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 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
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
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)
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