Starsector > Announcements

Starsector 0.7a (Released) Patch Notes

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Alex:
Blog post/download links here.

Hotfix - 0.7a-RC10, November 20, 2015

Bugfixing

* Fixed crash bug after battle where allies harried instead of engaging
* Fixed issue with not getting any salvage when allies decide to let the enemy go after an engagement
* Fixed typo in navigation skill effect description
* Fixed wrong sprite being used for Kite (D) (affected Codex only)
* Fixed typo in transponder tooltip
* Fixed typo in "Last Hurrah" mission description
* Removed errant quote from Locust description
* Fixed more typos
* Set Aztlan outer jumppoint to not show the gas giant
* Removed "show sensor range" campaign keyboard binding that did nothing
* Fixed SettingsAPI.getAllVariantIds()

Changes as of November 17, 2015

Campaign

* Increased salvage from combat by 50%
* Reduced number of system bounty events
* Ongoing battles will autoresolve faster if they're lopsided; i.e. several patrols vs a lone pirate frigate will not take a day to autoresolve
* Added current "suspicion level" to black market tooltip
* Emergency Burn:
* Halved CR cost (and thus, supply cost)
* Now prevents CR recovery while active
* Player respawn: will now pick random friendly market to spawn near, favoring larger and friendlier markets
* Boarding:
* Requires and uses only marines
* Removed steps with picking boarding task force and number of marines/crew to use
* Always successful provided there are enough marines
* Faces more resistance from crew (more crew defending at better odds)
* Marine cost increased to 500 credits
* Reduced sell price of ships by half
* Successfully boarded ships are automatically mothballed
* Somewhat save-scum-proof
* Combined "trade disruption" updates into a single item under "Events"
* Added plus sign to icons of officers that can level up
* Removed easy/normal start choice from new game creation; added two difficulty choices:
* Normal
* Easy
* 50% more salvage (supplies, credits, etc)
* Level of AI officers reduced by half
* 10,000 extra starting credits
* "Trade disrupted" and "price update" reports only show up in the campaign-level message list if they're from the same system. Will still always show up in the intel screen.
* Price map in intel tab much more accurate
Combat

* Damage taken is set to "full" by default
* "All" button in deployment dialog will now select as many ships as possible for deployment when there aren't enough points to select all of them, instead of being disabled
* Safety Overrides:
* Now prevents active venting instead of increasing overload duration
* Non-missile weapon ranges past 450 units drastically reduced by SO

Changes as of November 03, 2015

Campaign

* Turned off comm sniffer investigations (at least for now)
* Smuggling investigation:
* Will no longer find the player guilty if they were wrongly suspected
* Lasts 2-3 months
* A chief investigator is assigned and can be talked to to resolve any misunderstandings
* Guilty finding drops reputation with faction to inhospitable
* Can be covered up (reducing chances/avoiding investigation entirely) by also selling on open market
* Added "Faction ties" investigation
* Started by major factions when the player has a positive reputation with another major faction
* A chief investigator is assigned and can be talked to to resolve any misunderstandings, but only a couple of times before that's no longer effective
* Maintaining positive reputation with more than one major faction (Diktat, Hegemony, Tri-Tachyon, Luddic Church) is not possible for very long; will eventually become hostile to all but one
* Can avoid by keeping reputation at favorable or below
* Added confirmation to player transponder activation/deactivation (have to use twice in a row to do either)
* Added three new passenger liner type ships
* Added liner fleets carrying passengers to and from different systems
* Market procurement mission: now requires coming into port with transponder off if contact is an underworld figure
* Added tooltip showing markets in a star system to stars in intel map
* For now, "vengeful" reputation can be improved by doing bounties
* Can also be achieved by normal combat, not just pursuit
* Added "radio chatter" sounds when near a market
* Commander personality now has some effect on fleet behavior
* Evenly-matched or weaker fleets may follow you around waiting for an opportunity instead of fleeing or ignoring your fleet
* Valhalla: improved accessibility of Ragnar Complex and nearby markets
* Terrain adjustments:
* Nebulas and asteroid rings/fields now reduce fleet speed based on fleet size instead of reducing the burn level of individual ships
* Magnetic fields now reduce speed and sensor range by 50%
* Nebulas, asteroid rings/fields, magnetic fields, and hyperspace storms now reduce speed by a percentage rather than a multiplier, allowing "Emergency Burn" to take full effect
* Battles in deep hyperspace no longer have nebula patches on the battlefield
* Navigation skill: now reduces burn level penalties from terrain by 5% per level
Combat

* Cruisers will now be assigned to "capture" assignments as needed
* Safety Overrides: now also extends overload duration by 50%
* Hardened Subsystems: reduced CR degrade speed reduction to 25%
* Reaper: made engine glow more prominent for improved visibility
* Atlas: removed flight deck
* Helmsmanship level 5 perk: now grants maneuverability bonus instead of top speed with zero flux
Miscellaneous

* Reduced save file size by ~50%
* Upgraded to Java 8 (should resolve issues on newer versions of OS X)
* Reduced logging verbosity
* "resolutionOverride" in settings.json should now work for oddball resolutions in windowed mode
Modding:

* Added ShipAPI.setWeaponGlow(float glow, Color color, EnumSet<WeaponType> types)
* Orbital junk removed from savefiles; regenerated on game load
* Added ModPlugin.onGameSaveFailed()
* Refit in neutral-owned stations/markets no longer offers free weapons from non-free submarkets
* Added SectorEntityToken.getCustomData(), returns String->Object map for custom persistent per-entity data storage
* Asteroids are no longer persisted in save files, unless they have something in their memory they are regenerated on game load
* CombatEngineAPI.getCombatUI()
* CombatUIAPI
* addMessage(int newLineIndentIndex, Object ... params)
* isShowingCommandUI()
* getCommandUIOpacity()
* FluxTrackerAPI.stopVenting()
* ShipHullSpecAPI.getShieldSpec()
* ShieldSpecAPI
* float getPhaseCost();
* float getPhaseUpkeep();
* float getFluxPerDamageAbsorbed();
* ShieldType getType();
* Color getRingColor();
* Color getInnerColor();
* float getUpkeepCost();
* float getArc();
* float getRadius();
* float getCenterX();
* float getCenterY();
* MissileAPI
* float getFlightTime();
* void setFlightTime(float flightTime);
* boolean isGuided();
* ShieldAPI
* toggleOn()
* ShipAPI
* void setVentCoreColor(Color color);
* void setVentFringeColor(Color color);
* Color getVentCoreColor();
* Color getVentFringeColor();
* void setVentCoreTexture(String textureId);
* void setVentFringeTexture(String textureId);
* String getVentFringeTexture();
* String getVentCoreTexture();
* String getHullStyleId();
* WeaponGroupAPI getWeaponGroupFor(WeaponAPI weapon);
* void setCopyLocation(Vector2f loc, float copyAlpha, float copyFacing);
* ShipEngineAPI
* void setHitpoints(float hp);
* Color getEngineColor();
* Color getContrailColor();
* enum ShipSystemAPI.SystemState
* ShipSystemAPI
* getState()
* float getCooldown();
* void setFluxPerUse(float fluxPerUse);
* void setFluxPerSecond(float fluxPerSecond);
* ViewportAPI
* void setCenter(Vector2f c);
* WeaponGroupAPI
* AutofireAIPlugin getAutofirePlugin(WeaponAPI weapon);
* boolean isUsingDefaultAI(WeaponAPI weapon);
* ModularFleetAIAPI
* CampaignFleetAIAPI
* AssignmentModulePlugin
* List<FleetAssignmentDataAPI> getAssignmentsCopy()
* SectorAPI
* ViewportAPI getViewport();
* CampaignUIAPI
* boolean isShowingMenu();
* SettingsAPI
* List<String> getAllVariantIds();
* List<String> getAptitudeIds();
* List<String> getSkillIds();
* LevelupPlugin getLevelupPlugin();
* String getVersionString();
* JSONObject loadJSON(String filename, String modId) throws IOException, JSONException;
* JSONArray loadCSV(String filename, String modId) throws IOException, JSONException;
* String loadText(String filename, String modId) throws IOException, JSONException;
* ModManagerAPI getModManager();
* ModManagerAPI
* List<ModSpecAPI> getAvailableModsCopy();
* List<ModSpecAPI> getEnabledModsCopy();
* boolean isModEnabled(String id);
* List<ModPlugin> getEnabledModPlugins();
* ModSpecAPI getModSpec(String id);
* ModSpecAPI
* boolean isUtility();
* String getModPluginClassName();
* boolean isTotalConversion();
* String getName();
* String getId();
* String getVersion();
* String getDesc();
* String getPath();
* String getDirName();
* String getGameVersion();
* Set<String> getFullOverrides();
* List<String> getJars();
* String getAuthor();


Changes as of October 19, 2015

Campaign

* Added visual indicators of other fleets' sensor ranges when the player is near the edge of it
* Hireable officer personalities (i.e. combat behavior) now based on the faction of the planet on which they're located
* Headquarters, Orbital Station, Spaceport, and Military Base now affect the number and quality of officers in fleets from their market
* Defeating ships captained by officers/fleet commanders now grants up to 5x increased experience based on the captain's level
* Revamped campaign fleet generation; added officers and faction-specific fleet compositions
* Revamped food shortage event
* No more tracking of sales before event starts or investigations for overselling
* Only affects markets of size 6 and below
* Smaller markets are affected more, both in reduced stability and food price increase
* Intercepting relief fleet increases unrest (i.e. reduces stability) at market
* Selling food on open/black market has an increased impact on reputation while event is ongoing
* Selling food on black market produces high unrest after event is over
* Updated food shortage and trade disruption events to have prices smoothly decrease with player selling commodities and filling demand
* Made intel message detail area slightly taller
* Revamped trade, pirate, and mercenary fleet spawning
* Reduced high-end system bounty rewards by about 33%
* Removed post-engagement options of "maintain contact" and "stand down"
* Ships on winning side now automatically recover some CR if the engagement was limited in scope
* Recovery amount depends on total deployment cost of destroyed losing ships vs each winning ship's deployment cost
* Maximum of 75% recovered if any enemy ships were destroyed
* Added Luddic Path faction, radical arm of the Luddic Church
* No markets, but launches small raider fleets from Luddic Church worlds
* Hostile to player, but individual fleets may be bought off with a "tithe"
* Auto-resolving pursuit: greatly increased effectiveness
* Expanded battles
* Can join one side of an ongoing campaign battle that may involve several fleets and last up to several days
* When engaging another fleet or joining a battle, nearby fleets - both allied and enemy - will join in
* Adjusted bounty payments and reputation gains when done with the aid of an allied fleet
* Salvage and bounty split will depend on how much hull damage the player dealt to enemies
* Friendly fire incidents will cause a reputation drop depending on the severity
* Very serious incidents will drop reputation all the way to hostile
* Fighting a faction's enemies in their system will no longer improve reputation with them
* Adjusted crew losses from battle so that you don't end up being heavily over crew capacity after losing ships
* System bounties now last longer
* Disengaging from a non-hostile fleet will only drop your reputation to hostile if you destroy any of their ships (or entire fighter wings), previously would on doing any hull damage
* Improved visuals for ship engine glows in campaign; improved fleet movement behavior
* Turned off customs inspections, at least for now - sneaking into market w/ transponder off fills the same role
Combat

* Added several new missile weapons (one small and two large)
* Hurricane MIRV - changed to be a medium range finisher weapon rather than long-range
* Removed ammo regeneration
* Increased number of warheads to 10
* Reduced refire delay to 5 seconds
* Reduced range to be in line with MRMs
* Increased missile hitpoints and range at which the main missile splits
* Increased flight time of individual warheads
* Added new midline missile cruiser
* Hammerhead: changed small energy mounts to hybrid (can slot in energy/ballistic)
* Added officer portrait to target reticle for ships with officers
* Added "Safety Overrides" hullmod. Boosts speed and flux dissipation at the expense of a drastic loss in peak performance time. Can not be installed on capital ships.
* Assault Chaingun: increased damage and flux cost by 50%, reduced range to 450 (from 700)
* Heavy Machinegun: reduced OP cost to 10, range increased to 450 (from 400)
* Harpoon, Sabot 3-racks: reduced OP cost to 4 (from 5)
* Salamander 3x/Pod: increased refire delay to 25 seconds (from 20)
* IR Pulse Laser: reduced OP cost to 5
* Plasma Cannon: damage and flux use increased by 25%
* Tachyon Lance: range reduced to 1000, damage increased by 200%, flux use increased by 100%
* Ion Cannon: flux/shot reduced to 30 (from 80)
* Heavy Mauler: damage reduced to 200 (from 250)
* Ship AI:
* Aggressive officers more aggressive
* May use strike weapons against frigates if considers itself in trouble
* Will now consider any non-civilian ship with weapons to be a combat-capable ship
* Non-autofiring weapon groups will try to follow the mouse if they're not selected but the target is close to their arc
Miscellaneous

* New graphics for some ships (Eagle, Enforcer, Falcon, Dominator, and a few others)
* Updated portrait graphics
* New graphics for Arbalest Autocannon
* Added text scrolling for standalone (non-campaign) mission descriptions
* Many missions updated; extensive backstory added
* Added "alwaysUndecoratedAtFullscreen" key to settings.json, controls whether full-resolution windows are always undecorated or not. Set to true by default.
* Falcon: added two small energy turrets, added 10 ordnance points. (D) variant does not get the extra turrets, does get +10 ordnance points
* Fixed sound loop playback issue where loops would not fade out properly but would cut off abruptly
* Built-in hullmods (Flux Shunt, Repair Gantry, etc) no longer show up in mission refit

Modding

* Added "AMMO_RELOAD" ship system and ship system AI type
* Added "cr/u" column (cr per use) to ship_systems.csv
* Added to SoundPlayerAPI:
* void restartCurrentMusic();
* String getCurrentMusicId();
* void playMusic(int fadeOutIfAny, int fadeIn, String musicSetId);
* void setSuspendDefaultMusicPlayback(boolean suspend);
* Added GameState enum (COMBAT, CAMPAIGN, TITLE)
* Added SettingsAPI.getCurrentState() to return current state
* Added LocationAPI.setBackgroundOffset()
* Added "doctrine" section to .faction file; affects fleet compositions and officer numbers/levels
* Fixed bug where animated beam weapons would not glow properly during phase skim/teleport style animations
* Decorative weapons now render in the campaign view and on ship icons
* Dev mode only, edit variants from main menu only: shift + letter jumps to variants starting with that letter
* Added baseValueMult to .skin files. baseValue still supported.
* Made some breaking changes to FleetEncounterContextPlugin/CampaignFleetAIAPI, related to removal of maintain contact/stand down options
* Added CombatTaskManagerAPI
* Added CombatFleetManagerAPI.getTaskManager(boolean ally)
* Moved assignment related methods from CombatFleetManagerAPI to CombatTaskManagerAPICampaignPlugin.pickBattleAutoresolverPlugin() changed to take BattleAPI as a parameter instead of two fleets

* Other related API changes re: passing in a BattleAPI where appropriate
* FleetDespawnReason.DESTROYED_BY_FLEET changed to DESTROYED_BY_BATTLE; param is now a BattleAPI
* Added CombatEngineAPI.getDamageData() to get running hull damage dealt totals by each fleet member

Bugfixing

* Fixed erroneous rate of fire being shown for burst beam weapons
* Fixed turret alignment on Tarsus-class freighter
* Fixed music-related out of memory crash if game was left running for a long time
* Fixed faction description textbox size in faction intel display screen
* Fixed bug where boarding action CR cost was based on the deployment cost of the ship being boarded instead of the ships doing the boarding
* Fixed bug where Heavy Armor was not correctly applying the maneuverability penalty


Changes as of June 23, 2015

Campaign:

* Added campaign sensors; can now only see other fleets when they're nearby
* Added abilities that can be used by fleets, both player and AI: Transponder, Go Dark, Active Sensor Burst, Emergency Burn
* Transponder, turning it off:
* Reduces visibility, attracts attention of patrols
* Allows trade with otherwise-hostile factions on the black market
* Allows open trade with hostile factions for independents, pirates, and free ports
* Combat officers:
* Can be hired at markets using the comm directory to contact "mercenaries"
* Can be assigned to command specific ships
* Have combat-effective skills and gain experiencePlayer can pick one of two skills to gain/increase on each levelup

* Navigation skill: while waiting for skill revamp, reversed the skill gains with larger ships gaining more and smaller ships gaining less. Also reduced burn level gain; does not affect frigates. (Yes there are some levels that don't have any bonus; see: revamp)
* Augmented Engines: burn speed increase reduced to 1, now also reduces sensor strength by 50%/increases sensor profile by 50%, removed capacity penalty
* Degraded Engines: burn level penalty is now uniformly 1
* Removed speed boost after losing battle
* Added terrain with fleet-affecting effects:
* Nebula
* Asteroid belt
* Ring system
* Star corona (with solar flares)
* Magnetic field (with auroras)
* Removed logistics rating mechanic
* Ships have explicit "supplies/month" and "supplies/recover from deployment" stats, set to the same value (i.e one deployment costs as many supplies as operating for a month)
* High Maintenance hullmod: increases supplies/month only
* Automated Repair Unit hullmod: removed penalties; increase in CR recovery does *not* reduce the overall recovery cost
* Removed supply cost per day for crew and marines (assumed to be negligible compared to ship maintenance)
* Logistics skill, Leadership aptitude: now reduce maintenance supply use 30%/20% respectively
* Fleet size hard-limited to 25 ships total
* Removed "deployment points" as an explicit ship stat, battle size now based on supply recovery costs
* Adjusted deployment supply costs - up a bit for smaller ships, significantly down for capital ships and cruisers
Combat balance:

* Sabot:
* Improved missile aim
* Changed damage back to single-shot with 750 damage
* Added variance in Sabot launch range to make it a bit more unpredictable
* Increased projectile speed to where the AI can't always react and lower shields in time
* Non-missile projectiles that are fading out after reaching maximum range now deal soft-flux damage to shields
* Slightly improved Harpoon missile target tracking
* Accelerated Ammo Feeder: reduces flux cost of ballistic weapons by 30%
* Pilum: reduced hitpoints to 50 (from 125)
Ship AI:

* Ship aim will improve as time is spent firing at the same target; time from worst aim quality to best is ~15 seconds
* Autofire aim will improve as time is spent firing at the same target; time from worst aim quality to best is ~15 seconds.As will AI manual targeting

* Improved fighting vs drones somewhat (prioritizes them less)
Combat:

* Campaign terrain effects:
* Campaign combat maps now spawn with appropriate nebula graphics and amount for the location
* Effect of nebula changed to align with in-campaign effect
* Fighting in corona: reduced peak time, increased CR degradation, slight screen glow
* Fighting in ring system: lots of small, non-collision-damaging asteroids on battlefield
Miscellaneous:

* Added custom graphics for the following hullmods: civilian-grade, hardened subsystems, high maintenance, high-res sensors, phase field
* Added "Solar Shielding" hullmod - reduces effect of travel and fighting inside a star's corona; reduces beam damage taken slightly
Modding:

* Fixed NPE caused by using ship AI flags for drones
* Fixed issue where EveryFrameScripts added to an entity would never run while the game is paused
* Fixed bug where using an area-of-effect exploding missile as a MIRV projectile would cause an NPE
* Added to CampaignEventListener:
* reportPlayerActivatedAbility()
* reportPlayerDeactivatedAbility()
* Added HYBRID weapon slot type that allows ballistic and energy weapons, but not missiles
* MutableFleetStatsAPI.addTemporaryModXXX methods now key off the source parameter - multiple changes with the same source id are no longer possible
* Added LocationAPI.getPersistentData()
* Fixed NPE caused by assigning quad trails to ships; quad trails for ships still have artifacts
* Added BattleCreationPlugin.afterDefinitionLoad() method
* Added ModPlugin.configureXStream method that allows customization of XStream, which is used to create save files. In particular, can be used to alias class and field names to shorter names.
* Added DynamicStatsAPI
* Allows creating new mutable stats using string ids as keys
* MutableFleetStats.getDynamic() and MutableShipStats.getDynamic()
Bugfixing:

* Fixed bug where player gender would revert to "ANY" on saving and then loading a game
* Fixed bug where selling a not-in-demand commodity one at a time would produce a better price than selling in bulk


Changes as of April 05, 2015

Campaign:

* Added 5 new star systems
* Added "Hydroponics Complex" market condition
* Added market conditions for a variety of new planet types
* Added alternate shortcuts to interaction menu options, in addition to number keys (i.e. Esc = Leave, etc)
* Price list in commodity tooltip will now compress multiple entries for the same commodity into one, provide the prices are the same/very similar
* "Move in to engage" will show a confirmation dialog when vs non-hostile target
* Fixed autoresolve issue that incorrectly penalized ships with good shields and benefited ships with poor shields
* Greatly increased CR penalty from refitting in flight, especially for hullmods
* Locally-produced goods now available on the black market even if they're not available on the open market due to being mostly exported
* Added support for campaign missions (e.g. quests)
* Added "market procurement" mission - acquire and deliver X commodity to a contact at market
* Added browseable comm directory and mission board to markets
* Can be used when docking with hostile markets
* Can improve relationships with specific people
* Generally, people with a positive relationship will offer missions even if the faction is hostile
* Other effects TBD
* Person info panel updated to show relationship, faction affiliation, player relationship with faction, person rank, and current post
* Added new music for Luddic Church faction
* Added combat officers
* Can hire by talking to "mercenaries" via market comm directory
* Can be assigned to any ship (not fighter wings)
* Have the following pool of skills: all combat skills, Gunnery Implants, and the effect of the combat aptitude as a "skill"
* Start with one level 1 skill
* Have one of four personalities affecting in-combat behavior:
* Timid, cautious, steady, and aggressive
* Player can choose one of two (randomly picked) skills to learn or improve at each level-up
* Not limited by aptitude level when increasing skills
* Only grant the combat portion of their skills
* Current maximum level is 20, learning a skill learns it at level 1, improving gains 3 levels
* Gives exactly 5 maxed-out skills at level 20, or some combination of lower-level skills
* Numbers may change
* Gain experience based on time spent in combat, experience split among all officers deployed
* Player can have a maximum of 10; can be dismissed
Combat balance:

* Autopulse Laser: increased damage by 20% and flux generation by 25%
* Proximity Charge Launcher: now has the PD tag
* Lasher: increased flux dissipation, armor, and shield arc
Ship AI/orders:

* Found and fixed an issue that could cause occasional suicidal behavior (would attempt to pursue an enemy perceived as trying to kite it, into a very bad situation)
* Added "Avoid" order, can be set on enemy ships to make all your ships try to avoid getting near them
* Ships can be explicitly assigned to the "avoid" target, in which case it'll work as an "engage" order
* Improved order-following
* Ships assigned to capture/control/assault/defend will do a better job of both avoiding enemy contact and moving towards the objective
* Improved conservation of HE missiles (i.e. Harpoons) vs unshielded frigates. Test case of Wolf (CS) vs 2x Hound (D), 2x Cerberus (D), and 1x Lasher (D) -> Wolf saves enough missiles to effectively take out the Lasher
* Improved conservation of kinetic missiles (i.e. Sabots) - less likely to fire off when high on flux and unable to follow up
* Improved behavior with regard to re-engaging a target while having higher flux than target
* Improved map-border-avoiding behavior
* Improved maneuvering to facilitate the use of Reapers and other rocket-type weapons
* Improved spreading out by multiple ships facing a single target
* Reduced propensity to get very close to a vulnerable target and stay there
* Autofire AI will now consider whether an enemy is blocking a friendly from being shot at, for purposes of friendly fire danger detection
* Improved broadside AI:
* Will now turn more into a broadside if its frontal firepower is significantly lacking
* Will pursue (by turning towards enemy) less
Miscellaneous:

* Apogee's Sensor Drones can no longer be set to free roam
* PD weapons with charges will now conserve up to 10 ammo vs non-PD targets
* Thumper and Storm Needler no longer show "x9999" burst size on tooltip
* Clarified "High Maintenance" hullmod description
* Fixed occasional unnecessary background texture reloading when starting battles/simulations in the campaign
Modding:

* Added DamagingProjectileAPI.getBaseDamageAmount();
* Economy shouldn't crash if there are no markets configured
* Added ShipVariantAPI SettingsAPI.getVariant(String variantId)
* Very large turrets should no longer cause visual artifacts on disabled ships
* Fixed bug that caused prices for markets of size >7 to be computed incorrectly
* shipBuy/SellPriceMult now properly affects fighter wings
* OptionPanelAPI now sets alternate shortcut that works in addition to the number key matching the option. It's always bracketed and put at the end.
* CampaignEventListener.reportPlayerOpenedMarket() now called when player opens interaction dialog rather than when player actually opens the trade UI
* Added CampaignEventListener.reportPlayerClosedMarket(); called when interaction dialog is closed
* Added OptionPanelAPI.addOptionConfirmation
* tips.json now merged on load instead of always replacing the vanilla one
* Added FactionAPI.getMemoryWithoutUpdate()
* Added PersonAPI.getMemory()
* Added PersonAPI.getMemoryWithoutUpdate()
* Added to MarketAPI:
* void initCommDirectory();
* CommDirectoryAPI getCommDirectory()
* void addPerson(PersonAPI person);
* void removePerson(PersonAPI person);
* List<PersonAPI> getPeopleCopy();
* Added to SectorEntityToken:
* PersonAPI getActivePerson();
* void setActivePerson(PersonAPI activePerson);
* Added
* CampaignEventManagerAPI.primeEvent(CampaignEventTarget eventTarget, String eventType, Object param)
* CampaignEventManagerAPI.startEvent(CampaignEventPlugin primedEvent)
* Added ReportAPI (for accessing data from reports.csv)
* Added SectorAPI.getReport(String eventType, String eventStage, String channel)
* Added LocationAPI.getAllEntities()
* Improved performance of:
* SectorAPI.getEntityById()
* LocationAPI.getEntityById()
* Fixed minor on-rack missile rendering issue
* Highlighting in reports/tooltips/shortcuts/etc now requires a non-alpha-numeric char after a match (i.e. a space, punctuation, etc)
* Added support for modding person ranks and posts (default_ranks.json, "ranks" section in .faction)
* Expanded PersonAPI
* Added CampaignMissionPlugin, CommDirectoryAPI, etc (as necessary to support new campaign functionality)
* Added SectorAPI.getImportantPeople()
* Added to ShipEngineControllerAPI:
* extendFlame()
* fadeToOtherColor()
* Added SettingsAPI.getPlugin() to retrieve plugins defined in the "plugins" section of settings.json
* Added SettingsAPI.getSortedSkillIds(), returns skill ids sorted by "order" in skill_data.csv
* Added SkillSpecAPI
* Fixed crash bug caused by ship name Roman numerals getting up to 4000
* Added "combat officer" column to skill_data.csv; governs if skill is available to combat officers
* Made CoreReputationPlugin easier to mod without replacing entirely
* Added RepActions.CUSTOM
* Specifics of reputation change specified via CustomRepImpact class
* Usage:
* CustomRepImpact impact = new CustomRepImpact();
* <set fields in impact to desired values>
* Global.getSector().adjustPlayerReputation(new RepActionEnvelope(RepActions.CUSTOM, impact, message, true), factionId)
* Added "evenSpread" parameter to mirv spec
Bugfixing:

* allowShipControlWhilePaused now set to true in settings.json, as was intended
* Fixed rare crash bug caused by weapon group going away due to a critical malfunction but the AI still thinking it exists and wanting trying to fire it
* System-activated engines no longer show up on ships in the campaign view
* Fixed rare crash while adjusting music volume
* Fixed bug where repair-at-market cost would be extremely high if ship crews were understrength
* Fixed issue where leaving X cargo and then picking up exactly X cargo would lead to the listed cargo space used being incorrect
* Thunder-class fighters no longer immediately go to refit after firing off their Harpoon missile
* Captured enemy ships will no longer ship up in the "disabled" category in the enemy fleet in the fleet encounter dialog
* Fixed bug where intel prices would occasionally not update correctly when docking at a market
* Fixed issue where player-sold commodity stockpile value used for pricing would reset on a save/load for commodities not in native supply or demand
* Fixed bug where market music would continue playing in the campaign after running a combat simulation in-market and then leaving
* Fixed crash caused by adjusting music volume after music has erroneously stopped playing
* (Probably) fixed issue with music stopping to play (seems to only be an issue with some mods?)
* Fixed bug where fighter wings would not properly lose CR for taking losses in combat in some circumstances
* Fixed bug where initiation a transaction at a military submarket and then cancelling would result in the items in the submarket being re-sorted incorrectly
* Increased Hound shield radius so it works properly when a Front Shield Generator is installed

Xanderzoo:
!!Five new star systems!! Yay!

Midnight Kitsune:
What about EXP gained from trade? Will officers get a portion of that as well? If I have 10 officers will each get 9% of the earned EXP?

Alex:

--- Quote from: Midnight Kitsune on April 05, 2015, 06:33:51 PM ---What about EXP gained from trade? Will officers get a portion of that as well? If I have 10 officers will each get 9% of the earned EXP?

--- End quote ---

No, combat officers don't get any of that. As combat officers, they only gain experience from combat.

Midnight Kitsune:
Will we be able to adjust how much they take from the total amount of combat experience? (IE I could set it so that they can take 10% to 100% from the "pool" of exp) This would be useful all the way through the game.

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