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Starsector 0.98a is out! (03/27/25)

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Topics - Dark.Revenant

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16
Mods / [0.98a] SpeedUp 1.2.2
« on: April 24, 2018, 10:48:53 PM »

Ever wish the game would go by quicker while you're flying your lumbering Paragon up to the line of battle?  Ever wanted to push "fast forward" while your fleet mopped up the remnants of an enemy fleet?  Ever wanted to speed through a trivial Derelicts fight?  This mod is for you!

Hold the middle mouse button and the game becomes 2x faster.  You can also press the caps lock key to toggle fast mode at your leisure.  The B button toggles the slow-down effect of phase systems.

The following are NOT RECOMMENDED for pitched battles due to causing problems with AI and hit detection: F3 applies a 6x multiplier, and control-capslock causes the game to run in as-fast-as-possible mode.

Controls are fully customizable by editing SpeedUp/data/config/SPEED_UP.json.  You can even set custom time scaling factors on separate inputs, if you like.

Change Log
Version 1.2.2 (April 7, 2025)
- Updated for Starsector 0.98a-RC7
- Improved the calculation for calculating dynamic speed multipliers

Version 1.2.1 (March 31, 2025)
- Updated for Starsector 0.98a
- Fixed a logical bug preventing dynamic changes in speed multipliers

Version 1.2.0 (December 23, 2024)
- Added option to make a hotkey disable all other active hotkeys (set "disableOthers" to true in config)
- Added default hotkey, F3 toggles 6x speed
- Added default hotkey, F4 clears all active hotkeys and sets speed to 1x
- Fixed hotkey state persisting after combat (probably affected 1.1.1 and 1.1.2, haven't verified)
- Fixed invalid activate hotkey in config file
- Minor optimizations

Version 1.1.2 (December 11, 2024)
- Cleanup and refactor

Version 1.1.1 (December 11, 2024)
- Cleanup and refactor

Version 1.1.0 (November 17, 2024)
- Added ability to set bullet-time intensity
- Renamed settings file and moved it to the config folder. Legacy settings file is still supported and will be used instead if it exists
- Minor refactor
- Updated for Starsector 0.97a RC11
- Rare crash fix

Version 1.0.1 (February 3, 2024):
- Updated for Starsector 0.97a
- Removed default binding for 6x speed-up

Version 1.0.0 (May 10, 2023):
- Updated for Starsector 0.96a
- Now works in the campaign!  Thanks Histidine!
- Caps Lock for 2x speed-up in campaign
- F1 for 6x speed-up in campaign

Version 0.7.2 (December 12, 2021):
- Updated for Starsector 0.95.1a
- Fixed rare no-bullet-time bug

Version 0.7.1 (March 29, 2021):
- Updated for Starsector 0.95a

Version 0.7.0 (December 25, 2020):
- Added "onAtStart" option to flag a speed multiplier option as being enabled by default at the start of combat
- Added "capToFPS" option to limit a speed multiplier to a certain engine frame rate (0.0 to speed up regardless of frame rate)
  * Default toggle: Ctrl-Capslock
- Migrated version file to custom host (sigh)

Version 0.6.1 (July 11, 2020):
- Migrated version file to BitBucket

Version 0.6.0 (September 8, 2019):
- Minor optimization
- Added option to disable bullet-time effects (such as phase slow-down)
  * Default toggle: B

Version 0.5.2 (May 17, 2019):
- Updated for Starsector 0.9.1a
- Updated mod description with the default controls
- Added option to suppress indicator messages

Version 0.5.1 (November 16, 2018):
- Fixed certain key-combo misbehavior
- Now works when the player isn't piloting a ship
- Works in Starsector 0.9a

Version 0.5.0 (April 24, 2018):
- Initial release

17
General Discussion / Ship Tier List
« on: March 31, 2018, 01:33:38 PM »
Here, I categorize the ships of Starsector in terms of their general usefulness.  For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role.  The purpose of this experiment is to illustrate how well the current set of ships stacks up in the grand scheme of things, which might be a resource for players, but also serves to give insight to modders pertaining to how powerful their ships ought to be in order to avoid being too weak or too strong.


Rubric
S: Powerful to the point that it breaks the game.  Extremely OP; clearly better than everything else.
A: Unambiguously powerful, enough that it can be considered best-in-class.  Typically the best option for a given role.
B: Generally competent; might be specialized, but remains useful outside of its specialty.  A solid choice throughout the game.
C: Either a jack-of-all-trades but master-of-none, or an ultra-specialized option that excels in one area but sucks at most everything else.  Generally serviceable, but not exceptional.
D: Mediocre, either by being sub-par at everything or by being overshadowed at its own specialty.  Best as a starter option or last resort.
F: Complete and utter trash.  Worthless.
EX: Unique entity that cannot be evaluated comparatively.

+: Modifier indicating that the rank can increase under certain circumstances.
-: Modifier indicating that the rank can decrease under certain circumstances.
*: Modifier indicating that the rank can fluctuate up or down depending on circumstances.


Capital Ships
Astral
Two Herons beat out an Astral for raw damage, two Moras beat it out for staying power, and both alternatives are still cheaper.  The Astral fires back with the welcome addition of two large missiles, but sacrifices the flexibility of having two independent targeting orders.  So, under normal circumstances, with a balanced fighter complement, the Astral is just competent, but not mindblowing.  However, if you happen to equip most of its bays with bombers and abuse its recall system, the Astral transforms into the best ship-deletion vehicle in the game.

Atlas
If you want to move cargo, the Atlas is simply the best option in the game.  It only takes up one fleet slot, it carries more cargo than anything else in the game, and is efficient in terms of supplies per month.  The only reason you might pick something else is to avoid the penalties to sensors and avoid slowing down your fleet, but both of those concerns are usually moot by the time you're purchasing one of these.  However, if you don't need more cargo, the Atlas is useless.

Conquest
The Conquest has tremendous firepower, but can't direct the majority of it onto a specific target.  The Conquest has great speed, but can easily over-commit and get blasted to bits for its trouble.  In the AI's hands, this ship is liable to engage in some suicidal blunder and/or waste its potential, limiting its overall usefulness.  With the right loadout in the hands of a skilled player, however, the Conquest comes alive as one of the better ships in the game.

Legion
The Legion is the gold standard by which capital ships should be designed.  It's got decks; it's got guns; it can bulk up either decks or guns at the cost of the other.  It's tough, but it goes down if you have the right tools or enough ships.  It's slow, but it can get to the fighting relatively quickly thanks to its burn drive.  The Legion is just all-around solid and works well in any configuration.

Odyssey
The main thing the Odyssey has going for it is speed, and yet the Conquest, Onslaught, and Legion all match or even beat it for (burst) speed due to their powerful mobility systems.  As a result, we're left with a fragile capital ship with good - but not great - firepower, good - but not great - speed, and an awkward layout that takes more skill to use than most other ships.  The Odyssey ends up being a somewhat overpriced jack-of-all-trades, but it is notably the only capital ship capable of reliably engaging in hit-and-run skirmishes.

Onslaught
In terms of pure full-out assaults, the Onslaught is the king of damage, unmatched by anything in the game.  An Onslaught burning towards you with all guns and missiles firing is terrifying dangerous for any victim.  Straightforward "point toward the enemy and make them die" behavior makes the Onslaught good in both player and AI hands.  Poor flux capability is outweighed by the best armor and hull stats for any ship in the game.  It's extremely strong, it's extremely tough, and it's even on the cheap side for a capital ship; the Onslaught does it all.  Well, except for a major weakness: the Onslaught is extremely vulnerable to being flanked.  As made famous by the "Sinking the not!Bismarck" mission, even a single persistent frigate can spell the Onslaught's doom.

Paragon
It should be no surprise to anyone that the Paragon is ranked very highly.  In most circumstances, the Paragon is an indisputable "A tier" ship, capable of covering all its bases, immune to flanking, extremely tough, and very powerful.  While specific ships might be able to beat the Paragon in a specific category, the Paragon as a whole is great at everything and has no noteworthy weaknesses to compensate, making it the best capital ship in the game by default.  If that wasn't enough, the Paragon has an actual niche that it excels at: range.  Anything slower and shorter-ranged, such as a pinned-down capital ship or some battlestations, is basically screwed if it has to fight a Paragon, making it conditionally even better than "A tier".

Prometheus
If you want to increase your fleet's range, the Prometheus is simply the best option in the game.  It only takes up one fleet slot, it carries more fuel than anything else in the game, and is efficient in terms of supplies per month.  Oddly, unlike other mainline civilian ships, it has actual defenses that might be able to fend off a couple frigates during a retreat, though this isn't enough to raise the rank.  The only reason you might pick something else is to avoid the penalties to sensors and avoid slowing down your fleet, but oftentimes the Prometheus is the only viable option for getting across the Sector.  However, if you don't need more fuel, the Prometheus is completely useless.


Cruisers
Apogee
The Apogee has had, throughout the entire release cycle of Starsector, the most bizarre weapon layout of any ship in the game.  This is primarily due to the fact that the Apogee was designed during a period of the game where refitting wasn't possible.  Later, when refits were made available and the slots were changed around, the Apogee remained one of the few ships to come out with no changes at all.  However, just about everything else about the ship has changed dramatically with each release, which should be a good indication of its role in the game.

Basically, the Apogee is the ultimate jack-of-all-trades.  It can do just about everything: tank, hit hard, help you explore, help you see further, escort smaller ships, hang back with long-ranged weapons; you name it.  The main drawback is that the Apogee isn't particularly good at doing any of these individual things, leaving it in an awkward middle spot; just about every other cruiser beats the Apogee in some major capacity, meaning it's very rarely the best choice for a given job.  Still, the Apogee has the rare distinction of being one of two flyable ships in the game (alongside the Conquest) to have both a large missile and a large non-missile slot, giving it unique loadout min-maxing flexibility.

Aurora
Some ships skirt the edge of being outright broken.  The Aurora is one of those ships.  It's faster than all the other cruisers, both in terms of burst speed and consistent speed.  It has a punishingly powerful array of forward guns and missiles.  It has a very strong shield, top-tier flux stats, and OP for days.  The only drawback is relatively poor range, but when you're riding around in a cruiser that can outpace most destroyers, the sub-par range doesn't matter as much.  Under normal circumstances, Aurora is among the best ships in the game, but certain builds can shore up the Aurora's few weaknesses and capitalize on its many strengths, throwing it straight into crazy town.

Brilliant
Despite not being a player-usable ship, the Brilliant manages to put the fear of death into late-game fleets.  While a single Brilliant isn't really anything special, they're surprisingly easy to mass and can cover for one another.  A decent layout, a very flexible loadout, and all-around competent stats leaves us with a solid ship with no notable weaknesses.

Colossus
Colossus is the rare civilian ship that can measure up to the capital-class civilian ships (Atlas).  Most players will find the Colossus to be the best bulk cargo option if they don't want to slow down their fleet as much.  As with other dedicated freighters, it's useless if you don't need more cargo space.

Colossus Mk.II
The only redeeming quality of this modification is the built-in hammer barrage and burn drive, making the Colossus Mk.II a decent kamikaze unit.  Aside from that, though, it's terrible.

Colossus Mk.III
The Colossus Mk.III is hot garbage.  Unlike the Mk. II, this verison doesn't have an useful niche.  If it had more OP, perhaps it could manage some modest capability, but alas.

Dominator
Unlike many "B rank" ships, the Dominator is not a generalist main-line ship.  It has one category of jobs that it does better than any other cruiser: facing the enemy and blasting them with all of its guns.  When placed in the right situation (such as having an anvil to hammer against), the Dominator is incredibly potent, capable of deploying capital-grade firepower whilst enjoying capital-grade durability.  When flanked by faster ships or left unprotected, however, the Dominator is hopelessly outmatched.  Moreso than perhaps any other ship, the Dominator is made or broken by how well it is utilized.

Doom
Yes, the Doom is a phase ship and is at least somewhat useful by default.  However, due to its cruiser designation, it's not quite fast enough to make good use of phasing; it's often more of a burden.  The Doom also has the worst of the ship systems installed on phase ships currently, and a generally anemic weapons package capable of making a small number of really powerful strikes via opportunistic use of torpedoes.  In the grand scheme of things, the Doom is far from a bad cruiser, but it really isn't worth the capital-class costs associated with operating it.

Eagle
The Mario of Starsector, the Eagle is perhaps the most well-rounded ship in the game.  A good mobility system to get out of trouble, good shields and armor, an exploitable weakness that the pilot can cover for, and plenty of guns in various configurations to deal with whatever threat may face it; this ship has it all.  Most notably, the Eagle can be configured for just about any purpose, which it will carry out reliably, even in AI hands.  There is a reason the Eagle has become basically the de-facto default pick for a cruiser; it's a jack-of-all-trades, but it's actually good at all of its roles.

Falcon
The Falcon is basically a scaled-down Eagle, almost crossing into destroyer territory.  What it has going for it is increased speed without sacrificing the range afforded by the cruiser class; otherwise, what is said about the Eagle generally applies to the Falcon, too... with a caveat.  The Falcon, unlike the Eagle, cannot afford to get in close and have a brawl, owing to its weaker shields, weaker armor, and lower hull.  As a result, the Falcon is especially dependent on long-range weapons and/or hullmods to work well.  If you don't have those available, the Falcon's usefulness sharply drops off.

Gryphon
Standard Gryphon builds are nothing special; they're serviceable, but have limited use, since the ship will fold quickly when thrown up against stiff resistance (such as a capital ship).  Most of the time, in AI hands, the Gryphon is best used as an anti-fighter screen, a LRM spammer, or a close support harpoon/sabot machine to punish enemy ships that make mistakes in a fleet engagement.  For most of these roles, you're probably better off picking some other ship in the late game.

In the player's hands, everything changes.  The right build and tactics turn the Gryphon into an overpowered auto-winning behemoth capable of deleting multiple capital ships by itself.

Heron
For cruiser-sized carriers, we have a nicely balanced pair of choices: toughness or strike power.  The Heron is the "strike power" side of that choice, featuring a ship system that supercharges fighter damage, making it a solid choice for assault fighters and bombers.  To compensate, the Heron is a fast bastard that likes to stay away from the action, forcing bombers to make longer attack runs.  In fact, with the right captain, the Heron is infuriatingly speedy, capable of slipping away from most other ships.  The Heron lacks notable weaknesses, but doesn't reach the heights of power that the top-end carriers can pull off, putting it right around the middle alongside the Mora.

Mora
The Mora is the "toughness" side of the aforementioned choice, featuring a ship system that makes the ship practically immortal for a short time.  The Mora's lack of a direct fighter-boosting system is offset by its crazy staying power and actually decent weapons package; replacement fighters and bombers rarely have to travel very far to reach the target.  With the right captain, the Mora is so tough that it basically can't die, making it the safer alternative to the Heron.  The Mora naturally synergizes with its fighters, making it just as viable a choice as its more tuned competitor.

Rampart
The Rampart is shockingly good for a Derelict ship.  It succeeds where all the others fail: having enough guns to offset the lack of shields.  The Rampart is especially helped by the fact that it's extremely similar to the Dominator, right down to the same hull, armor, flux stats, ship system, and nearly the same speed, turning, and acceleration.  It still gets a D, though, because it has built-in D mods.

Starliner
The Starliner is completely useless for any practical purpose, having recently lost the mere modicum of combat capability it once had, and crew quantity not being a problem by the time you can purchase it.

Venture
The Venture is a glorified starter ship that works best in a support role.  Given the rather crappy built-in mining drones and lack of brawling stats, it's best not to rely on this ship later in the game, except for a particular niche, where it works well as a makeshift Gryphon: missile spam.


Destroyers
Bastillon
x

Berserker
x

Buffalo
x
Buffalo (A)
x
Buffalo (P)
x

Buffalo Mk.II
x

Condor
x

Drover
x

Enforcer
x

Fulgent
x

Gemini
x

Hammerhead
x

Harbinger
x

Medusa
x

Mule
x
Mule (P)
x

Nebula
x

Phaeton
x

Salvage Rig
x

Scintilla
x

Sunder
x

Tarsus
x

Valkyrie
x

To be continued...

18
Bug Reports & Support (modded) / Bizarre shield-facing tactic
« on: June 30, 2017, 11:45:55 AM »
https://www.youtube.com/watch?v=U3vljwzIM28

See 15:45 or so.  The Pony-class doesn't try to protect itself properly from the HIL.

19
Bug Reports & Support / Derelict/Remnant battles could last forever
« on: June 06, 2017, 10:35:26 AM »
I'm not 100% sure if this problem appears in vanilla, but it's certainly possible with the largest Remnant fleets.

Code
bcc.aiRetreatAllowed = false;
bcc.enemyDeployAll = true

Setting this combination of flags appears, based on the reports I've seen with (very large) modded fleets, to be able to reach a state where the enemy will refuse to deploy some ships left over in reserve if the initial deployment isn't wide enough to cover everything from the get-go.  The only recourse the player has is to retreat from the battle.

Note: in the particular case where I've seen multiple reports of this issue, a particular member of the enemy fleet is forcibly deployed at the start regardless of battle size like so:

Code
CombatFleetManagerAPI manager = engine.getFleetManager(FleetSide.ENEMY);
...
manager.spawnFleetMember(member, safeSpawn, 270f, 5f);
manager.removeFromReserves(member);

20
Modding / [Experimental] Missile Fun <Updated 10/16/16>
« on: October 08, 2016, 02:29:14 AM »
Download link

This mod changes vanilla missiles in the following ways:
  • Ammo regeneration
  • Major balance changes (mostly nerfs)
  • New usage styles

Specific balance changes:
Spoiler
All Reapers:
    4000 -> 3000 damage
    500 -> 400 hitpoints
    500 -> 300 acceleration
    400 -> 300 max speed
    3 -> 3.5 flight time
    1200 -> 1000 AI range

Reaper-class Torpedo:
    0.5 ammo per minute

Typhoon Reaper Launcher:
    15 -> 5 cooldown
    5 -> 3 ammo
    1 ammo per minute

Cyclone Reaper Launcher:
    15 -> 1 cooldown
    2 -> 1 burst size
    20 -> 4 ammo
    2 reload size
    2 ammo per minute

All Atropos:
    150 -> 200 launch speed
    500 -> 120 turn acceleration
    75 -> 30 turn rate
    1200 -> 600 acceleration
    300 -> 150 deceleration
    2.5 -> 3 flight time
    500 -> 400 max speed
    1200 -> 1100 AI range

Atropos-class Torpedo Rack:
    5 -> 10 cooldown
    1 -> 2 burst size
    1 burst delay
    2 reload size
    1 ammo per minute

Atropos-class Torpedo (Single):
    5 -> 10 cooldown
    0.5 ammo per minute

Hammer-class Torpedo:
    300 -> 250 hitpoints
    1 ammo per minute

Swarmer SRM Launcher:
    60 -> 20 ammo
    4 reload size
    18 ammo per minute

All Annihilators:
    50 -> 100 launch speed
    400 -> 300 acceleration

Annihilator Rocket Pod:
    100 -> 50 ammo
    10 reload size
    30 ammo per minute

Annihilator Rocket Launcher:
    50 -> 20 ammo
    5 reload size
    15 ammo per minute

All Harpoons:
    750 -> 500 damage
    150 -> 100 hitpoints
    210 -> 150 turn acceleration
    70 -> 50 turn rate
    1000 -> 600 acceleration
    500 -> 200 deceleration

Harpoon MRM Pod:
    12 -> 8 ammo
    4 reload size
    5.5 ammo per minute

Harpoon MRM:
    1 -> 10 cooldown
    1 -> 3 burst size
    0.5 burst delay
    3 reload size
    3 ammo per minute

Harpoon MRM (Single):
    1 -> 10 cooldown
    1.25 ammo per minute

All Sabots:
    750 -> 500 projectile damage
    600 -> 1000 turn acceleration
    50 -> 100 turn rate
    50 -> 100 acceleration
    50 -> 100 deceleration
    700 -> 500 projectile speed
    Reduced split range randomness
    2 -> 1.5 arming time
    300 -> 150 missile hitpoints
    8 -> 6 flight time
    1400 -> 1200 AI range
    1 -> 4 submunitions
    500 -> 125 submunition damage
    0 -> 40 degree submunition spread

Sabot SRM Pod:
    12 -> 8 ammo
    4 reload size
    5.5 ammo per minute

Sabot SRM:
    1 -> 10 cooldown
    1 -> 3 burst size
    0.5 burst delay
    3 reload size
    3 ammo per minute

Sabot SRM (fighter):
    As Sabot SRM, but no ammo regeneration

Sabot SRM (Single):
    1 -> 10 cooldown
    1.25 ammo per minute

Pilum LRM Launcher:
    3 reload size

Proximity Charge Launcher:
    6 ammo per minute

Hurricane MIRV Launcher:
    500 -> 350 submunition damage
    100 -> 75 submunition hitpoints
    280 -> 300 submunition turn acceleration
    140 -> 100 submunition turn rate
    10 -> 3 ammo
    2 ammo per minute

Squall MLRS:
    100 -> 50 ammo
    10 reload size
    25 ammo per minute

Locust SRM Launcher:
    300 -> 80 ammo
    20 reload size
    40 ammo per minute

Reaper-class Torpedo (fighter):
    As Reaper-class Torpedo, but no ammo regeneration

Atropos-class Torpedo (Single) (fighter):
    As Atropos-class Torpedo (Single), but no ammo regeneration
[close]

Compatibility: Not compatible with Starsector+.  Should be compatible with everything else.

21
Bug Reports & Support / Hidden Engines + fadeToOtherColor
« on: September 24, 2016, 12:50:43 AM »


Image is self-explanatory.

22
Bug Reports & Support / Start lag after monitor change
« on: June 18, 2016, 04:29:16 PM »
After I moved from a single 1920x1200 60Hz monitor to a 2560x1440 144Hz monitor and used the old monitor in portrait configuration, I noticed major startup lag in Starsector, both when starting the launcher and when starting the game itself.  Turning off the portrait monitor or disabling GSync did not resolve the issue.

The startup lag causes the game to take ~10 seconds to show the screen (before any loading screen pops up) and all OS input effectively stalls during that time period.

23
Bug Reports & Support / ReputationAPI.ensureAtWorst()
« on: June 09, 2016, 11:18:44 PM »
It seems the behavior of this function brings your reputation up to the low border of the given RepLevel.

For example, if the current rep is -86 and you use ensureAtWorst(RepLevel.HOSTILE), then the resultant rep is -50.  Shouldn't it be -74?  The below-0 case seems wrong.  For example, if you make a rep adjustment to ensure HOSTILE at worst and add +3 rep (within the same rep action), it brings a VENGEFUL reputation all the way to INHOSPITABLE (-47).

A similar bug might exist for ensureAtBest(), but I didn't check.

24
Suggestions / Vent Time (as a hull stat)
« on: May 13, 2016, 12:09:26 AM »
I have been playing around with using vent time (as in the amount of time the ship takes to vent from max flux) as a per-hull stat, largely independent of dissipation rate.

To avoid AI issues or playability/logical problems, venting speed is limited to a minimum of dissipation rate * 1.5, which means that vent-only builds do generally vent faster than other builds, but not to the extent of the current vanilla behavior.


Ideally, this would be set per-hull, but as a baseline I've assigned vent time automatically based on this formula, where N is 10/20/30/50, depending on hull size:

Vent Time = [Base Capacity + N * 200] / [(Base Dissipation + N * 10) * 2]


Here is some example data:
Hull Name
Vent Time
Min Vent Time
(Max Vents)
Max Vent Rate
(Max Capacitors)
Old Min-maxed Vent Time
(Max Vents, No Capacitors)
Old Suicide Vent Time
(Max Capacitors, No Vents)
Wolf
8.5 s
6 s
500 flux/s
4.5 s
14.2 s
Hyperion
7 s
5.8 s
760 flux/s
4.3 s
9.5 s
Brawler
7.5 s
5.6 s
600 flux/s
4.2 s
11.3 s
Afflictor
5 s
4 s
1000 flux/s
3 s
6.3 s
Hammerhead
9.1 s
6.2 s
900 flux/s
4.7 s
16.4 s
Sunder
8.4 s
7.1 s
1400 flux/s
5.4 s
11.5 s
Enforcer
10 s
6.7 s
800 flux/s
5 s
20 s
Medusa
8.3 s
6.7 s
1200 flux/s
5 s
12.5 s
Eagle
9.7 s
8.1 s
1650 flux/s
6.1 s
15.2 s
Dominator
10.7 s
8.9 s
1500 flux/s
6.7 s
17.8 s
Aurora
9.1 s
8.7 s
2300 flux/s
6.5 s
12.4 s
Gryphon
11 s
6.7 s
1000 flux/s
5 s
27.5 s
Onslaught
12.3 s
10.3 s
2200 flux/s
7.7 s
22.5 s
Conquest
8.8 s
7.8 s
3400 flux/s
5.9 s
12.5 s
Paragon
10 s
9.5 s
3500 flux/s
7.1 s
14 s
Odyssey
8.3 s
6.7 s
3000 flux/s
5 s
12.5 s


The results have been positive:
  • Capacitors seem more useful and impactful
  • The gap between tribal-knowledge player-optimized builds (minimized capacity, maxed flux vents) and AI loadouts is smaller
  • Less of an overwhelming advantage for having maxed tech/combat
  • Capacitor builds are viable (previously, it wasn't smart to go beyond 1:1 parity with capacitors and vents)
  • Frigates and destroyers can survive much longer, and are more viable in mid/late-game combat (due to the above)
  • Balancing is generally easier, since vent times are more predictable

The main disadvantage is that venting is often automatic death as a solo frigate, due to how powerful Harpoons and Atropos are (and Hurricanes - but you probably won't win against a Gryphon/Apogee/Astral/Conquest in a lone frigate anyway).  Note that this is already the case, unless you max-out vents in your build in vanilla.

As a result, it seems wise to nerf or at least adjust those missiles...



Code
package data.scripts.everyframe;

import com.fs.starfarer.api.combat.BaseEveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.input.InputEventAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import java.util.HashMap;
import java.util.List;
import java.util.Map;

public class SSP_VentSpeedPlugin extends BaseEveryFrameCombatPlugin {

    private static final float BASE_VENT_MULT = 2f;
    private static final String DATA_KEY = "SSP_VentSpeedPlugin";
    private static final float MINIMUM_VENT_BONUS = 1.5f;
    private static final float VENT_MULT_BASE_STAT = 1f;

    private static final Map<HullSize, Float> mag = new HashMap<>(5);

    static {
        mag.put(HullSize.FIGHTER, 0f);
        mag.put(HullSize.DEFAULT, 0f);
        mag.put(HullSize.FRIGATE, 10f);
        mag.put(HullSize.DESTROYER, 20f);
        mag.put(HullSize.CRUISER, 30f);
        mag.put(HullSize.CAPITAL_SHIP, 50f);
    }

    private CombatEngineAPI engine;
    private final IntervalUtil interval = new IntervalUtil(0.25f, 0.5f);

    @Override
    public void advance(float amount, List<InputEventAPI> events) {
        if (engine == null) {
            return;
        }

        if (engine.isPaused()) {
            return;
        }

        interval.advance(amount);
        if (!interval.intervalElapsed()) {
            return;
        }

        List<ShipAPI> ships = engine.getShips();
        int size = ships.size();
        for (int i = 0; i < size; i++) {
            ShipAPI ship = ships.get(i);
            if (!ship.isAlive()) {
                continue;
            }

            float baseCapacity = ship.getMutableStats().getFluxCapacity().getBaseValue();
            float baseDissipation = ship.getMutableStats().getFluxDissipation().getBaseValue();
            float trueCapacity = ship.getMutableStats().getFluxCapacity().getModifiedValue();
            float trueDissipation = ship.getMutableStats().getFluxDissipation().getModifiedValue();
            float ventRateBase = BASE_VENT_MULT * trueDissipation;

            float ventTime = (baseCapacity + 200f * mag.get(ship.getHullSize())) / ((baseDissipation + 10f * mag.get(ship.getHullSize())) * BASE_VENT_MULT);
            float ventRate = Math.max(trueCapacity / ventTime, MINIMUM_VENT_BONUS * trueDissipation);
            float ventMultChange = VENT_MULT_BASE_STAT * (ventRate - ventRateBase) / ventRateBase;

            ship.getMutableStats().getVentRateMult().modifyFlat(DATA_KEY, ventMultChange);
        }
    }

    @Override
    public void init(CombatEngineAPI engine) {
        this.engine = engine;
        interval.forceIntervalElapsed();
    }
}

25
Modding / Continue my mods!
« on: April 23, 2016, 10:10:46 PM »
Five of my mods are now public!  Those who wish to contribute can fork them and create pull requests.  Those interested in longer-term development should contact me on Skype (darkrevenantx) for direct write access.

Audio Plus

DynaSector

Ship/Weapon Pack

Starsector+

Underworld

26
Mods / [0.98a] Ship/Weapon Pack 1.16.6
« on: April 22, 2016, 08:58:30 PM »



Having problems?  Visit the Mod Troubleshooting Guide!


Contents
The Ship/Weapon Pack seeks to flesh out the content of Starsector by adding ships, weapons, hull mods, and campaign missions.  Included are a couple dozen ships and fighters, new skins, new modular weapons, and a bevy of unique IBB boss ships.




Ships

Spoiler
Hecate-class Corvette

Shellster


Nautilus-class Combat Freighter

Shellster


Alastor-class Frigate

Tartiflette and HELMUT


Excelsior-class Superfrigate

Tartiflette and HELMUT


Striker-class Destroyer

HELMUT and Tartiflette


Albatross-class Destroyer


Tartiflette and BigBeans


Caliber-class Destroyer

Tartiflette, HELMUT, and Lortus


Arachne-class Destroyer

Cycerin


Archer-class Destroyer

HELMUT


Beholder-class Destroyer


SleepyFish


Archon-class Destroyer

Cycerin


Vortex-class Light Carrier

Shellster and MesoTroniK


Nightwalker-class Phase Destroyer

HELMUT and Gwyvern


Spoiler
Shimmer-class Droneship Carrier

Machine and MesoTroniK
[close]


Circe-class Combat Freighter

HELMUT and Gwyvern


Vulture-class Fast Cruiser


Shellster and Gwyvern


Punisher-class Light Cruiser

Cycerin, HELMUT, and Tartiflette


Vindicator-class Cruiser

Psiyon, HELMUT, Nia, and Gwyvern


Eos-class Carrier

Kemorory, Machine, Tartiflette, and MesoTroniK


Zenith-class Heavy Cruiser

Machine, MesoTroniK, and Tartiflette


Spoiler
Wall-class Drone

HELMUT


Solar-class Droneship Battlecarrier

Machine
[close]


Liberator-class Pocket Battleship

Tartiflette and King Alfonzo


Chronos-class Battlecruiser

HELMUT and Gwyvern


Victory-class Battleship

Shellster, Tartiflette


Cathedral-class Hubship

HELMUT


Hexblade Heavy Fighter Wing


Tartiflette


Drake Assault Interceptor Wing


Tartiflette


Partisan Escort Wing

Tartiflette


Falx Super Interceptor Wing

Tartiflette
[close]


Skins

Spoiler
Luddic Path Variants

HELMUT


Fourteenth Battlegroup Variants

HELMUT, Tartiflette, King Alfonzo, and BigBeans


Lion's Guard Variants

King Alfonzo


Sunder Variants

Tartiflette and Shellster
[close]


Weapons

Spoiler
Flare Gun [Small Missile]

Shellster


Hornet MRM [Small Missile]

Dark.Revenant


Ion Torpedo [Small Composite (Missile)]

HELMUT


Inferno MIRV Launcher [Medium Missile]

Dark.Revenant


Tornado Hornet Launcher [Medium Missile]

Dark.Revenant


Flare Burst Launcher [Medium Missile]

HELMUT


Trebuchet LRM Launcher [Large Missile]

Dark.Revenant


Mini-Blaster [Small Energy]

Soren


Light Phase Lance [Small Energy]

Demto


Mini-Blaster Array [Medium Energy]

Soren


Heavy Ion Blaster [Medium Energy]

Demto


Lightning Gun [Medium Energy]

HELMUT


Reliant HMG [Small Ballistic]

Shellster


Contender Cannon [Small Ballistic]

Shellster and Soren


Plasma Flamer [Medium Hybrid (Ballistic)]

HELMUT


Aegis Flak Cannon [Large Ballistic]

HELMUT and MesoTroniK
[close]


Hull Mods

Extreme Modifications

PD Assault Conversion


International Bounty Board


The International Bounty Board will post special bounties, featuring new and unique ships and extra-hard difficulty.  There are 15 boss bounty fleets (and 28 unique ships) in the Ship/Weapon Pack, plus more with the following faction mods:

Junk Pirates Compilation: 1 bounty fleet (4 unique skins)
Shadowyards: 2 bounty fleets (3 unique ships)
Interstellar Imperium: 2 bounty fleets (3 unique ships)
Knights Templar: 2 bounty fleets (2 unique ships)
Tiandong Heavy Industries: 1 bounty fleet (1 unique ship)
Diable Avionics: 1 bounty fleet (1 unique ship)
Underworld: 2 bounty fleets (10 unique ships)
ScalarTech: 1 bounty fleet (1 unique ship)
Borken: 1 bounty fleet (1 unique ship)
Idoneus Citadel Exiles: 1 bounty fleet (1 unique ship)
Legacy of Arkgneisis: 1 bounty fleet (1 unique ship)


Arcade
Requires DynaSector
This mission is actually a fully-featured game mode!  Fight through waves of enemies and seven scripted boss fights.  Each boss uses an all-new custom ship with scripted systems and weapons.  Mooks are randomized from all DynaSector-supported factions.

Post your high scores!

Spoiler



Quote
Kick ass and take names! Fight through a horde of random ships, elite mooks, and seven boss fights.

You earn points by destroying ships and bosses. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. If you beat the final boss, any unused supers are worth 5000 points each.

Yellow: Armored. 2x Points.
Green: Shielded. 2x Points.
Red: Powered. 2x Points.
Blue: Elite. 4x Points.

A hidden end awaits you if you only use one type of super until the final boss...
See if you can go until the final boss without using a single super...

Make sure floating messages are enabled.
[close]




Change Log
Version 1.16.6 (June 7, 2025)
- Punisher burn speed increased to 9 from 8
- Enforcer (LP) supplies/rec increased to 11 from 10
- Improved Nightwalker AI aggressiveness and decisionmaking when using the Chrono Boost ship system
- Nightwalker peak performance time increased to 240 seconds from 180 seconds
- Changed repository location (version checker discontinuity)

Version 1.16.5 (May 14, 2025)
- Improved missile targeting behavior regarding stations
- Slightly adjusted ship tags (Kanta's gifts, mercenary faction allowance, etc.)
- Added a dirty hack to make the Circe (and, to a lesser degree, the Venture) more common in Independent and Tri-Tachyon markets
- Certain IBB fleets can no longer spawn with hulls/fighters from certain story-locked "factions"
- Added LunaLib icon
- Fixed Chronos not having normal/surface maps

Version 1.16.4 (April 25, 2025)
- Updated sprites for Hammerhead (XIV), Sunder (XIV), and Gryphon (XIV), courtesy of BigBeans
- Brawler (H) has been converted to Brawler (XIV)
- Un-broke the Lightning Gun's newly fixed-then-broken functionality

Version 1.16.3 (April 24, 2025)
- No longer crashes if you don't use Interstellar Imperium

Version 1.16.2 (April 24, 2025)
- Updated for Starsector 0.98a-RC8
- Lightning Gun changes:
  * Deals half soft flux damage to shields
  * Damage increased to 225 from 150 (sustained DPS increased to 113 from 90)
  * EMP increased to 600 from 400
  * Flux per shot increased to 300 from 225 (efficiency improved to 1.33 from 1.5, burst flux/sec reduced to 600 from 675, sustained flux/sec increased to 150 from 135)
  * Now has 4 charges, does not fire in a burst of 3, and regenerates 1 charge every 2 seconds (cooldown between shots is 0.5 seconds)
    - With Expanded Magazines, it can shoot 7 times in a row
    - With S-Mod Expanded Magazines, it can shoot 8 times in a row and has 169 sustained DPS
- Striker changes:
  * Top speed reduced to 90 from 100 (standard variant)
  * Shield efficiency improved to 1.0 from 1.2 (standard variant)
  * Shield efficiency improved to 0.9 from 1.0 (LC variant)
  * Deceleration improved by about 43% to match acceleration
  * Armor increased to 700 from 600
- Beholder changes:
  * Shield efficiency improved to 0.7 from 0.8
  * Acceleration/deceleration improved by 50%
  * Doubled Ray Drone replacement rate
  * Redesignated Escort Destroyer
- Codex improvements
- IBB stuff no longer appears in the Codex if the feature is disabled
- Minor missile AI tweaks
- Banned Threat from missions
- Fixed NGC incompatibility introduced by Nexerelin 0.12.0b
- Fixed problem with bounds checking (w.r.t. LazyLib)
- Improved several descriptions
- Polished IBB presentation a bit

Version 1.16.1 (April 5, 2025)
- Alastor base ordnance points actually reduced to 55
- Ion Torpedo OP reduced to 4 from 6
- Trebuchet ammo increased to 30 from 15
- Hornet MRM hit points reverted to 100
- Hornet MRM OP reduced to 4 from 5
- Tornado Hornet Launcher OP reduced to 10 from 12
- Reliant HMG damage increased to 8 from 6
- Mini-Blaster (all) damage increased to 25 from 20
- Heavy Ion Blaster OP reduced to 14 from 15
- Lightning Gun OP reduced to 14 from 15
- Chronos OP increased to 240 from 225
- Mission adjustments to hopefully avoid story spoilers
- Fixed range modifier for PD Assault Conversion
- Also improved description for PD Assault Conversion
- Extreme Modifications is actually used by Pather ships now (Luddic Path are the only faction that sells the hullmod)
  * Fewer than 1 in 10 will roll a "Heavily Modified" variant with 3 s-mods plus Extreme Modifications

Version 1.16.0 (April 2, 2025)
- Updated for Starsector 0.98a
- Updated sprite for Caliber, courtesy of Lortus
- Updated sprite and layout for Leviathan, courtesy of King Alfonzo
- Updated sprite for Raptor, courtesy of Demto
- Updated sprite and layout for Beholder, courtesy of Sleepyfish
- Added Centurion (XIV), sprite by King Alfonzo
- Ion Torpedo now requires 500 flux per shot and has a 3 second cooldown (rather than 1 second)
- Trebuchets now require 333 flux per shot (999 per volley)
- Trebuchet hit points reduced to 250
- Hornet MRM hit points reduced to 75 from 100
- Alastor is cheaper to run: 4 DP/supplies per deployment (reduced from 5) and 15% CR per deployment (increased from 12%)
- Alastor flux capacity reduced to 2500 from 2700
- Alastor base ordnance points reduced to 55 from 60
- Chronos redesignated to Light Battleship, fuel/LY reduced to 8
- Liberator, also being a Light Battleship, matches the Chronos' burn speed at 8 (was 7)
- Liberator flux dissipation increased to 700 from 600
- Striker reworked
  * Acceleration/deceleration improved
  * Standard variant:
    - Top speed increased to 100 from 80
    - Shield efficiency reduced to 1.2 from 1.0
    - Ballistic Rangefinder built-in (Missile Autoloader remains built-in as well)
    - 1x small missile turret, 4x small ballistic hardpoint, 4x small ballistic turret
    - Accelerated Ammo Feeder system
  * Luddic Church variant:
    - Retains original top speed, shield efficiency, and Burst Jets system
    - 4x small missile hardpoint, 5x small ballistic turret
    - Built-in Expanded Missile Racks replaces Missile Autoloader
- Falx and Hexblade Wings are no longer found with Independents
- Beholder's drones now properly inherit the range modifier of High Scatter Amplifier, in addition to the damage modifier
- Zenith top speed increased to 60 from 55
- Zenith DP/supplies per deployment reduced to 25 from 30
- Victory weapon arcs and types tweaked: now has two small hybrid turrets up front and *much* better coverage on the medium hybrids
- Victory shield adjusted to omni (520 flux/s) from frontal (390 flux/s)

Spoiler
Version 1.15.1 (February 3, 2024)
- Updated for Starsector 0.97a
- Added 2 OP to the LG skins for Alastor and Vigilance
- Light Phase Lance flux cost reduced by 26.67% to align with standard Phase Lance
- Removed Overdriven variant of the Archon
- Wall DP increased to 40 from 30

Version 1.15.0 (January 7, 2024)
- Added a MagicBounty of questionable ship variants
  * Requires level 8+ and appears after 1 cycle
- New/updated artwork:
  * Alastor (LG), Vigilance (LG), Champion (LG), Vulture (LG), Conquest (LG), Pony (IBB Mule), Dawnstar (IBB Aurora), and Carpal (IBB Tarsus) by King Alfonzo
  * Fracture (IBB Sunder), Phillipshead (IBB Hammerhead), and Lightning Gun by Demto
  * Zeus (IBB Paragon) by Selkie
  * Albatross by BigBeans
- New Lion's Guard skins: Alastor (LG) and Vulture (LG)
- Carpal (IBB Tarsus) reworked, new layout and LIDAR Array + Damper Field systems
- Lightning Gun visual enhancement
- Trebuchet LRM:
  * Fixed the damage to the target - the extra EMP arc wasn't doing non-EMP damage, now it does proper Energy damage like it's supposed to
  * Base damage and EMP increased to 1000/1500 from 900/900
  * Ammo halved to 15 from 30 (reminder: no regen)
  * Visual enhancement
- Ion Torpedo:
  * Increased AOE radius to 350 from 300
  * Fixed the damage to the target - the extra EMP arcs were doing Fragmentation damage, now it does Energy damage like it's supposed to
  * Visual enhancement
- Heavy Ion Blaster:
  * Now does fragmentation damage, rather than energy damage
  * Brightened the lights
- Drake armor increased to 50 from 40, top speed increased to 250 from 225, maneuverability slightly increased
  * Weapon reworked for more effectiveness: high spread, shorter cooldown, 50% more damage
  * Now has Decoy Flare Launcher (Single)
- Excelsior will not absorb projectiles/missiles from weapons with the "dummy_proj" tag, nor GAS_CLOUD projectiles
- Fixed issue where you could inadvertently install Extreme Modifications on a ship with more than the maximum number of s-mods (e.g., by capturing it), permanently worsening the ship for no benefit
- El Psi bounty no longer spawns Guardians
- Duel of the Century mission no longer ends prematurely via retreat order
  * Updated mod-added frigate replacements
- Minor description fix for Extreme Modifications
- Bug fix related to drone fighters/ships AI
- Slight performance optimization when SWP weapons/ships are not present in a battle

Version 1.14.0 (May 26, 2023)
- Updated for Starsector 0.96a
- Ships:
  * New Zeus, Boxer, Apex, and Gorgon IBB sprites (thanks Alfonzo, Selkie, and MesoTroniK!)
  * New Beholder sprite (thanks SleepyFish/Foxer!)
  * Would have added a Falcon (LG) (thanks BigBeans!), but vanilla already added it... :(
  * Removed Brawler (LG), Eagle (LG), and Hammerhead (LG) because they're in vanilla now
  * Removed Heron (LG) because it is effectively useless in the Sindrian Diktat / Lion's Guard fleet doctrine
  * Buffalo (LG) is now the Buffalo (SD): a generic Sindrian Diktat skin, which replaces the Buffalo for the Diktat
  * Various stats changes for all skins to keep in-line with vanilla expectations
  * Nightwalker CR/deploy increased to 40% from 20%
  * Liberator:
    - OP increased to 270 from 265
    - Flux dissipation increased to 600 from 500 (shield upkeep is now 180)
    - Flux capacity increased to 18000 from 14000
    - Top speed increased to 45 from 35, maneuverability improved
  * Zenith shield efficiency improved to 0.6 from 0.7
  * Cathedral minimum and maximum crew doubled
  * Hold Fire now works properly for the Cathedral and Wall
  * Nautilus no longer has Civilian-grade Hull
  * Reduced Nebula (LP) DP (supplies/deploy) to 6 from 7
  * Circe speed reduced to 80 from 90; turn rate slightly reduced (still very fast due to Plasma Jets)
  * Excelsior:
    - Improved behavior when sucking up missiles (should fix Termination Sequence bug)
    - A single Excelsior wreck will spawn somewhere in the Persean Sector...  Good luck finding it!
  * Alastor hull reduced to 2000 from 2250, armor increased to 250 from 225, OP increased to 60 from 55
    - XIV skin has 63 OP
  * Shimmer is now tagged as a carrier for AI and fleet sorting purposes
  * Albatross DP (supplies/deploy) reduced to 7 from 8, OP reduced to 65 from 70
  * Archon Heavy Destroyer:
    - Ship system is now Fortress Shield instead of Plasma Jets
    - Now has built-in Flux Shunt
    - Shield upkeep increased to 240 flux/sec from 135 flux/sec
    - Flux dissipation decreased to 400/sec from 450/sec
    - Flux capacity increased to 9000 from 7000
    - Top speed reduced to 80 from 100; acceleration, deceleration, and turn acceleration reduced
  * Striker:
    - OP reduced to 80 from 85
    - Center small ballistic turret is now a small missile turret
    - Inner small composite hardpoints are now small ballistic hardpoints
    - Now has built-in Missile Autoloader (benefits the small missile turret only; gives it 9 reload-points)
    - Flux dissipation increased to 250 from 200
  * Victory's rear large ballistic slots are now composite slots
  * Rebalanced all of the IBB ships, various IBB names changed
  * Reworked or recreated nearly every ship variant, tailoring them to their expected vanilla factions
- Weapons:
  * Lightning Gun:
    - Damage reduced to 150 from 250, EMP increased to 400 from 250, flux cost reduced to 225 from 350
    - No longer incorrectly impacts other modules when it shouldn't
    - Should have more accurate (lack of) target leading when fired by the AI
    - Won't fire on shields as vigorously
  * Light Phase Lance:
    - New sprite (thanks Demto!)
    - Increased range to 600 from 500
    - Burst damage is now 650, DPS is now 144
    - Flux cost is now 750 burst, 167/sec overall
    - Beam speed increased to 4200 from 3200 to help avoid wasting some damage in transit
  * Reduced Plasma Flamer OP to 8 from 9
  * Heavy Ion Blaster:
    - New sprite (thanks Demto!)
    - Increased range to 600 from 550
    - Energy damage doubled, EMP arcing tripled
    - Flux cost increased to 1200 from 900
  * Mini-Blaster / Mini-Blaster Array turn speed increased to 90 (from 40-45), flux cost reduced to 5 (from 20)
    - Mini-Blaster Array range increased to 500 from 450
  * Trebuchet LRM hitpoints increased to 400 from 300
    - Better AOE spread
  * Inferno MIRV:
    - Submunition damage increased to 100 from 75
    - Submunition hitpoints increased to 50 from 25
    - Cooldown reduced to 10 from 15 seconds
    - Now has 15 ammo and regenerates 1 per 20 seconds
  * Ion Torpedo:
    - No longer pierces through shields
    - Now does large AOE damage (1000 energy / 4500 EMP spread over 4x arcs) regardless of target flux level
    - Still raises the target's flux directly (not part of the AOE effect)
    - Slightly better AI targeting behavior
    - Hitpoints increased to 400 from 300
  * Flare Burst Launcher:
    - No longer uses ammo; instead costs 800 flux
    - Cooldown increased to 13 seconds from 10 seconds
    - OP increased to 13 from 12
  * Certain weapons now pass through missiles/fighters
- Fighters:
  * Hexblade Heavy Fighter
    - Flux capacity increased to 600 from 400
    - OP reduced to 12 from 14
    - Invocation system no longer disables shields
    - Accelerated Shields removed in favor of Hex Shields
      * Shield unfolds instantly
      * Instead of overloading at max hard flux, the shield is disabled for 10 seconds
      * Shield stays on as long as possible; fighter doesn't feather it
  * Partisan Escort
    - Now a Support-type wing with 0 range; stays in front of the host ship
    - Armor increased to 150 from 125
    - Now has built-in ECCM Package and Automated Repair Unit
    - Refit time reduced to 10 from 12
    - Swarmers no longer use ammo; fixed 10-second cooldown instead of starting at 5 seconds and ending at 20 seconds
- Hullmods:
  * PD Assault Conversion has an S-Mod bonus: +5% weapon damage across the board
    - New icon; thanks SleepyFish/Foxer!
  * Extreme Modifications no longer causes engine malfunctions until CR is below 40%; afterwards, the chance is 3% (up from 1.5%)
- Doctrines:
  * Lion's Guard has access to:
    - Champion (LG) (rare), Conquest (LG) (rare), and Vigilance (LG) (rare)
    - Aegis Flak Cannon, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Sindrian Diktat has access to:
    - Alastor (uncommon) and Vulture (uncommon)
    - Aegis Flak Cannon, Hornet MRM, Inferno MIRV Launcher, Light Phase Lance, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Hegemony has access to:
    - Alastor (XIV) (rare), Brawler (H) (uncommon), Caliber, Conquest (XIV) (very rare), Gryphon (XIV) (very rare), Hammerhead (XIV) (rare), Lasher (XIV) (rare), Liberator (uncommon), Sunder (XIV) (very rare), Vindicator, and Vindicator (S) (very rare)
    - Drake Assault Interceptor Wing
    - Aegis Flak Cannon, Ion Torpedo Rack, and Light Phase Lance
  * Tri-Tachyon doctrine is dynamically modified such that non-capital carriers can spawn for capital-sized fleets
  * Tri-Tachyon doctrine is statically modified to allow combat freighters in place of standard freighters (25% rate)
  * Tri-Tachyon has access to:
    - Arachne (uncommon), Archon (uncommon), Beholder (uncommon), Chronos, Circe (effectively rare), Eos (effectively rare), Hecate (uncommon), Nautilus (effectively rare), Nightwalker (rare), Sunder (U) (rare), Vortex (effectively rare), and Zenith
    - Falx Interceptor Wing and Hexblade Heavy Fighter Wing
    - Flare Burst Launcher, Heavy Ion Blaster, Hornet MRM, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Luddic Church has access to:
    - Cathedral (rare), Liberator (LC), Punisher, and Striker (LC)
    - Contender Cannon, Flare Gun, Hornet MRM, Inferno MIRV Launcher, Plasma Flamer, and Tornado Hornet Launcher
  * Luddic Path has access to:
    - Buffalo (LP) (uncommon), Caliber (uncommon), Condor (LP), Dram (LP), Enforcer (LP) (split rarity with non-LP Enforcer), Nebula (LP), Punisher (uncommon), Striker (uncommon), and Wolf (LP)
    - Drake Assault Interceptor Wing
    - Contender Cannon, Flare Gun, Inferno MIRV Launcher, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, and Reliant HMG
  * Persean League has access to:
    - Alastor, Albatross (uncommon), Archer (uncommon), Victory, and Vulture
    - Partisan Escort Interceptor Wing
    - Contender Cannon, Light Phase Lance, and Lightning Gun
  * Independents/Scavengers have access to:
    - Alastor, Albatross, Arachne, Archer, Archon (uncommon), Beholder, Caliber, Circe, Eos, Hecate, Nautilus, Punisher, Striker, Sunder (U) (rare), Vindicator, Vulture, and Zenith (uncommon)
    - Drake Assault Interceptor Wing, Falx Interceptor Wing, Hexblade Heavy Fighter Wing, and Partisan Escort Interceptor Wing
    - Aegis Flak Cannon, Contender Cannon, Flare Burst Launcher, Flare Gun, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Mercenaries have access to:
    - Alastor, Albatross, Arachne, Archer, Archon, Beholder, Caliber, Chronos, Eos, Liberator, Nightwalker, Punisher, Striker, Sunder (U), Victory, Vindicator, Vindicator (S) (rare), Vortex, Vulture, and Zenith
    - Drake Assault Interceptor Wing, Falx Interceptor Wing, Hexblade Heavy Fighter Wing, and Partisan Escort Interceptor Wing
    - Aegis Flak Cannon, Flare Burst Launcher, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Plasma Flamer, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Pirates have access to:
    - Vulture (P)
    - Contender Cannon, Flare Gun, Inferno MIRV Launcher, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, and Reliant HMG
  * Derelicts have access to:
    - Wall
    - Aegis Flak Cannon, Contender Cannon, Flare Gun, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, and Tornado Hornet Launcher
  * Remnants have access to:
    - Shimmer and Solar
    - Aegis Flak Cannon, Contender Cannon, Flare Burst Launcher, Flare Gun, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, Tornado Hornet Launcher, and Trebuchet LRM Launcher
- Updated Duel of the Century mission
  * HARD MODE if you already got 100%
  * Fixed crash on non-Nex games
- Updated numerous descriptions
- Rearranged and rebalanced IBB fights
- LunaLib support

Version 1.13.0 (January 5, 2022)
- Updated for Starsector 0.95.1a
- Added Champion (LG)
  * Thanks to King Alfonzo for the sprite!
- Excelsior
  * Excelsior no longer spawns naturally
  * Added new MagicBounty scenario that involves fighting the Excelsior (if you have MagicLib)
    - Not recoverable
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Made IBB bar events more common
  * Added Story Point option to the IBB bar event to roll a different bounty target and make the original less likely to show up again
  * Reworked IBB scaling, with regards to s-mods, officer levels/counts/elite skills, commander levels/elite skills, and commander fleet skills
    - Stronger IBB fleets can break the usual cap of 2 bonus fleetwide skills, level 5-6 officers, 1-2 officer elite skills, 12-20 total officers, etc.
  * Defeating an IBB fleet awards a Story Point
  * Iron Shell, Star Federation, and Roider Union have joined the IBB
  * IBB ships are generally always recoverable
  * Removed Helios
- Hullmods
  * Removed Shield Bypass
  * Removed Gunnery Core AI hullmod
  * Extreme Modifications
    - Extreme Modifications no longer grants an OP bonus; instead, it allows you to install an additional built-in hullmod
    - Extreme Modifications becomes permanent if you install that additional built-in hullmod
    - Extreme Modifications' chance for weapon malfunctions is increased to 3%; engine malfunctions are reduced to 1.5% (from 2/2)
    - Extreme Modifications now adds a sliding 10-50% chance increase of critical malfunctions (per malfunction) when CR reaches 40% or less
    - Extreme Modifications' fighter refit time penalty is reduced to 20% from 30%
    - Extreme Modifications (obviously) cannot be built-in
  * Added new hullmod: PD Assault Conversion
    - Costs 4/8/12/20
    - Causes all point-defense weapons to behave like standard anti-ship weapons
    - Increases the ordnance point cost of point-defense weapons by 1/2/4, depending on size
    - Boosts PD range by 25%, damage by 25%, hit strength by 50%
- Vanguard renamed to Caliber
  * Caliber now has Damper Field instead of shields, Rugged Construction built in
  * Caliber armor increased to 800 to 600, hull increased to 5000 from 4500, other stats tweaked slightly
  * Caliber supply cost reduced to 8 from 9
- Miscellaneous
  * Integrated various new campaign features into existing content
  * Fixed the calculation/obscurement of some area-of-effect damage
  * Added fighter weapon descriptions
  * Lightning Gun is now truly hitscan (no more framerate-related bugs or ghost projectile)
  * Various minor-to-moderate optimizations using the new Starsector API changes
  * Fixed a crash when Prism's High-End Seller tried to sell Killer Bee
  * Updated Striker sprite
  * Added Rugged Construction to shieldless ships
  * Adjusted various weapon AI values
- Balance
  * Nautilus cargo increased to 75 from 70
  * Cathedral fuel per light year reduced to 20 from 30
  * Falx engagement range reduced to 6000 from 8000
  * Aegis Flak Cannon damage increased to 400 from 300
  * Shimmer DP reduced to 22 from 25
  * Solar DP reduced to 55 from 60
  * Heavy Ion Blaster OP increased to 15 from 14, flux cost reduced to 900 from 1500
  * Flare Gun type changed to Composite (Missile stats)
  * Plasma Flamer type changed to Hybrid (Ballistic stats)
  * Klutotekhnes flux per shot reduced to 80 from 120
  * Victory maximum crew reduced to 1000 from 1250, frontal shield arc increased to 120 from 90, base speed increased to 35 from 30
    - Victory Jets can now be toggled off (like with Burn Drive)
  * Liberator's shield upkeep reduced to 150 from 250 flux/sec, crew min/max reduced to 500/1000 from 600/1200, acceleration slightly increased, deceleration greatly increased
  * Punisher hull increased to 8000 from 6000
  * Trebuchet OP reduced to 24 from 28, damage increased to 900 from 750
  * Vulture supply cost reduced to 17 from 18, flux dissipation increased to 350 from 325
  * Albatross now has two wings of flak drones instead of one, and Canister Flak x5 instead of Damper Field
    - Increased Flak Drone weapon range to 600 from 500
  * Reduced Circe peak performance time to 360 from 420
  * Increased Eos speed to 60 from 40, increased accel/decel accordingly
  * Vindicator flux dissipation increased to 400 from 350; (S) variant increased to 450
  * Zenith shields improved to 0.7 efficiency from 0.8, arc increased to 210 from 180, flux capacity reduced to 12000 from 13000
  * Improved Archon maneuverability

Version 1.12.4 (March 10, 2021)
- Support special new Underworld IBB
- Reduced Vindicator and Vindicator (S) OP by 5 each

Version 1.12.3b (January 14, 2021)
- Possible fix for yet another Cathedral bug

Version 1.12.3 (January 12, 2021)
- Added workaround for Luddic Path faction file to get the LP Enforcer to spawn
- Added support for more factions in Custom Battle
- Fixed a bizarre Starsector bug related to module-ships that would crash the game in certain situations
  * NPC Cathedrals will not respect the effect of D-mods on modules, as a result...

Version 1.12.2 (January 4, 2021)
- Cathedral loses 0-flux speed boost efficiency when its modules have a flux level
  * If every module is above 0% but below 1% flux (shield on but no damage), the speed boost is halved
  * If every module is at or above 1% flux, the speed boost is eliminated
- Minor Wall fix
- Minor fix for knockback logic
- Applied various dirty hacks to get D-mods to work on Cathedral/Wall modules
- Added custom Nexerelin start "Reconstruction of Notre Dame"
  * Start with a heavily D-modded unique Cathedral under the Luddic Church faction
  * Slowly restore the ship to her former glory
- The Hexblade's mini-blasters now deal 10 EMP damage in addition to the 20 energy damage per shot
- Made the Cathedral less likely to be available to purchase in markets

Version 1.12.1 (December 25, 2020)
- Renamed Revenant to Nightwalker
- Chronos DP decreased to 35 from 40
- Tweaked Time Accelerator; is now a shorter charge-based system
- Beholder DP increased to 11 from 10
- Beholder Ray Drones now have a hullmod called Ray Core instead of Terminator Core and IPDAI
  * 3x damage to missiles, up from 2.5x
  * 2x damage to fighters, same as before
  * Tactical Laser can target missiles, ignores flares, and perfectly tracks the target, same as before
  * Tactical Laser turns 2x faster, same as before
  * Takes no engine damage, same as before
  * 2/3x damage to shields, down from 1x
  * Range now matches the mothership, up/down from a flat +300
- Increased delay between Hornet MRM shots in a burst to 0.5 from 0.3 (but not the total time between bursts)
- Increased Hornet MRM damage to 400 from 375
- Updated missile AI to permit Scutum's Attraction Array
- Partisan replace time increased to 12 from 10 seconds
- Fixed version file HTTPS redirect
- Fixed a bizarre edge-case bug relating to Sabot SRMs
- The Cathedral's modules' hull sizes are changed to frigate-tier after the battle starts
  * This is a dirty hack to improve macro-level AI behavior around the Cathedral
  * This will not affect the behavior of most hullmods, but anything with an every-frame calculation might behave strangely if it depends on the module's hull size
- The Cathedral's shield and collision radius now dynamically shrinks to account for modules that are blown off

Version 1.12.0 (September 28, 2020)
- Added Vulture (P)
- Added Liberator and Liberator (LC)
- Updated Burst Jets AI (the Liberator uses it)
- IBBs can no longer spawn in systems containing markets
- Light Phase Lance no longer fires on full charge (it's a normal burst beam, like the regular Phase Lance)
  * This improves the stats considerably; 487 damage -> 541 damage; 108 DPS -> 120 DPS; 1.31 flux ratio -> 1.18 flux ratio
- Aegis Flak Cannon damage increased to 300 from 250
- Added IBB bounty (appears after the Framebreaker bounty) requiring the ARS faction
- Added IBB bounty (appears after the Emperor bounty) requiring the ScalarTech faction
- Added IBB bounty (appears after the Euphoria bounty) requiring the Borken faction
- Minor rebalance of IBB stages
- Remove one enemy from Duel of the Century (will return with Exigency)
- Some configuration for compatibility with various other mods
- Lucifer DP increased to 60 from 45
- Beholder DP decreased to 10 from 11, now has an omni shield
- Migrated version file to custom host (sigh)

Version 1.11.0 (July 11, 2020)
- New Vindicator and Gungnir sprites
- New Chronos sprite
- New Circe sprite
- New Revenant sprite
- New Vulture sprite
- Circe weapon layout rework
- Nike now has built-in Gunnery Control AI and Expanded Missile Racks, burn speed increased to 8 from 7, DP cost reduced to 50 from 52
- Lucifer now uses station version of Mine Strike
- Increased Dawnstar speed to 85 from 70
- Reworked Lightning Gun stats; now is more efficient and fires in quick bursts
- Conquest (XIV) is now 4x rarer
- Added IBB bounty (appears after the Emperor bounty) requiring the ICE faction
- Added Custom Battle and Random Battle missions
- Some configuration for Vayra's Sector and Starship Legends
- Migrated version file to BitBucket

Version 1.10.5 (December 23, 2019)
- Sporeship IBB now drops AI cores (guaranteed at least 2 Alphas)
- Gunnery Control AI recoil / shot speed bonus reduced to 35% from 50%, no longer double-improves decay time
- Extreme Modifications now increases fighter refit time by 30%
- IBBs that are forced to recover now have up to 10 D-mods rather than 20
- Fixed Ray Drone description

Version 1.10.4 (September 8, 2019)
- Decreased Cathedral deployment cost to 85 from 100 and auto-resolve strength to 40 from 50
- Bumped Cathedral hull values
  * 4000 -> 6000 for hangar
  * 6000 -> 8000 for gunnery
  * 12000 -> 15000 for engine
  * 12000 -> 20000 for bastion
- Cathedral no longer loses zero flux boost if the engine section isn't at zero flux - only the core matters
- Bumped Redeemer Sub-munition HP to 200 from 75
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- Updated Euphoria IBB
- Reduced Zenith deployment cost to 30 from 35 and auto-resolve strength to 17 from 18

Version 1.10.3 (July 12, 2019)
- Fixed Extreme Modifications UI issue
- Fixed bizarre Arcade crash.  WTF Alex?
- Updated Yamato IBB
- Maybe fixed possible edge case that might have resulted in an IBB not being recoverable?
- Added Imperium-flavored Excelsior for a new IBB bounty, ft. HELMUT

Version 1.10.2 (June 18, 2019)
- Increased Vindicator deployment cost to 28 from 25
- Decreased Vindicator turn rate
- Increased Cathedral deployment cost to 100 from 80
- No longer shows IBB person in bar if IBBs are disabled in config
- Extreme Modifications can now go on civilian ships with Militarized Subsystems
- Fixed IBBs belonging to incorrect faction

Version 1.10.1 (May 17, 2019)
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- IBB commanders have more commander skills
- IBB events that end are automatically un-pinned
- Fixed IBBs dying prematurely
- Fixed module malfunction-related flameouts not affecting parent ship
- Fighter-wielding modules now match the core ship's targeting (if applicable)
- Minor fix to Redeemer sub-missile tracking logic
- Fixed rare crash related to autogenerated factions
- Fixed small alignment issue for Conquest (XIV)
- Made Victory rarer in Persean League and Sindrian Diktat fleets/markets
- Sindrian Diktat no longer spams the Buffalo (LG) quite as much
- Fixed IBB spawns in retreat scenarios
- Increased rarity of Excelsior even further
- Vulture burn speed increased to 9 from 8
- Falx OP increased to 16 from 14
- Several heavy weapons now pierce through missiles (e.g. Gungnir, Heavy Ion Blaster)
- Revenant deployment cost reduced to 22 from 25

Version 1.10.0 (February 15, 2019)
- Entirely remade the Cathedral as a module-ship with a litany of campaign-level bonuses and a cost to match
- The Redeemer is now a completely different weapon (long range torpedo with pseudo-MIRV-like behavior)
- Removed Lightning-class Phase Bomber
- Cleaned up missions, added Stained Glass mission
- Circe shield efficiency buffed to 0.7 from 0.8
- Tweaked the Burst Jets AI
- Vesperon Combine whitelist

Version 1.9.1 (January 13, 2019)
- IBBs are now *actually* always recoverable
  * This works by automatically making the IBB ship recoverable, even if it didn't make the "legitimate" recovery pass
  * This only occurs for one IBB ship of each type (so if you fight four Hades, only one is guaranteed to be recoverable)
  * Any ship that gets recovered in this manner has tons of D-mods
- Minor update to IBB spawn locations
- Renamed IBB ship Nebula to Dawnstar

Version 1.9.0 (January 12, 2019)
- IBB system works again, is now triggered by bar events; generally reworked
- In theory, boss ships should always be recoverable when you first fight them
- Fixed Punisher spawn rate in Luddic Church fleets/markets
- Fixed Excelsior and Hecate spawn rate in Tri-Tachyon fleets/markets
- Fixed Persean League spawning rates
- Vindicator (S) now has Rapid Ammo Loader (works like Fast Missile Racks for ballistic weapons)
- Completely remade Zenith-class Heavy Cruiser
- Fixed Guardian spawn - won't conflict with the Wall anymore - and Wall can appear in normal Explorarium fleets
- Vortex and Solar shield efficiency nerfed to 0.7 from 0.6
- Circe shield efficiency nerfed to 0.8 from 0.6
- Alastor shield efficiency nerfed to 0.9 from 0.8, but deployment cost reduced to 5 from 6
- Vanguard shield efficiency nerfed to 1.1 from 1, and deployment cost increased to 9 from 8, and OP increased to 85 from 80
- Chronos flux capacity reduced to 15,000 from 17,500
- Balance pass on Drake (half shot damage/flux, double shot rate, reduced speed)
- Various additional small balance tweaks
- Tweaked trails a bit

Version 1.8.0 (December 16, 2018)
- Added ORA Ascension to Duel of the Century
- Magnificent Seven can now select Persean League ships
- Gunnery Control AI rebalance (now increases shot speed by 50%)
- Added Lion's Guard Blueprint Package
- Nautilus is now a base blueprint, civilian hull that has 10 max burn and More OP to play with
- Zenith now has the Plasma Burn system and significantly improved turning speed
- Beholder's drones reworked; no more rear PD but increased arc, Terminator Core, and IPDAI
- Chronos max burn increased to 8 from 7
- Increased Victory to 55 supplies/rec from 50 and 650/1250 min/max crew
- Decreased Zenith min crew to 125 from 175
- Decreased Vortex min crew to 50 from 70
- Increased Eos max crew to 300 from 250
- Enforcer (LP) now has Accelerated Ammo Feeder
- Various minor stats and prices updated across the board
- Renamed Radiant to Solar
- Removed all (D) skins
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Removed Skeleton Crew, Expanded Cargo, Expanded Crew Quarters, and Expanded Fuel Tanks hullmods
- Extreme Modifications is now considered a logistics hullmod
- Excelsior's main weapon now works at a narrower flux range and costs slightly less flux to fire, but has lower damage (overall easier to use but not significantly more powerful)
- Made Excelsior's campaign-level CR stats a little more forgiving
- Fixed/standardized file and ID prefixes
- Added cool trails to certain weapons
- New Vanguard sprite
- New Punisher sprite
- New Excelsior sprite
- Updated Contender Cannon sprite
- Reworked Vanguard; main weapon is now a hardpoint, reduced OP to 80 from 90, added Heavy Ballistics Integration
- Changed Punisher's central hardpoint into a composite slot
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a

Version 1.7.2 (August 5, 2018)
- Updated Alastor sprite; increased HP to 2250 from 2000
- Added Alastor (XIV) skin
- Removed Alastor (D) skin
- Remade default Alastor variants to be much more effective
- Reduced Albatross price and increased peak time

Version 1.7.1 (April 24, 2018)
- Removed vanilla balance changes
- No longer makes any changes to vanilla content (gameplay, scripts, art, sounds, etc)

Version 1.7.0 (April 23, 2018)
- Added Falx Super Interceptor
- Added Drake Assault Interceptor
- Added Partisan Escort Interceptor
- Added Mini-Blaster Array
- Added Lasher (XIV)
- Rebalanced Albatross
- New Albatross sprite
- New Hexblade sprite
- New Conquest (XIV) sprite

Version 1.6.0 (January 26, 2018)
- Added Eos-class carrier
- New Lightning sprite
- Rebalanced Lightning-class phase bomber
- Improved Mini-Blaster sounds
- Adjusted Magnificent Seven
- Various minor bugs fixed

Version 1.5.0 (December 1, 2017)
- Added Radiant-class Droneship Battlecarrier
- Added Hexblade Heavy Fighter
- Added Mini-Blaster
- Added mission "No Witness"
- Updated Gungnir sound

Version 1.4.1 (October 3, 2017)
- Increased Striker OP to 85 from 75
- AI improvements

Version 1.4.0 (October 1, 2017)
- Added Striker-class Light Destroyer
  * And Luddic Church skin
- Added Lion's Guard (LG) skins for Brawler, Buffalo, Conquest, Eagle, Hammerhead, Heron, and Vigilance
  * Built-in Solar Shielding
- Implemented Tyrador and Dassault-Mikoyan support for the Arcade
- Added Magnificent Seven mission
- Made Pope IBB 3rd-to-last rather than 2nd-to-last
- Made IBBs appear in mission offerings more often
- Minor fixes
- Heavy Ion Blaster now does 500 energy and 3000 EMP on impact with 4x 1000 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now does 1000 fragmentation and 4500 EMP on impact with 4x 1500 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now only does extra hard flux damage on a shield hit, not a hull hit
- IBB no longer requires faction reputation in Nexerelin
- Increased Lightning speed to 200 from 150
- Updated for II hull mods
- Updated for Diable hull mods
- Replaced Citadel enemy in Duel of the Century with Shadowyards' Shamash

Version 1.3.0 (June 19, 2017)
- Major save stability fixes
- Added new IBB (after Yamato and before Pope) with a Derelicts/Remnants fleet and extra-special flagship
- Predator IBB renamed to Apex
- Improve spawning in arcade to not be crazy
- Helios can no longer mount Converted Hangar
- Vanguard flux dissipation reduced to 200 from 250
- Major adjustment to fleet composition ratios for various factions
- Changed Warthog flares to single-flares
- Reduced Warthog armor to 150 from 200
- Renamed Cargo Expansion to Expanded Cargo
- Renamed Extended Fuel Tanks to Expanded Fuel Tanks
- Renamed Additional Crew Quarters to Expanded Crew Quarters

Version 1.2.2 (June 12, 2017)
- Vortex system changed to Time Acceleration Field
- Arcade compatibility with DynaSector 1.3.0

Version 1.2.1 (June 11, 2017)
- Overhauled IBB staging system under the hood; should resolve all bugs
- Fixed IBB retreating behavior and other bugs
- Miscellaneous IBB improvements
- Reverted changes to Reserve Deployment
- Improved various odds and ends
- Buffed Flux Disturber

Version 1.2.0 (June 4, 2017)
- Updated to support Starsector 0.8.1a
- Adjusted various ship stats to meet new standards
- Reverted various Sunder changes
- Removed Sunder S
- Reverted tri-tachyon Brawler skin
- Removed Claw, Claymore, and Halberd wings (Lightning stays)
- Converted Assault Drone and Flak Drone to built-in fighter wings
- Albatross now has the Damper Field system
- Vortex flight deck count increased to 2 from 1
- Vortex built-in High Resolution Sensors swapped for Surveying Equipment
- Arachne now has Advanced Targeting Core built-in
- Arachne now has the Active Flare Launcher system
- Circe now has the Plasma Jets system
- Zenith now has the Fast Missile Racks system
- Zenith synergy mounts changed to missile mounts
- Zenith top speed increased to 50 from 40
- Nautilus now has the Phase Skimmer system
- Removed Expanded Flight Decks
- Renamed Logistical Conversation to Skeleton Crew, decreased OP cost significantly, halved minimum crew requirement
- Reworked Maximized Ordnance into Extreme Modifications; no effect on CR but makes the ship malfunction
- Chronos now has built-in ECM Package and Nav Relay
- Various balance tweaks transferred from Starsector+
- Significantly nerfed Recall Teleporter via cooldown and charge mechanic
- Nerfed Reserve Deployment via longer cooldown
- Updated sprites for Vanguard and Vindicator
- Archon is now high-tech style and has the Plasma Jets system (new sprite too)
- Added Luddic Path variants of the Nebula, Condor, and Wolf
- Added a couple Remnants portraits
- Added Shimmer-class Droneship Carrier
- Added Wall-class Drone

Version 1.1.5 (April 11, 2017)
- Outer Rim Alliance support
- Made Circe cheaper to buy/use
- Arcade changes
- Improved Dynasector results (breaks saves)

Version 1.1.4 (March 26, 2017)
- Added Frankenstein IBB
- Increased Vulture supply cost to 18 from 17
- Increased Vulture price to 40000 from 38000
- Updated various scripts to remove frame rate dependence on graphical effects
- Mission balance adjusted; updated various missions
- Compatibility fix for some arcade boss shipsystems
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)

Version 1.1.3 (February 6, 2017)
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements

Version 1.1.2 (January 8, 2017)
- Lightning Gun nerfed (slightly less damage, now has charges that regenerate)
- Updated Light Phase Lance sound
- Updated ship and weapon prices

Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes

Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes

Version 1.1.0 (May 21, 2016)
- Added Gryphon (XIV)
- Added Hammerhead (XIV)
- General compatibility update

Version 1.0.2 (April 23, 2016)
- Fixed crash bugs

Version 1.0.1 (April 23, 2016)
- Fixed crash bugs

Version 1.0.0 (April 22, 2016)
- Initial release (split from Starsector+)
- Removed Castle, Rook, Vista, Sloop, Avalon, Summit, Tundra, Tick, Camel, Kestrel, Locomotive, Phalanx, and Sentinel Wing
- Removed Mobile HQ hull mod (and all variants thereof)
- Arachne, Archer, Circe, Vindicator, Zenith, Cathedral, and Albatross reworked
- Removed IBBs: Stheno, Thunderstorm, Lancehead, Cortex/Pinscher, and Psychadelia
- Reworked IBB stages
- IBB capture chance is now an option in SWP_OPTIONS.ini
- Added SWP_OPTIONS.ini option for an early-level IBB capture chance bonus
- Inferno MIRV rebalanced as a bottomless MRM MIRV
- Hornet ammo buffed
- Plasma Flamer range and efficiency buffed
- Rebalanced Logistical Conservation
- Onslaught (D) sprite improved
- New Archer sprite and layout
- New Arachne sprite and layout
- Cronus renamed to Chronos
[close]


Credits
Dark.Revenant for general development
HELMUT for art assets
Shellster for art assets
Machine for art assets
Psiyon for additional sprites, backgrounds, and sounds
Cycerin for sound and art assets
MesoTroniK for numerous art and sound assets
SleepyFish for art assets
Xalendi for hullmod icons
Tartiflette for backgrounds and some misc. icons/splashes, and many ship art contributions
SniZupGun for some weapon sounds
Ryxsen, Etfaks, and Bloodtrailkiller for some portraits
King Alfonzo for Lion's Guard skins and others
BigBeans for additional skins
Lortus for additional art assets
Demto for additional art assets
Soren for minor art asset updates
Nia for various weapon trail patterns
Gwyvern for additional art assets
KailaRaZhu and Coherent Watermelon for story portraits
Some of these may be modifications of the original work.

27
Mods / [0.98a] Underworld 1.8.8
« on: April 20, 2016, 01:42:33 AM »



Having problems?  Visit the Mod Troubleshooting Guide!


Contents
Underworld seeks to flesh out the pirates and criminal elements in Starsector.  Included are numerous new ships, the Starlight Cabal faction, Cabal skins, an IBB battle featuring a unique Astral, a new star system, and numerous campaign features.


Ships

Spoiler
Sidecar-class Frigate[/sup]

BigBeans, HELMUT, and Toopok


Venom-class Combat Freighter

Tartiflette


Torch-class Gunboat

Cycerin


Scythe-class Phase Frigate

Shellster and Tartiflette


Tiger-class Frigate

Cycerin


Predator-class Frigate

AxleMC131 and Dark.Revenant


Predator-X-class Frigate

AxleMC131, Dark.Revenant, and HELMUT


Venom-X-class Frigate

Tartiflette, Shellster, and MesoTroniK


Boar-class Destroyer

Shellster, Tartiflette, and MesoTroniK


Shark-class Battle Barge

Cycerin and BigBeans


Mongrel-class Gunboat

HELMUT


Barbarian-class Cruiser

HELMUT, Shellster, Tartiflette, and MesoTroniK


Stalker-class Cruiser

HELMUT, Shellster, Tartiflette, and MesoTroniK


Amalgam-class Death Barge

HELMUT


Dragon-class Battlecruiser

HELMUT, Shellster, Tartiflette, and MesoTroniK


Renegade-class Battlecruiser

Alfonzo, MesoTroniK, and Cycerin


Infernus-class Battlewagon

HELMUT, Shellster, Tartiflette, and MesoTroniK
[close]


Fighters

Spoiler
Revolver Support Fighter Wing

Tartiflette, HELMUT, MesoTroniK


Razor Fighter Wing


HELMUT, MesoTroniK
[close]


Starlight Cabal
Spoiler



HELMUT, King Alfonzo, Lloyd, Tartiflette, Nia, MesoTroniK, SleepyFish/Foxer, and the unofficial Starsector Discord community
[close]

The Starlight Cabal is an exclusive cult of like-minded entrepreneurs and inheritors deeply embedded within the Tri-Tachyon Corporation. Believing that the future of mankind mandates complete technological synthesis, the Cabal ostensibly seeks a higher, euphoric state of being. However, to attain ascension within this scientific dark age, the price is steep. For the privilege of membership, tremendous sums of credits must be paid - either directly or indirectly - into a dark web of Cabal-controlled hedge funds and capital investments.

Skeptics mock the Starlight Cabal as an elaborate financial scam, and others excoriate the organization as nothing more than a corpo-backed privateer group. Critics of the Cabal tend to lay low, however; more than a few whistleblowers have mysteriously disappeared over the cycles...

The Starlight Cabal encourages a "doctrine of acquisition" (read: hyperspace robbery), broadly engaging in acts of piracy and the occasional bout of terrorism or vandalism. Direct strikes on political entities are rare, however.




Change Log
Version 1.8.8 (June 7, 2025):
- Increased Succubus max burn to 8, matching the Liberator
- Changed repository location (version checker discontinuity)

Version 1.8.7 (May 14, 2025):
- Added LunaLib icon
- Possibly fixed fleet extortion text display issue
- Added proper hull style sound effects for the IKYA (Cancer) IBB fleet; reworked some variants
- Removed hook for Stalight Gala that the Cabaleros can give you (unfinished quest)
- Updated sprite for Sidecar, courtesy of BigBeans and Toopok

Version 1.8.6 (April 24, 2025):
- Significantly cut down on the variety of fighter wings used by the Cabal; now similar to Tri-Tachyon
- Cabal stuff no longer appears in the Codex if the faction is disabled
- Fixed NGC incompatibility introduced by Nexerelin 0.12.0b

Version 1.8.5 (April 5, 2025):
- Fixed a couple portraits

Version 1.8.4 (April 5, 2025):
- Updated for Starsector 0.98a
- New sprite for the Shark, courtesy of BigBeans
- Player portraits no longer include IBB
- Fixed rare Cabal-related weapon/fighter crash on interaction
- Light TPC flux cost reduced to 150 to match real TPC (Hellfire unchanged)

Version 1.8.3 (February 3, 2024):
- Updated for Starsector 0.97a

Version 1.8.2 (October 30, 2023):
- Gala Parade fleet has better loot but takes longer to respawn, especially if you kill it
- Palace always deploys and cannot retreat, like a station
- Cabal bar event can now occasionally generate Cabal contacts
  * Dice wagers depend on the importance of the contact
- New text for Cabal reputation level descriptions
- Cabal fleets spawn less often near player colonies at higher reputation levels
  * This is in addition to the behavior described in the 1.8.0 patch notes
- Cabal submarket no longer allows the player to sell items back to them
- Nexerelin Random Sector compatibility fix
- Slight performance optimization when Underworld weapons/ships are not present in a battle
- Slight performance improvement in campaign when using Cabal
- Palace music doesn't play in the menus erroneously
- IndEvo crash fix

Version 1.8.1 (May 29, 2023):
- The bonus items sold by the Cabal submarkets are now globally unique (you can't buy two Pristine Nanoforges anymore, just one)
- Cabal submarkets now sell one each of IndEvo Luxury Goods VPC, Drugs VPC, Relay Hypertransmitter, and Simulation Engine
  * No effect if Industrial Evolution is not enabled
- Another Cabal-related crash hotfix

Version 1.8.0c (May 27, 2023):
- Attempted Cabal-related crash hotfix

Version 1.8.0b (May 27, 2023):
- Cabal-related crash hotfix

Version 1.8.0 (May 26, 2023):
- Updated for Starsector 0.96a
- New Renegade sprite (thanks Alfonzo and MesoTroniK!)
- Cabal only appear around larger/richer/high-tech player colonies, otherwise they don't appear outside of core
  * This depends on Hostile Activity progress
  * They do *not* add their own Hostile Activity factor; the Cabal does not impose a stability penalty etc.
- Cabal skins reworked; slot changes are the same but they no longer offer bonus OP
  * Cabal Upgrades mostly offers stat penalties and doesn't count as a d-mod (it isn't removed with hull restoration)
  * Instead, Cabal Upgrades increases the s-mod limit of the ship by 1
- Cabal Submarket access is easier / more consistent
  * No longer scales in price based on assets, only by reputation
  * Better variety of items
  * Now has additional one-off prize items that can be purchased with enough reputation, including an Alpha Core, Pristine Nanoforge, Mini-Blueprint Package, and the full Blueprint Package
- The Cabal's Palace will spawn periodically and roam the sector, spawning extra Cabal fleets and offering a unique challenge, should you choose to fight it
  * Has loot equivalent to a Research Station in a Remnant system
  * Easily detectable from afar...
- Easier to raise reputation with the Cabal
- Scythe CR %/deploy increased to 30
- Revolvers now stay in front of the ship, armor increased to 125 from 60, refit time reduced to 10 from 15 seconds
- Razors are faster (300 from 250) and have significantly improved maneuverability
- Mongrel DP (supplies/deploy) reduced to 12 from 15
- Amalgam DP (supplies/deploy) reduced to 24 from 30
- Succubus armor increased to 1000 from 900, hull increased to 12000 from 11000, speed increased to 50 from 45, maneuverability improved
- Renegade DP (supplies/deploy) reduced to 30 from 35, hull decreased to 15000 from 18000
- Starscream DP (supplies/deploy) reduced to 15 from 18
- Reworked or recreated numerous ship variants, tailoring them to their expected vanilla factions
- Numerous doctrinal changes across the board:
  * Luddic Church has access to Shark (uncommon) and Venom
  * Luddic Path has access to:
    - Barbarian (uncommon), Predator, Sidecar (uncommon), Shark (uncommon), Tiger (rare), and Torch
    - Razor Fighter Wing
  * Revamped Cabal doctrine to include exclusively Cabal-themed combat ships
    - Few carriers, moderate number of phase ships, mostly standard combat ships
    - Access to just about every type of non-[REDACTED] weapon, including Kinetic Blaster and Gigacannon
  * Independents/Scavengers have access to:
    - Barbarian, Boar, Predator, Scythe, Shark, Stalker, Tiger, and Venom
    - Razor Fighter Wing and Revolver Support Wing
  * Mercenaries have access to:
    - Barbarian, Boar, Dragon, Predator, Renegade, Scythe, Shark, Stalker, Tiger, and Venom-X
    - Razor Fighter Wing and Revolver Support Wing
  * Pirates have access to:
    - Amalgam (uncommon), Barbarian, Boar, Dragon (uncommon), Infernus (rare), Mongrel, Predator, Predator-X, Renegade (uncommon), Scythe, Shark, Sidecar, Stalker (uncommon), Tiger, Torch, Venom, Venom-X (rare)
    - Razor Fighter Wing and Revolver Support Wing
- LunaLib support

Spoiler
Version 1.7.1 (January 5, 2022):
- Updated for Starsector 0.95.1a RC6
- Slightly buffed TIM's minefield upgrade, also made it less likely to mine yourself
- Cabal cannot take ships that can't be scuttled (such as Ziggurat) or those that have unremovable captains (such as integrated AI cores)
- Cabal cannot take mission items (such as Janus Device)

Version 1.7.0 (December 13, 2021):
- Updated for Starsector 0.95.1a
- Added Cabal skin for the Fury
  * Thanks to King Alfonzo for the sprite!
- Added Climax-class Cruiser
  * Cabal equivalent of the Apogee
  * Thanks to King Alfonzo for the sprite!
- Infernus shield arc reduced to 90 from 180 degrees
- Infernus shield upkeep reduced to 300 from 480
- Infernus armor increased to 1600 from 1400
- Starscream now uses Advanced Ground Support instead of Ground Support
- Cabal ships no longer have S-mods when recovered in Nexerelin
- Added Rugged Construction to shieldless ships
- Barbarian hull increased to 11000 from 9000
- Mongrel hull increased to 10000 from 6500
- Amalgam hull increased to 16000 from 12000
- Renegade supplies decreased to 35 from 40

Version 1.6.1 (April 21, 2021):
- Palace sprite updated
- Fixed a major bug that made a SP-cost Cabal interaction item not actually cost a SP

Version 1.6.0 (April 19, 2021):
- Updated for Starsector 0.95a
- Cabal forced combat and transponder hostility fix
- Fixed bug that caused Cabal fleets to bother the player more often than intended near high-Cabal-activity areas
- Improved Cabal TOff behavior and other interaction aspects
- Added fighter weapon descriptions
- Venom cargo increased to 90 from 65
- Starscream fuel increased to 120 from 100
- Starscream fuel per light year increased to 4 from 3
- Fleet extortion options are disabled if the other fleet is not intimidated by player
- Removed Cabal Hyperion
- Temporarily removed Cabal Scarab
- Added Story Point options to get out of giving the Cabal your stuff
- Integrated various new campaign features into existing content
- Revolver OP reduced to 9 from 10
- Razor OP reduced to 7 from 10
- Razor AI behavior tweaked

Version 1.5.0 (March 10, 2021):
- Added Succubus-class Pocket Battleship (Cabal)
  * Appears in Cabal fleets as a capital ship; should make them spam Odysseys less
- Added Palace-class Enlightenment Center (Cabal)
  * Will appear in a future update with special campaign integration...
  * For now, is just part of a special HVB (Vayra's Sector required)
- Added special new late-game IBB fleet of... abominations
- Diablo Cannon is now a STRIKE, USE_VS_FRIGATES weapon, like the Hellfire Cannon

Version 1.4.7 (January 10, 2021):
- Made the Infernus less likely to be available to purchase in markets
- Added custom Nexerelin start "The Infernal Machine"
  * Start with a salvaged unique Infernus (Augmented Drive Field built-in) and a mid-size scavenged fleet (all with starting d-mods)
  * Start inhospitable with most factions (and vengeful with pirates)
  * Restore the ship, one upgrade at a time, to its former glory and beyond
  * Branching and mutually-exclusive upgrade paths

Version 1.4.6 (December 25, 2020):
- Cabal extortion/contribution: Force open comm link on fleet interaction (fixes the "skip contribution by closing dialog" exploit)
- Dragon now has a large composite mount on the left side
- Fixed version file HTTPS redirect

Version 1.4.5 (September 28, 2020):
- Fixed bug where most battles with Dickerson counts as a Dickerson kill
- Fixed a Cabal dice game having the wrong score requirement
- Made the Infernus rarer
- Some configuration for compatibility with various other mods
- Prevent Cabal from spawning with unnatural sizes if there's somehow a Cabal-owned market somewhere in the sector
- Migrated version file to custom host (sigh)

Version 1.4.4 (July 11, 2020):
- Actual fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Some configuration for Vayra's Sector and Starship Legends

Version 1.4.3 (July 8, 2020):
- Shielded Cargo Holds now loosely affects the demands of Cabal extortion attempts
- Fix a rare crash in Cabal fleet AI
- Possible fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Migrated version file to BitBucket

Version 1.4.2 (December 23, 2019):
- Added Starlight Doom
- Added Cabal bar event
- Fixed issue where turning transponder off and on after paying a Cabal shakedown "reveals hostile actions"

Version 1.4.1 (September 8, 2019):
- Dickerson fleets prefer larger ships at higher levels; have more and better officers
- Fixed "loose" enemy fighter wings in Purple Haze mission
- Revolver's main weapon will target missiles if no other targets are in range
- Made Cabal somewhat less aggressive in the early game
- Cabal spawns decrease to near-0 when far from Cabal-influenced or Tri-Tachyon markets
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- New sprites for Euphoria, Starlight Afflictor, and Starlight Wolf

Version 1.4.0 (July 12, 2019):
- Added Starlight Odyssey
- Added Starlight Eos
- Added Starscream-class Combat Transport
- Cabal Upgrades is now a 50% supply penalty, from 33%
- Adjusted Cabal spawning to have fewer logistics ships (especially for the small fleets)
- Adjusted Cabal spawning to trend much larger over time and with higher player levels
- Cabal fleets will now change factions on-the-fly to avoid difficult situations and hopefully survive longer
- Cabal extortion refusal reputation penalties work now
- Mongrel and Amalgam are now tagged with ALWAYS_PANIC

Version 1.3.3 (June 28, 2019):
- Fixed extorting own faction fleets
- Added Starlight Shrike
- Enhanced each Starlight skin...

Version 1.3.2 (May 17, 2019):
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- Increased Renegade flux capacity to 20,000 from 18,000
- Increased Renegade top speed to 40 from 35, improved accel/decel/turning
- Cabal commanders can now be found with Loadout Design skill
- Fixed Cabal-related non-CTD NPE
- Fixed Cabal taking marine slaves...

Version 1.3.1 (February 2, 2019)
- Biased Cabal fleet sizes to be smaller on average
- Made Cabal fleet aggression triggering range shorter
- Adjusted negative reputation impact from refusing Cabal extortion
- Revised Cabal spawning behavior, should be in-system more often and avoid crazy build-up
- Fixed Cabal submarket access behavior when the player is Friendly or Cooperative
- Vesperon Combine whitelist

Version 1.3.0b (January 13, 2019)
- Emergency Cabal-related crash hotfix

Version 1.3.0 (January 12, 2019)
- Removed Pillage event
- Predator and Predator-X flux capacity reduced to 2200 from 2500
- Stalker top speed reduced to 45 from 50, reduced deceleration
- Renegade shield efficiency nerfed to 1.4 from 1, but increased flux capacity to 18,000 from 16,000
- Boar shield efficiency buffed to 1 from 1.2
- Removed all (D) skins
- Scythe now has a normal phase cloak
- Infernus' built-in wings are now both borers
- Added a fancy trail for the Prototype Gauss Cannon
- Infernus now uses the Burn Drive system
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Fixed/standardized file and ID prefixes
- You can now buy the Cabal Blueprint Package at the Cabal Exchange... if Cooperative with them
- Cabal Exchange fee and tariff now depends on wealth, income, and relationship level
- Cabal Exchange will refuse to sell certain ships if you don't have enough money
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a

Version 1.2.2 (April 23, 2018)
- Revamped Dickerson's level scaling and added a utility console command
- Minor Dickerson, extortion, crash fixes
- Improved pirate fleet composition
- Cabal submarket no longer free to enter at zero stability

Version 1.2.1 (January 26, 2018)
- Improved/fixed player extortion

Version 1.2.0 (December 1, 2017)
- Added Revolver-class support fighter
- Added Razor-class fighter

Version 1.1.3 (October 1, 2017)
- Fixed crash on game start in Nexerelin's random mode
- Fixed rare possibility of getting stuck in interaction dialog with Cabal
- Fixed some player extortion issues

Version 1.1.2 (June 19, 2017)
- Predator and Predator-X now have a 150-degree 0.4-upkeep front shield (was 120-degree 0.5-upkeep omni)
- Fixed Cabal still being aggressive to poor players
- Disco Ball now has 6 Tachyon Lances
- Major adjustment to fleet composition ratios for various factions

Version 1.1.1 (June 10, 2017)
- Improved Cabal extortion calculations, especially for fighter LPCs
- Cabal leaves you with more supplies
- Cabal won't attack you if you're so poor that you have nothing to extort, unless reputation is Vengeful
- Additional DynaSector support
- Added a relay to Styx
- Improved various odds and ends

Version 1.1.0 (June 4, 2017)
- Updated to support Starsector 0.8.1a
- Added pirate pillager fleet event
- Added player extortion of NPC trade fleets
- Added super secret ship and weapon
- Added Styx system featuring a special pirate station with a new submarket
- Adjusted various ship stats to meet new standards
- Killer Bee (IBB wing) now has Heavy Burst PD instead of Phase Lance (oh god)
- Infernus now has two built-in wings: one borer wing and one mining pod wing
- Infernus system is replaced with Reserve Deployment
- Infernus now has built-in Operations Center and Salvage Gantry
- Dragon now has two flight decks
- Renegade now has a flight deck
- Stalker now has a built-in wing: borer wing
- Stalker system is replaced with Accelerated Ammo Feeder
- Stalker now has built-in Survey Equipment
- Updated sprites for Tiger, Shark, and Renegade
- Rebalanced Torch
- Adjusted debris/derelict spawning for Cabal fleet battles

Version 1.0.5 (March 26, 2017)
- Added Predator, Predator D, and Predator-X ships
- Fixed Cabal market tariff bug
- Added Purple Haze mission

Version 1.0.4 (January 8, 2017)
- Added Cabal Tempest
- Updated all Cabal ship sprites
- Prevented exploit where you can buy Cabal Exchange weapons even if you have not paid to unlock the market (they now have an absurd tariff until unlocked)
- Increased OP of Barbarian to 135 from 130
- Updated ship prices
- Slightly increased Barbarian maneuverability

Version 1.0.3 (September 17, 2016)
- Cabal fleet count improved (smarter)
- Updated for Exigency
- Shark and Venom now have shielded cargo holds

Version 1.0.2 (May 21, 2016)
- Cabal faction entry is now hidden if Cabal is disabled
- Cabal faction no longer uses a nonexistent name source
- General compatibility update

Version 1.0.1 (April 22, 2016)
- Fix an ID change

Version 1.0.0 (April 20, 2016)
- Initial release (split from Starsector+)
- startOptions.json now called UNDERWORLD_OPTIONS.ini
- Removed Bull
- Renegade and Infernus reworked
- Fixed Cabal bug that made it impossible to become non-Hostile with them
- Removed High Maintenance from Cabal ships, added nominal logistics penalty to Cabal Upgrades
[close]


Credits
Dark.Revenant for general development
HELMUT, Shellster, King Alfonzo, Lloyd, SleepyFish/Foxer, BigBeans, and Toopok for art assets
Cycerin for Cabal music and various art assets
MesoTroniK for numerous art assets
AxleMC131 for the original Predator sprite
Bloodtrailkiller for a portrait
Psiyon for a system background
Some of these may be modifications of the original work.

28
Mods / [0.8.1a] DynaSector 1.4.7
« on: April 20, 2016, 01:41:53 AM »
Download DynaSector 1.4.7
Download Mirror
(Requires LazyLib 2.2)

Git Repository

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



What is DynaSector?
DynaSector integrates mod content into the game, dynamically.  For every supported mod, DynaSector changes market and variant compositions to increase the variety of content you see in the Sector.  DynaSector includes a variant randomization engine, enhanced bounties, improved submarkets, and a new character creation system.


Changes to Vanilla Content
  • Fixed faction hostility event
  • Improved person bounty event
  • Vanilla/mod submarket overhaul
  • Debris field cleanup fix
  • New campaign start choices
  • Variant randomization
  • Salvage generation plugin (Derelicts)
  • Revamped salvage from battles
  • Compatibility integration for numerous vanilla hullmods
  • Officer level-up plugin replacement for custom max levels (scripts)
  • Script fixes for Ion Beam, Ion Cannon, Ion Pulser, and Tachyon Lance
  • Improved Mjolnir projectile appearance
  • Updated vanilla fleet spawners


Supported Mods
Blackrock Drive Yards by Cycerin
Style: Fast, flashy, strike-oriented, and stylish.  Green and slate color scheme.
Content: Lots of great ships, tons of great weapons.
Campaign: Moderate impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.  A couple impractical - but very powerful - ships.
Flavor: High-quality; slightly vanilla-unfriendly.


Diable Avionics by FlashFrozen and Tartiflette
Style: Striking and animesque.  Missile-heavy and fighter-heavy.  Red color scheme.
Content: Lots of solid ships, lots of solid weapons.
Campaign: Moderate impact.
Balance: Mid-vanilla to upper-vanilla.  Powerful fighters.
Flavor: Slightly vanilla-unfriendly.


Exigency by MesoTroniK
Style (Exigency): Sleek, organic, and exotic.  Fighter-heavy and extremely missile-heavy.  Blue color scheme.
Style (Ahriman Association): Rocky, clunky, and esoteric.  Fighter-heavy and missile-heavy.  Gray color scheme.
Content: Several great ships, lots of great weapons; highly-scripted.
Campaign: Moderate impact; well-polished.
Balance (Exigency): Upper-vanilla.  Relies on unique mechanics.
Balance (Ahriman Association): Mid-vanilla.
Flavor: High-quality; moderately vanilla-unfriendly.


Interstellar Imperium by Dark.Revenant and HELMUT
Style: Tough and versatile; relies on tactics and smart loadouts.  Gold and white color scheme.
Content: Tons of solid ships, lots of solid weapons.
Campaign: High impact; well-polished.  Includes events and unique content.
Balance: Mid-vanilla.
Flavor: Vanilla-friendly.


Junk Pirates / P.A.C.K. / ASP Syndicate by mendonca
Style (Junk Pirates): Cobbled together and unusual; schizophrenic design.  Red and cyan color scheme.
Style (P.A.C.K.): Fragile but powerful; masses easily.  Varied color scheme.
Style (ASP Syndicate): Practical hybrid civilian-military designs.  Light blue color scheme.
Content: Tons of ships, some weapons.
Campaign: Low impact.
Balance: Low-vanilla to mid-vanilla.
Flavor: Slightly vanilla-friendly.


The Knights Templar by Dark.Revenant and Cycerin
Style: Slow, esoteric, extremely tough, and extremely powerful.  White color scheme.
Content: A few great ships, several great weapons; highly-scripted.
Campaign: Moderate impact; well-polished.  Includes events.
Balance: Top-tier.  Boss faction; equipment is hard to acquire and use.
Flavor: Vanilla-unfriendly.


Outer Rim Alliance by Tartiflette
Style: Tough high-tech broadsides.  Purple and gold-trim color scheme.
Content: Several solid ships, several solid weapons.
Campaign: Moderate impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.
Flavor: Moderately vanilla-friendly.


Scy Nation by Tartiflette
Style: Fast and purpose-built.  Blue and gray color scheme.
Content: Lots of great ships, tons of solid weapons; highly-scripted.
Campaign: Moderate impact; well-polished.  Includes unique content.
Balance: Low-vanilla to upper-vanilla.
Flavor: Slightly vanilla-unfriendly.


Shadowyards Reconstruction Authority by MShadowy
Style: Sleek, nimble, and strong where it counts.  Green and cyan color scheme.
Content: Lots of solid ships, lots of solid weapons.
Campaign: Moderate impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.
Flavor: Moderately vanilla-friendly.


Ship/Weapon Pack by Dark.Revenant
Style: Vanilla.
Content: Tons of solid ships, lots of solid weapons.
Campaign: Low impact; well-polished.  Includes a quest-line.
Balance: Lower-vanilla to upper-vanilla.
Flavor: Vanilla-friendly.


Tiandong Heavy Industries by MesoTroniK
Style: Cheap and dependable.  Dark green color scheme.
Content: Lots of solid ships, several solid weapons.
Campaign: Low impact; well-polished.  Includes unique content.
Balance: Lower-vanilla to mid-vanilla.
Flavor: Vanilla-friendly.


Tyrador Safeguard Coalition by Machine
Style: High-tech, but hardy; emphasizes drones.  Light green color scheme.
Content: Tons of ships, several weapons.
Campaign: Low impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.
Flavor: Vanilla-friendly.


Underworld by Dark.Revenant
Style (Pirates): Brutally-effective rust-buckets.  Brown color scheme.
Style (Cabal): Garish, but effective.  Purple color scheme.
Content: Lots of solid ships.
Campaign: Low impact; well-polished.  Includes unique content.
Balance (Pirates): Derp-tier to mid-vanilla.
Balance (Cabal): Upper-vanilla.
Flavor: Moderately vanilla-friendly.







Change Log
Version 1.4.7 (November 11, 2018)
- Updated for Tiandong
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
- Updated for PACK

Version 1.4.6 (August 5, 2018)
- Fixed crash when Underworld is not enabled
- Updated for Shadowyards
- Updated for Diable Avionics

Version 1.4.5 (April 24, 2018)
- Integrated various features from SWP
  * Compatibility integration for numerous vanilla hullmods
  * Officer level-up plugin replacement for custom max levels (scripts)
  * Script fixes for Ion Beam, Ion Cannon, Ion Pulser, and Tachyon Lance
  * Improved Mjolnir projectile appearance

Version 1.4.4 (April 23, 2018)
- Scavenger fleets failing to despawn are cleaned up periodically
- Fixed small bug with named bounty reports in Nexerelin
- Fix to debris field buildup, back-ported from Starsector 0.9a
- Moderately increased reliance on defense-oriented weapons/fighters for most archetypes
- Increased reliance on hull mods, especially ITU/DTC
- Updated for Scy
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
- Updated for Ship/Weapon Pack
- Updated for Interstellar Imperium
- Fully de-supported Citadel and Mayorate

Version 1.4.3 (January 26, 2018)
- Updated for Shadowyards
- Updated for Ship/Weapon Pack
- Updated for Tyrador Safeguard Coalition

Version 1.4.2 (January 10, 2018)
- Updated for Shadowyards

Version 1.4.1 (December 1, 2017)
- Added randomizer theming to Random Battle and Custom Battle
- Fixed rare profiler crash with capital-case memory options
- Improved theming for Scy and Shadowyards
- Minor fleet randomization enhancements
- Adjusted Interstellar Imperium fighter weights
- Certain factions have adjusted rates for Ballistic/Missile/Energy weapons in markets
- Updated for Ship/Weapon Pack
- Updated for Underworld
- Updated for Junk Pirates, PACK, and ASP Syndicate

Version 1.4.0 (October 1, 2017)
- Added support for Tyrador Safeguard Coalition
- factions.csv, weapon_categories.csv, ship_roles.csv, and fighter_wings.csv now merge with other mods that define them
- Fixed minor bugs
- Fixed occasional problem where slots might be filled with inappropriate weapons (such as annihilators on side mounts)
- Vain attempt to fix save instability
- Assassination bounties will only spawn for hostile factions
- Adjusted theming system for allied factions
- Updated for Ship/Weapon Pack
- Updated for Interstellar Imperium
- Updated for Shadowyards
- Updated for Diable Avionics
- Updated for Outer Rim Alliance

Version 1.3.2 (June 19, 2017)
- Removed unnecessary textures
- Fixed eternal war bug (from vanilla)
- Adjustments to person bounties, again

Version 1.3.1 (June 13, 2017)
- Fixed crash bugs
- Improved memory bitching

Version 1.3.0 (June 11, 2017)
- Removed ship randomization (individual factions can already accomplish this through faction.json editing)
- Fleet and variant randomization now uses a consistent random seed, so the results can't be easily re-rolled by saving and loading
- Significantly reduced baseline tech-mixing for variant generation
- Expanded fleet theme system, particularly for faction-tech themes
- Faction themes now depend on various world factors, such as lore of the market the fleet originates from (for example, Umbra is likely to spawn Diktat-themed pirates)
- Readjusted early game difficulty compensation measures
- Adjusted bounties to match new vanilla expectations
- Fixed SCY start
- Fixed LPC spawn rate in markets
- Bounties against mercenaries and deserters now have a low negative reputation impact
- Fixed bounty spawning, especially early bounties
- Various improvements to bounty reward calculation, including increased rewards for bounties far from the core worlds

Version 1.2.0 (June 5, 2017)
- Updated to support Starsector 0.8.1a
- Updated for Diable Avionics
- Updated for Shadowyards Reconstruction Authority
- Updated for Interstellar Imperium
- Updated for Knights Templar
- Updated for Ship/Weapon Pack
- Updated for Underworld
- Updated for SCY
- Updated for Blackrock Drive Yards
- Weapon matching / mirroring improved
- Improved slot-assigning priority for certain ships
- Support for fighter wings in randomized variants
- Improved hullmod handling in numerous ways
- Enhanced named bounties (feature transfer from Starsector+)
- Made Pather bounties slightly rarer and more aggressive
- Enhanced large vanilla fleet compositions (feature transfer from Starsector+)
- Improved Nexerelin compatibility
- Patrol fleets of captured markets now have variants incorporating some of the original faction's tech
- Submarkets of captured markets now sell equipment from the old faction's tech
- Improved new game dialog

Version 1.1.0 (April 11, 2017)
- Outer Rim Alliance integrated
- Code cleanup

Version 1.0.8 (April 7, 2017)
- Alliances in Nexerelin now influence variant creation by mixing faction tech
- Minor adjustments to variant archetype selection algorithm
- Bug fixes

Version 1.0.7 (March 26, 2017)
- Updated Imperium support
- Updated Underworld support
- Updated Templar support

Version 1.0.6 (February 6, 2017)
- Variants in the campaign are only generated when the player interacts with a fleet (memory and performance savings)
- Updated Blackrock support
- Updated Imperium support
- Updated Templar support
- Updated Diable support
- Updated Scy support
- Improved externalization of weapon details

Version 1.0.5 (January 8, 2017)
- Updated Imperium support
- Updated Scy support
- Updated Underworld support
- Various minor fixes

Version 1.0.4 (September 17, 2016):
- Adjusted pirate tech weights
- Exigency/Ahriman support update
- Tiandong support update
- General improvements
- Variant naming improvements

Version 1.0.3 (May 21, 2016):
- General compatibility update
- Faction table updates for THI and SWP

Version 1.0.2 (April 23, 2016):
- Fix weapon group duplication bug

Version 1.0.1 (April 22, 2016):
- Fix an ID change
- Improve weapon grouper system

Version 1.0.0 (April 20, 2016):
- Initial release (split from Starsector+)
- startOptions.json now called DYNASECTOR_OPTIONS.ini
- Improved fleet generation and variant randomizer to make faction weapon loadouts more thematic to the type of fleet being created
- Variant randomizer updated for new BRDY hullmod behavior


Credits
Dark.Revenant

29
Mods / [0.98a] Audio Plus 1.2.3
« on: April 15, 2016, 10:49:12 PM »


About
This mod adds music from numerous mods and sources and compiles them together for an optimal playing experience.

Track List
  • Atmospheric Rise (Blackrock, by Cycerin)
  • Blackrock (Blackrock, by Cycerin)
  • Stellar Rust (Blackrock, by Cycerin)
  • Seeking Answers (Blackrock, by Cycerin)
  • Starsea (Blackrock, by Cycerin)
  • Ambush (Exigency, by Psiyon)
  • Catastrophic Systems Failure (Exigency, by Psiyon)
  • Cloak and Dagger (Exigency, by Psiyon)
  • Condottiere (Exigency, by Psiyon)
  • Dead Gods (Exigency, by Psiyon)
  • Desolation (Exigency, by Psiyon)
  • Dyson Sphere (Exigency, by Psiyon)
  • Exigency (Exigency, by Psiyon)
  • Fear Machine (Exigency, by Psiyon)
  • The Flagship (Exigency, by Psiyon)
  • Fusillade (Exigency, by Psiyon)
  • Hostile Waters (Exigency, by Psiyon)
  • Mobilization (Exigency, by Psiyon)
  • Panic (Exigency, by Psiyon)
  • Relics (Exigency, by Psiyon)
  • Skeleton Crew (Exigency, by Psiyon)
  • Sovereignty (Exigency, by Psiyon)
  • Stellar Remnant (Exigency, by Psiyon)
  • Time-Sensitive (Exigency, by Psiyon)
  • Undying Legacy (Exigency, by Psiyon)
  • Unidentified Contact (Exigency, by Psiyon)
  • Unknown (Exigency, by Psiyon)
  • Veiled in Dust (Exigency, by Psiyon)
  • Expanse (Mayorate, by Kazi)
  • Nebula (Mayorate, by Kazi)
  • Steel Rain (Mayorate, by Kazi)
  • Running Dark (Tiandong, by Psiyon)
  • Labyrinthine Nebula (Star Federation, by MesoTroniK)
  • A Dreaming Sky (Shadowyards, by MesoTroniK)


Credits
Development: Dark.Revenant
Music: Psiyon, Cycerin, Kazi, and MesoTroniK
Sound Effects: Cycerin


Change Log
Version 1.2.3 (June 7, 2025):
- Changed repository location (version checker discontinuity)

Version 1.2.2 (March 31, 2025):
- Updated for Starsector 0.98a

Version 1.2.1 (February 3, 2024):
- Updated for Starsector 0.97a

Version 1.2.0 (May 10, 2023):
- Updated for Starsector 0.96a
- Added music track from Star Federation (credit to MesoTroniK): Labyrinthine Nebula
- Added music track from Shadowyards (credit to MesoTroniK): A Dreaming Sky
- Significantly more differentiation between music tracks that play near the core worlds, out in non-core space, and in hyperspace
- Tweaked volume balance

Version 1.1.3 (March 29, 2021):
- Updated for Starsector 0.95a
- Migrated version file to custom host (sigh)

Version 1.1.2 (July 8, 2020):
- Updated for Starsector 0.9.1a
- Marked utility
- Added new music track for BRDY: Atmospheric Rise
- Migrated version file to BitBucket

Version 1.1.1 (November 16, 2018):
- Reverted Thumper, Mjolnir, and Heavy Mauler to vanilla sfx
- Works in Starsector 0.9a

Version 1.1.0 (June 10, 2017)
- Added two new music tracks for BRDY: Seeking Answers and Starsea

Version 1.0.4 (June 4, 2017)
- Updated for Starsector 0.8.1a
- Reverted Devastator Cannon and Phase Lance loop sounds

Version 1.0.3 (April 23, 2017)
- Updated for Starsector 0.8a
- Improved Devastator Cannon sound

Version 1.0.2 (March 26, 2017)
- Added phase lance sound
- Updated Exigency sounds

Version 1.0.1 (April 22, 2016):
- Fixed mod ID

Version 1.0.0 (April 15, 2016):
- Initial release

30
Modding Resources / [0.98a] GraphicsLib 1.12.1
« on: April 15, 2016, 12:10:21 AM »

Download GraphicsLib 1.12.1
Also known as ShaderLib.
(Requires LazyLib 3.0.0)

- Supports LunaLib -

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Some Integrated and AMD GPUs have trouble with GraphicsLib shaders!
Consider disabling shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

Having problems?  Visit the Mod Troubleshooting Guide!



What is this?
GraphicsLib is a mod package containing numerous graphical improvements, including a variety of effects plugins, a dynamic lighting engine, and a screen-space distortion shader.  This library can also be used by other modders to implement unique shaders and make use of the built-in lighting, distortion, and post-processing APIs.


Features
  • Dynamic Lighting:
    • Normal Map Auto-Generator
    • Dynamic Texture Loader
  • Distortion Shader
  • Post-Processing Shader
  • Graphics Enhancement Plugins:
    • Enhanced Ship Destruction
    • Ship Damage Smoke
    • Overload Arcs
    • Officer Insignias
    • Shield Ripples
  • Modding API


Screenshots



Spoiler













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How to Use
For players: Just download and enable the mod.  You don't have to do anything else; it works right out of the box.  If your computer can't handle GraphicsLib, follow the Mod Troubleshooting Guide.

For modders: If you want to incorporate GraphicsLib into your mod, you should follow this setup procedure:
Spoiler
Use the following mod detection code in your ModPlugin class.  If you want to make calls to GraphicsLib functions or use GraphicsLib objects, you must first check to see that hasGraphicsLib is true before calling/referencing them!  Note that some scenarios may make this arrangement difficult, requiring GraphicsLib for resolving class links.  Note that "shaderLib" is intentional here; the mod ID has remained the same to ensure backwards-compatibility.
Code: java
public static boolean hasGraphicsLib;

@Override
public void onApplicationLoad() {
    hasGraphicsLib = Global.getSettings().getModManager().isModEnabled("shaderLib");

    if (hasGraphicsLib) {
        ShaderLib.init();
        LightData.readLightDataCSV("data/lights/your_light_data.csv");
        TextureData.readTextureDataCSV("data/lights/your_texture_data.csv");
    }
}

Material Map: This texture determines the reflectivity of the sprite.  Internally, the lighting engine uses a minimum function (i.e. reflectivity = the darker of the pixel on screen and the corresponding pixel on the material map), so there are limitations on what you can do with a material map.  In general, you want to begin with the original ship sprite and then darken areas that should not reflect as much light.  You can also darken individual color channels to allow interesting effects like having reflected shines being a different color than the hull.  Remember that the material map must have an alpha channel that matches the original sprite's alpha channel.  For implementation, see the example in GraphicsLib.  If a sprite lacks a material map, the default is the original sprite (i.e. identical to previous lighting versions).

Normal Map: This texture is difficult to make properly, but the results can be well worth it.  There are many tutorials for making normal maps elsewhere on the Internet, if you are interested in making them for vanilla sprites or your own ships.  However, if you want an easy way out, an adequate normal map can be generated automatically through Photoshop, Crazy Bump, or similar programs, which takes far less time than making a normal map from the ground up.  Remember that the normal map must have an alpha channel that matches the original sprite's alpha channel.  For implementation, see the example in GraphicsLib.  If a sprite lacks a normal map, the lighting engine will default to using the old lighting model for that sprite rather than the new Blinn-Phong model.

Surface Map: This texture is completely optional (even more so than the other two).  Surface maps enhance the normal map of the object by influencing how the specularity looks.  The red channel corresponds to luminosity and will cause the ship to appear to glow wherever the red channel is nonzero.  The green channel determines the specular intensity of the object; a value of zero is totally matte while a high value will be very shiny.  The blue channel determines specular hardness, so a value of zero is cartoonishly shiny while a high value is very glossy; a value of 0.2 (or 51 on the integer scale) corresponds to the default behavior.  Remember that the surface map must have an alpha channel that matches the original sprite's alpha channel.  If a sprite lacks a surface map, the lighting engine will substitute red = 0, green = (derived from material map), blue = 0.2.
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Change Log
Version 1.12.1 (May 23, 2025):
- Enhanced AA Compatibility Mode when LunaLib is enabled

Version 1.12.0 (May 22, 2025):
- Added LunaLib support for in-game settings changes
  * Game restarts are NOT required to change settings
- Fixed support for sprite sheets for weapons/ships/etc
- Fixed a number of edge cases with texture loading that may have wasted unnecessary VRAM
- Now capable of finding/preloading MIRV'd missile textures
- No longer creates a hyperspace light in the Abyss

Version 1.11.0 (May 14, 2025):
- GraphicsLib will now automatically generate basic normal maps for ships, weapons, etc. which lack them
  * The resulting normal maps are cached on disk in the GraphicsLib/cache folder
  * The cache is invalidated/regenerated whenever the mod list changes (including because of a version number change)
- GraphicsLib now uses a dynamic texture loader
  * Only the necessary material/normal/surface maps will be resident in memory
  * At the start of combat, it preloads all of the maps relevant for the ships (including all of their installed equipment) in every fleet participating in the battle, and unloads everything else
  * At the end of combat, it unloads everything that's not part of the player fleet
  * Any maps that were missed by the preload step are loaded immediately as they appear within view of the player
  * Very substantial reduction in VRAM usage in almost all cases (exceptions being stuff involving literally every ship/weapon, like the Arcade mission)
  * Reduction in overall game load time (even with auto-gen normal maps!)
- Added to GRAPHICS_OPTIONS.ini:
  * "preloadAllMaps":
    - Preloads all material, normal, and surface maps
    - VRAM-intensive, but avoids pauses before combat and stuttering during combat as textures load in
  * "autoGenNormals"
  * "defaultMaterialBrightness":
    - If no material map is defined for an object, the base sprite is used instead
    - This setting controls the brightness of the base ship (and weapon covers) sprite when it is used in this capacity
    - The default value here is selected to match the style of the material maps included with GraphicsLib
- New tags for ships, fighters, and weapons to adjust behavior:
  * "graphicslib_no_autogen":
    - Prevents auto-generated normal maps
    - Useful for saving VRAM for sprites that never actually appear in battle (e.g., images that only appear in the Codex)
  * "graphicslib_autogen_override":
    - Causes auto-generated normal maps for that ship/weapon/skin/whatever to count as "real" normal maps
    - Useful for skins that significantly change the geometry of the object
  * "graphicslib_preload":
    - Forces all maps (auto-gen or otherwise) associated with the ship/weapon/whatever to remain loaded at all times
    - Should be used sparingly
- Adjusted default settings in the presets
  * "High-End" is the only preset with "preloadAllMaps" set to "true"
  * "Low VRAM Compatibility" now enables normal maps & auto-gen, thanks to the enormous VRAM savings afforded by the dynamic texture loader
- Explicitly forced mipmaps for all loaded maps (doesn't appear to have any VRAM impact on my machine, so this probably doesn't have any practical effect, but...)
- Fixed Buffalo Mk2 and Hammer (Single) not having any maps
- Fixed the way GraphicsLib handles animated sprites; in short, only TURRET and HARDPOINT maps allow them now
- Improved brightness/consistency of ships that lack a material map
- Added new TextureData API functions:
  * getTextureDataWithAutoGen()
    - This function can be used to procedurally preload specific texture maps at the start of combat
    - In an EveryFrameScript or similar type of plugin, wait for "graphicslib_preload" to be set and then call this function for every map that should be preloaded
    - Useful for factions involving custom ship spawning
  * mapSpriteToMNSWithAutoGen()
  * autoGenNormalMap()
  * Intended for internal use:
    - autoGenMissingNormalMaps()
    - unloadAndPreloadTextures()

Version 1.10.2 (April 7, 2025):
- Updated for Starsector 0.98a RC7
- Fixed non-compliant OpenGL in the Light shader (affects you if enableBloom is true (it usually is))
  * Possibly fixes graphical issues for some cards
- Added "debugLevel" option to GRAPHICS_OPTIONS
  * Prints GL debug output, with full stack traces, to the Starsector log
- Cleaned up some things

Version 1.10.1 (April 1, 2025):
- Explosion visuals should falsely trigger less often

Version 1.10.0 (March 31, 2025):
- Updated for Starsector 0.98a
- Added MapObjectAPI, ShaderLib.addMapObject(), .removeMapObject(), and .getMapObjects()
  * Permits rendering material/normal/surface maps for arbitrary objects (i.e., objects that are not associated with a ShipAPI, MissileAPI, etc.)
- Added ShaderLib.overrideWeaponTexture() and .getWeaponTexture()
- Added TextureData.isLoadMaterial(), .isLoadNormal(), and .isLoadSurface()
- Removed MissileSelfDestruct; correspondingly removed no_self_destruct.csv
- Added no_arc_overload.csv to suppress arcs generated on ship overload
- A bunch of under-the-hood enhancements to support new vanilla content

Version 1.9.0 (February 3, 2024):
- Updated for Starsector 0.97a

Version 1.8.0 (January 7, 2024):
- Updated for Starsector 0.96a RC10
- No more '!!!'
- Adjusted/fixed behavior of dead ships regarding surface maps
- Added 'optimizeNormals' option to the settings for slightly better performance in some situations
- API expansion for RippleDistortion and WaveDistortion
- A default white directional sun-light is now visible in non-campaign battles (simulator, missions)
- Various private variables in RippleDistortion, WaveDistortion, and StandardLight changed to protected
- Improved performance of ship chunks (vanilla tessellation issue solved via caching)
- Added "shaderlib_do_not_render" custom data key, which applies to anything that has custom data, to completely ignore that entity for lighting purposes (improves performance, especially for ships)

Version 1.7.0 (May 9, 2023):
- Updated for Starsector 0.96a
- Added new option in settings: "enableFullExplosionEffects"
  * Disabled by default because the vanilla game handles this part now
- Added new spreadsheet: data/config/glib/no_shield_ripple.csv
  * Prevents shield ripples from being generated by the listed projectiles
- Added support for fighter skin texture maps
  * List them in the texture data the same way they're listed in settings.json
  * e.g., "xyphos_LOW_TECH"
- Trigonometry fixes
- Proximity fuse "hit" lights now work properly
  * GraphicsLib will replace the original ProximityExplosionEffect (if any) with a custom ProximityExplosionEffect
  * This custom ProximityExplosionEffect first instantiates and calls the original one, then adds the appropriate lights
- Fixed serious issue where some proximity fuse weapons would prematurely disappear
- Updated the options in the Preset Options folder to include a Low VRAM Compatibility mode
  * When using this preset, nearly all features requiring extra video memory are disabled
  * Use this if you have weirdly low FPS and heavy stuttering during combat

Version 1.6.1 (January 5, 2022):
- Fixed arc attenuation for distortion effects
- Updated for Starsector 0.95.1a RC6

Version 1.6.0 (December 12, 2021):
- Updated for Starsector 0.95.1a

Version 1.5.1 (March 30, 2021):
- Made sun-generated lights less extreme when multiple stars are in system
- Insignia icons are scaled to the new range of officer levels
  * Tier 1: Level 1-2 (freshly hired officers)
  * Tier 2: Level 3-4
  * Tier 3: Level 5-6 (max for trainable/mercenary/NPC officers)
  * Tier 4: Level 7+ (max for procgen officers, NPC commanders, and AI or unique officers)
- Added "aaCompatMode" to GRAPHICS_OPTIONS.ini
  * Prevents GraphicsLib from crashing out at the start if you have antialiasing enabled
  * Disables the second pass of the post processing shader
  * You'll have antialiased sharpness in the campaign and the combat interface, but the actual in-battle ships/weapons/effects will be as blurry as if you weren't using antialiasing

Version 1.5.0 (March 29, 2021):
- Updated for Starsector 0.95a
- Now works with screen scaling
  * Mod-added custom shaders will almost certainly need modification to work with screen scaling
- DOES NOT WORK with antialiasing
  * GraphicsLib will crash out with a message asking you to either disable shaders OR disable antialiasing
  * This is not a temporary measure; going forward, GraphicsLib and antialiasing don't mix
  * 4K monitor users should use 200% screen scaling (antialiasing off)
    - 5K users should use 200% scaling and 4K resolution, fullscreen-upscaled to native monitor resolution (You won't lose that much quality)
  * 1080p monitor users should use 100% screen scaling (antialiasing off)
  * 1440p monitor users potentially have a tough choice
    - 100% scaling will work if the monitor is large enough (or if you have glasses)
    - Upscaling 1080p to fullscreen native resolution might look passable (depending on your monitor and video driver) but you'll definitely lose some quality
    - Otherwise, consider disabling shaders if you can't read the text
    - I personally use a 1440p monitor and can play fine at 100% scaling, but your mileage may vary
- Added shader maps for new vanilla content
- Added lights definitions for new vanilla content
- Ship explosions no longer create cinematic anamorphic flares

Version 1.4.5 (March 10, 2021):
- Slot cover normal map fix
- Fixed compile error with one of the normal map shaders on certain Radeon drivers

Version 1.4.4 (December 25, 2020):
- Possible surface map transparency fix?
- Fixed version file HTTPS redirect
- Overload EMP colors now match the default overlay (or any special overload colors that might be scripted in)
  * Added "useVentColorsForOverloadArcs" option for old behavior

Version 1.4.3 (September 28, 2020):
- Fixed the Benchmark progress indicator
- Fixed normal map scaling when flipped
- Migrated version file to custom host (sigh)

Version 1.4.2 (July 8, 2020):
- Added global function suppressEffects() to ShipDestructionEffects to suppress spawning effects for a particular ship
- Migrated version file to BitBucket

Version 1.4.1 (September 8, 2019):
- Render order fix for layered modules

Version 1.4.0 (May 17, 2019):
- Updated for Starsector 0.9.1a
- Added shader maps for new Starsector 0.9.1a sprites
- Support for alternative ship textures
- Minor fix for light fade-in logic
- Minor fix for automatic distortion fade-out logic
- Render order update

Version 1.3.1 (February 15, 2019):
- Fixed lighting for plasma burn system
- Rendering order fix for lighting

Version 1.3.0 (November 17, 2018):
- Added a bunch of shader maps for new/updated Starsector 0.9a sprites
- Updated lighting settings where applicable for new/updated Starsector 0.9a content
- Fixed rendering order for station modules
- Added lighting support for mine explosions
- Works in Starsector 0.9a

Version 1.2.1 (June 10, 2017)
- Improved various effects for certain edge cases with sprites that are significantly smaller than the collision radius

Version 1.2.0 (June 4, 2017)
- Now works on Starsector 0.8.1a
- Additional LazyLib check
- Fixed some misc. bugs that nobody noticed
- Tweaked ship destruction effects for ship pieces to avoid fx spam
- Updated even more sprites

Version 1.1.0 (April 23, 2017)
- Now works on Starsector 0.8a
- Supports lighting on destroyed ship pieces
- New maps for the new ships/weapons, and updated maps for a large number of existing ships/weapons

Version 1.0.4 (March 26, 2017)
- Adjusted ripple intensity for ship deaths
- Disable bloom automatically on Intel IGPs

Version 1.0.3 (January 8, 2017)
- Nvidia post processing bug is fixed

Version 1.0.2 (May 21, 2016)
- General compatibility update

Version 1.0.1 (April 22, 2016)
- Added sun/hyperspace lighting from SS+

Version 1.0.0 (April 15, 2016)
- Renamed GraphicsLib
- shaderSettings.json renamed to GRAPHICS_OPTIONS.ini
- Added graphical effects plugins previously in Starsector+
- Added data/config/no_self_destruct.csv in case you want your mod-added missiles to not explode automatically

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