Patch 1.4.1 Cleaning Up The MessDOWNLOAD 
Constantly adding things at a rapid rate lets dirt and grime accumulate around the corners! So I did some spring cleaning on the data, the balance and the code and my what a lot of dirt!
I. Fixes- First off, I've added NO_AUTO_ESCORT on all carriers except the Morning Drop. Thanks to solardawning for pointing this out! I hope the fighter wings are acting more efficiently after this patch!
- I forgot to add the high maintenance hullmod on the superships! They're there now.
- I seem to have deleted part of the code in the YRXP commission that tracks if the ship's current CR should already be lower than its HP. This resulted in CR never dropping, even past Peak Performance time (oops). Also, it seems there are some new, interesting mods floating around that can regenerate hull(!? I didn't even know healing was possible. Hmm...) But this fix also makes it so that even repairing hull won't recover CR (recover CR... hmm...)
- I forgot to change the cost of Minimal Armor Package after ripping it off from SCY! Silly. Rebalanced it along the way because why not?
- Weapons missing descriptions have been given some.
- Some possibly critical errors in the backend scripts have been corrected, many thanks to Alex who pointed them out before they spiralled out of control!
II. Rebalance and other changes-
Portrait Packs Requirements: Starting from this patch, Girls Frontline Portrait Pack is no longer a required mod! It is, still, a
recommended mod, however, along with VJNL's
Azur Lane Portrait Packs! And speaking of which, the latter has given me permission to integrate some select portraits to use as for Caparice Trade Co. Portraits! So if you're reading this, thanks VJNL!
**IMPORTANT**: That said if you
already started a game where you used Girls Frontline Portrait Pack, you
MUST KEEP THAT MOD. Because the portraits have already been initialized and such. However, if you start a new game, GFL Portraits are no longer required (but are great to have).
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Peak CR Changes: All ships' Peak CR adjusted to roughly vanilla equivalent. Lore-wise, this means that the CR bonuses aren't really tied to the ships but the Yuri crew - as my headcanon says they should be (I highly recommend Commissioned Crews mod to get full effect!). I even threw around the idea of adding an effect to the base Yuri Doctrine hullmod that reduces base CR if the ships don't have Yuri crew - the ships being too cramped for big burly human spacers, but decided against it for now since that feels a bit jank and I don't want to artificially limit players to only using the ships if they are under YRXP commission.
Maybe I'll think of something more interesting down the line!
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Stats Overhaul: Next, and this is big - all of the ships and weapons have been revisited for a readjustment of stats and OP costs and caps. Most ships, for instance, have been given reduced OP and the assumption is, if you don't want to do some special tricks (more on that below), you will probably be leaving empty caps or vents and even entire weapon slots. So don't worry about it and specialize your ships! That is, after all the theme of this faction!
- More specifically, all missiles have been given a pretty significant overhaul. First, the general:
-- All have been given more realistic refire times. I've actually long noticed how expanded missile racks effectively double the VLS tubes of some (most?) weapons, which is silly! So, while fixing that, I also decided on an overriding philosophy to the standard Yuri missile catalogue: You have a good 5-10 salvos (depending on size and weapon type - bigger weapon = more salvos, better weapon less salvos) at maximum firepower. After that, lengthy reload times will cut your sustained firepower by 75% or so percent. That still gives expanded missile racks a significant place in the faction, but nothing quite so crazy!
-- Now, onto specifics: The basic sparklers and sticker missiles have been given better tracking AI (no more chasing after shadows for the sparkler, and the sticker can now, finally, hit the side of a barn!) As a result, they've become quite a bit more effective and so, their costs were shifted up. Steel Grape SAM has also been given a better SAM AI, which now actively tracks fighters, instead of just shooting at ships 80% of the time (silly!).
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DP Changes: So the Yuri are supposed to be outnumbered in the sector, and so they rely on few, specialized ships to carry the day. Thus, I have adjusted their deployment points to reflect this - their frigates cost about as much to deploy as some destroyers; destroyers - cruisers, and so on. Some power level adjustments, basically. And I actually just noticed while going through these that I must have copied the deployment cost of the Aegis Cruiser... to the Fleet Carrier. Sorry about that... that must have made for some crazy fleet compositions.

But unfortunately, this will be the last time you'll be seeing those.
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Name Changes: And lastly, as mentioned earlier, ship and weapon all names have been stripped of their designation codes, and have been transferred into their descriptions instead. I hope the catalogue will be easier to understand from now on!
III. Minor additions- Some new hullmods! I thought I'd make them when I was rebalancing all the ships. You'll probably find out why once you find them in-game!
Commandeered Amenities Facilities
Expanded Ordinance Bays
Shipborne Spa- And finally, I want to introduce one new "weapon" mechanic that is more of a proof-of-concept than anything. But before that, you might wonder why there is a picture of an Onslaught bullying a Condor in the update header?
The answer's in that eerie green glow!
Those are actually the new small weapon slot:
Engineering Bay : Ballistic.
6 OP Cost. Does not fire. Instead, repairs the
armor around its
local area. This small weapon repairs something around 2 armor points per second.
The idea came to me when I found the HullMods Expansion mod and learned that HP can be healed! So I looked into a fun way to heal armor. It turns out that there is! So, the MOST imporant part to know here is "LOCAL AREA". That is to say, the engineering bay will only heal the armor around it! Isn't that cool!? I didn't even know armor worked this way! But it seems that grid at the bottom left is the actual implementation of ship armor! So to remotely understand what the weapon does, we need to look at the grid:

So, the weapon is located somewhere on that grid. And every second, it will heal the
square where it exists. Or at least, that's how it started - until I realized how tiny that square actually is. So I had the repair effect diffuse 2 squares out and that felt just about right. That said, the repair speed is snail-paced, so don't expect to tank hard with a frigate. You'll probably need... 100 seconds? To repair some badly damaged armor. Honestly, I haven't tested it much, so I was hoping on getting some feedback on this newfangled little toy!
...but why is it ballistic? Well, I was testing it with YRXP so... in any case, it should be trivial to make an energy version since the code is already in place! In fact, a med and large version is already possible, but I just didn't want to make them yet.
One last thing, this patch is intended to be foundational for the new stuff that's coming in the next big update (promise, no more breaking saves until Starsector itself updates!). Here's the sort of thing you can expect coming (unavailable in this patch!):
