Pre 0.8 Changelog - Histidine91/Nexerelin GitHub Wiki

v0.7.7b

  • Compatibility update for new DynaSector version
  • Add Frankenstein IBB to Prism ship list
  • Lower prisoner drop rate from officers in enemy fleet (less than half overall)
  • Templar invasion point mult 0.4 -> 0.3
  • Scrolling notification messages on war/peace state change between the player and another faction/alliance
  • More specificity on which diplomacy events pirates can use
  • Prism: Fix IBB renewal config option; fix handling of IBB fighter wings
  • Fix Exigency mysterious_contact handling
  • Fix a possible crash with broken faction configs
  • Fix SetRelationship not working when player-aligned faction is passed as an arg
  • Some text fixes/cleanups

v0.7.7 "Period Without an Update"

  • Gameplay
    • Add dialog options to control followers faction alliances
    • Separate Templar invasion handling
      • There are Templar invasion and counter-invasion points, separate from the regular invasion points
      • When Templar invasion points are filled up, Templars invade one of their enemies
      • When Templar counter-invasion points are filled, one of Templars' enemies invade them
    • Add revenge fleets (first iteration)
      • After the player kills enough fleets or their faction captures enough markets, an enemy faction will send a powerful invasion fleet at player
      • See config file for options
    • Bonus prisoner drops from killing ships with officers (base prisoner drop rate reduced to compensate)
    • Don't exclude a pirate faction from victory check if player is a member
    • Mining base accident chance 0.5 -> 0.4
    • Agent raise relations effect range 0.8-0.14 (was 0.9-0.14)
    • Prism: Only carry ships from IBBs we've actually killed, not just accepted the mission for
    • Asteroid belt around star always spawns if nebula not present
    • Add morality tag for factions (currently only affects reputation changes from selling slaves)
  • GUI
    • Faction join/leave now done by talking to market officials
      • For most factions this is the station commander or military base commander
      • For pirates and Templars it can be anyone except the quartermaster/supply officer (or mercs)
    • Reorganize start options menu a bit to prevent overflow
  • Console commands update
    • SetRelationship now automatically syncs faction relationships to player relationships
    • CreateDiplomacyEvent can create a specific event
    • Remove some unused commands
  • Bugfixes
    • Fix procurement mission crash if pirates were wiped out
    • Fix some free start effects persisting into new game with another faction within the same application run
    • Actually start at level 16 (instead of 15) on SS+ commander start
    • Fix a money-farming exploit involving agents
    • Fix crew loot from battles
    • Preferential targeting of player markets in Starfarer mode now actually works
    • Fix some stat tracker bugs
    • Validate random starting ships (must have at least one member that is not a fighter wing and has nonzero cargo/fuel capacity)
    • Crash safety for mining fleet spawn
  • Miscellaneous
    • ORA support
    • Full support for rules.csv directory/faction joining entries on faction mod side
    • Remove support for Starsector+ pre-3.4.0

v0.7.6d

  • Corvus Scavengers (Tore Up Plenty) support
  • New player faction flags/crests by Soren
  • Remove SCY faction config (moved to Scy mod)
    • Patch version instead updates the config to match the Scy one
  • Failsafe, debug for alliance name picking

v0.7.6c

  • Fix broken binary star systems (applies to existing saves)
  • Obey "enable pirates/independents" config settings when using all factions
  • Revert asteroid mining danger (0.15 -> 0.2)

v0.7.6b

  • Add DME start, directory options
  • Fix patrol fleet manager crash with unsupported factions
  • Fix sector generation crash from not having (enough) habitable planets

v0.7.6

  • Faction updates/handling for: Exigency, ApproLight, Metelson, Ship Pack
  • Mining adjustments/fixes:
    • Add SCY planets
    • Asteroids give a bit more ore, a bit safer to mine
    • Fix exhaustion rate for planet types not being used
    • Fix Shepherd (D) not being able to mine
  • Sector generation:
    • Add two faction start
    • Tone down effects of star color on lighting
    • More planet names; add origin comments
    • Uninhabited systems can sometimes have relays
    • Make sure 70% of systems have at least one market belonging to a pirate faction (the others can have them too); configurable
    • Some factions can have more markets than others if so set in faction config
    • Add config toggles for presence of pirates, independents in non-Corvus mode
    • Fix some asteroid belt-related issues
    • Sector generation crashes instead of failing silently if it fails to load planetNames.json
  • Other game start stuff:
    • Add random starting ships option
    • Pirate starting solo Cerberus is shielded, has different weapons
    • Auto assign starting officers
  • Don't restore player relationships to previous state when leaving a pirate faction (once a pirate, always a pirate!)
  • Stronger Templar defences against invasion
  • Any fleet responding to an invasion is treated as having seen the player with their transponder off
  • Prisoners can be ransomed to hostile factions if transponder-off trade is permitted and transponder is off
  • Don't trigger warmonger event when joining an ally in battle, or enemy fleet is low-rep-impact
  • Add hotkeys for most dialog options
  • Various text amendments/fixes
  • Fix behavior of some mod submarkets on market capture
  • Fix patrol generation bugs
  • Add crash safety if fleet factory fails to spawn fleet

v0.7.5c

  • Fix sector generation crash
  • 40% chance of system primary having a guaranteed asteroid belt (was 100%, then 0%)
  • Fix possible SS+-related crash

v0.7.5b

  • Better conquest mission availability
    • Upon creation, place on all markets hostile to the target and suspicious or better to the issuer (not just the issuer's markets)
    • Remove mission if issuer is no longer hostile to target
    • Unlist from market if the market is no longer hostile to target, or becomes inhospitable or worse to the issuer
  • Compatibility with future SS+ versions
    • Note: Any SS+ version older than 3.4.0 is no longer supported! Even 3.4.0 loses some minor functionality
  • Sabotage reserve fleet: effect on security level 0.25 -> 0.4
  • Sector gen: remove mandatory asteroid belts; only 50% chance of Lagrange asteroids for gas giants
  • Fix background image crash when using Ship/Weapon Pack

v0.7.5 "Planet Buster"

  • Compatibility with DynaSector, Ship/Weapon Pack, Underworld
    • Backward compatibility with SS+ 3.4.0 maintained, but any future releases of SS+ will likely have irregular behavior if the descendant mods are not also present
  • II's Olympus-T and Olympus-X can be used on markets to inflict major stability damage and destroy commodity stockpiles
    • This will cause relationship penalties with any factions not at war with the target
  • Agents, saboteurs and prisoners cannot be used on Templars
  • Own faction/free start starting frigate is Centurion instead of Monitor
  • Hammer-class Torpedoes can be used for mining
  • Cabal submarkets more common
  • Invasions destroy some commodity stockpiles
  • Military bases make more marines, fewer agents/saboteurs
  • Reduce chance of markets picking military base as special condition
  • Increase agent/saboteur decay (0.5 -> 0.8)
  • Supply workshop makes fewer hand weapons
  • Fix Prism Freeport selling some ships it shouldn't
  • Fix start ship selection for Artefact (noir)
  • Fix invasion fleet event icon in Intel screen list, tweak text
  • Change faction elimination, respawn messages

v0.7.4e

  • Use SS+'s doctrine hax for patrol, invasion, strike, defense and response fleets if SS+ is present (big fleets prefer big ships over small ones)
  • ICE exiles can't launch or be targeted by invasions
  • Reset smuggling suspicion on market capture
  • Followers patrols will chase player for smuggling suspicion, but won't actually perform the scan
  • Battles from refusing to submit to a smuggling suspicion scan won't cause warmonger event
  • All invasion fleet events are tagged as important
  • Add Blackrock's obsidianBG (2).jpg background (was deleted from BRDY; fixes crash on entering system)
  • Failsafe for DiplomacyManager crash if a battle has no winner and/or no loser
  • Fix boss ships not being consistently cleaned up and piling up in store
  • Fix prismUseIBBProgressForBossShips config setting
  • Fix followers auto-forming alliances when told not to
  • When adding Nexerelin to an existing game, replace other CoreScripts with Nexerelin's own

v0.7.4d

  • Prism Freeport updates/improvements
    • Cycle only half the stock on market refresh, instead of all
    • Add ship and weapon blacklists
    • Tariff goes down as relationship with independents goes up
    • High-end seller becomes inaccessible if relationship is neutral or worse
    • No longer sells Templar weapons (again)
    • Nexerelin doesn't spawn its own Prism Freeport if SCY does (i.e. in Corvus mode)
  • Update SS+ compatibility
  • Update followers faction ship list (non-SS+) to 0.7.2a
  • Conquest mission: Reward increased (base 2^size -> 3^size); add mult to config
  • Move exerelin_config.json to root folder
  • Add config option to keep followers from auto-joining alliances (untested)
  • Non-Corvus mode uses a smaller version of the vanilla lobster pens condition (fixes super cheap luxury goods)
  • Fix bugs from setting factions at start to anything other than "all", including salaries not being paid
  • Fix turning hostile to player_npc when betraying an ally
  • Fix interaction dialog getting stuck from exception after failed invasion
  • Fix Starlight Cabal not being hostile to anyone in Corvus mode

v0.7.4c

  • Replace Knight in Blackrock large military fleet start with Stenos
  • Allow minPlanets/minStations to exceed max
  • Fix commissions not being removed properly on low reputation
  • Fix Ascalon not being invadable
  • Fix Lieutenant start having wrong level in SS+
  • Fix Neutrino being marked as incompatible with Corvus mode
  • Update Tiandong dual interaction image handling

v0.7.4b

  • Starsector 0.7.2 compatibility
  • Support for SS+'s Starlight Cabal
  • Tooltips for Omnifactory, Prism Freeport, free start starting options
  • Update Diable starting trade fleet (large)
  • Update Infected starting fleets for shortened ship names in upcoming Flu-X version
  • Lower effect of agent relations raising a bit (previously +10-15, now +9-14)
  • Mining configs for three II planet types (and one vanilla one)
  • Tag some event reports as important
  • Externalize event names
  • Fix missing starting officers
  • Fix Bushi, Kadur, Qamar, Artefact starting options
  • Fix solo Neutrino starting ship
  • Fix solo starting ship options not using SS+ setting if available
  • Fix larger starting fleets getting way too many supplies/fuel/crew
  • Fix interaction image handling for Shanghai in non-Corvus mode

v0.7.4 "Head Start"

  • Add conquest missions
    • Factions will pay you to conquer markets belonging to their enemies
    • Capture by an invasion fleet (even a randomly generated one) counts for success
  • Add selectable starting fleets
    • Available options: solo frigate, small combat fleet, small trade fleet, large combat fleet, large trade fleet
    • Only used by the SS+ integrated factions, Spire, Infected and Looters at present
    • Not all factions have all options
  • Rename normal/fast/extra fast starts to Ensign, Lieutenant, Commander
    • Lieutenant start also adds one officer and Commander adds two
  • Followers can auto-join alliances again
    • Joining a new faction makes followers leave their alliance, unless the joined faction is also in the alliance
  • Add Bushi, Kadur/Qamar support
  • Update ApproLight support
  • Vanilla's easy mode can be enabled at start (simultaneously with Starfarer mode, if so desired)
  • Limited faction respawns (untested); can be set in config
  • Custom ping effects for Follow Me ability
  • Fix own faction start not spawning homeworld after a previous free start in the same session
  • Fix alliance manager breaking on invalid faction configs

v0.7.3

  • Implement resource depletion/regeneration for mining
  • Gas giants yield considerably less resources when mined
  • New mining variants for NGO
  • Patrol interval less affected by recent losses
  • Don't spawn patrols from a market the player is currently invading
  • Add a new vanilla background
  • Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
  • NPE safety for alliance manager
  • Fix Omnifactory not being in home system for mod factions in Corvus mode
  • Fix back button in faction directory coming before some faction options

v0.7.2

  • Actually start with 4 skill points
  • When losing faction commission due to low reputation, cease being hostile with enemies of faction
  • Workaround for relationship weirdness if commission issuer signs a ceasefire/peace treaty
  • Invasion and response fleets restore some of the target/defended market's reserve points when despawning
  • Reduce officer level bonus for invasion/strike/response fleets from large markets
  • Followers don't execute covert ops by default; can be excluded from diplomacy in config
  • Move pirate homeworld from Umbra to Qaras
  • Make sure certain Scy markets get the right submarkets back if recaptured from Templars
  • Highlight messages for agent actions that bring peace
  • Sector generation:
    • Omnifactory spawns in faction home system in Corvus mode
    • Relays orbit pointing down
    • Try to reduce orbits of things overlapping planets
    • Update Thracia background reference (now a .png)
    • Use some nebula maps from mods
  • Fix some Corvus mode capitals
  • Fix losing reputation with Neutral from slave trade
  • Fix Omnifactory, Ascalon flavor texts
  • Fix possible crash with some system locales
  • Fix some fleet assignment texts not being externalized
  • Set correct is/are verb for followers
  • Don't use placeholder tooltips for white stars

v0.7.1 "Ho Ho Ho!"

  • Sector generation fixes
    • Improve ring textures for asteroid belts
    • Objects orbit more slowly
    • Better handling of station orbit distances
    • Fix belter stations orbiting in opposite direction to asteroid belt
  • Starting skill points 6 -> 4 (match vanilla/SS+)
  • Tweaks to economy generation handling of food, supplies, lobsters
  • Reduce agent production
  • Automatically set hostile status for commission holders if war breaks out
  • Invasion fleet event reports for when fleet is turned back or invasion fails
  • Tweak special fleet naming by size; reduce officer level bonus
  • When market is captured, make previous faction's stuff buyable in submarkets
  • Response fleets: don't do enemy size check before deciding to spawn
  • Mining stuff:
    • Ingame mining help (gives per-ship mining strength list; list of all mining ships and weapons available in the Sector)
    • Add Tiandong Qianzi as miner
    • Move mining ship/wing definitions to .csv
    • Fix Mining Pod not getting its mining strength bonus
  • Update high-end seller's handling of boss ships for new SS+ version
  • Don't use dark nebula (ugly)
  • More planet names
  • Workaround for Follow Me behaviour (use passive orbit for the first day, aggressive thereafter)
  • Fix Prism submarket ship spawning (in particular, stop carrying Templar ships)
  • Fix Sphinx star market bug
  • Fix possible text formatting crash when parsing some .json configs
  • Hopefully fix invasions by independents (and other unwanted types) for real this time

v0.7a-e beta "Bigger and Beta"

  • Update for Starsector 0.7.1a
    • Joining a faction automatically issues a commission, if the faction issues them (replaces any existing commission)
    • Handling for relationship changes of players with commissions when factions cease hostilities
    • Faction commissions also provide access to allies' equipment in military submarket
    • Disable vanilla faction hostility event
  • Starsector Plus compatibility fixes
  • Expand, refine economy balancer; tweak some market conditions
  • Replace some faction configuration .jsons with .csvs; move some stuff to faction config files as well
    • In principle, adding Nexerelin support for a faction should be entirely doable from within the faction mod now
  • Update Diable Avionics, Metelson support
  • Non-Corvus mode allows stars further from center, if there aren't enough close ones
  • Custom patrol fleet handling (requires new game)
    • Templar, Spire patrol fleets smaller
  • Invasion fleets a bit bigger
  • Templar, Spire special fleet (invasion, strike, response) sizes smaller
  • Fewer utility ships in mining fleets
  • Don't spawn relays in uninhabited systems
  • Reinstate dissident market condition
  • UI changes:
    • Rename player_npc to "followers"; add crest
    • Faction changed event messages delivered immediately
    • Remove planet definition entries that duplicate vanilla entries
    • Replace uses of faction logos in event message icons with crests
    • Use decimal group separators where applicable
    • Show prisoner reputation effects in the right place
    • Don't reset starting options on new game
    • Custom image for high-end seller submarket (from SCY)
  • Remove Corvus compatibility checks for player spawn at start
  • Bugfixes:
    • Follow Me: fix fetching unrelated fleets; fix handling of already-following fleets
    • Fix crash on capturing a relay-associated market if planetToRelay map is not set
    • Fix a random faction having two homeworlds if player chose free start
    • Fix independents (and potentially other non-playable factions) doing things they shouldn't (covert ops, invasions, etc.)
    • Fix war weariness checks happening too often
    • Fix relationship with player_npc when applying Nexerelin to existing save
    • Fix free start hugging planets it shouldn't
    • Safety against "market in star" bug
    • Fix mining variant fallback

v0.7 "Magnificent Seven"

  • Updates for Starsector 0.7
    • Add Luddic Path handling
    • Add special handling for good rep investigations
    • Add ability: Follow Me!
    • New planet types can spawn, be mined
    • Update Corvus mode locations
  • Corvus mode selectable from within the game config menu
  • Add Scion Collective, ApproLight support
  • Fixes/improvements for star system generation:
    • Enable uninhabited systems
    • Non-Corvus-mode systems use a preset list of start points instead of full randomization
    • Fix moon generation; moons more common now (a gas giant can have up to three)
    • Belter stations actually spawn now
    • Binary companions get their own jump points
    • Tweak selection of stellar objects for spawning belts
    • Increase number of asteroids in star-orbiting belts
    • Remove an ugly background
    • Better handling of asteroid belt, relay orbit distances from stars
    • Stars and gas giants have lower mass (things orbit them more slowly)
  • Huge economy generation revamps
  • Mining improvements/fixes:
    • Uninhabited planets (not just moons) can be mined (25% higher danger)
    • Base accident hull damage 500 -> 400
    • Add Laminar as Diable miner
    • Heavy Mining Laser strength 5 -> 8
    • Shepherd strength 10 -> 9
    • Mining Pod (hull) strength 0 -> 0.5
    • Armored Mining Drone (hull) strength 0 -> 0.7
    • Increase rocky unstable output (1.3 -> 1.4 ore), reduce danger (0.75 -> 0.6)
    • Mining fighter wings can lose CR from accidents
    • Fix null reference when only miners are wings, no ships
    • Mining hazard rating shown with 2 decimal points
    • Fix mining cryovolcanic worlds
  • UI improvements:
    • Hide dead factions in intel screen (except pirates, etc.)
    • Diplomacy, covert ops events get special icons
    • Markets with military bases listed as such in directory
  • Various gameplay changes:
    • Independents spawn at start
    • Market invasion defense made slightly higher for smaller markets, lower for larger ones
    • Invasions less frequent; add grace period
    • Extend grace period for alliance formation
    • Sindrian Diktat gets Lions' Guards at their homeworld
    • Having transponder off reduces detection chance of agents/saboteurs
    • Don't add/remove free port condition on market capture in Corvus mode
    • countPiratesForVictory off by default (i.e. they no longer need to be killed to win)
  • Diplomacy improvements/fixes:
    • Dominance mod (for diplomacy) uses the higher value for the two factions rather than the average
    • Infected (Flu-X) no longer categorized as a pirate faction
    • PBC can experience the "tech stolen" diplomacy event
    • player_npc does not have warmonger penalties by default
    • Don't make factions neutral on death
    • Random start relationships higher on average
  • Bugfixes:
    • Prevent crash if game somehow fails to find a valid mining ship
    • Fix war weariness null crashes
    • Fix Shanghai not changing faction on market capture
    • Fix dominance mod boost in hard mode
    • Fix Protonian Tech support
    • Probably fix some weird sector generation issues if starting new game multiple times in one session
  • Miscellaneous:
    • Update Starsector+ compatibility
    • Player teleporting to homeworld now included in start game save (i.e. persists after reload)
    • Externalize tariffs to config
    • Allow 10 and 12-planet, zero station starts
    • Externalize market destabilization texts
    • Fix misleading comment for crewLootMult config option

v0.6.2 "ICE ICE Baby"

  • Add support for the following factions:
    • Idoneus Citadel Garrison
    • Pegasus Belt Council
    • Flu-X (treated as pirate faction; hostile to all)
  • Economy refinements (again):
    • Economy balancer smarter in general
    • Economy balancer can remove shipbreaking centers if needed
    • Hydroponics lab is population-based instead of fixed throughput (can supply 20% of its own market's food requirements by default)
    • Balance food supply/demand by adding/removing hydroponics labs
    • Agriculture planets prefer terran and arid over water and jungle types
    • Lower ore mining, refining complex chances
    • Reduce market points in general
    • Autofactory costs more points
  • Allow spawning only some of the available factions at start
    • Available options: 3 factions, 5 factions, 50% of available factions, 75% of available factions, all factions
    • Player's selected faction is always one of the spawning factions (except player_npc)
    • Pirates always spawn
  • Nexerelin can be added to an existing save game
    • This could be used to circumvent Corvus mode incompatibility, but functionality is not guaranteed
  • Un-hardcode, fix handling of hostile-to-all factions (currently this is Templars, Dark Spire, infected)
    • Hostile-to-all state controlled by a faction config int (0-3)
  • Add Neutrino Falken as boss ship
  • Add SS+ arcade background
  • Player mining takes half as long and produces half as much
  • Update Corvus mode entries
  • Update Omnifactory to v1.11b
  • Fix free refitting at Omnifactory
  • Fix mining fleet crash with some unusual mods in Corvus mode
  • Fix wrong number of starting factions when only allowing starting factions to respawn
  • Fix asteroids sometimes being too close to sun
  • Possible fix for bug where respawn fleets cause alliance war/peace message spam

v0.6.1c

  • Fix strike fleet stand down behavior
  • Fix some non-player factions being hostile to famous bounties (applies to existing saves)

v0.6.1b

  • Further economy adjustments:
    • More supplies and domestic goods in general
    • Supply balancer takes into account orbital stations
    • Reduce number of volatiles markets
    • Most markets can't have volatiles complexes by default
    • Increase point cost of volatiles depot
    • Fix homeworld autofac sometimes being removed
  • Link boss ship availability to SS+'s IBB sidequest progress
    • Defeating a famous bounty fleet unlocks the boss ships it used
    • Unsung does not require IBB progress
    • Disable in config to have all boss ships available at start, as before
  • Add Cleric (super Paladin) as a boss ship
  • Boss ships available for sale at a time 2 -> 3
  • Remove reputation penalty (with target) from a failed invasion attempt
  • Fix bug where a friendly fleet capturing a market while player is still invading leads to angering that faction

v0.6.1 "Starship Tycoon"

  • Revamp economy generator to fix extreme price/supply issues
    • Remove all randomness from market archetype assignment; use a Tetris-style rotation system (n.b. the markets can still be of different sizes and have variable market conditions)
    • Implement smart algorithm for balancing supply/demand (and thus prices) of domestic goods, supplies and metal
    • Adjust many market condition costs, chances
    • Recycling plant: doubled crew requirements, produces somewhat more supplies and metals
    • Markets can no longer have both an orbital station and a spaceport
    • Make some planet types a bit more common (primarily to increase food supply)
    • Reduce random bonus points for seeding market conditions
    • All HQs have a bonus recycling plant and hydroponics lab
    • All sector capitals have a bonus hydroponics lab
    • Homeworld has a fuel production facility on top of the HQ bonuses
    • Prism Freeport gets an extra hydroponics lab
    • Larger initial stockpiles for supplies, fuel and food
    • Fix a major bug with condition min/max sizes (was using <= and >= instead of < and >)
  • Retool Prism Freeport's handling of boss ships
    • List of boss ships moved to external config file (data/config/exerelin/prism_boss_ships.json)
    • Number of ships available at a time is controlled by config (default 2)
    • Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
    • Add new boss ships from Starsector Plus v2.9
    • Add Neutrino Unsung as a boss ship
  • Mining fleets spawn more often; prefer ore over volatiles where relevant
  • Tiandong uses certain Chengdu variants in mining fleets
  • Metelson uses Pala mining variant in mining fleets
  • Own faction/free starts get an Alastor-class frigate, if SS+ is enabled
  • Remove warmonger penalty when NPC fleet attacks player for refusing a customs inspection or toll/fine payment, or for installing a comm sniffer
    • Penalty still applies if the player attacks the patrol without hearing them out first
    • Also remove penalty if no enemy ships are killed
  • Strike fleets that get hammered to <50% FP while in patrol mode should go home properly
  • Uninhabited moons can use desert, water and jungle types
  • Display basic outcome (success/fail, detected) of player's agent/saboteur actions in dialog screen right away
    • You still need to wait for the intel event to come in to get the exact result numbers
  • Add a warning + (partial) crash prevention for incompatible factions in Corvus mode
    • Will still crash on mods that use economy.json, unfortunately
  • Planet names: add more In Conquest Born entries and station names
  • Starsector+ v2.10 compatibility fixes (fleet injector; famous bounties)
  • Fix some cases of comm relays changing hands inappropriately on market capture
  • Fix a possible crash when attempting to flip a comm relay upon market capture
  • Fix various issues with alliance relationship handling

v0.6.0 "Farer of Stars"

  • Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
    • May not work entirely as it should
    • Other features may be implemented later
  • Add binary star systems (~20% chance for each system; can be changed in config)
  • Overhaul sector generator to use a system with specialized market archetypes; should also create a more overall balanced economy
  • Add diplomatic penalty for starting a war with other faction (the "warmonger penalty")
    • Penalty is higher with own faction, and with any faction that likes the victim
    • Can be turned off in config
  • Add Avesta Station for Ahriman Association (can be disabled in config)
  • Remove intel screen link from faction directory completely (it's a crash waiting to happen)
  • Add Tiandong Heavy Industries support
  • Templars have better invasion defense; launch invasions half as often
  • More intuitive strike fleet behavior if target turns out to be friendly
    • If target belongs to own faction (i.e. captured), patrol around it for 40 days and then despawn there
    • Else, go home and despawn
  • Mining gas giants gives some organics (and slightly fewer volatiles)
  • Mining accident chance for each ship is weighted by its mining strength
  • Mining accidents cause less CR loss for larger ship classes
  • Reduce effectiveness of saboteur's food destruction ability
  • Externalize fleet assignment texts
  • Remove default fleet names from faction configs
  • Add a few more planet names from Sunrider
  • Clean up unused tags from config file
  • Fix Exigency crash in Corvus mode
  • Fix invasions targeting abandoned stations and neutral factions
    • Abandoned stations can't launch invasions either
  • Fix Templar markets sometimes incorrectly having the military submarket
  • Fix badly broken relationship handling in some areas (leaving faction; relations with player_npc)
  • Fix wrong player reputation with eliminated factions if playing as pirate
  • Fix own faction customs inspection (was on when set to off in config and vice-versa)
  • Fix slaves sold event taking place even if no factions are affected
  • Fix typo in faction switch text, diplomatic defeat message
  • Fix some event labels in menu starting with lowercase letter if the faction is like that

v0.5.2 "Can We Fix It?"

  • Sector generator improvements/fixes
    • Planet spacing more regular
    • Relays orbit further from bigger stars
    • Entities have a 20% chance to orbit in the reverse direction
    • Fix screwy planet number handling in some places (like which planet should be the system capital)
  • Base mining accident chance 0.8 -> 0.5
  • New Galactic Order has fewer enemies; remove invasion bonuses (no longer needed)
  • Templars can't participate in alliances
  • Fix patrols not caring about comm sniffer installation or market invasions
  • Fix player reputation gains with alliances
  • Fix player_npc being able to form alliances
  • Fix player relationship with newly formed alliance not being properly averaged
  • Fix SyncRelationships command
  • Fix mothballed ships still contributing mining strength
    • Ships under 40% CR also get a penalty to their mining strength
  • Fix mining fleets spawning too infrequently (practically never)
  • Fix mining fleet size being modified by faction's response fleet size mod

v0.5.1 "Feast or Famine"

  • Add Rural Polity as a possible market condition
  • Urban Polity slightly less common; can only appear on worlds not considered a hostile environment
  • Terran, jungle, arid, water, desert planets (but not moons) 25% more common
  • Ore extraction and processing market conditions less common; hydroponics more common
  • Add ResetRelationships command (won't work properly with mod factions in a Corvus mode game)
  • SyncFactionRelationships is now just SyncRelationships
  • Remove ssp_arcade.png background for now (fixes crash; applies to existing games)
  • New Galactic Order no longer hostile to Tri-Tachyon
  • Reload Prism's boss ship list on each market refresh (for factions added mid-game, etc.)
  • Remove intel screen link from not-docked faction directory (prevents crash when clicking on cargo tab)
  • Fix correcting of "orphans made" stat for prisoners/crew captured

v0.5.0c

  • Add The Reaper (Junk Pirates) to mining ships list
  • Add option for min. 6 stations per system
  • Fix crash on interacting with a star
  • Fix crash when starting with fewer planets/stations than minimum
  • Fix SCY background selection; remove a couple of unwanted BGs

v0.5.0b

  • Fix strange Prism Freeport crash
  • Grammar tweaks for a few docking messages

v0.5 "Rock Bottom"

  • Add mining
    • Asteroids, uninhabited moons and gas giants can be mined
    • Different planets give different resources
    • Sometimes accidents can damage a random ship or cause it to lose CR, or kill crew
    • Sometimes mining uncovers a hidden cache with various goodies
    • Can be configured in data/config/exerelin/mining_config
  • Add Protonian Tech, Oculian Berserks support
  • Invasions occur more frequently, particularly as the player gains levels
  • Factions launch a pair of strike fleets when reaching the halfway mark on the invasion counter
  • Fleets responding to a player invasion attempt no longer break ceasefires that got signed between said attempt and reaching the player fleet
  • Tweak invasion balance (particularly for Templars)
  • Add more factions to some faction-specific diplomacy events
  • Add a Hydroponics Lab market condition
  • Aquaculture and lobster pens have higher spawn chance, but won't appear on dry planets (only terran, jungle and ocean worlds can have them)
  • Moons can be jungle worlds
  • Count markets held by player_npc for diplomacy/agent dominance mod
  • Prism Freeport can sell the mod-ships seen in SS+ arcade mode if configured to do so (default off)
  • Asteroid belt stations should be more common
  • Don't use Citadel's twin cities illustration for stations
  • New star, planet names (from In Conquest Born)
  • Move Exerelin config files in data/config to /exerelin subfolder
  • Fix a background image crash with SS+
  • Fix gas giants sometimes appearing in inner system
  • Fix SetMarketOwner console command
  • Fix some tariff bugs

v0.4.2c

  • Fix hang on starting a non-Corvus game

v0.4.2b

  • Add support for Firestorm Federation, Metelson Industries
  • Storage on player homeworld is unlocked for free in Corvus mode as well
  • Add NGO alignments
  • Update Omnifactory to v1.11
  • Externalize station names
  • Fix Tri-Tachyon homeworld being Achaman instead of Tibicena
  • Fix NGO fleet names, starting variant
  • Fix a lowercase letter in faction directory

v0.4.2 "Sieg NGO"

  • Add New Galactic Order support
  • Expand victory handling
    • Non-player factions can win a diplomatic victory
    • If the player is not a member of the winning faction but does have friendly or better relations with them, win an "ally" victory of the appropriate type
    • Victory screen now also works as a defeat screen
    • Victory/defeat screen displays some stats (requires a new game to work properly)
  • player_npc can't participate in alliances any more
  • Some factions (Templars, Spire) don't drop prisoners
  • Try to fix fleeing invasion fleets being chased across the entire cluster
  • Fix not being able to request a fleet if the player has just enough credits
  • Externalize most previously hardcoded strings (for localization)
  • Replace SetClosestMarketOwner console command with just SetMarketOwner (takes a market arg)

v0.4.1 "Return to Corvus"

  • Corvus mode fixes/improvements:
    • Fix crash when playing without SS+
    • Fix tariffs being broken after market capture
    • Almost all Nexerelin-compatible factions have their homeworlds set
    • Capturing an entity marked as a system capital captures the system relay as well
    • Exigency pays salaries, insurance
    • (Probably) fix comm relay issues with Avesta Station (Ahriman Association)
    • Don't reset Exigency relationships on faction elimination or failed respawn attempt
    • Update config file comment
  • Don't allow agent use if alert level reaches 100%
  • Easy start renamed to fast start; add extra fast start
  • Fix invasion fleets having wrong origin/target if multiple factions launch an invasion on the same day
  • Fix respawn fleets not having any marines
  • Don't reset faction relationship if respawn invasion fails but we were already hostile to begin with
  • New Prism Freeport sprite; tweak some properties
  • Prism Freeport tariff can be modified in config file
  • Faction directory: "markets" -> "market(s)"

v0.4.0c

  • Fix forgetting player faction after application restart
  • Fix background crash with Shadowyards, Valkyrians
  • Fix Omnifactory location crash in Corvus mode
  • Fix a couple of minor issues with fleet requests
  • Add some more faction homeworlds (Corvus mode) to snap to
  • ExigencyCorp and Association players start with destroyers
  • Remove obsolete config options

v0.4.0b

  • Corvus mode polish
    • Leave faction relationships to be set by vanilla + mods, unless randomization is on
    • Ascalon has a military submarket when held by non-Templars
    • Faction directory: special handling for ExigencyCorp
  • Teleport player to homeworld at start (including in Corvus mode)
  • Fix player faction being improperly set when multiple new games are started in one session
  • Fix Citadel interaction images
  • Fix a couple of reports

v0.4 "Diplomatic Immunity"##

  • Implement alliances
  • Add Corvus mode (beta)
    • Uses the vanilla starmap and systems (e.g. Corvus, Askonia, etc.) instead of a randomly generated one
    • Also works with mods, but no faction mods support this at release
  • Revamp invasion system
    • All factions accumulate invasion points based partly on sum of market (size * stability)
    • When invasion points reach a certain amount, the faction gets an invasion fleet
    • Templars and pirate accumulate invasion points faster the more enemies they have
    • If a faction's only enemies are Templars and/or pirates, it charges invasion points more slowly the more enemies there are of its enemies
    • Reduce Templar invasion offensive/defensive bonuses to balance for these changes
    • Some numbers can be modified in config
  • Invasion fleet intel events get their own icon
  • Requested strike fleets go straight to target instead of dithering around the star system
  • Fix dysfunctional respawn fleets
  • Fix some small bugs with requesting a defense fleet
  • Faction directory is available even when not docked anywhere (press D)
  • Ceasefires less frequent
  • Add a dominance system
    • Factions/alliances with more markets get more negative diplomacy events and fewer positive ones (the affected faction/alliance must control at least 25% of the sector's population)
    • Likewise for NPC covert actions and player agents lowering relationships (no lower bound)
  • NPC use covert ops more often; weightings for choice of action tweaked
  • NPC covert ops have 50% greater effect
  • Templars get a market condition that prevents stability loss from smuggling and adds +1 stability; added/removed on market capture as appropriate
  • Templars don't post bounties any more
  • Prism Freeport improvements:
    • Will no longer buy ships (at a negative price)
    • Ship/weapon counts can be modified in config file
    • Has a light industrial complex
  • Homeworld storage unlocked for free at start
  • Agents, saboteurs more expensive
  • Starting Monitor variant (own faction/free start) stronger
  • Starting friendly relationship 50 -> 40
  • Starting relationship with selected faction 50 -> 60 (still 100 for player_npc)
  • Recycling Plant doesn't produce heavy machinery any more
  • More asteroids in belts
  • Use backgrounds, interaction images from mods if available
  • Use first star name instead of "Exerelin" when applicable
  • More planet names
  • Fix customs inspections not working
  • Fix buggy behavior if two fleets capture a market at the same time
  • Fix being able to attack player_npc fleets after joining some other faction
  • Fix reputation loss from slavery
  • Fixes to some event reports and other text items

v0.3.8b

  • Fix qualityFactor floor not being applied in all instances (probably never in the case of SS+)

v0.3.8

  • Add victory screen
  • Invasion fixes/improvements
    • When picking a faction to invade someone else, Templars get a higher weighting for each faction they're at war with
    • Fix other factions not invading Templars if they aren't at war with anyone else
    • Factions prioritize invading non-Templar planets
    • Templar invasion attack bonus 12.5% -> 15%, defense bonus 12.5% -> 20%
    • Invasion/strike/response fleets have minimum quality factor 0.7 (prevents bugs with them sometimes being empty)
    • Requested fleets move to target immediately instead of orbiting origin market for a few days
    • Halve fleet request costs (both marines and ships)
    • Fix Templar invasion fleet name
    • Fix a couple of invasion text errors
  • Templars post bounties
  • Maybe fix own faction inspections for real this time
  • Add a vanilla background

v0.3.7c

  • Fix crash at start of comm sniffer investigation

v0.3.7b

  • Reduce Templar invasion offense/defense bonuses to 12.5% (was 25%)
  • Improved fleet request system
    • Has its own option tree, with configurable fleet size and marine count
    • Ships in a requested fleet are no longer free
    • Can summon a defense fleet to protect a non-hostile planet (don't put marines in it!)
  • Invasion grace period 30 days -> 60
  • Cathedral can appear in Luddic response fleets too; doesn't appear in fleets that are too small (<120 FP)
  • Smarter check for nearby fleets to see if they should attack an invasion fleet
  • Tweak fleet name prefixes to have higher FP bounds (i.e. an Invasion Fleet needs to be considerably bigger now to be called Grand)
  • Response fleets can have custom names
  • Templar fleets get custom names
  • Remove patrols blocking agent/saboteur insertion (it's massively annoying and the security alert level is a much better balancing factor)
  • Change some target weightings for agent relationship changes (in particular don't weigh current enemies so heavily for lowering relations)
  • Reputation penalty from invading a market is applied when the command is issued, instead of when an alerted fleet touches the player
  • Starting hostile, inhospitable relationships are -60 and -40 respectively (don't get to move up one level just by killing a bunch of their enemies' fleets)
  • Random relationship range is now (-100, 55) instead of (-100, 100) for more wars
  • Pirates default to hostile if randomizer doesn't set their relationship to something else
  • Don't reset faction relationships to zero on faction elimination, if one of them is Templars
  • Fix recycling plant producing too many rare metals
  • Free port market condition is now a faction config option
    • No longer hardcoded in sector generator
    • Changes (along with tariffs) if market is captured
    • Current factions with free markets: Tri-Tachyon, Pirates, ASP Syndicate, Junk Pirates, Ahriman Association
  • High-end seller is independent (fixes getting rep with Neutral for trading with it)
  • NPC invasion fleets don't target independent markets
  • Remove exception from changing independent market owner
  • Remove high-end seller submarket icon (defaults to owner icon)
  • Fix SCY faction config not working on Linux
  • Double base prisoner cash values (per-level increments unchanged)
  • Maybe fix own faction tolling, investigations (probably not, though)
  • Investigations are cancelled if the market is captured
  • Star maximum distance increment reduced
  • Market list in faction directory is now sorted by star system and size
  • Add "%" symbol to alert level display from intel report
  • Fix "attack again" dialogue option

v0.3.6b

  • Fix several security alert bugs
  • Fix a couple of small typos in the Prism Freeport flavor text

v0.3.6

  • Add faction respawning (toggle in starting options)
  • Add Prism Freeport (sells high-end ships and weapons from all factions at a steep price)
  • Pirate factions can be set to not count towards victory (in config file)
  • All factions get a size 6 HQ planet at start (if one is available)
  • HQ market condition gives 20% size bonus to reserve fleet size (previously 10%); increases reserve build speed by 25%
  • Normal planets now in size range 4-5 (previously 4-6)
  • Add 12 and 16 star starts
  • Stars are further apart if there are fewer of them, and closer if there are more
  • Fix stars being all the same size
  • Some factions have custom invasion and/or response fleets in SS+ (this means the Cathedral can appear, among other things)
  • Templars get 25% bigger invasion and response fleets
  • Don't spawn response fleet if it won't be at least half the size of the triggering invasion fleet
  • Invasion fleets attract nearby hostile combat fleets to them (probably)
  • No invasion fleets for first 30 days of game (can be changed in config file)
  • Markets get a higher "security alert" level as more destabilization/sabotage attempts are made, successful or otherwise; this reduces the chance of further such actions in the short term
    • Reduces the effectiveness of agent bombing
    • Set the relevant values in data/config/agentConfig.json to 0 to disable this
  • Agents can gather intel on markets (stability, alert level, reserve size)
  • Add console command SyncFactionRelationships.java
  • Change console command FlipClosestMarket to SetClosestMarketOwner (accepts faction arg)
  • Fix Hegemony interaction dialog

v0.3.5

  • Add P9 Colony Group support
  • Work towards support for Blue, Red
  • Templars get a +25% strength bonus during invasions (both as attacker and defender) (can be changed in faction config)
  • NPC invasion fleets underdeploy in terms of marine count against planets with defensive market conditions and/or faction defence bonuses (makes them less likely to capture strong planets)
  • Base marine multiplier on NPC invasion fleets increased (1.1 -> 1.15) to compensate for the above
  • Ceasefire/peace treaty reputation effects increased
  • Add custom faction stations; one more generic station
  • Enable per-faction invasion fleet names

v0.3.4

  • Add easy start option (more credits; start at level 6)
  • Add free start option (same as own faction start but you don't have a planet; i.e. classic solo start from Exerelin)
  • player_npc doesn't launch investigations into or do customs inspections on player
  • Trading with own faction or player_npc doesn't cause reputation penalties with other factions
  • player_npc starts inhospitable (rather than hostile) to Templars on own faction/free starts
  • Player faction won't pay salary or insurance if they're dead (have no markets)
  • Fix crash if Exerelin star is renamed
  • Fix Omnifactory orbit
  • Some new planet/star names
  • Blackrock and Mayorate start hostile to each other
  • Clean up unused junk in faction configs
  • Change Templar unfriendly market message

v0.3.3

  • Revamped sector generation
    • Creates more realistic systems
    • Planets somewhat closer together on average
    • Sector capital no longer needs to be closest planet to sun (it can be second or third)
    • Fix Omnifactory random location
    • Omnifactory also obeys Kepler's third law
    • Markets distributed more evenly between factions
    • Markets tend to pick two of the same primary resource/industry market condition where possible (increases market specialisation)
    • Player homeworld is always at least size 6
    • Shipbreaking center can spawn for size 5 planets (previously 6)
    • Aquaculture spawn chance a bit higher (food was too scarce)
    • Habitable moon chance slightly increased
    • Habitable moons can be ocean or desert worlds
    • Player homeworld always has a heavy autofactory (makes supplies)
    • Stars spread out a bit more
    • Code cleanups
  • Players can change faction, or play as their own faction (code player_npc)
    • Own faction start is under vanilla factions category (starts at 100 reputation)
    • player_npc faction will work with you even if you're a member of another faction
    • player_npc currently uses the independents' ship set
    • Currently player_npc does not benefit from SS+ skilled captains or other fleet modifications; effects on items for sale at markets are unknown
    • Joining a faction requires friendly or better reputation
    • Factions (except player_npc) will boot you out if they turn inhospitable or worse towards you
    • Thresholds for salary cut / insurance payout denied raised
    • player_npc can be configured with the appropriate files (look in data/world/factions/player_npc.faction and data/campaign/rules.csv)
  • Invasion support fleets actually spawn now
  • Response fleet returns to base and despawns if it has half its starting FP or less, and it has less than half the FP of the original target
    • The second condition replaces the older <25 FP requirement, which didn't keep too-small fleets from bothering the player
  • Response fleets regenerate faster (particularly at low stability values)
  • Pirates can invade and be invaded if set to do so in config (default off)
  • Players can request a boarding fleet to attack a market, for a fee (probably not worth it atm)
  • Diplomacy tweaks
    • Increased effects of most diplomacy events, agent lowering relations by 5 or so points (some raised by more, some less)
    • Increased chance of a few diplomacy events intended to push two factions towards the tipping point
    • Ensure-relationship-at-best/worst effects of diplomacy events are now applied after the plain numerical change instead of before

v0.3.2

  • Fix reputation changes with SS+
    • This reintroduces a minor bug in v0.3, but no-one noticed it and it corrected itself fairly quickly anyway
  • Fix multiple manager scripts running in parallel after loading a game (!!!)
    • Requires a new game, but at least it'll stop adding more scripts to a current save
  • Templars now use the Templar submarket (will be added/removed after market capture as appropriate)
    • This will be applied to old saves
  • Templar markets and pirate markets don't run the merc/pirate fleet spawn script any more (requires a new game)
  • Factions can be configured to not spawn patrols (requires a new game)

v0.3.1

  • Fix invading Templar planets
  • Fix being able to attack own faction fleets, or invade/sabotage own planets with SS+ (requires new game)
  • Factions that don't normally spawn patrols (e.g. Templars) will now do so (may or may not require new game)
  • Fix various other possible compatibility issues
  • Fix slave trading reputation effects
  • Fix SS+ invasion fleets not having troop transports
  • Turn off intel screen button at comm relays (avoid NPE)
  • Celestial bodies (planets, moons, asteroids, relays, stations, alpha jump point) obey Kepler's third law
  • Alpha jump point orbits first planet in system instead of star
  • Response fleets despawn instantly once their patrol ends instead of hanging around for a few days
  • Response fleet patrol lasts twice as long (60 days)
  • Response fleets give up and go straight home if they drop below half their starting FP and their current FP is less than 25
  • Tweak response fleet composition in SS+
  • Valkyrian starting ship is now an Inquisitor instead of a Longinus
  • SCY starting ship is now a Talos instead of a Tisiphone

v0.3

  • Work towards SS+ compatibility
  • Version Checker support
  • Fix pirate starting relationships
  • Fix SCY compatibility again
  • Stars now seeded in a concentric pattern
  • Fleets can drop a few green crew as loot
  • Revise invasion fleet, response fleet sizing
  • Invasion fleets gain 1 DP per player level (can be configured)
  • Max response fleet size also increases by 1 DP per player level (controlled by same tag)
  • Invasion fleets can now come with support fleets that fly around shooting stuff
  • Free market planets have 10% tariff (previously all planets had 20%)
  • Marine losses during invasion vary less with relative strengths
  • Reserve strength incrementing works properly
  • More backgrounds, including the free set by Psiyon
  • Update/fix some text descriptions

v0.2.3

  • Fix misreporting of market captures
  • Fix SCY support
  • Fix Mayorate being listed in the wrong category
  • Change starting Templar Martyr variant to Saltare
  • Reduce default star/planet/station count
  • Remove size 2 stations

v0.2.2

  • Compatibility with Exigency, II and Templars (once they're updated)
    • SCY too, but I forgot to uncomment the lines in rules.csv so you'll have to do it manually unless I update again by then
  • Fix crash after fighting with independents
  • Agents, prisoners, saboteurs less common
  • Reduce reserve damage from saboteur action
  • Lower chances of detection from destroying food
  • NPC covert action interval increased 30 days -> 45
  • Don't change storage submarket faction on market capture

v0.2.1

  • Fix agent destabilization effects not decaying
  • Fix faction relationships not being cleared properly if the player eliminates them

v0.2

  • Initial release
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