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Topics - Machine

Pages: [1]
Bug Reports & Support (modded) / Autofit Bypasses Requisites
« on: October 14, 2017, 04:21:19 PM »
By using autofit a hullmod that has an specific requisite can be installed into a different ship skin that doesn't meet the prerequisite

Highlighting the relevant code of the Fleet Server (TSC_CommCenter) hullmod from my own mod

    public boolean isApplicableToShip(ShipAPI ship) {
        /*The checked hullmod is only present in TSC combat ships as built-in, so it is used to discriminate which ship can install the Fleet Server hulllmod,
        sadly can't make this hullmod available to every ship since I would need to modify every ship to add the effect weapon*/
        return ship != null && (ship.getVariant().getHullMods().contains("TSC_ParticleConduits"));
This hullmod can be then installed in, for example, a TT skin Amentum which lacks the Integrated Particle Conduits of the TSC version, by just autofitting it to the Attack variant.

I've already added code to my hullmods that have this kind of requirements to auto remove themselves, if they are not met, however it seems relevant enough to post the issue, since it also leads to autofit leaving unspent OP.

Suggestions / Setting Hull Style for skins
« on: August 24, 2017, 09:07:29 PM »
Looking at vanilla skins, there is already a way to change an engine slot style to a different one. Which is displayed by the TT Brawler.
However there doesn't seem to be a way to set the Hull style, and if there is... well, it is missing from the TT Brawler (in that case, bug report I guess).

I mainly want this for consistency, as the TT Brawler is a high tech conversion of the standard Brawler, yet it uses the same mid tech style of weapon mount covers, I don't mind too much about shields, but that could also be taken into consideration.
This would be also helpful for mods, specially for (P) type skins of high tech vessels.

Suggestions / Hiding in Codex and dmods
« on: June 07, 2017, 08:58:40 PM »
So I've noticed that hullmods tagged as dmods make a hull invisible in the codex, which is great. There's no real reason to have the codex cluttered with (D) and (P) hulls.

But there are some hidden hulls that in my opinion deserve to be shown on the codex, namely the Colossus Mk.II and Mk.III (those aren't even skin files) and the Mudskipper Mk.II. There's also several normal hulls that do not deserve to be in the codex... I'm looking at you Buffalo and your many skins.

I tried making a dmod to hide this kind of hulls, and it works, but it is not without downsides, since it enables the restore option, even if the hullmod is "HiddenEverywhere", and any ship with it, is also shown on the fleet UI marked with a "dmod bar".

As far as I'm aware there's no way to add a hint to a skin file, nor is is possible to have a base ship file, with a Built-in dmod show on the codex.
So it might be a good idea to alter the dmod behaviour, make it only enable the restore option (and to be removed by this option), and make a new "hiddenEverywhere" hullmod (or just a hullmod tag) that hides a ship from the codex, just like the "HIDE_IN_CODEX" hint does.

I guess this could be also done, by having a way to modify hints in a skin file, and a DO_NOT_HIDE_IN_CODEX hint.

Bug Reports & Support / [0.8a] Gamma Core in tutorial
« on: April 20, 2017, 10:30:05 PM »
I had to replay the tutorial, becaus I broke it by salvaging the derelict ships before being told to do so.
So in my rush to get to that point I forgot to turn on the transponder (after getting the core), to my surprise, the AI core was still in my inventory after the conversation.

Since this seems to be free money, I guess this could be considered an exploit.

Discussions / Science and Futurism with Isaac Arthur
« on: March 15, 2017, 09:08:10 PM »
I've been following this channel for a couple of months now, and honestly I think it is fantastic, considering it is already thursday, and that means a new video is getting uploaded later today, I supposed it would be a good idea to promote it.

And to make one of its core themes more related to Starsector, something I made just for the fun of it...


The CSV Ojos del Salado III Sabre-class destroyer approaches with its fleet the Dyson swarm orbiting Arcon's parent star.

Now to figure how to code an interstellar laser highway...

Bug Reports & Support (modded) / Entity Shading Limitation/Bug?
« on: January 26, 2017, 09:46:45 PM »
Ok, I'm not sure if this constitutes a "bug", and I'm fairly sure it is more like a limitation...

I was working on a sprite, for an artificial ring like station. Everything seemed to work fine, as the picture below shows.

Until I let the game fast forward and realized that the shadow casted over the sprite, had limits. I figured it might be because the sprite itself was quite large, but even after reducing it to a quarter of its size, I saw no differences. I guess this is entirely based on the sprite size defined in the custom_entities.json, since sprites set to smaller sizes do not seem to suffer from this,  which would mean there's an actual size limit for entities (if you want shading).

I know I could disable the effect for this entity (so it would look like the image below), or make the ring thinner and closer to the planet (reducing the sprite size define in the json file), but I would prefer not to, specially because I wanted to make an even larger megastructure, just for fun.

Anyway, I mostly want to sate my curiosity in relation to the game's rendering engine in this respect. Can this be fixed?, if not, what is the limit?. I hope I'm just missing a tag somewhere that could solve this for me, or there might be a file I can change, and so distribute it with my mod (I assume the effect is made by a square gradient of limited size, that's applied over an entity).

Bug Reports & Support / "renderBelowAllWeapons" rendering issue
« on: September 11, 2015, 05:02:36 PM »
"renderBelowAllWeapons" rendering issue with loaded missiles and decorative weapons on refit screen.

Seems like the actual subject is too big for the field.
Discovered this as soon as I restarted working on my mod and quickly forgot about it. I guess it is a bit specific, and also a very minor issue, since it works fine everywhere else... but since I'm already posting some graphical issues, and I did a quick pass at the forums and didn't see anything like it.

Short description of the image below, the huge missile in the refit window is being rendered over 2 fake decorative weapons that simulate hull pieces, despite having "renderBelowAllWeapons" set to true, however it is still rendered below the tactical laser. It renders correctly everywhere else.

If it matters, the 2 cover pieces do not have "renderBelowAllWeapons" set to true, they have "showDamageWhenDecorative" set to true and their "specClass" is set to "beam".

Bug Reports & Support / Animated beam weapon rendering issue
« on: September 11, 2015, 03:25:57 PM »

As the picture shows the weapon doesn't change its color to the one set in the shipsystem file.

The modded ship is nothing special and it's actually using vanilla phase displacer ship system.
The weapon has "specClass":"beam" a customized script (which I believed was the culprit) and it is animated with "numFrames":24, "frameRate":30

After making some tests and discarding it was any attached script or my own mod, found that changing the specClass fixes the issue, removing the animation also fixes the issue, so the ship glows normally during displacing.

So I proceeded to see if I could replicate this in vanilla. The only modified asset is chaingun.wpn. Added the modified code below.

"id":"chaingun",  # this id must match what's in the spreadsheet


#"visualRecoil":4.0,  # the gun sprites are only used if this is non-0
"turretOffsets":[18, 0],
"hardpointOffsets":[29, 0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"muzzleFlashSpec":{"length":35.0,   # only used if animationType = MUZZLE_FLASH
"projectileSpecId":"chaingun_shot",  # projectile that will be fired



Bug Reports & Support / cloudOffset
« on: September 26, 2013, 03:31:48 PM »
I fear cloudOffset does nothing, unless I'm misinterpreting what it's meant to do. As far as I can tell clouds are drawn on a second concentric sphere, when compared to the planet itself. cloudOffset would be used to make the cloud sphere radius sightly bigger by a set number of units, so the cloud sphere radius would be the planet's radius plus the cloudOffset value...

I tried to make an orbital ring for one of my planets (depicted below), to get a better effect setting the cloudOffset to a larger number would make it look better, however no mather how big I set the value I don't notice any changes.

cloudOffset set to 1000

cloudOffset set to 10000

Note that I made new games for each test.

Modding / Weapons affecting their owner stats
« on: January 28, 2013, 11:11:11 AM »
Well after the confirmation that having simple universal turret/hardpoint covers are not possible and that having 3 copies of each "weapon" for each slot type, that look the same do the same is not an appealing idea... I thought maybe I could make them act as hullmods that can be disabled (hopefully); specifically flux capacitors, vents, and a mix of both (capacitor for missile slots, vents for ballistic, and both for energy). Yet it seems I severely overestimated my ability to self-learn java coding, or maybe it's just undoable and I've been wasting my time.

So... any idea if this is doable, and maybe how it could be done?

I didn't post this in the "Misc modding questions that are too minor to warrant their own thread", since I thought this might generate enough discussion.



(Requirements: LazyLib, MagicLib)
(Supported by: DynaSector)


The following mod attempts to integrate a complete new faction into the base game that does not deviate wildly from it. This faction is formally known as the Tyrador Safeguard Coalition, or colloquially, as the Coalition.

The mod itself tries to introduce a "Forge World" fantasy into the game, where the Coalition faction is centered around a single heavily populated industrialized planet, in a heavily defended system.
And meanwhile the faction was not an interstellar megacorporation like the Tri-Tachyon, it surely was the home of several innovations, some of these creations being retconned to before the fall of the domain, as such many of the ships added by the mod have some vanilla faction skins, specially Tri-Tachyon skins, since the "natives" would have worked closely with them.

Style wise, the faction ships, overall, are flavored between midline and hightech, leaning more closely to the later.
In regards to gameplay, the faction is pretty much focused in larger ships, where destroyers and smaller vessels are mostly relegated to support functions. Many of the ships have severe downfalls, requiring the player to deploy well balanced fleets into battle. The exception to this is capital vessels, which are quite capable on their own.

The mod also adds a new kind of weapon, known as drone bays and drone racks, this weaponry enables a ship to provide a constant stream (1 wing per minute) of highly disposable drones, or just a single wing them, respectively. Considering the upcoming changes to fighters in the next update I avoided adding more variety of drone bays/racks, and depending on how they behave, I might add a larger variety of them, or scrap the concept.

Ship Catalog:





Origins of the Coalition:
The Coalition owes its creation to the Collapse. As the news of the gates closing reached the population of Arcon, despair began to settle in.

You see, Arcon was completely unable to feed the population it currently had. The planet housed about one hundred and twenty million souls at the time, it is much lower now, though.

Arcon was entirely dependent on food imports coming from  the gates, and with their closing, not just the planet, but the whole system would surely perish.

Worldwide protests erupted demanding a solution, but none was given, actually none could be given. The local Domain forces just told us to wait, and that the gates would reopen in time.

Months passed, and there were no news from the gates, and as stockpiles dwindled famine began to settle in.

It was not something I'm proud of, but if I had to do it I would do it again. In order to alleviate the situation a bit, we began... I took command of some PDF, and under a red flag, began raiding the neighboring systems.

It was not much but it was something, and in time it was something that was done to us too. Raids on our systems were increasing. It was clearly an unsustainable situation. But suddenly there was a spark of hope.

The big boys at Praxis had an interesting proposal. We would eat Reydian wildlife, it was a completely fantastic and utterly dumb idea. To consume alien life, even if it was exceptionally similar to our own, haha!, you should have seen the news of the time.

Surely we could have retroengineered the lifeforms to be more compatible, but that would have taken years, and we did not have the time. No, they proposed something much simpler, to treat our new food source with engineered bacteria which would consume it an in exchange produce an edible grey goop.

It was sound, it was doable, it was our salvation, yet it was illegal. Reydes was a garden world, and its unique but strangely similar biochemistry to our own, the notion of ancient panspermia made it even more appealing to the Domain's scientific interests.

In the end it was what made us take action. The grand admiral wouldn't let us, so we had to make it happen. We rebelled, PDF and even some of my fellow Domain officers, struck down the local Domain HQ on the ring.

Now nobody stood between us and our salvation, one last battle was ahead of us. We rushed to Reydes followed by countless ships converted for fishing and science vessels.

We expected a glorious last stand, but we found nothing. In my excitement, I never took in consideration that the other worlds in the system were as much dependant as we were on the gates. Reydes population was minimal, just extremely isolated scientific outposts, they had no chance against the raids as we had suffered. We took the survivors in, salvaged everything we could, and began the next phase of the plan...

Diaz, R (performer), Serrano, J (director), Carr, AM, Clarke, E, Duncan, I (producers) 187. Memoirs of Rodrigo Diaz (holo recording), Praxis, Arconian News Network.

Grand Hegemonic Invasion/Founding of the Coalition:
WIP-Content to be added via missions

Arydas Crisis:
WIP-Content to be added after the exploration update




   -Fixes potential crash bug related to vanilla mission generation.
   -Fixes the unmutable flux venting stat for ships with a Ram Drive.
   -Nexerelin compatibility changes.
   -Improved the tooltip of Arcon's retrofitting submarket.
   -Added IPC (Integrated Particle Conduits) "skins" (technically, they still use the same sprite) to some high tech ships, this allows them to mount the IPC dependant hullmods and fleet server.
   -Added the ability to transform some vanilla ships into their IPC skins, via the retrofitting submarket at Arcon.
   -Fixed a potential gamecrash issues related to a pair of ship skins with a pre-applied D-overlay.
   -Fixed linux gamecrash related to case sensitivity.
   -Fixed a gamecrash issue when refitting the ship skins of ships with modules.
   -Removed modules from all ships that had a Ram Drive shipsystem; the shipsystem no longer depends on it. Can't do the same for Burst shield though.
   -Adarga (P), is no longer a skin of the Adarga, this won't be apparent to the player, but is part of the gamecrash bugfix.
   -Replaced Vanguard Halberd shipsystem with fortress shield, a sad consequence of the bugfix.   
   -Removed all Dmods from pirate skins, with the exception Damaged Particle Conduits.
   -Fixed doubled ruins planetary conditions bug from appearing in procgen planets.
   -Reduced drop chance of TSC individual ship, fighter and weapons blueprints. This also increased very slightly the drop chance of the TSC blueprints packages.   
   -Reduced the beam width of the Strategic Laser and removed its flare effect, to make it more visually consistent with its power.
    -Balance Changes:
      -Halberd (Vanguard)-class Battleship:
         -Replaced "Shield Burst" shipsystem with "Fortress Shields".
      -Medusa (D)-class Destroyer:
         -Removed blueprint tags, was wrongly added to the pirate tag.
      -Ram Drive shipsystem:
         -No longer requires a module to work.
         -Shield activation happens very slightly later, about 0.5 seconds.
         -Shield remains on after the system finishes.
         -Since the system uses now the ship's own shield, AoE damage shield bleed through should followe the same exact rules as with shields.      
      -Dedicated Launch Bays hullmod:
         -Made incompatible with phase ships from the "Shadowyards" mod.
      -Integrated Particle Conduits hullmod:
         -Made incompatible with "Shield Bypass" hullmod from "Ship and Weapon Pack" mod.
         -Shielded Plating hullmod:
            -Made incompatible with ships without shields.

   -Compatibility changes needed for 0.9 RC10. Yup, this way I don't have to type lines and lines for the required changes.
   -Missions "Knowing Yourself" and "Knowing your Enemy", removed... temporally.
   -Moved the CSV Andes from the asteroid belt in Arydas to Akvan.
   -Moved the CSV Himalayas from the asteroid belt in Magec to Chaxiraxi, added conditions to Chaxiraxi.
   -Added market conditions to all the planets in the Penelope's Star system.
   -Added custom "space stations" industries for the CSV Andes and CSV Himalayas, from now on the unique forgeships are part of the campaign layer.
   -Added the CSV Andes "industry" to Akvan with an added Beta core.
   -Added the CSV Himalayas "industry" to Chaxiraxi with an added Beta core; Chaxiraxi is now under Coalition control.
   -Added the Orbital Manufactorum industry, an upgraded version of "Orbital Works", requires a pre-existing Orbital ring to be built.
   -Added the Orbital Manufactorum industry to Arcon with an added Corrupted Nanoforge.
   -Arconian Orbital Ring custom entity is no longer interactable.
   -Added the Arconian Naval Reconstruction, a custom retrofitting submarket, to Arcon. It offers ships reconstruction (IE converts pirate/TT/... ship variants to their equivalent TSC variants), and upgrade services (it can install the IPC hullmod to some non-TSC ships), it does so free of charge, as long as you paid the "entry fee" and the ship is in pristine condition (has no dmods).
   -Added the Artesian Market, a custom military submarket that sells both independent and faction equipment and ships without requiring a commission, to Atrio. Also removed the existing military submarket and the old extra independent market.
   -Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
   -Added custom icon to Low Resolution Sensors hullmod.
   -Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
   -Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
   -Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
   -Added the Coalition Vanguard built-in hullmod, it increases the ship's manoeuvrability and flux venting speed.
   -Added the Dedicated Launch Bays hullmod, an upgraded version of converted hangar that has docking requirement and takes a logistic slot.
   -Added the Modular Launch Bays hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
   -Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
   -Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
   -Added the Hive Launcher weapon, a large sized missile weapon that fires 5 2-stage "smart missiles/dumb suicide drones"; the weapon benefits from the effects of the Drone Swarm shipsystem.
   -Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
   -Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
   -Added the Plasma Burst Lance, a large sized built-in upgraded version of the Plasma Lance, can store and fire up to 3 shots, otherwise it keeps the same fire rate as the normal Plasma Lance.
   -Added the Strategic Laser, a huge sized built-in long range laser.
   -Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
   -Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
   -Added the Pernarch-class troop transport, a military crew transport, equipped with the missile autoforge shipsystem.
   -Added the Pernarch Mk.II-class siege cruiser, modified for long range firepower, equipped with the high energy focus shipsystem.
   -Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
   -Added (properly; and finally... it has been WIP for a very long time) the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
   -Added retrofiting market to Arcon.
   -Added the "REDACTED" constellation, a randomly located and randomly named constellation offering a "REDACTED" challenge experience and "epic loot".
   -Added unique variations of the Halberd, Atlatl, Kestros, Amentum.
   -Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete re-spriting for some like the Atlatl and Labrys.
   -Updated the sprites for all the pirate variants.
   -Updated the sprites for most of the portraits.
   -(Alex) Fixed an issue with ship spawning, reinforcement spawn area is no longer pushed back by every spawned ship, only by proper reinforcements. This affected all mods, however only mine is the one that goes bonkers with this mechanic.
   -Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
   -Improved the performance of shield module scripts, unified the modules into a single module.
   -Renamed "Drone" variants to "Dronehost".
   -Ship variants updated.
   -Balance Changes:
      -Atlatl-class Carrier:
         -Re-sprited for an overall size increase.
         -Added "Mantlet Platform" hullmod.
         -Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher".
         -Weapon positions altered to match new sprite, loadout remains mostly the same.
         -Lateral large sized missile turret mounts changed to front facing hardpoints.
      -Threshal-Class Freighter:
         -Re-sprited for an overall size increase.
         -Reduced base cargo capacity to 400.         
         -Designation changed to "Transport".
         -Added "Modular Cargo Bay" hullmod.
         -Weapon positions altered to match new sprite.
         -Central large sized energy turret mount changed to frontal hardpoint.
         -Downgraded frontal large sized missile mounts to medium size.
         -Downgraded back medium sized missile mounts to small size.
         -OP total updated to reflect changes (185).
         -Threshal (S):
            -Added back the back-facing missile mounts.
            -Designation changed to "Construction Ship".
            -OP total updated to reflect changes (140).
      -Lance-class Cruiser:
         -Reduced base cargo capacity to 175.
      -Angon-class Transport:
         -Reduced base cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Angon Mk.II-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.      
      -Angon Mk.III-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Added additional launch bay
         -OP adjustment set to -10.
         -OP total updated to reflect changes (95).
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Sabre-class Destroyer:
         -Reduced overall abundance in Coalition fleets.
      -Sagaris-class Destroyer:
         -Replaced "Maneuvering Jets" shipsystem with "Drone Swarm".
         -Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon.
         -Upgraded lateral small sized missile mounts to medium size.
         -OP total updated to reflect changes(80).
         -Sprite updated to reflect changes.
         -Reduced overall abundance in Coalition fleets.
         -Sagaris (P):
            -Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay.
            -Replaced "Drone Swarm" shipsystem with "Maneuvering Jets".
            -OP adjustment set to 15 (10 less than standard Sagaris).
            -OP total updated to reflect changes (80).
            -Sprite updated to reflect changes and made more pirate-like.
      -Labrys-class Destroyer:
         -Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms).
         -Added "Mantlet Platform" hullmod.
         -Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon.
         -Replaced "Burn Drive" shipsystem with "Drone Swarm".
         -Sprite redone following its original shape.
         -Labrys (P):
      -Adze-class Transport:
         -Reduced base cargo capacity to 75.
         -OP total updated to reflect "Modular Cargo Bay" changes (30).
      -Ranseur-class Frigate:
         -Reduced max speed to 110.
         -Reduced acceleration to 90.
         -Reduced turn max rate to 50.
         -Reduced turn acceleration to 85.
      -Scimitar-class Corvette:
         -Replaced Disruptor Burst Beam with Glass Cannon.
      -Buckler-class Shield Drone:
         -Shield type change to frontal permanently active shields.
      -Kabura-ya-class Scout Drone:
         -Conceptually re-imagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow).
         -Added frontal shields.
         -Replaced "Kamikaze" shipsystem with "Booster Jets".
         -Replaced "Mining Laser" weapon with "Scanner Array".
         -Reduced speed by 50 (set to 100).
         -Sprite redone (following a probe concept designed for space engineers, technically never released... although there should be a bug report scene that I uploaded to Keen's forums which has a WIP version IIRC)
      -Anvil-class Forgeship:
         -Ancile Shield Emitter Module:
            -Removed from Codex (it was shown because of a typo).
            -Huh what is this? play the "To Tame a Land" mission.
         -Added to the campaign layer.
      -Ram Drive shipsystem:
         -Bonus to max turn rate and turn acceleration removed.
      -Modular Cargo Bay hullmod:
         -Renamed to "Modular Hold".
         -Made incompatible with "Converted Hangar".
         -Altered function, now upgrades some logistical hullmods improving their bonuses, and removing their penalties.
         -Shows relevant information about its dependent hullmods in its tooltip.
      -Integrated Particle Conduits:
         -Shows relevant information about its dependent hullmods in its tooltip.
         -Sand Caster hullmod:
            -Added 15% EMP damage reduction.
            -Grants 50% sensor strength reduction.
            -Grants 100% sensor profile reduction to frigates and fighters.
            -Grants 80% sensor profile reduction to destroyers.
            -Grants 60% sensor profile reduction to cruisers.
            -Grants 50% sensor profile reduction to capitals.
   -A lot of minor stuff I tweaked/re-tweaked and forgot to take note of.

   -Fixed incorrect settings on mod_info file.
   -Removed unnecessary line from setting.json.
   -Removed unnecessary old sprites.

   -Implemented "timed expiration" system for weapon spawned drones:
      -Affects Kulbeda, Corvo, Kabura-ya drones and Dronepods.
      -Does not affect Caltrop-class phase mine drones.
      -Drones affected by the system loose their CR constantly (even if there are no enemies on the map).
      -CR dependent effects:
         -CR = 0%:   drone gets a high random chance to explode on the spot(adds a bit extra randomness so they don't all explode exactly at the same time).
         -CR ? 1%:   drone suddenly stops functioning.
         -CR ? 5%:   drone will try to self destruct by ramming into a nearby enemy vessel, doing low kinetic damage (mostly visual). (Dronepods will forcefully release their drones).
         -CR > 5%:   drone behaves normally.
   -Renamed Chakram's "Ion Pulser" to "Ion Micropulser"; the name change was reverted accidentally and went unnoticed.
   -Add the Anvil-class Forgeship, a "ship" version of TSC mobile shipyard stations, mission-exclusive content... for now, depending on next game update.
   -Added the Ayllo-class Frigate, a scout/surveying themed drone tender ship that uses built-in weapon spawned drones.
   -Added the Kabura-ya-class Scout Drone, a built-in weapon spawned drone, it lacks the "Low Resolution Sensors" hullmod found in the other weapon spawned drones.
   -Added Dronepods (for Kulbeda and Corvo drones), large weapon spawned shielded "drones", that release drones when: near an enemy, their CR gets too low, or they start getting HP damage. Just like a MIRV they can still be shot down before releasing their contents though.
   -Added the "Drone Swarm" shipsystem, the system reloads the ammunition of drone spawner weapons and sets their cooldown to 0. Currently used by Ayllo, Kestros and Atlatl classes.
   -Added the "Shield Burst" shipsystem, the system deploys a short lived 360° shield that grows in size up to 5 times the ship shield's normal radius, the shield does not collide with allies. Currently used by Adarga-class.
   -Added the "Mega Shield Burst" shipsystem, a much larger version of the "Shield Burst" shipsystem, with a slightly longer duration, less charges and slower recharge. Currently used by Anvil-class Forgeships (mission-only content).
   -Added "Kamikaze" shipsystems for Kulbeda, Corvo and Kabura-ya drones.
   -Added Dmod "Damaged Particle Conduits", a milder version of "Unreliable Subsystems" that also blocks "Hardened Subsystems" and "Integrated Particle Conduits" using hullmods, used by (P) skins and can be rolled in recovered TSC ships.
   -"Integrated Particle Conduits" hullmod blocks "Hardened Subsystems" hullmod.
   -Fixed autofit hullmod installing minor exploit.
   -Fixed bug that made weapon spawned drones use fleet deployment points.
   -Corrected OP values for carriers; was using outdated formula for launch bays.
   -Corrected laser offsets for fighters.
   -Added Kulbeda Dronepod Launcher weapon, a large sized missile weapon that deploys 6 Kulbeda drones.
   -Added Corvo Dronepod Launcher weapon, a large sized missile weapon that deploys 4 Corvo drones.
   -Added Warden PD System "modular" weapon, a large sized energy weapon similar to the Pavise-class frontal mounted built-in weapon, but a bit less powerful.
   -Added Disruptor Burst Beam weapon, a medium sized energy weapon, similar to the Disruptor Beam Cannon, it does a small amount of hard flux damage to raised shields, however unlike it, it is not a constant beam working similarly to a Burst PD Beam.
   -Added Orchid-class Torpedo Launcher weapon, a small sized missile weapon with 2 Orchid Torpedoes, each torpedo does about 55% the damage of a Lotus Torpedo.
   -Added new graphical effect to Plasma Lance and Warden PD System projectiles.
   -Added story mission: "To Tame a Land".
   -Ship variants updated.
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -Replaced "Plasma Jets" shipsystem with "Maneuvering Jets".
      -Atatl-class Carrier:
         -OP decreased to 275.   (Class adjustment OP set to +100)
         -Replaced "Phase Minelayer" shipsystem with "Drone Swarm" shipsystem.
         -Added a built-in 9x Kulbeda drone rack.
         -Designation changed to "Construction Ship".
         -Replaced "Reserve Deployment" shipsystem with "Burn Drive" shipsystem.
         -Threshal (S):
            Replaced "Reserve Deployment" shipsystem with "Phase Minelayer" shipsystem.
      -Kestros-class Cruiser:
         -Built-in fighters and launch bays removed.
         -Replaced "High Energy Focus" shipsystem with "Drone Swarm" shipsystem.
         -Added 6 built-in Corvo drone launchers.
      -Amentum-class Carrier:
         -OP decreased to 105.   (Class adjustment OP set to +25)
         -Replaced "Reserve Deployment" shipsystem with Targeting Feed.
      -Lance-class Cruiser:
         -Shield type changed to OMNI.
         -Lance (D):
      -Angon-class Cruiser:
         -Added "Civilian-grade Hull" built-in hullmod.
         -Secondary shield emitter module (civ) replaced with the standard version used by combat vessels.
         -Angon (A):
         -Angon (D):
         -Angon (LC):
         -Angon (TT):
      -Sabre-class Destroyer:
         -OP decreased to 90.
         -Replaced rear facing medium energy turret mount with a small mount.
         -Reduced central large energy turret mount movement arc to 270°.
         -Added "Oversized Turret Mounts" built-in hullmod.
         -Sabre (D) renamed to Sabre (P).
         -Sabre (P):
            -Changed central medium energy turret to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Sagaris-class Missile Destroyer:
         -Sagaris (D) renamed to Sagaris (P).
         -Sagaris (P):
            -Changed central medium missile hardpoint to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Labrys-class Destroyer:
         -Labrys (D) renamed to Labrys (P).
         -Labrys (P):
            -Restored central large missile hardpoint as large ballistic.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Added "Ill-advised Modifications" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Woomera-class Escort Carrier:
         -OP decreased to 85.   (Class adjustment OP set to +25)
      -Adze-class Transport:
         -OP decreased to 35.   (Class adjustment OP set to +0/+15 if not used for logistics)
         -Supplies/month increased to 5.
         -Added "Civilian-grade Hull" built-in hullmod.
         -Cost increased to 30000.
         -Transport stats: (note comparisons are according to hullsize)
            -Crew:   75   (with modular hullmod:   300)   closest vanilla equivalent: Valkyrie:   300
            -Cargo:   100   (with modular hullmod:   300)   closest vanilla equivalent: Buffalo:   300
            -Fuel:   80   (with modular hullmod:   320)   closest vanilla equivalent: Phaeton:   600
      -Koncerz-class Frigate:
         -OP decreased to 50.   (Class adjustment OP set to +20)
         -Central turret mount changed from synergy to missile.
         -Konccerz (D) renamed to Koncerz (P).
         -Koncerz (P):
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Adarga-class Heavy Frigate:
         -Replaced "Ram Drive" shipsystem with "Shield Burst".
         -Increased max speed to 120.
         -Adarga (D) renamed to Adarga (P).
         -Adarga (P):
            -Restored rear small energy turrets.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Ranseur-class Frigate:
         -Vessel class reimplemented, no longer a missile boat, now the frigate counterpart of the Ram Drive ship-class line.
         -Redesigned sprite.
         -Weapon mounts modified to suit new sprite.
         -OP increased to 60.   (Class adjustment OP set to +20)
         -Replaced "Maneuvering Jets" shipsystem with "Ram Drive".
         -Ranseur (D): renamed to Ranseur (P).
         -Ranseur (P):
            -Energy mounts replaced with ballistic mounts.
            -Synergy mounts replaced with composite mounts.
            -Replaced "Maneuvering Jets" shipsystem with "Burn Drive".
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
         -Ranseur (TT):
            -Replaced "Maneuvering Jets" shipsystem with "Plasma Jets".
      -Scimitar-class Corvette:
         -OP cost increased to 25.
         -Reduced central medium energy turret mount movement arc to 120°.
         -Replaced Phase Lance (Corvette) with Disruptor Burst Beam.
      -Javelin-class Heavy Bomber:
         -Replaced Lotus-class Torpedoes with Orchid-class Torpedoes.
         -Added Jet Booster shipsystem (always active until Orchids are fired).
         -Reduced max speed to 100.
      -Kulbeda Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 6 drones every 100 seconds.
         -Deploys drones in a single wave of 6.      
      -Corvo Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 4 drones every 100 seconds.
         -Deploys drones in a single wave of 4.
      -Ram Drive shipsystem:
         -No longer locks direction.
         -Added small bonus to max turn rate, and turn acceleration.
         -Reduced duration to 4 seconds.
         -Ram Drive Shield has the same arc as the ship equipped shield.
         -Ram Drive Shield deployment speed increased.
         -Venting bug/exploit fixed.

v. 1.4.0:
   -Added custom sounds for most weapons; thanks MesoTroniK.
   -Added blacklist for xenoargh's AI Overhaul, should increase compatibility.
   -Added Modular Crew Quarters hullmod. Requires Modular Cargo Bay, incompatible with Modular Containers and Modular Fuel Tanks.
   -Added Sand Caster hullmod. Requires Integrated Particle Conduits, incompatible with Graviton Lensing and Shielded Plating.
   -Added new "Stealth" ship variants using the "Sand Caster" hullmod.
   -Added new graphics for Lance, Angon and Adze classes' "Modular Cargo Bay".
   -Added (fighter) descriptor to the name of the fighter version of the Tactical Laser.
   -Added interaction illustration to Reydes.
   -Added carrier based starts for Nexerelin.
   -Removed Angon-class variants from the codex, that had identical stats, to reduce clutter.
   -Removed Arambai-class from codex. Pending reimplementation as dedicated scout vessel.
   -Removed Pernach-class troop transport. Was already made obsolete due to the removal of boarding, replaced in fleet compositions with Adze-class modular transports.
   -Removed Kris-class combat shuttle (built-in fighter for Pernach-class).
   -Removed Modular Bay from Lance (D)-class weapon groups... not sure how it got in there to begin with.
   -Removed Free port market condition from Abandoned Base.
   -Relocated Abandoned Base to L1 between Tiilo and Mephis.
   -Renamed Maul-class to Threshal-class.
   -Renamed Abandoned Base to Alcazar Station.
   -Reduced player's capability to do "Paragon bowling".
   -Blurred Fleet Server's effect range indicator to reduce artifacting.
   -Market spawn chance of Maul (S) reduced.
   -Fixed some incorrect, obsolete, and missing descriptions.
   -Fixed missing SYSTEM tag on the Chakram-class Ion Micropulser.
   -Akvan is no longer a military market
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -OP decreased to 300.
         -Shield efficiency decreased to 0.8.
         -Mining strength set to 50.      (Nexerelin Only)
         -Maul (D):
            -Mining strength set to 50.   (Nexerelin Only)
         -Maul (S):
            -Mining strength set to 75.   (Nexerelin Only)
      -Amentum-class Carrier:
         -Designation changed to Carrier.
         -Shield efficiency decreased to 0.8.
      -Pavise-class Cruiser:
         -Fleet point cost increased to 18.
         -Max flux decreased to 8000.
         -OP decreased to 100.
         -Fuel efficiency decreased to 4 Fuel/LY.
         -CR to deploy increased to 15.
         -Supplies/month increased to 20.
      -Lance-class Cruiser:
         -Fleet point cost decreased to 16.
         -Max speed decreased to 55.
         -Acceleration decreased to 35.
         -Transport stats: (unchanged, here for comparison purposes)
            -Crew:   250   (with modular hullmod:   1000)
            -Cargo:   200   (with modular hullmod:   600)
            -Fuel:   150   (with modular hullmod:   600)            
      -Angon-class Transport:
         -Fleet point cost decreased to 10.
         -Hitpoints decreased to 6500.
         -Armor rating decreased to 550.         
         -Shield efficiency decreased to 0.8.
         -Max flux decreased to 7000.
         -Flux dissipation decreased to 450.
         -Max speed decreased to 55.
         -Acceleration decreased to 35.
         -Mass decreased to 1500.
         -Supplies/month decreased to 10.
         -Transport stats:
            -Crew:   300   (with modular hullmod:   1200)   closest vanilla equivalent: Starliner:   1500
            -Cargo:   250   (with modular hullmod:   750)   closest vanilla equivalent: Colossus:   900
            -Fuel:   250   (with modular hullmod:   1000)   closest vanilla equivalent: Phaeton:   600/Prometheus:   3000
         -Added Pather and Pirated conversions.
         -Angon Mk.2:
            -Pather variant.
            -Added built-in custom devastator cannon.
            -Added built-in Ill advised modifications, Safety Overrides hullmods.
            -Added extra weapon mounts.
            -Removed built-in Modular Cargo Bay hullmod.
            -Removed built-in Loader drones.
            -Fleet point cost set to 12.
            -Armor rating set to 750.
            -OP set to 85.
            -Mass set to 1750.
            -Supplies/month set to 12.
         -Angon Mk.3:
            -Pirate variant.
            -Added built-in custom devastator cannon.
            -Added built-in Ill advised modifications hullmod.
            -Added extra weapon mounts.
            -Added Launch Bay.
            -Removed built-in Modular Cargo Bay hullmod.
            -Removed built-in Loader-drones.
            -Fleet point cost set to 12.
            -Armor rating set to 750.
            -OP set to 85.
            -Mass set to 1750.
            -Supplies/month set to 12.   
      -Sabre-class Destroyer:
         -Armor rating reduced to 300.
         -Shield efficiency reduced to 0.8.
      -Adarga-class Heavy Frigate:
         -Max speed increased to 100.
         -Shipsystem changed to Ram Drive.
      -Koncerz-class Frigate:
         -Max speed decreased to 135   
      -Scimitar-class Corvette:
         -Rocket DPS reduced to half.
         -Phase Lance DPS reduced to about 75%. Equipped Phase Lance renamed to Phase Lance (corvette).
         -Shield efficiency reduced to 1.2.
      -Misericorde-class Phase Attack Drones:
         -Number of fighters reduced to 3.
         -Phase cloak activation cost increased to 0.15.
         -Phase cloak cost increased to 0.05.
         -OP cost increased to 10.
      -Kunai-class Strike Fighter:
         -OP cost decreased to 6.
      -Buckler-class Shield Drone:
         -Wing formation set to CLAW
         -Fighter type set to INTERCEPTOR
         -Leash range reduced to 2000
      -Warden PD System:
         -Added new projectile.
         -Removed laser effect.
         -Damage type set to FRAGMENTATION.
         -Spawns 5 AOE projectiles in a 30° cone formation.
         -Range reduced to 500.
      -Disruptor Beam Cannon:
         -Fallout reduced to 0.5 secs.
         -Sound muted a bit.
      -Monsoon Lotus Laucher:
         -Ammo increased to 18.
         -Fire delay decreased to 3.
      -Ram Drive shipsystem:
         -Can no longer dissipate flux during use.
         -Bonus acceleration removed shortly after use.

   -Mod updated to 0.8.1a.
   -Gameplay Changes:
      -Halberd-class Battleship built-in Disruptor Beam Cannon stats made identical to the modular-buyable version.
      -Halberd-class Battleship ship system "Phase Jump" replaced with "Ram Drive".
      -Halberd-class, Lance-class and Angon-class are now "Ships with modules", and now equipped with a secondary shield emitter activated by turning on their "Ram Drives".
      -Angon-class Transport "Ram Drive" is now a lesser version (less efficient shield) of the one equipped by the Angon-class and Halberd-class.
      -Amentum-class Carrier "Recall Device" ship system replaced with "Reserve Deployment".
      -Kestros-class Cruiser "Reserve Deployment" ship system replaced with "High Energy Focus" (this is a temporal measure, since I've not coded or sprited its new intended system).
      -Buffed the Tessen-class, longer peak CR time, lower deployment costs, now it is a good alternative to sacrificing a combat ship's battle effectiveness by adding the Fleet Server Hullmod to it.
      -All TSC fighters got the vanilla "No Weapon Flux" hullmod.
      -Combat stats of Gunship style fighters (Scimitar, Chakram and Tomahawk) were buffed a bit.
      -Fighter LPC OP cost reduced a bit overall.
      -IR Pulse Lasers employed by TSC fighters replaced with IR Pulse Lasers (High Delay) the vanilla fighter version of the weapon.
      -Added a fighter IR Pulse Laser to the Kunai-class Strike Fighter.
      -Added a fighter IR Pulse Laser and a Stinger-class Proximity Mine to the Shuriken-class Interceptor.
      -Javelin-class Heavy Bomber, Chakram-class Support Gunship and Tomahawk-class Attack Gunship had their sprites redone.
      -Javelin-class Heavy Bomber, Chakram-class Support Gunship and Tomahawk-class Attack Gunship had their speed stat equalized, they are currently designed to be used in tandem.
      -Chakram-class dual Ion Cannon's replaced with a single Ion Micropulser, a smaller version of the Ion pulser.
      -Javelin-class dual Reaper-class Torpedoes replaced with the new Lotus-class Torpedo (overall damage nerf).
      -Javelin-class now has an Omni shield and Maneuvering Jets as ship system.
      -Added Advanced Optics hullmod to Sai-class Defense Drones in order to make them "competitive" when compared to Wasps.
      -Increased the number of Corvo-class Combat Drones deployed by the Corvo Drone Rack weapon to 4 drones in a single wave.
      -Increased the number of Caltrop-class Phase Mine carried by the Caltrop Mine Rack weapon to 3 mines, deployed individually.
      -Increased the number of Misericorde-class Phase Drones in a wing to 4.
      -Increased the number of Buckler-class Shield Drones in a wing to 3.
      -Replaced the Decoy Flare Launcher ship system of the Buckler-class with a lesser version of the Active Flare Launcher system.
      -(D) skins are now closer in line to vanilla (D) skins.
      -All (D) skins can now be restored to their default skin, for most ships this means the TSC skin, even for those that have a TT skin.
      -Medusa (D) is now a vanilla Medusa-class skin.
      -Introduced a new missile weapon, the Lotus-class Torpedo Launcher, it comes in fighter size (single), small mount size (Lotus-class Torpedo), medium mount size (Rainstorm Lotus Launcher), large mount size (Monsoon Lotus Launcher). The weapon is a poorly guided MIRV-like missile that splits into 8 two stage rockets that deal energy damage, the warheads themselves are not very accurate.
      -Ship loadouts altered to reflect changes.

   -Bug Fixes and Improvements:
      -Major unreported bug regarding weapon spawned drones (Corvo and Kulbeda) where they were able to attack an enemy ship and suffer no counterattack was fixed. (Main reason for the delay, required me to figure a way to deal with their AI, and maybe lose the search pattern they exhibit, thankfully I was able to keep the behavior thanks to a second AI altering script).
      -Removed deployment spam messages when spawning weapon based drones.
      -Player or the AI, can't turn the shield off when using the Ram drive shipsystem (affects Angon-class, Lance-class and Halberd-class).
      -Claymore built-in missile can no longer get more than 1 ammo, mostly flavor, its reload time was too long to actually happen.
      -Fighter wings removed from the simulator.
      -Fixed the use of incorrect directory separator in "Coalition_texture_data.csv".
      -Replaced the use of "cover" with "Cover" in "hull_styles.json".
      -Added system weapon slots for the ship hulls that use a weapon shipsystem, that were currently missing it.
   -Misc. Changes:
      -Anything else I forgot to type here.

   -Mod updated to 0.8a.
   -Gameplay Changes:
      -Renamed Corseque-class to Halberd-class.
      -Renamed Svardstav-class to Claymore-class.
      -Altered ship stats according vanilla changes.
      -Removed ALL drone ship systems.
      -Added shipsystems: Burn Drive (Pernach-class), Targeting Feed (Woomera-class), Reserve Deployment (Kestros-class, Maul-class), Recall Device (Amentum-class), Plasma Jets (Claymore-class), Ram Drive (Angon-class).
      -Added Misericorde, Buckler and Sai drone wings as available fighters.
      -Kris, Loader "drone" ship systems have been converted into built-in fighters.
      -SCV Corvette is now a built-in fighter for Maul-class vessels.
      -Removed built-in Drone bays from Kestros-class vessels, replaced with 2 built-in fighters, Misericorde drones for the Coalition variant and Wasps for the TT variant.
      -Drone Bay (Large Missile) weapon removed.
      -Drone Rack (Medium Missile) diversified into 3 different weapons: Kulbeda Drone Rack (2 waves of 3 PD drones), Corvo Drone Rack (1 wave of 3 Attack drones), Caltrop Mine Rack (single kamikaze drone).
      -Altered how drone racks function, now deployed drones are individuals instead of wings.
      -Removed built-in hullmod "Fleet Server" from Atlatl-class carrier.
      -Modified "Fleet Server" hullmod into a normal hullmod, can be equipped by ANY Coalition combat vessel. Fleet Server provides a combat buff to nearby fighters/drones not taking into account the source of the drone, decreasing the ship's fire rate by 75/60/45/30%, depending on hullsize.
      -Altered sprites of Amentum, Woomera, Venture (TSC) and Sagaris-class vessels.
      -Ship loadouts altered to reflect changes.
   -Campaign Changes:
      -Added Aridas star system to the campaign. (Content WIP, missing custom textures for some planets).
      -Renamed Aridas to Arydas.
      -Added procgen content to the Tyrador star system.
      -Added inert Gate to the Tyrador star system.
      -Added custom icon to Atrio's Defensive Platforms.
      -Removed SSO Base from Penelope's Star star system, replaced it with the Urals' Scaffold.
      -Moved the CSV Andes from Magec to Arydas, added the CSV Himalayas to Magec.
      -Slightly altered the market conditions of Coalition Markets.
      -Moved Tyrador slightly downward.
      -Altered faction ship lists to reflect changes, also fixed some ships/variants that were not included so now they can actually spawn in the campaign.
   -Misc. Changes:
      -Anything else I forgot to type here. .

Version 1.1.0:
   -Rebalancing changes:
      -TSC combat ships, overall had their stats slightly reduced (flux capacity, max ops, speed, turret arcs), turret angles were changed to
        reduce overlapping. In general, the ships' stat blocks were made worse than their closer high-tech counterpart.
      -Labrys-class changes: removed 1 large missile mount, added 1 medium missile mount, large decrease in OPs.
      -Halberd-class changes: replaced large missile mounts with medium sized ones.
      -Claymore-class changes: re-implemented as a broadside ship, sprite altered to accommodate changes.
      -Kulbeda-class attack drone changes: speed reduced to 150.
      -Drone bay changes: reload speed reduced to 0.01.
      -(Fighter) Tactical Laser range reduced to 500.
      -Disruptor Beam Cannon range reduced to 750, hard-flux to soft-flux ratio reduced to 30%. Generated hard-flux on the target is also
       applied to the source (this can cause the source ship to overload form continuous fire).
      -Plasma Lance range reduced to 750.
   -Ship loadouts altered to reflect changes.
   -Tyrador system background compression artefacts fixed.
   -Renamed Halberd-class to Corseque-class.
   -Renamed Claymore-class to Svardstav-class.
   -Removed Lance-tug sprite. Missed it when cleaning the mod from unused content/WIPs.
   -Removed Dyson Swarm/Bubble graphics from the mod.
   -Removed unused scripts.
   -Fixed the Atlatl and Tessen script that buffs drones and fighters giving the graphic indicator to frigates too.
   -Removed test mission.
   -Added a 25% sized alternative versions of the Arconian Orbital Ring (front and back) sprites, they need to be renamed manually to use them
    (only use them if you are having issues with your vram, you can also mix and match them).
   -Added non-story missions: "Knowing Yourself", "Knowing your Enemy".
   -Graphics Lib:
      -Merged normal maps of non-(D) "skin variants" in order to reduce vram use.

Version 1.0.0:
   -First proper release, full changelog too large to list, or actually even keep track of it. Mod basically rebuilt from the ground up, over a couple of versions.
   -Added support for Nexrelin.
   -Added support for Graphics Lib.
   -Added support for Version Checker.
   -Every ship sprite has been touched up, or in some cases remade from scratch.
   -Several ship classes were eliminated (Parashu, Khopesh, Hurlbat, Whirlbat, Fukija and others that were never mentioned in a WIP thread or named).
   -Current NEW ship classes: (For a more complete list download the ship catalog flash file, or even better download the mod)
      Capitals:      Atlatl, Claymore, Halberd, Maul.
      Cruisers:      Amentum, Angon, Kestros, Lance, Pavise.
      Destroyers:   Adze, Aspis, Labrys, Sabre, Sagaris, Woomera.
      Frigates:      Adarga, Koncerz, Pernach, Ranseur, Tessen.
      Energy:      Plasma Lance, Disruptor Beam Cannon, Warden PD System.
      Missile:      Judgement, Kulbeda Drone Bay, Kulbeda Drone Rack.
      Built-in:      Integrated Particle Conduits, Modular Cargo Bay, Fleet Server, Coalition Refit.
      Standard:      Graviton Lensing, Shielded Plating, Modular Fuel Tanks, Modular Containers.

(Read as ongoing, upcoming...someday, likely by the end of next version's life cycle, or even later; actually, just some of the things I want to do):
-Listen to feedback.
-Bug fixing. (If any)
-Balancing, balancing, balancing. (Listening to feedback again)
-Battlestations!!!, IN PROGRESS.
-Tweak Arcon's retrofitting market even further.
-Add Praxis University unique industry to Arcon.
-Add shield emitter teleporter shipsystem.
-Add Scepter-class cruiser.
-Add TSC skins of some vanilla phase skimmers.
-Add more vanilla faction skins, specially non TT skins.
-Add 1 more star system.
-Add After the Collapse/Early Coalition missions.
-Add Hegemonic Invasion Campaign missions.
-Add more Arydas Crisis missions.
-Add "older/prototype" variants of some ships to indicate technological development. Mainly mission content. (Most likely not with new sprites, to avoid unnecessary vram use)
-Descriptions, descriptions, descriptions; not like they are not there, I just need to revise them.
-Typos, typos, typos.
-Add more "hidden" references. (Done)

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