3.2.1
- HVBs now have more robust logging for data errors - check your logs if your HVB isn't working
- added the new colony factions skins to their nexerelin starts
- Venture (MM) no longer has a universal slot
- buffed Kashtan Scattergun range to 300, from 200
- science_fuckers will now use AI cores sold on their markets. they haven't figured out how to use ones you donate... yet
- you can play a procedurally generated tabletop RPG in bars now- improved bounty hideout location picking - less likely to 'stack up' in the same system/around the same planet
- improved bounty target picking - now more likely to pick eligible bounty target factions it hasn't picked in a while
- stars with no planets will now have one barren planet (this assists with reducing bounty stacking)
3.2.0
- deleted RaiderNonEventFleets entirely 
- added even more error handling to HVB system - malformed rows (THANKS SOZZER :argh:) will no longer crash the system and cause bounties after them to not load
- added Manifesto Nexerelin start
- notable Persean League subfactions will now spawn diverse fleets to defend their homes, including two new skins
- finally fixed bug where HVBs don't actually autorecover (thanks nicke)
- finally fixed bug where player-targeted bounties scaled unintentionally way above what they were supposed to
- also set the default FP scaling to 1.1 from 1.2
- also fixed the bug where they cared more about war deaths than war crimes
- tweaked some other settings
- set Blessed Reach spawn to default to FALSE
- L'Interstellaire will spawn in a random system instead of hyperspace now
- added a number of skins for the Rimward Venture Trading Company and Stormhawk Republic (thanks Alfonzo)
- fixed bug where sometimes Stormhawk ships would
cause all fighters of a given spec to refit instantly, forever, which somehow nobody told me about until right now
- the new behavior for Stormhawk Modular Engineering is a flat 20% buff to fighter replacement rate
- fixed bug where the Ascendancy would sell [REDACTED] materiel if they Ascended before having any colonies (possible in Nexerelin)
- added really good music - no, actually, it's really good, this isn't a meme - to PDPRC as neutral/friendly theme, by Samuel Choi (
https://www.hanawub.com/)
- added
ForceHVB <bounty_id> Console Command
- added
list HVBs Console Command
- added
getBountyFaction(),
getPostingFaction(),
getPerson(),
getFleet(), and
getFlagship() methods to
VayraPersonBountyIntel and
VayraUniqueBountyIntel- added
maximumFleetFP field to unique_bounty_data.csv - optional field, defaults to Integer.MAX_INT
- fixed Galleon variant (assigned unspent OP, fixed weapon groups)
- set all .variant files to
goalVariant: true, without looking at them. you may notice a slight itching sensation
- fixed .version file hosting (moved to github)
3.1.5
- added loredump "Listening Post" object framework
- increased colonial expedition pick weight for low-hazard worlds
- fixed Flying Dutchman haunting your fps counter, cpu cycles, and starsector.log
- i can feel the communism overtaking me
3.1.4
- actually fixed crash bug in nonevent fleet thingy for real this time
3.1.3
- fixed thingy where new old portraits overrode some vanilla portraits
- added some logging and a null check to nonevent fleet handler
3.1.2
- buncha new portraits
- toned down nonevent raid fleets from raider bases
- finally fixed double bounty advance bug (thanks histidine)
- added nex diplomacy traits to colony factions
- raider factions will no longer target markets they are not hostile with
- further improvements to unique bounty error handling (check the log if yours aren't working!)
- player is no longer forced to fight unique bounties after talking to them, if nonhostile with bounty faction
- added nanite bug spray, out on the fringes (check research stations)
- new pirate HVB and custom non-Nexerelin start
3.1.1
- some cleanup on ghost ship effects
3.1.0
- fixed issue where colony faction colonies would never be removed from the "to remove" list, and ran the "colony changing owner to noncolony faction" script... every frame
- added IBB-style forced recovery of High-Value Bounties
- added chanceToAutoRecover value for High-Value Bounties
- added some more error handling to Unique Bounty system - check the log if your bounties aren't spawning!
- added null variant handling for non-flag variants to Unique Bounty system - will log a WARN line and skip variants if not found, for preset non-flag variants
- - YES this means you can use other mods' variants in the preset fleet section now :pandaDevil:
- upped perLevel bounty reward scaling to 1.5x (was 1.2x)
- added hook to player-targeted bounties to display bounties posted on you by delivery mission givers and tri-tachyon loan sharks
- added ghost ships
- added some
excellent artwork courtesy of Chloe Kesshoo (
https://chloe-kesshoo.jimdo.com/) and JamieSue Heise (
https://inkypuppy.wordpress.com/)
- added more D-mods
- replaced Corvid Crow portrait (thanks Mendonca)
- fixed issue where [REDACTED] faction icon would disappear sometimes when loading save
- set [REDACTED] to check colonies that it did
not create itself (i.e. starting, gifted, or conquered colonies in Nexerelin) for... things
- fixed tricksy treasure memory leak bug (thanks Alex!)
- halved player-targeted bounty fleet scaling
3.0.4
- moved colony faction blueprints over from Kadur Remnant, where they definitely did not belong
- fixed PDPRC faction hullmod, for real this time
- reduced colony "special" chance from 25% to 10%
- set Blessed Reach back to hidden, which should prevent constant delivery missions
- hardcoded unique bounty spawn chance per month to 10%, which should fix error where rolls would always fail after updating mods on an existing save
- dropped Pegasus OP cost to 20, tweaked Galleon and Gemini (MM) variants to compensate
- fixed bounty spawner ignoring non-planet-attached stations when picking bounty hideouts
- fixed crash with Rimward Venture treasure fleets missing intel icon FOR REAL THIS TIME
- fixed several issues with variables not being saved/reloaded properly due to 'static' mismatch
3.0.3
- L'Interstellaire will now properly decivilize when saturation bombed
- fixed bug where personal bounties would not pick valid hideouts
- added setting for bounty duration
3.0.2
- adjusted colony faction hullmod fixer script to recognize tags
- added mod integration help to forum OP
- set colony factions to noHomeworld and !enabledByDefault in Nexerelin random sector
- fixed several little bugs with colony system, especially Independent AI Research Mandate
- added wreck functionality to procgenEntity framework
- fixed crash with Rimward Venture treasure fleets missing intel icon (wasn't defined in settings.json, d'oh)
3.0.1
- split the damn mod into three separate mods god DAMN it