Pre 0.9 Changelog - Histidine91/Nexerelin GitHub Wiki

For the current changelog, see Changelog
For changes before version 0.8, see Pre-0.8 Changelog

v0.9.8x2 (2021-03-27, unofficial release)

  • Mining rebalance
    • XP is now 100 + (power x 10), was previously 0 + (power x 20); also caps at 1500 per run (changable in miningConfig.json)
    • Danger level is now (hazard-100) x 0.6, was (hazard-100) x 1
  • Support for II's Titan strike option in military options menu
  • Deleted copies of core system generation classes
    • This means changes you make to vanilla's scripts for generating Corvus system etc. will apply to Nex
  • Fix new game crash with Prism-in-hyperspace
  • Fix a potential crash in colony valuator

v0.9.8x (2021-03-20, Discord beta)

Gameplay

  • Sector generation
    • Add a new game dialog setting: Generate NPC colonies at start (non-random sector only)
    • Add Sector expander (settings.json activation only; not recommended)
    • Vanilla market enhancer: Add sparse ore and sparse rare ore to Derinkuyu Mining Station
    • Random sector: Faction homeworlds will use the tier 4 station if one is defined
    • Random sector: Try to ensure larger fuel supply
  • Add insurance fraud prevention (can be turned off in settings.json)
  • Readd life insurance for officers
  • Invasions: Try to make fleets guarding captured target not wander about; try to fix "assist ally" behavior
  • Add missile blueprint pack to own faction starting options
  • Factions prioritise colonizing planets in already-held systems less excessively
  • Vulture scavengers only fight player if they think they have an advantage (rather than parity)
  • Completing a procurement mission will not contribute to local supply beyond any existing deficit (removes deliver-then-buyback exploit)

UI

  • When docking at a market, print the original owner to dialog text if it's not the current owner

Modding

  • Add a "hierarchial" faction alignment
  • Add a canInvade faction tag
  • Migrate some settings to MagicLib's modSettings.json
  • Governorship max size can be modified in settings.json
  • Random faction relations: Don't remove relationship bounds, if one of the factions has disabled relationship randomization in its config
  • Remove unused corvus_capitals code/definitions

Bugfixes

  • Faction setup: Fix resource upgrade adding a new lowest-tier condition if the highest-tier condition already exists
  • Fix a crash when mothballing ships with Fleet Diversity UNGP rule on
  • Special task groups: Fix autoresolve strength not being set; fix "show player mercy" check not working
  • Fix random sector mode creating different sector with same seed
  • Fix bug in fuel production priority calculation for market generation/upgrade logic
  • Fix tanker/freighter counts being too low for invasion and other fleet types
  • Fix item contribution for rebellion suppression not recalculating prices
  • Fix punitive expedition fleets having wrong faction after source market capture
  • New game faction setup: Fix resource upgrade adding a new lowest-tier condition if the highest-tier condition already exists
  • Try to fix Prism overlapping random sector core worlds
  • Fix heavy industry targeting priority for invasions
  • Fix growth rates for NPC markets not being applied sometimes
  • Fix Population Upsize starting faction option leading to free industries
  • Fix a fleet assignment text issue

v0.9.8b

  • Add exerelin_config.json option for player to receive various intel types only once in comm relay range, by NikoTheGuyDude
  • Post-invasion rebellions: Double rebel and player government starting strengths; increase non-player government starting strength 50%
  • Disruption missions count as completed if the issuing faction captures the target market
  • New game dialog fixes/improvements:
    • Faction toggles in random sector have faction colors
    • In random sector, slider maximums for number of systems/planets/stations can be changed in settings.json
    • Starting faction picker: Fix options losing tooltips and enabled/disabled states when changing pages
  • Stabilization package available at any unrest level >= 1, if current total stability is zero
    • Previously unrest always needed to equal or exceed the recovered amount
  • Add a settings.json option for hostile-to-player factions to not issue faction bounties
  • Fix a crash with counter-invasion fleet spawning
  • Fix a crash from NPC markets trying to upgrade Boggled AI battlestation
  • Fix a possible crash with rebellions
  • Fix display of min/max relations when giving an agent a raise/lower relations order while commissioned
  • Change logging errors from built-in Version Checker to warnings, for benefit of Chinese community

v0.9.8 "Job Specialization" (2021-02-11)

Gameplay

  • Agent overhaul
    • Add specializations (some actions can only be carried out by some agent types)
      • Already-recruited agents in existing saves will have no specializations and can do any action
      • System can be disabled in config
    • Injury time 15 -> 20 days
    • Raise lower relations time 75 -> 90 days, XP 400 -> 500
    • Sabotage industry effect 90-105 -> 40-50 days, detection chance 40/65% -> 50/75%, injury chance 2x
    • Infiltrate cell and instigate rebellion injury chance 1.5x
    • Change AddAgent console command args
      • Previously: AddAgent [level] [market]
      • Now: AddAgent <market> [level [specialization]]
  • Colony expedition target picker improvements
    • Always pick target with best score (with some randomization applied to scores), not just weigh it more
    • Fix factions not prioritizing recolonization of own decivilized planets
    • Strongly favor planets in star systems we control
  • Invasion/alliance grace periods increased (the timeframes involved are actually relevant now)
    • Invasion grace period 15 days -> 90 days (no invasion points accumulated in this time)
    • Alliance grace period 60 days -> 120 days
  • Invasion etc. improvements
    • Factions won't sat bomb a market if it was originally held by a faction they're not hostile to
    • Counter-invasion/satbomb fleets won't be generated by factions hostile to the faction involved in the most recent revenge point increment
    • NPC invasion targeting prioritizes heavy industry (especially heavy industry the faction used to hold) and contested systems
    • For 60 days after player captures a market, can buy governorship (regardless of size) at 50% discount
      • In the future this will be part of the dialog tree immediately after capture
    • NPC invasion point requirement 24000 -> 27000
    • Autonomous player colonies can (slowly) launch invasions/raids
  • Add configuration system for own faction start in new game
    • On Day 1, pick some blueprints to start with, and add some industries or planetary conditions to your planet
    • Terraforming options may be added in future
  • Nav buoy and sensor array benefit player with commission, and alliance members
    • Does not apply to existing buoys/arrays in existing saves, unless removed and rebuilt
  • Add relief fleet option in fleet request menu
    • Similar to player personally delivering a stabilization package, but costs twice as much (based on commodity base price)
    • Generates a fleet similar to existing NPC relief fleets
  • Add Unofficial New Game Plus rules "Fleet Diversity" and "Erinyes Protocol"
  • Add a new deciv colony encounter event, for colony revival
  • Revenge counter-invasions also cost invasion points, but half as much as the equivalent normal invasion
  • Sat bomb fleets carry some fuel in cargo
  • Reduce organics carried by VIC virus bomb fleets to 1/4 of previous
  • New game: If starting location not specified, pick random own-faction market
  • Enhanced start markets: Add alpha core to Culann's military base
  • Tri-Tachyon has devious trait

GUI

  • Button to repeat previous agent action
    • Not all actions can be repeated; feature may be buggy

Bugfixes

  • Fix factions being able to ceasefire with factions that are currently invading them
  • Fix vulture fleets not having a check/roll for whether a ship is recoverable
  • Fix player being able to ally with self after capturing a market
  • Fix VIC virus bomb icon, title handling

Text

  • Blueprint trader: Show design type along with blueprint description
  • Special forces: Try to prevent duplicate fleet names
  • Defense fleet action stage shows time remaining
  • Fix a minor bug in displaying relationship change with raise/lower relations

Modding

  • Add specialForcesFlagshipVariants table to faction config
    • Specify variant name and weighting
    • If variants not specified, the mod will generate a sample fleet and use its flagship (previous behavior)
  • Add memory key to identify markets as valid for base strike missions
  • Make some fleet types not be affected by ClearCommands

v0.9.7c (2020-10-10)

  • Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
  • Restore Industrial Evolution support
  • Increase distance from player at which vulture scavengers spawn
    • Now 100% of player sight distance (was 75%), and has floor of 1000 units
  • Comm relay also grants stability bonus to factions which are friendly/cooperative with owner
  • Make Patrol HQs more common in random sector
  • Add Naraka and Al Gebbar captured planet descs by Mace
  • Bugfixes
    • Fix crash with NPC agents attempting to instigate rebellions
    • Fix crash when viewing rebellion intel after suppression fleet is defeated
    • Remove some obsolete code that made delivery missions to Templar markets uncompletable
    • Don't set a faction's relations with itself if the faction config attempts it
    • Don't allow player faction to auto-generate invasions vs. Templars if followersInvasions is off
    • Fix crash when two raids arrive at the exact same time
    • Fix a bug with commissioned relations syncing

v0.9.7b (2020-09-27)

  • Vulture fleet fixes/improvements
    • Avoid targeting loot with an enemy fleet nearby, unless our fleet is strong enough to pick a fight
    • Try to avoid being distracted by nearby enemies
    • If no raids are incoming and there's nothing to salvage, go home instead of hanging around
    • Reduce spawn rate multiplier 8 -> 5, add another multiplier value to settings.json
    • Fix lying FP amount in debug log message
    • Remove debug message in message field
  • Economy mult for invasion/raid size limit 15 -> 6
    • This means second-tier factions like Luddic Church and Tri-Tachyon cannot reach the invasion size hard limit (2,000 FP) with their initial faction sizes
  • Rebalance export values for some commodities
    • Metals 3000 -> 2000
    • Transplutonics 6000 -> 4000
    • Recreational drugs 750 -> 900 (vanilla is 1500)
    • Also mention the mod changing export values in tips
  • Agent fixes/improvements:
    • Rebellions can't be instigated on non-invadable markets
    • Ship procurement: Add exerelin_config setting to only steal ships available for sale (in open/military/black market)
    • Greatly reduced agent XP from legal ship procurements
    • Fix Sabotage Industry's actual duration not taking into account agent level
  • Don't launch punitive expeditions or Hegemony inspections against player-governed colonies (held by commissioning faction)
    • Can now launch against autonomous colonies instead
  • Add Devious faction trait: more frequent agent actions, with higher success rate and effect
  • Diplomacy profiles: Don't show morality, just show the one thing it affects (stabilization package item)
  • Fix issues with rebellion suppression fleets
    • No longer require a complete kill to be counted as stopped
    • No longer grants a 20% strength boost to government just from being spawned (instead gives 10% bonus on arrival, before applying the existing effect from cargo)
  • Fix not being able to repatriate prisoner with commissioning faction
  • Faction relation changes only trigger a check for remaining in alliance if the direction is negative
  • Add memory key $nex_noOfficerDeath for officers; fix baseEscapeChance setting not actually being used

v0.9.7 "War and Peace Redux" (2020-09-06)

  • Special forces tweaks/fixes
    • 33% point generation rate
    • Lower max point stockpile
    • When fleet is killed, delay spawning of next one
    • Fix fleets not defending vs. invasions and sat bombs
  • Fix raids failing immediately on arrival for unclear reasons
    • This happened when all targets were too strongly defended for raiders
    • Now the raid will either take its chances with the weakest target, or retreat and say so clearly
  • Random sector improvements
    • Rebalance and refactor random sector economy generation
      • Not so many heavy industries or fuel productions, particularly in large sectors
      • Less likely to build some industries if they're already common in sector
    • Random sector core world generator can create more/less systems than current
      • This should allow it to avoid inhabited worlds spilling over into other constellations
    • Shift random sector core worlds to the west, like non-random sector
    • Fix indies not always having heavy industry; add corrupted nanoforge
    • Add STDF Requisitions submarket to Spindle homeworld in random sector
    • Tiandong's Shanghai can no longer be disabled
    • Fix ApproLight Chaos Rift's name
  • Templar improvements
    • Invasion rate mult 0.3 -> 0.7, hate Luddics more in random sector; add super start ship options
    • Toggling of Templars' Antioch system in random sector now done in new game dialog instead of config file
    • Lower frequency of faction bounties for hostile-to-all factions (e.g. Templars)
    • Add Templar Apostate custom start
  • Add independent "vulture scavengers" which sometimes compete with player for battle salvage
  • Mining is now instant with cooldown rather than taking time
  • NPC agents can instigate rebellions
  • Destabilize Market and Infiltrate Luddic Cell agent actions give more XP
  • Player alliance joining/invitations obeys same relationship rules as for NPCs
  • Don't issue conquest missions targeting commission faction
  • Market value for market transfer includes installed AI cores and special items
  • Governed colonies count towards faction size for bonus admins
  • Can buy governorship of size 3 player-founded colonies for 1 credit
  • New game: Turn off transponder when spawning player in hyperspace, in case anyone is hostile
  • Disable prisoner repatriation when already at max relations
  • Bugfixes
    • Fix Version Checker error (migrated version file to GitHub)
    • Invasions and raids should give more accurate fleet count
    • Fix some cases of relationship changes not working while commissioned
      • This is most obvious when using an agent to end hostilities with player faction
      • Fix will not fully apply to existing commissions in save
    • Fix a case where player becoming non-hostile to a faction would be reverted by still-hostile commissioning faction
    • Fix NPC markets building Star Fortresses on size up at smaller market sizes than intended
    • Prevent bug where market gets stuck in "suspend autonomy" state forever
    • Fix Prism High-End Seller being capped at 40 ships available
    • Fix Derelict Empire not being hostile to independents, or factions not present at game start
    • Don't show option to "reroll random start ships" in most custom starts (causes NPE) or super ship starts (does nothing)
    • Remove Approlight config (moved to own mod)
    • Disable some devmode-related stuff when playtestingMode is enabled in settings.json
  • Text
    • Alliances created between vanilla factions can have pre-defined names for specific faction pairings
    • Update captured planet descs
    • Add some Ace Combat countries to procgen planet names
    • Fix target faction name in base strike intel
    • Fix some typos in "bring refugees aboard" decivilized event

v0.9.6f (2020-07-31)

  • Fix NPC colony expeditions being completely broken
  • Add support for some Industrial.Evolution industries/structures
    • Can be seeded at game start, and NPC colonies can build them
    • Applies to Academy, Privateer Base, Restoration Docks, Salvage Yards, Senate
  • Knights Templar fixes/improvements:
    • Templars can raid and be raided (not just invade)
    • Fix invasions of/by Templars not obeying enableInvasions config setting;
    • Fix Templar markets not having proper submarkets
    • Remove invasion fleet size penalty;
    • Certain fleets no longer drop Templar cores (currently nothing should drop cores)
  • Player agents can instigate rebellions
  • Raise/lower relations improvements
    • Display current relationship and (if applicable) limit
    • Don't allow relationship to go "backwards" when clamping to limits
  • Prism Freeport spawns in its own system "Sitnalta" (can be changed back to a hyperspace station in config)
  • Facton diplomacy traits are randomized when random faction relations are enabled (with per-faction and global toggles available)
  • Further protection against NPC colonies double building stations; existing stations can be upgraded
  • Generate a more complete set of comm board officials for player colonies, and keep it up to date
  • Increase independents' spawn weight in random sector
  • Randomize player starting location in free start
  • Fix a case of last set of factions in new game selection/faction directory not being pickable if there are too many factions

v0.9.6e (2020-07-18)

  • Random sector improvements
    • Add a system to set/display recommended sector size for the number of factions
    • Faction homeworlds don't share a system with each other if possible
    • Factions reliably prefer to populate systems close to their homeworlds and/or that they already have a presence in (previously there was a random element to it)
    • Minimum station count now 4 (was 8)
  • Agent ship procurement modifications
    • Military ships can be legally procured if they would be accessible with a commission
    • Add 20% "service fee" to legal procurement
  • Make rebellions stronger on average
  • Goods procurement mission: 50% of goods delivered added to market supply (was 25%)
  • Invasions, raids and such 10% smaller
  • Invasions prefer targets with lower defense-to-size ratio
  • Prism Freeport enabled by default
  • Insurance requires suspicious min rep with relevant faction (was neutral)
  • Random start ships can be rerolled after picking fleet type (with live update of fleet preview)
  • Captured planet desc updates
  • Bugfixes
    • Templar compatibility hotfixes
    • Fix a potential CTD when special task groups attempt to rebuild themselves
    • "No ceasefire while invasion ongoing" rule checks both factions
    • Rebellions: Fix cause of negative strength values; don't apply trade points for autonomous player markets
    • Don't allow suspending autonomy of outposts
    • Cancel tribute event if player takes commission with demanding faction
    • Attempt to handle station upgrading on market growth properly
    • Fix Prism handling of skins in recording already-possessed boss ships
    • Hack to prevent Guardian and Derelict Mothership blueprints from dropping during raids
  • Modding
    • Add DO_NOT_COLONIZE memory key
    • Move counter-invasion points-to-spawn to config

v0.9.6d (2020-04-26)

  • Gameplay
    • Colony expedition fleets carry some supplies, heavy machinery, and food
    • Properly implement "faction ruler" setting
    • Sat bomb fleets give up if they can't overcome ground defenses
  • GUI
    • Add button to conquest mission intel for transferring market
      • Works remotely and even when spaceport is down
    • Add config settings to prevent low-significance diplomacy/agent events from appearing in notification screen
    • Faction directory also lists faction's total size
    • Faction directory and similar dialogs go up to 8 pages
    • Agent orders dialog: Pages return to first page after an option is selected
  • Bugfixes
    • Fix exiting Z menu after fleet request
    • Rebellions can't disrupt an industry for more than 90 days; add logging
    • Prevent NaNs in rebellion strengths
    • Fix submarket weapon adder (thanks to bhdeale for catching)
    • Fix colony fleet size calculations that were causing event to not properly terminate from losses
    • Fix logic issues in mining fleet generation
    • Don't double post Hegemony inspection notification if game already forces orders to resist
    • Derelict Empire: Fix occasional weirdness with memorial beacons and museum ships' factions
  • Modding
    • Buy colony blocker rule uses FireBest instead of FireAll
      • This allows mods to override its behavior for specific cases
    • Exernalize tribute penalty values to settings.json
    • Don't use enhanced vanilla start markets if Archean Order is running
    • Support for officer death mechanic when in SWP IBB battles
  • Misc
    • OpenNexConfig renamed to ReloadNexConfig, also reloads exerelin_config.json
    • Add Mairaath and Gilead captured planet descs
    • Don't play music on player retirement
    • Tweak some dialog texts

v0.9.6c (2020-03-28)

  • Gameplay
    • Add suspend autonomy function (allows player to build things on autonomous colonies)
    • Add function to donate admins to an autonomous colony
    • Remove "reinforce defenses" option (can be re-enabled in rules.csv)
    • Agent action's target faction should remain constant even if the planet/system changes hands in the meantime
    • Insurance: Pay out 20% of base value for a new D-hull, plus payment for the number of new D-mods
      • Previously it would pay a flat 100% of base value regardless of number of D-mods
      • Amount can be changed in settings.json
    • Colony expeditions are terminated if colony fleet's max crew drops below 1000
    • Factions have 150 day cooldown between respawn attempts
    • Non-territorial factions can be counted as system owner for expedition purposes
    • Invasion fleets defending a captured target will go home if target is lost
  • Bugfixes
    • Fix a UI-related campaign crash on certain events
    • Safety for an agent crash
    • Fix random sector sometimes generating relays inside stars
    • Fix vanilla non-payment of commission bounties
    • Fix player being picked as sponsor of spontaneous rebellions
    • Fix putting survey data in storage counting as a sale for colony expedition speedup
    • Steal ship action: Handle cases where ship lacks variants
  • Modding
    • Add AllianceManager.getPlayerAlliance method
  • Text
    • Rebellion intel more informative on agents needed for details
    • Diktat gets a special task group namer
    • Fix a text error in NPC colonization-by-force
  • Audio
    • Nicer alarm sound by Soren

v0.9.6b (2020-02-25)

  • Fix a rebellion crash
  • Special task groups will appear in existing saves (after some time)
  • Fix spawning of special task groups using Lion's Guard-style factions
  • Move thresholds for bonus admins with empire size to settings.json

v0.9.6 "Earth and Sky" (unofficial 2020-02-15)

  • Player gameplay
    • Fleet requests now require fleet request points to use
      • Points are accumulated through availability of supplies, fuel, marines and ship parts on player colonies
      • Point capacity increased through having Patrol HQs, Military Bases and High Commands
      • Multipliers can be modified in exerelin_config.json
      • Can request defense fleets
    • Factions will not accept prisoners or AI cores if one of their markets has been successfully invaded by player within 60 days
      • Can be modified in settings.json
    • Agent enhancements
      • Agents can illegally procure ("steal") ships from NPC markets
        • Any ship can be stolen, except ones with UNBOARDABLE hint or those blacklisted from Prism Freeport (or otherwise prohibited by another mod)
        • Cost is equal to base ship price plus 100%
        • Civilian ships have guaranteed success, take half the time and only require paying base price plus local tariff
      • Agents can find pirate bases causing pirate activity
      • Raise/lower relations cost 40000 -> 60000
      • Halve agent salary and hiring costs
    • Raiding: Increase chances of getting more than one blueprint, but reduce chances of getting 4 or more
    • Add a setting to only raid for unlearned blueprints
    • Can't trade in prisoners or AI cores to a faction for 61 days after successful invasion of their markets
    • Industry refund fraction on shutdown 0.5 -> 0.4
    • Galatian stipend also pays insurance like a commissioning faction, if player lacks a commission
    • Markets should carry about twice as many weapons
      • Type variety will likely remain poor
    • Mining: Mining strength base CR raised 60% -> 70%
      • To compensate, base mining output multiplier 2 -> 2.3
    • Try to make markets correctly have military submarket after NPC construction of military base
    • Don't generate disruption missions whose base reward exceeds 1.2 million credits
  • NPC gameplay
    • Add semi-persistent "special task groups" for NPC factions which can be encountered in the Sector
      • Expect to see them on either side of a raid or invasion
    • Default diplomacy base interval 15 -> 20
    • Factions won't offer ceasefires/peace treaties to a faction they're sending an invasion fleet to (but may accept them if offered)
    • NPC markets get half the growth rate benefit from free port (not counting the effects of increased accessibility)
    • NPC factions don't colonize core systems controlled by other people
    • Selling survey data makes next NPC colony expedition event occur sooner
    • Don't respawn Vayra's Sector factions if they're disabled in that mod's config
    • Mining fleets have fewer freighters, especially if mining volatiles
    • Add Low Profile faction trait (faction's markets less likely to be targeted for invasions and such)
  • New game setup
    • Random sector: Try to enforce core worlds having at least as many systems as specified in setup options
    • Add custom sliders for starting level/credits/officers
    • Take away Prism Freeport's cryosanctum
  • Combat
    • Polish custom battle plugin
  • UI
    • Ceasefire offers popup a notification screen
    • Ceasefire offers and tribute demands use the colony threat intel sound
    • New alarm sound for invasions and non-territorial sat bombs targeting player
    • List of mining ships/wings/weapons is sorted alphabetically
    • New vengeance intel icon by Soren
    • Uppercase faction name in custom starts
    • Grant autonomy dialog: Note that tech-mining will not produce items
  • Bugfixes
    • Fix Remnant raid causing a crash by targeting hyperspace stations
    • Terminate Hegemony inspection if source market is captured while still organizing
    • Agent actions: Properly handle case where market decivilizes or action otherwise needs aborting, fix inappropriate XP gain scaling in some situations
    • Fix some things only checking a market's patrol strength and not its station strength
    • Fix disruption missions being issued for already-disrupted industries
    • Fix production gathering point not being updated if player loses control of current point
    • Fix player markets sending relief fleets
    • Attempt to fix new NPC colonies instantly growing to size 4
    • Outpost intel cleans itself up after a while if player abandons the "colony" in dev mode
    • Fix potential issue that could skew ratio of positive and negative diplomacy events
    • Fix some Prism logic
  • Other
    • Mods adding High Value Bounties to Vayra's Sector can have those ships appear in Prism Freeport (like IBBs)
    • Modding: Fix some cases where reading a CSV with empty rows would break
    • Modding: Don't validate each faction's diplomacy traits at start
    • Taking things from storage is always legal
    • Remove some unused image files

v0.9.5h (2019-12-20)

  • Brawl mode fixes/tweaks
    • Default size mult range 1.5-3 (was 2-4)
    • 25% size increase applied to fleets in brawl mode doesn't stack with random chance for 50% larger fleets
    • Fix brawl mode causing too-long delays between invasions/raids
  • NPC colonies should start building new structures immediately after upsizing (previously they had to wait up to 3 days for the next periodic check)
  • Fix invasion wait stage (defending market after successful capture) lasting forever
  • Fix outposts generating income
  • Failsafe for crash due to null thirdFaction in raise/lower relations
  • Attempt to fix incorrect fleet counts given in invasion/raid intel

v0.9.5g (2019-12-01)

  • Factions can colonize planets in their core systems
  • Invasion fleets will defend target for 90 days once successful
  • Vengeance fleets go home when non-hostile again (instead of requiring neutral or better relations)
  • Vanilla market enhancer: Culann and Eochu Bres stations get alpha cores
  • Tiandong: Can't buy Fort Macau governorship if it's under THI control
  • Vanilla planet/station descriptions are modified when market is captured by another faction
    • Currently applied to Corvus system
  • Agent local report shows potential income of non-player-owned planets
  • Support for Adjusted Sector mod
  • Bugfixes
    • Fix invasion fleets idly orbiting target if they arrive in system before player
    • Fix autonomous colony revenue not taking into account export income
    • Fix Starfarer mode income and growth penalties not applying until game load
    • Fix alliance intel falsely indicating some factions as having incompatible alignments
  • Modding
    • Starting fleet types: Add "explorer" category (both small and large forms available)
    • rules.csv compatible with SafariJohn's Rules Tool
    • Markets can be set as non-buyable
    • Fix factions not obeying industry spawn mults

v0.9.5f (2019-11-17)

  • Limit invasion force size random variation to ±30%; reduce overall variation; halve effect of target station's officer
  • Scy mod no longer disables Prism Freeport
  • Fix faction bounties generally not paying out when they should
  • Fix hidden markets being targeted for industry disruption missions, for real this time
  • Hopefully fix invasion fleet AI behavior for good
  • Fix reinforced defenses condition not expiring
  • Fix new NPC colonies getting lobster pens
  • Fix some interaction dialog stuff not updating on market transfer

v0.9.5e (2019-11-06)

  • Autonomous colonies
    • Player receives 20% of net income/loss
    • Remove false claim that autonomous colonies contribute to global market size
  • Raid adjustments
    • Don't drop blueprints for base package (known to player at start) ships, weapons, or fighters
    • Drop more ship weapons
  • Disruption missions don't target hidden markets or undisruptable industries
  • Fix strike fleets generating vengeance points when they shouldn't
  • Fix use of vengeance saturation bombardments instead of invasions having a 100% chance (if conditions are met)
  • Fix free skill points at start by repeatedly selecting spacer start and going back
  • Tiandong mod compatibility for fleet joining in certain contexts

v0.9.5d (2019-10-24)

  • Anti-savescum for raid loot
  • Reorder colony official interaction dialog options
  • Fix EconomyInfoHelper crashes
  • Fix saturation bombardment event crash
  • Fix disruption missions not timing out
  • Turn off officer max level check

v0.9.5c (2019-10-20)

  • Invasion fleets cost 25% more to request than base strike fleets, in addition to marine count multiplier
    • This is a balancing placeholder pending a rework of the fleet request system
  • Config toggle for raids only dropping blueprints once
  • Fix Grand Sector support
  • Fix mining fleets not spawning with the correct combat readiness

v0.9.5b (2019-10-19, Discord-only)

  • Some anti-savescum functionality for Prism blueprint trader stock, high-end seller
  • Insurance default mult 1x -> 0.8x, hard mode modifier 0.5x -> 0.625x (hard mode total payment unchanged)
  • Fix insurance being paid without commission
  • Fix an agent/economy crash
  • Fix storage submarket losing ships and unlock state on applying reverse compatibility/existing save
  • Fix random sector generation potentially cleaning up entities it shouldn't
  • NPC colony growth messages can be hidden via settings

v0.9.5 "Corporate Warfare" (2019-10-13, Discord-only)

  • New features
    • Add saturation bombardment event
    • Add industry disruption mission
    • Add colony governorship purchases from commissioning faction
    • Add "reinforce ground defenses" option with base officials
    • Add diplomacy trait system for factions
    • Add NPC relief fleets
  • Agent enhancements
    • Agents will specifically target economic competitors
    • Several actions cheaper; buff destabilize market action
    • AI admins reduce agent success chance by 25%
    • Show agent travel on intel map
    • Fix agents showing injury recovery success chance
    • Fix agents possibly attempting to sabotage population industry
    • Fix case where third-faction target of a raise/lower relations actions captures the market the agent is on
  • Revamp insurance
    • Show breakdown of payouts
    • Reinstate payment for D-mods
    • Rework payout calculations
  • Player raid rebalance
    • Once a market with heavy industry is raided, further raids will not loot blueprints for 60 days
    • Can raid for blueprints already known to player
    • Each blueprint can only appear in raid loot once per game
  • Rework Starfarer mode effects on diplomacy
    • Starfarer mode straight multiplies the dominance by 1.5, instead of adding half the difference between dominance and 1
    • Starfarer mode no longer further modifies disposition effect from dominance on top of modifying the dominance value itself
    • Fix direct disposition penalty not applying to commissioned faction
    • Externalize values to settings.json
  • Faction respawn event
    • If would-be respawnee has no enemies, make one
    • Clearer messages for console command
    • Fix some behavioral/UI issues
  • Conquest mission
    • Reward based partly on target's income
    • Fix mission counting down twice as fast as it should
  • Colonies/markets
    • Add enhanced core worlds setting
      • Adds defenses and/or industries to some core worlds in non-random sector; e.g. Eventide gets a high tech battlestation
    • NPC colonies can grow to size 10 by default
      • NPC colonies founded mid-game by a colony expedition are limited to size 6
    • When picking colony targets or industries to build, factions will try to increase the number of commodities supplied in-faction
    • New NPC colonies start with 100k growth incentive
    • Outpost and autonomous colony storage fees removed; can store illegal goods
    • Can't transfer a market to another faction if it lacks a spaceport
    • Counter to "give heavy industry planet away, raid for blueprints" exploit
      • Recipient faction will remove the heavy industry if they already have one and colony's defense rating is too low
    • Orbiting satellite objects of planets (e.g. mirrors, shades) are transferred on market capture
    • Tri-Tachyon gets fewer AI cores in random sector
  • Miscellaneous
    • Fuel availability contributes to invasion points
      • Points required for invasion 20000 -> 24000 to compensate
    • Prisoner rep value 0.05 -> 0.04
    • Defenders get a 1.25x defense bonus during invasions
    • Pirate factions more likely to have diplomacy events with each other
    • Don't create procurement missions for commodities that no-one produces
    • Vengeance fleets will only be recalled if faction is neutral to player (instead of inhospitable)
    • Alliance intel shows which factions can join; fix wrong title
    • Reduce Tri-Tachyon and Church's base negative disposition towards each other
    • Fleet request main menu shows target star system
    • Grand Sector support (no need to modify core files any more)
  • Bugfixes
    • Hopefully actually fix invasion fleets getting distracted
    • Fix a crash involving local resources submarket
    • Fix player homeworld in random sector being autonomous
    • Fix some start options being inaccessible when too many factions are loaded
    • Fix other factions doing diplomacy with player faction when player is commissioned
    • Fix Cabal still spawning in random sector when disabled in Underworld config
    • Faction raid condition updated when an affected market is transferred
    • Blueprint trader: Fix known fighter check looking in player's known weapons
    • Fix a possible stutter issue with NPC fleets' Sustained Burn
    • Remove legacy stuff involving relationship changes after resigning commission
    • Remove hidden nerf to some factions' vengeance fleet sizes
    • Reinstate max officer level check on application load

v0.9.4c (2019-09-11)

  • GUI
    • Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
    • Show distance of potential agent travel destinations
    • Clarify "FP" in endgame stats
  • Update all diplomacy dispositions on market capture/transfer
  • Fix outpost orbit speed when built in asteroid field
  • Fix random sector CTD when faction does not have defense stations

v0.9.4b (2019-09-07)

  • Fix outposts stockpiling the wrong commodities
  • Fix decivilized trade event being in debug mode

v0.9.4 "Mambo No. 9" (2019-09-07)

  • Add "diplomacy profile" intel
    • Intent is to make diplomacy a bit less opaque
  • Improvements/fixes to diplomacy AI
  • Diplomacy base interval 10 days -> 15
  • Random sector enhancements
    • Stations now found in asteroid belts/fields and rings, no longer appear around non-gas-giant planets
    • Factions are less likely to build mining when ore/rare ore deposits are marginal
      • Such planets are also less likely to be colonized later
    • Ensure each faction has a starting heavy industry (if it would normally get one) in Derelict Empire mode
    • Ensure someone has a synchrotron core, if none were generated normally
  • Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
  • Modify bar delivery event
    • Less "greedy" about going to faraway destinations
    • Don't request deliveries to Derelict Empire markets
  • Heavy Armaments can be used in player invasions
  • Small factions will have reduced maximum invasion size
  • NPC markets/colonies:
    • May build new structures and industries on size up
    • Properly handle colony expeditions when interval is short
    • Colony expedition launcher retries faster if event fails to generate
  • New config options
    • enableInvasions: Set to false to disable invasions while keeping raids
    • allyVictories: Disables ally victories if false
  • Procurement missions will temporarily increase local supply of that commodity, if done through legal channels
  • Blueprint trader won't sell no_bp_drop items
  • GUI
    • New game dialog improvements
      • Display starting fleet after selection
      • Move Prism Freeport and starting scenario to "other options" menu (prevents sector settings menu from overflowing on 768 px height screens)
    • Add "go to agent" button on player agent actions
    • List heavy industry markets in faction directory
    • Pirate activity intel doesn't inappropriately display relationship modifiers for accessibility/stability penalties
    • Add/update some tooltips
    • Fix UI issues when player is docked at a planet's station, sells the station, then transfers the market
  • Bugfixes
    • Fix brawl mode defense fleets not despawning
    • Fix independents not spawning by default in random sector
    • Fix invasions/raids being spawned from hidden bases
    • Fix some issues with local resources submarket
    • Fix Prism still having military submarket, high-end seller CR bug

v0.9.3b (2019-08-17)

  • Prism Freeport has patrol HQ + waystation instead of military base
  • Reduce hard mode diplomacy penalty a bit
  • Diplomacy AI obeys eventFrequency value in diplomacy config
  • Check for out-of-date Starsector version and/or malformed exerelin_config file on game start
  • Fix agent injury handling
  • Fix effect of faction alignments on diplomacy disposition
  • Fix easy/hard mode tooltips

v0.9.3 (2019-08-01)

  • Add "brawl mode" toggle to settings.json (default off)
    • Creates extra-large invasions (2-4 times normal size); defenders will spawn defense fleets to match the increase
    • Invasion and defense fleets have a 60% chance to use gear of any live faction in the Sector
  • Mining nerf:
    • Asteroid volatiles mult 0.05 -> 0.01
    • XP per mining strength 50 -> 20
  • Derelict Empire improvements
    • Will no longer generate procurement missions
    • Relationship with all factions capped at -60
    • Will deploy all ships in battle
  • Conquest mission generator creates fewer irrelevant missions
  • Factions don't claim systems as their territory if player is dominant faction there
  • Industry refund mult on shutdown 0.75 -> 0.5
  • NPC agent actions don't target hidden markets
  • Add two more levels of admin cap bonuses (at 200 and 300 total size)
  • Tweak alliance intel display
  • Bugfixes
    • Fix duplicated free port condition (again)
    • Fix AI core admin being removed when player conquers a market or revokes autonomy
    • Fix NPC colonies sometimes not building patrol HQ
    • Fix invasion/raid/base strike missions failing at start if source market's fleet mult is too large and player is nearby
    • Fix raids not using faction fleet size doctrine
    • Fix random sector generator handling of Shadowyards solar collector
    • Fix Follow Me command
  • Modding
    • Add an API for custom victory event
    • Factions can be marked as disabled-by-default for random sector
    • Externalize some officer death parameters to settings.json

v0.9.2d (2019-07-16)

  • Player colonies' population growth halved, income reduced 25% when in Starfarer mode
  • Player colonies have size growth even when autonomous
  • Interstellar Bazaar submarket is transferred on market capture
  • Raise/lower relations cooldown is added to action time instead of blocking action
  • Show remaining blueprint trader points after each purchase
  • Return to market main menu after market transfer (instead of closing dialog completely)
  • Adjust some intel text
  • Fix Interstellar Bazaar spam in random sector
  • Fix NPC factions sometimes building military base in violation of industry limit
  • Derelict Empire, Remnant raid fleets won't fail to drop AI cores under certain circumstances
    • Note: All currently spawned fleets in an existing game will cease to drop cores

v0.9.2c (2019-07-07)

  • Infiltrate Luddic cell action displays reputation change if successful
  • Fix issues with admins on market comm board not having their faction changed on market capture
  • Text fixes/modifications

v0.9.2b (2019-07-06, Discord-only)

  • Add new game option to control starting D-mods
  • Local stockpiles on autonomous worlds can be accessed
  • Invasion disruption time averages 30 days/round instead of using the industry's build time
  • Saturation bombing a "hidden" market does not anger third parties
  • Factions do not colonize any system with a hostile fleet exceeding 25 FP
  • Factions will colonize inhabited systems that they control
  • Adjust some under-the-hood war declaration, alliance vote logic
  • Agents don't appear in hidden markets; hiring dialog explains where to find newly hired agents
  • Covert action locations marked on map
  • Blackrock's Consortium HQ protects against agents; spawns in random sector
  • Custom starts can have compatibility with (non-)random sector defined
  • Grey out incompatible custom scenarios with tooltip warning, instead of hiding them
  • Fleet request organize time can be adjusted in settings.json
  • Bugfixes
    • Fix relationship irregularities when accepting a commission
    • Fix NPC base strike relationship checks, being always marked as important
    • Fix expired tribute demands doing nothing
    • Fix free port status of colonies whose faction should have it
    • Fix hard mode diplomacy penalties applying between NPC factions
    • Fix invasion failure double reporting when autoresolved
    • Reverse compatibility with pre-0.9.1d saves

v0.9.2 "No Peace Beyond the Rim" (2019-06-23)

  • Add NPC colony expeditions
    • About once every 9 months (increasing with number of existing NPC-founded colonies) starting cycle 207
      • Interval can be changed in config
    • Not all factions will create colonies
  • Add custom scenario system
    • Currently has one scenario: "Derelict Empire"
    • Mods can add more scenarios
  • Add custom start options
    • Spacer start (same as before)
    • Derelict fleet (medium/large)
    • "Cabal friends"
    • Mods can add more custom starts
  • Player markets can be granted autonomy
    • Market remains part of player faction, but does not generate direct income or incur costs, and does not contribute towards player colony or admin limit, and behaves in many ways like another faction's market
    • Grant or revoke autonomy by talking to a base official
  • Add conquest missions
  • Invading a market causes the "increased defender preparedness" effect on other markets
    • Applies to all markets of the targeted faction and their allies, and all inhospitable or worse markets in system
  • Random sector improvements/adjustments
    • Default max markets per system 5 -> 4
    • Pirates get orbital works at start (was heavy industry)
    • Lower generator's dislike of hazard conditions
    • Fix industry generation to work properly
  • Add enhanced start relationships for non-random sector
    • e.g. League and Diktat are now only Welcoming instead of Cooperative
    • Can be disabled in config
  • Factions will periodically attack and destroy pirate/Pather bases on their own
  • Invasions won't make any industry disrupted for longer than 1 year
  • 33% higher rep from transferring a market to its original owner
  • Reduce rep value of industries during planet transfer by 2.5 times
  • Modify some diplomacy handling for saturation bombardments, tribute rejection
  • Some Interstellar Imperium compatibility changes
  • Add Cathedral as Luddic Church start fleet (with SWP)
  • Move max agent count to config
  • Update random start ship handling for Starsector 0.9/0.9.1
    • This is not intended to change random fleet composition, but it might
  • Update Remnant raids' drop table to match other Remnant fleets
  • Adjust Remnant raid target picking logic
  • Spacer start monthly debt can be modified in settings.json
    • Will not apply to previous versions' saves
    • Enter runcode exerelin.campaign.customstart.Nex_SpacerObligation.replaceObligation() in console to update such a save
  • Add old Persean League flag as a player flag
  • Some GUI/text tweaks
  • Bugfixes
    • Fix removing Pather cell on another faction's market giving too much reputation
    • Fix a bug with random pirate start ships
    • Fix error in rep gain on market capture
    • Fix some possible crashes if player takes control of Prism Freeport (through console)
    • Fix Prism's freeport status in random sector
    • Fix small amounts of crew sometimes being lootable even with crewLootMult == 0
    • Remove prohibition on officer levels >29 (you still won't be able to level past this, but it won't crash)

v0.9.1g (2019-05-26)

  • Faction raids don't affect pirate markets that happen to be in the system
    • Unless pirate invasions are enabled
  • Don't allow requesting fleets from markets with no spaceport
    • Previously it would allow the request but the fleet event would immediately fail
  • Agents abort their action if the market is captured by player
    • Exceptions are travel and Luddic cell infiltration
  • Faction bounties now more strict about what counts as a raid fleet (random pirate fleets won't count)
  • Don't show "infiltrate Luddic cell" option if cell's remaining disruption time is at least 90 days
  • Revert to vanilla's battle creation plugin (was using one from Starsector Plus)
    • This affects things like map sizes and objective counts
    • Custom plugin can be re-enabled in config
  • Bugfixes
    • Fix pirate commission not protecting player-founded colonies against faction invasion/raid fleets
      • Conquered markets will still be targeted
    • Fix reduction to chance of pirate markets being target for invasion/raid
    • Fix a bug where an agent action being detected could change faction's relationship with itself
    • Fix "infiltrate Luddic cell" report showing wrong faction
  • Modding: exerelin_config.json merges with other mods

v0.9.1f2 (2019-05-19)

  • Remove agent anti-savescum for now (likely broken)

v0.9.1f (2019-05-19)

  • Enable spacer start
  • Factions can demand tribute from colonies inside their territory, instead of immediately wiping it out
  • Luddic Church, independents get some heavy industry in random sector
  • Replaced Prism's heavy industry with cryosanctum
  • NPC markets have halved population growth rate
  • Fix invasions and raids insta-failing if source has no military base
    • Now both the spaceport and (if any) the military base/high command need to be disrupted to cancel a raid/invasion
  • Fix agent anti-savescum mishandling its seed
  • Fix admin sometimes not being unset properly on market capture
  • Minor GUI/dialog fixes

v0.9.1e (2019-05-16)

  • Fix integrated Version Checker crash
  • Fix prisoners doing nothing

v0.9.1d (2019-05-13)

  • Compatible with Starsector 0.9.1a
  • Agent fixes/rebalances
    • Only one agent can raise/lower relations for one faction at a time, and there is a 30 day cooldown after action completion
    • Raise relations can raise with faction other than player's own
    • Raise relations cost 30k -> 40k, time 60 -> 75
    • Lower relations time 60 -> 75
    • Agents disrupt Pather cells for 2 years instead of removing them completely
    • Don't list only-hidden-markets faction for travel option in orders dialog
    • Anti-savescum for success/failure and detection
    • Fix behavior when using raise relations on commissioning faction, or when player faction changes before action completes
  • Bombardment changes
    • Tactical bombardment stability penalty now -1 (previous was -3, vanilla 0.9.1 value is -1)
    • Tactical bombardment no longer causes pollution on habitable worlds
    • Saturation bombardment of colonies size 3 and smaller will not make factions insta-hostile (will still drop to neutral and otherwise lose rep)
    • Saturation bombardment will not anger factions which are vengeful towards the target
  • Faction bounties don't pay for pirates or factions not in intel tab
    • Exceptions are raid/invasion fleets and similar
  • Invasions: Increase loot value to match raids; nearby defending fleets will block invade option
  • Good relations with pirates decrease impact of pirate activity condition
  • Market transfer rep value partly based on cost of industries present
  • Resurgence base lifespan 180 -> 360 days
  • Don't launch Hegemony inspections or punitive expeditions if faction is dead (i.e. only has a resurgence base)
  • Resurgence bases marked as "destroyed" instead of "abandoned" when appropriate
  • Base strike request can target Kadur Remnant bases
  • NPC max colony size moved to config
  • Modify NPC Sustained Burn AI
  • Mining caches contain smaller volumes of Heavy Armaments
  • Add ResetVictory console command
  • Update Version Checker
  • Crash, other fixes for random sector generation
  • Fix bonus admins not initially applying on game load
  • Fix NPC industry construction stopping if market is captured with a queue in progress
  • Fix cargo being needlessly rearranged after using last prisoner
  • Fix some text errors

v0.9.1c (2019-03-07)

  • Agent fixes/improvements
    • Security alert level actually relevant now (decrement interval 15 -> 30 days, decrement amount 25% -> 5%)
    • Raise relations cost 20k -> 30k, success chance 70% -> 60%
    • Recruitment bar event doesn't appear on markets where faction is immune to agent actions
    • Fix infiltrate cell crash when supporting base is destroyed or otherwise absent
    • Fix text error while on a hyperspace market
    • Fix GUI issue when number of pages in agent target menu changes
  • Fewer, less frequent faction bounties
  • Don't add vengeance points from invasion/raid fleets and anything with low rep impact
  • Faction respawn check interval 90 -> 120 days
  • Offensive fleets using allied equipment are marked as such in fleet name; ships renamed
  • Fix a bug in AI deciding whether to offer a ceasefire
  • Fix ceasefire auto-accept not working
  • Fix factions declaring war on pirate factions

v0.9.1b (2019-03-03)

  • Compatibility with saves from previous versions

v0.9.1 "Double-Zero Agent" (2019-03-03)

  • Add new agents
  • Add faction respawn system
  • Add faction bounties
  • Invasion/raid changes:
    • Invasion damage applied between multiple autoresolve rounds
      • Average ground strength and invasion frequency reduced to compensate
    • Invasion fleets have a minimum marine strength of 100
    • Invasions and raids (and vengeance fleets) will not be forced to use imported equipment if faction has no heavy industry
    • Invasions and raids will sometimes use ally's equipment
    • Invasion intel marked as important if targeting player
    • Player invasions share a cooldown with raids
    • Invasion fleets spawned by revenge system smaller (1.25x normal instead of 1.5x)
  • Factions won't declare war on or make peace with a commissioned player, only the commissioning faction
  • Luddic Church start gets low-tech package in addition to LC package
  • Abandoned station only spawns around inhabited worlds
  • Ceasefire prompt intel important by default; can default to accept instead of reject (set in config)
  • NPC structure construction queues items instead of building them all at once
  • Blacklisting a ship/weapon from Prism blacklists its blueprint as well
  • Fix double-added free port market conditions
  • Fix bug where player could re-invade a market after capturing it
  • Possible fix for relationship weirdness with Arsenal Expansion's Omicron faction

v0.9g

  • Fix admin bonus from population
  • Fix alliance intel crash when drawing crests for zero factions
  • Fix mining cache errors
  • Fix some text issues

v0.9f2

  • Faction directory, new game selection now color-coded
  • Fix multiple stacking free port conditions on NPC markets

v0.9f

  • Adjust invasion fleet scaling
    • Station officers count half as much as they did before
    • Patrols + station together count for a further 25% less
    • Add factor based on square of market size
  • Independents and pirates are non-territorial
  • Disable NPC market growth (previously they grew up to size 3)
  • Fix inappropriate resetting of free port bonuses on NPC markets, or when player captures a market
  • Fix possible bug delaying effect of admin bonus from population

v0.9e

  • Player can start with some special items (e.g. blueprints) depending on starting faction; implemented starting blueprints for some factions
  • Alliance members will vote no to declaring war on someone they're Friendly or better with
    • Will defy a yes vote if they like the target more than the ally involved
  • Factions may require inhospitable relations to declare war (or may not do it all), depending on alignments
  • Periodically set/unset free port status for NPC markets if they should/shouldn't have it
  • Deciv event: Fix crash; refugee event chance is multiplied by hazard rating
  • Remove random variation from console-spawned invasion fleet size
  • Fix a bug in invasion/raid strength estimates shown in GUI
  • Fix devmode dialog options sometimes appearing without devmode

v0.9d

  • Invasion fixes, adjustments
    • Fix various bugs in non-auto invasion resolution
    • Invasions can't increase recent unrest beyond (number of rounds) * 2
    • Fix per-round damage sometimes being too low
    • Fix possible bug where the same invasion fleet could make multiple invasion attempts
    • Invasions/raids will be canceled if spaceport is disrupted or nonexistent during assemble stage
    • Invasion disruption time reduced if defender's damage that round exceeds attacker's
    • Fix raids not causing stability damage
  • Compatibility with Vast Expanse mod
  • Add a random event at decivilized worlds
  • Ceasefire length 90 -> 150 days
  • Aquaculture planets in random sector have lobster pens
  • Gain admin cap bonus based on empire size
  • Vengeance points from raids lowered 25%
  • Alliance intel GUI tweaks; fix invalid text on leaving alliance

v0.9c

  • Add ceasefire offer intel item
  • Vengeance fleet adjustments
    • Smaller in general
    • Quality bonuses only from vengeance tier, not fleet size
    • Fix time to spawn display in bullet points
  • Remnant raiders can drop AI cores; don't retreat from battle
  • Adjust invasion size scaling vs. stations
  • More accurate invasion/raid strength estimates
  • New random sector features
    • New start setup option: Randomize faction spawn weights
    • Rebalance random sector industry spawning
    • Own faction start gives one package blueprint at start (random choice of low-tech, midline and high tech packages)
      • This is a placeholder for future starting blueprint options
  • Add global invasion/vengeance fleet size mults to config
  • New blue player flags by Soren
  • Intel screen accessible from non-dock special menu
  • Easier handling of market arguments for SpawnInvasion/RaidFleet console commands
  • Fix some random sector landmark issues (particularly abandoned station in star)
  • Fix defense strength tooltip when requesting an invasion fleet
  • Fix issue with alliances declaring war not long after making peace

v0.9b

  • Fleet request improvements
    • Fixed NPEs, erroneous strength display
    • Display intel item on launch, even when outside of comm relay range
    • Nicer GUI
  • Base strike mission: Fix base kill sometimes not working properly; adjust autoresolve time
  • Random sector: Setup dialog options for max populated planets, stations per system
  • Fix blueprint trader stock refresh cooldown being reset after purchase
  • Adjust raid intel bullet points

v0.9 "War, War Never Changes"

  • Invasion task forces capped at 2k FP
  • Invasion fleets don't drop marines when killed
  • Player faction does not launch invasions or raids on its own by default (can be changed in config)
  • Mining fleets can have partially filled cargo on spawn (to simulate them having existed for a while)
  • Stabilization package effect defined in config
  • Remove obsolete alliance list dialog option
  • Fix base strike event crash
  • Fix legacy covert ops manager still being added to game
  • Fix aquaculture procgen

v0.8.5

  • Add fleet request dialog
  • Invasion improvements
    • Stability penalty halving for failed invasion applied after -5 cap
    • Invasions won't increase recent unrest beyond -10
    • If player is commissioned with a pirate faction, player colonies won't get invaded except where normal pirate markets could be invaded
    • Fleet sizes obey faction doctrine
    • Super-sized invasion fleets are now only 50% bigger instead of 100%
    • Invasion points required 12000 -> 18000
    • Invasion points accumulate more slowly the more invasions are ongoing
    • Invasion points per player level 1 -> 0.5, economy mult 0.3 -> 0.5
    • Reduce strength of, unrandomize invasion size scaling that tries to match fleet size mults of defender markets
    • Marines per invasion fleet capped at 2,500
    • Fix improper autoresolve strength calculation
  • Add faction raid fleets
  • Market capture reputation rebalance
    • Base gain from capture now size-2 (was size)
    • Gain from capture halved for pirate factions and Templars
    • Andrada option rep penalty now 5size (was 4size)
  • Being hit by raids/bombardments and failing in invasions/raids increases war weariness
  • Markets can be transferred to destroyed/non-spawned playable factions
  • NPC factions will build appropriate industries on a market captured/received from player
  • Adjust Prism stock handling
  • Higher export value for domestic and luxury goods, lower for drugs
  • Stats tracker includes markets raided and bombarded
  • Fix vengeance fleet sizing, spawning
  • Fix Prism Freeport hang on trying to trade
  • Fix null error in comm link

v0.8.4z2

  • Restructure invasions
    • Much lower frequency (about 67% lower base)
    • Fleet size no longer uses source market fleet size mult
    • Revised fleet size calculation; no longer checks random fleets that happened to be in-system at time of invasion preparation
    • Local production of ships/supplies/marines contributes more to invasion points
  • Talk to a market admin for a way to reduce recent unrest on other factions' markets
  • Raids and bombardments add vengeance points
  • Expeditions, vengeance fleets, invasions should handle "source market captured" case correctly
  • Don't auto-join player to an alliance
  • Stop "ruins stripped" message spam
  • Fix market transfer not gaining reputation
  • Random sector procgen shouldn't populate red planet's system
  • Fix incorrect blueprint trader prices

v0.8.4z

  • NPC invasion fleets don't bombard target before invading
  • Player faction can launch NPC invasions
  • Faction cooldown before next invasion is longer if the last invasion fleet was large
  • Invasion strength can't partly negate opponent's strength when calculating damage
  • Blueprint trader stock uses rarity mult
  • Unassign player admin if a player market is captured (unless it's an AI core)
  • Hide faction respawn options (currently do nothing)
  • Many bugfixes:
    • Fix officers not gaining XP in cruisers or capitals
    • Fix crash on trying to trade with a captured-from-player market that has military base
    • Fix a crash with Follow Me command
    • Fix level 1 orbital stations not spawning in random sector
    • Fix procurement missions for old agents/saboteurs sometimes appearing

v0.8.4y2

  • Invasion balancing, fixes
    • Stability loss per round 1 -> 0.75, capped at 5
    • Invasion fleet size reduced 25%
    • Fix logic error causing industries to be potentially disrupted longer than they should be after invasions
    • Can no longer invade while a station is up
    • Market capture intel indicates star system
  • Fix random grand fleet generation
  • Fix Hegemony small trade fleet start

v0.8.4y

  • Invasion fixes
    • Player invasions actually work properly
    • Fix intel event crash
    • Hidden markets are uninvadable (and thus do not count for victory)
  • Fix various parts of new games
    • NPE on picking random ships with certain factions
    • Random sector populated systems encroaching on IX Battlegroup systems
    • Mayasuran Navy starting relations
    • Text when picking player faction as random faction
  • Fix insurance intel crash
  • Fix some dialog-related crashes
  • Fix blueprint swap points with more than one blueprint per stack
  • Fix live faction recheck (doesn't mark indies etc. as live)
  • Prism actually uses its whitelist
  • Fix diplomacy text always saying "reduced" even for positive events
  • Mining fleets re-added
  • Invasion point generation reduced 30%
  • Faction directory doesn't leak locations of hidden markets
  • Add "grand fleet" starting fleet option for modders

v0.8.4x

  • Update for Starsector 0.9, other compatibility
  • New invasion dialog
  • Add blueprint trader at Prism Freeport
  • Remove faction membership system, now uses commissions directly
  • Warmonger penalty, officer deaths disabled (could be re-enabled in config, but unsupported)
  • Reduce mining accident risk
  • Insurance mult 0.6 -> 0.8

v0.8.4c (unreleased)

  • Add alliance vote dialog for followers (remove "auto-vote without consulting player")
  • Add faction ruler config option
    • Player will have administrative powers over faction, same as with followers
  • Fix being stuck in dialog after invalid invasion
  • Turn off autoresolve debug messages

v0.8.4b

  • Rebellions don't end if faction stops being hostile to sponsor, unless market is captured
    • This fixes issue where player-started rebellions could end instantly
  • Market transfer increases diplomacy disposition in recent event category
  • New game creation
    • Core systems in random sector have more variation in nebulae
    • Allow multiple starting fleets for a given type
    • Blade Breaker Deserter can be picked by random start
    • Luddic Path start tagged as hard
  • Add OpenNexConfig console command
  • Much more useful SpawnInvasionFleet and SpawnRespawnFleet console commands
  • Modding: Custom stations in random sector can be clamped to certain market sizes
  • Fixes
    • Fix Blade Breaker Deserters having market in random sector
    • Procgen cleans up most Blade Breaker assets
    • Fix crash when trying to remove Eos Exodus in random sector when Antioch is enabled
    • Fix market being transferable multiple times
    • Attempt to fix autoresolve handling of ships with modules

v0.8.4 "War and Peace"

  • Add a basic diplomacy AI
    • Tries to butter up friends, sabotage enemies, etc.
    • Will declare war if it has motives for doing so and expects not to lose
  • Random sector generation:
    • Should have more habitable worlds and place inhabited systems closer together
    • Config option for Templars to get Antioch in random mode
    • Prism Freeport removes deep hyperspace around itself
    • Add some new interaction images for random sector
  • Start options improvements
    • Add super ship start (e.g. Hyperion); only available for certain factions
    • Factions can be enabled/disabled for random sector individually
    • When randomizing faction relations at start, pirates can be made unaffected
    • Increase random sector maximum systems/planets/stations
    • If followers is picked as random starting faction, has 50% chance to be free start (will be displayed in dialog)
  • Talk to a friendly trade-related base official for commodity price information
  • Factions may invade pirate markets that were not originally pirate-controlled, even if pirate invasions are disabled (can be changed in settings)
    • Likewise for independents
  • Pirates and independents can back rebellions on other markets
  • Raids can be done anonymously; no longer have to fight a defending fleet
  • Only spawn one strike fleet at a time (was 2)
  • Luddic Path now a playable faction
  • Halve default vengeance point generation
  • Skins inherit the mining strength of their base ship if they don't have their own strength specified
  • New faction config tags: noRandomizeRelations, noSyncRelations
  • Fixes
    • Fix crash from warmonger event against salvage entity defenders with SAD faction
    • Fix Galatia relay transfer when Ancyra is captured
    • Fix factions defying an alliance motion that failed to pass anyway
    • Stations won't remotely join a battle with a response fleet unless they have the same faction
    • Don't add stellar mirror/shade to a terran-eccentric world if it's a moon
    • Remove unused background images that were bloating the filesize
    • Some text fixes/tweaks

v0.8.3g

  • Agents display their relationship effects in the same dialog where they are used
  • Fix rebellion crash, other issues
  • Remove a stray debug message

v0.8.3f

  • New rules for free ports after market capture in non-random mode
    • Market will have free port after capture if new owner is a pirate faction and has the free market tag, or if market had free port at start of game (requires new game)
  • During a rebellion, supplies for the government side can be sold to a base official
  • Increase reputation effects of rebellion supplies by 50%
  • Add a reputation bonus from killing invasion fleets
  • Various fixes:
    • Fix rebellion event crash
    • Fix infinite loop in stocking Prism submarket
    • Don't join defense station to battles if its CR is below 5%
    • Possibly fix a bug with mining fleet behavior on game load
    • Maybe fix fleets joining battle but not either side
    • Fix some cases where relationship clamps were still being checked with random starting relations
  • Some tweaks to slightly lower save/load memory use
  • Mod compatibility updates

v0.8.3e

  • Add memorial for dead officers
    • Available at victory screen, or with console command printdeadofficers
  • Add "Andrada option"
    • After capturing a market, player can take it for themselves instead of transferring to faction, at a high reputation cost
  • Add vengeanceFleetSizeMult faction config tag
  • Re-enable pirate vengeance fleets
  • Add Tri-Tachyon large carrier start (SWP only)
  • Ruins increase chance of finding cache when mining a planet
  • Reduce, turn Asgard platform fire arcs (to avoid graphical issues)
  • Vengeance fleets spawn less frequently
  • Some GUI improvements, tweaks
  • Bugfixes:
    • Handle a response fleet sabotage edge case
    • Officer deaths, XP bonus apply correctly to battles with derelict defenders
    • Fix procgen handling of incompatible mods in random sector mode
    • Fix long-distance station join handling
    • Fix faction bounties starting when they shouldn't
    • Fix followers diplomacy config option
    • Fix Hephaistos Station (Scy) potentially losing its black market
    • Remove unneeded clamp on player max level setting

v0.8.3d

  • Add random faction start
  • Talk to a base administrator to resign commission (won't reset faction relations)
  • Response fleet tweaks
    • Remove free disengage
    • Invasion dialog displays estimated reserve size (in fleet generation points)
    • Using agent gather intel ability reveals the current reserve fleet
  • Defense stations have more latitude on joining battles
    • Station will join if either of the "main" fleets is touching any of its market's entities (or within the normal battle join distance of the market entity, if a response fleet is participating in the battle)
  • Mining caches can include hullmods
  • Invasion fleet, mining crash safeties
  • Fix a vanilla bug where debris fields don't expire
  • Fix commission not terminating cleanly on changing faction
  • Fix faction bounty reports

v0.8.3c

  • Support for Dassault-Mikoyan's Blade Breaker Deserter start, vengeance fleets
  • Remove free storage at starting location when using free start
  • Asgard's large module has asymmetric loadouts with DynaSector
  • Fix a procgen crash with some start settings
  • New game dialog tweaks

v0.8.3b

  • Fix rebellion suppression fleet crash
  • New game dialog: Fix Prism Freeport toggle resetting sector generation sliders
  • Throw exception if max player/officer levels in config are too high
  • Use American English for defense station fleet name
  • Compatibility with old Save Transfer versions

v0.8.3 "Battle Stations!"

  • New features
    • Add defense battlestations
      • These will support the response fleet in battle against invaders
      • Uses Arsenal Expansion's Asgard (modified)
    • Add faction bounty, rebellion events
    • Improved new game faction selection, faction directory
      • Faction mods no longer require rules.csv changes to be compatible with Nexerelin
    • Followers no longer pay salary, instead each market generates tax revenue
    • Follower markets can be transferred to another faction for a reputation boost
  • Random sector generation improvements
    • Try to cluster markets of same faction together
    • Add decorative landmarks
    • Economy adjustments
    • Misc. fixes
  • Gameplay
    • Invasion and respawn fleets prefer to try and retake lost territory; Luddic Church also preferentially targets Luddic Majority planets
    • Vengeance fleet improvements
      • Killing vengeance fleets doesn't contribute towards spawning more vengeance fleets
      • Size limiter scales with player level
      • Add Luddic Path text
    • Most Templar fleets will drop flux cores
    • Halve reputation gain with Templars from capturing enemy markets
    • Tweak some starting ships
    • Misc. tweaks
  • Bugfixes:
    • Fix crash from faction becoming hostile to itself
    • Mod compatibility updates/fixes for ApproLight, Artefact, Looters, Templars
    • Mining strength properly counts modules
    • (Maybe) Fix loot volume being capped at 1000 for each commodity
    • Fix commission not being fully terminated on leaving faction
    • Fix conquest mission bonus duration (rarely) being same as main duration
    • More foolproof IBB ship duplication prevention
    • Remove some wonky hyperspace pathfinding for invasion/strike fleets
    • Don't allow joining non-playable factions
  • Misc:
    • Some savescum prevention for response fleet composition
    • More useful Spawn*Fleet console commands
    • Some adjustments, fixes for intel reports

v0.8.2d

  • Planetbreaker improvements
    • Use new dialog battle system as well
    • Makes orphans
    • Reputation penalty scales up more with market size
  • Invasion/raid tweaks:
    • After in-dialog battle against response fleet, escaped enemies don't replenish respawn fleet pool
    • Config setting for invasion/raid loot mult
    • Raid strength multiplier for loot floored at 0.25
    • Improve raid prediction display
  • Add carrier starts
  • Diktat only uses Lion's Guard response fleets on HQ markets
  • Vengeance fleets go home if they take too many losses
  • Mining accident chance 0.4 -> 0.32
  • Fixes:
    • Auto-cleanup scavenger fleets Sector-wide when docking at a market
    • Fix in-dialog response/defense fleets not using DynaSector
    • Fix not being able to exit dialog after invasion/raid when no loot exists
    • Fix pirate starting frigate variant

v0.8.2c

  • Fix otherwise friendly response fleets attacking player

v0.8.2b

  • Amount of commodities destroyed in a raid depends on raid success level
  • Fix old saves crashing on new vengeance mechanic
  • Fix sometimes going to wrong dialog (invasion/raid) after beating defenders

v0.8.2 "Pillage, then Burn"

  • Add looting feature
    • After successfully invading a market, player gets 5% of stockpiled commodities as loot
    • Player can raid a market to loot it without capturing it
  • Response fleets (and the new raid defense fleets) are fought within a dialog encounter, similar to derelict defenses
  • Add vengeance fleets from SS+
  • IBB ships recovered after battle count as already bought from Prism
  • Ship loss insurance mult 0.5 -> 0.6
  • Fixes
    • Fix other factions never launching invasions against player
    • Fix faction join/leave behavior
    • Fix a couple of crashes
    • Fix Styx (Underworld) sometimes having other markets in random mode
    • Fix market condition icon overflow on some random mode markets
  • At start of game, give player's ships random names from starting faction
  • Approlight compatibility update

v0.8.1c

  • Nomads compatibility update
  • Integrate Version Checker (prefers standalone version if available)
  • Fix various issues when factions defy alliance votes
  • Fix mining cache error

v0.8.1b

  • Mining rebalance
    • Accident count uses mining strength/10 (was sqrt(strength))
    • Machinery loss per accident now (1,3) + (0,2) (was (1,4) + (1,4))
    • Machinery loss event weighing 2.5 -> 2
    • Machinery required per mining strength 0.5 -> 0.4
    • Increase CR loss accident resistance for larger ships
    • Add some restrictions on what mining caches can give
  • Sector generation:
    • Unknown Skies compatibility
    • Remove player-facing references to "Corvus mode", call it "random core worlds" instead
    • Pirates get more military bases in random mode
    • Remove Remnant warning beacons from populated systems in random mode
    • Prevent crash on startup with invalid Corvus mode spawn point entries
    • Fix misleading random sector tooltips
    • Fix Galatia mission board duplication
  • Don't allow requesting invasion fleet against own faction
  • Markets that don't participate in economy can't be invaded
  • DynaSector: Templar debris/derelict reduction applies to Nexerelin-specific fleets as well
  • Prevent a potential conquest mission crash
  • Fix crash when receiving distress call while no pirate markets exist
  • Fix followers auto-joining alliances
  • Remove no-longer-used Omnifactory settings files (was causing errors)
  • Don't target pirate factions for NPC covert ops

v0.8.1 "Apple Pie from Scratch"

  • Reactivate random sector mode
  • Compatibility updates for DynaSector, Ship/Weapon Pack
  • Alliance members hate on their fellows who defy vote decisions
  • Fix various Prism Freeport issues (in particular it now sells fighters again)
  • Fix conquest mission UI issues
  • Fix base administrator not changing faction on market capture
  • Fix invasion fleets being purchasable against non-invadable markets
  • Better handling of follower patrols and smuggling

v0.8c

  • New agent/saboteur supply handling
    • Only available on worlds with military bases
    • Doesn't fill marine demand any more
    • Higher price
  • Disable warmonger penalty for derelicts/remnants/neutrals
  • Add Hammer Barrage to mining weapons
  • Mark targets of conquest missions as important
  • Remove logic-side check for not duplicating Prism Freeport
    • Keep UI-side check in rules.csv
  • Invasion defence higher for urbanized polities, lower for rural ones
  • Workaround Prism Freeport, alliance joining crashes
  • Fix Persean League/Sindrian Diktat starting ships with Ship & Weapon Pack
  • Mining code has more graceful error handling + more informative logs
  • Add some tip entries

v0.8b

  • Remove obsolete commodity definitions for supplies/fuel
  • Update SCY capital/spawnpoint (fixes crash)
  • Fix respawn fleet crash
  • Fix Interstellar Imperium crash
  • Fix agent/saboteur availability on markets
  • Fix wrong fleet display when joining a battle
  • Fix SetRelationship console command with player-aligned faction
  • Set originalFactionId memory key for all markets when applying to existing save
  • Don't change comm relay faction on capital capture unless it has the same faction as the market's previous owner
  • More useful SpawnRespawnFleet command
  • Some other compatibility updates

v0.8 "Figure 8"

  • Update for Starsector 0.8.1
    • Add Persean League
    • Omnifactory integration removed (can still use the separate mod)
    • Non-Corvus mode disabled for now
  • Port some battle-related features from SS+:
    • Officer deaths
    • XP bonus for officers in frigates/destroyers
    • Battle map generator
  • Revamp alliance handling
    • Relationship with outsiders no longer shared
    • If an alliance member goes to war or makes peace with someone else, alliance votes on whether to do the same
  • Fleet-related amendments:
    • Patrol fleets less ridiculously big after several patrols in a system destroyed
    • Don't spawn patrols or invasion/strike fleets from a market currently being invaded
    • Some invasion-related rebalancing
    • Try to always pull in non-trade fleets to assist in battle
    • Diktat response fleets at headquarters worlds use Lion's Guard ships
    • Fleets obeying Follow Me order reliably follow and assist player
  • UI improvements:
    • Add button to reroll randomized starting ships
    • Independents viewable in faction directory
  • Some mod compatibility updates
  • Remove support for some old mods (can be re-added by modders)
  • Insurance covers officer deaths, has small payout for ship recovery
  • Most base officials can handle faction join/leave now
  • Pirates don't do diplomacy with non-pirates unless pirate invasions are enabled
  • Some memory optimisations
  • Add tariff mult config options (global, per-faction)
  • Bugfixes:
    • Fending off a Cabal extortion attempt no longer inflicts warmonger penalty
    • Fix faction directory requiring two view attempts to work when not docked at market
    • Fix incorrect logging of CR loss accidents for mining ships
    • Various text fixes/adjustments
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