player special task groups will use a gate if both they and the task target are in gate systems
  • 'No invade story-critical markets' and 'no invade starting markets' settings won't affect raids or blockades
  • Fix free port crisis crash when no eligible factions
  • Fix crash on start when using ApproLight in random sector
  • Fix strategic AI ignoring 'invasions only after player colony' setting and a bug in fleet event targeting
  • Fix random sector memkey being set only after new game time pass
  • Fix blockades always being replaced by invasions with strategic AI off
  • Alliance offer intel includes relevant strategic AI info and link button if applicable
  • Don't double stack defenses on Agreus when Ko Combine mod is running

Gameplay

  • Alliance fixes/improvements
    • NPCs joining or merging an alliance requires player consent if player is a member
    • Fix strategic AI spamming player with invites to an existing alliance
    • Alliance offer cooldown is short if player accepts, long if rejected or expires
    • Strategic AI can request an alliance merger
    • When using strategic AI, don't ally outside of AI actions
    • Pirate factions won't spontaneously join alliances
  • NPC factions can launch blockades
    • Unlike the League colony crisis blockade, these are smaller but don't have command or supply fleets to snipe
    • Blockade has chance to replace raid if strategic AI is disabled (sat bomb now replaces invasion instead of raid)
  • Colony crisis stuff
    • Crises that originate from a specific market (League, Church and Diktat ones) will be properly suppressed if the origin (Kazeron, Hesperus or Sindria) is captured by another faction
    • Add a pseudo-Independents colony crisis involving free ports (can be disabled in config)
    • Remnant contact will now negate Remnant colony crisis points
  • Remnant mission 'Salvation' improvements
    • Knight fleet will use ships from Knights of Ludd mod if available
    • Boss shard launch behavior closer to what was intended
    • Fix some irregularities in special merc's immortality
  • Invasion etc. adjustments
    • Player colonies below size 4 won't be targeted for military actions (except in Starfarer mode)
    • Autoresolve for Nex military events will take into account allied factions in the system
    • Base strike missions and colony expeditions consume invasion points
    • 'Revenge' invasions will not spawn if invasion points too low
  • Ground units fighting won't cause industry disruption any more
  • Strategy AI can have captured markets returned to the original owner if sufficiently friendly
  • Luddic shrines can be visited even if the markets are captured
  • Having an outpost won't block supplies request from quartermaster
  • Derelict Empire also takes over pirate-type factions' markets at start, if pirate invasions are enabled
  • Luddic Church ground battle bonus is squared on worlds with Luddic Majority
    • Previously it was squared for being militia
  • Increase bonus XP for agent action SP use and ground battle Inspire
  • NPC special task groups 1/13th smaller, respawn delay 30 -> 60
  • Proxy raids launched by strategic AI won't be hostile to sponsor faction
  • Base strike missions should happen half as often or less

UI

  • Boolean settings to disable invasions/raids/sat bombs and colony expeditions
  • Faction directory won't display factions that only have hidden markets

Text

  • Clarify intel text when tribute is cancelled by external factors
  • Fix inconsistent captain's pronouns in 'File Drawer Problem' mission
  • Market desc changer handles player colonize/abandon

Bugfixes

  • Fix undersupplied market concern crashing on update() if no producers left
  • Fix an unusual crash with player special task group on game load
  • Fix NPC factions not invading if their invasion point capacity has reached the minimum allowed
  • Fix strategic AI general warfare concern causing sabotage of unrelated factions' industries
  • Fix joining a ground battle sometimes not forcing relations to hostile when it should
  • Fix stabilize package option being available when it shouldn't if a dialog option is removed
  • Fix player saturation bombardments not being tracked in some places
  • Buy ship rule should now work properly with S-modded built-in hullmods
  • Fix invasion point refund for cancelled actions not taking stage into account
  • Don't generate conquest mission if the reward is zero
  • Fix repeat relations action allowing free reuse of story point effect
  • Fix recruit operative action not showing on own markets
  • Maybe fix prices not updating sufficiently after delivering commodities to suppress rebellion
  • NPC ground units shouldn't be able to deploy if their fleet is destroyed (if fleets were not abstracted on battle start)

Modding

  • Ground battle stuff
    • Add some config options for ground battle attacker and defender strengths
    • Fixes/improvements in support for custom ground unit types and Crew Replacer mod
    • Market conditions can generate ground battle troops
    • Add handling for HMI Fang and Draco market conditions, AotD Planetary Defense Bureau industry
  • Add some relevant getters/setters for insurance intel

Misc

  • End vanilla faction hostilities on loading Nex into existing save
  • Update Silverlight variants for new OP costs

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
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