Quality Captains v1.5.3
A gameplay-first, balance-friendly, fully-configurable skill overhaul.

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mirror Highlights:- A thorough overhaul of every skill, based on hundreds of hours of gameplay in 0.91 and 0.95.
- Multiple skill trees to choose between, including all skills available at the start (examples from 0.95 version)
- The restoration of beloved skill effects, such 1%-flux speed boost
- Adjustments for major skill outliers, such as Damage Control and various raw damage bonuses
- Removed fleet size penalities and multiple new dynamic limits to chose from.
- A complete ECM and NAV overhaul
- Over 10 perks with significant QOL and other effects!
- Fully customizable, down to the individual effect!
- A growing number of easter eggs
Combat
The Combat Aptitude maximizes your performance in frontline battle. These skills are gratifying, punchy, and essential to anyone who enters the fray.
Helmsmanship: Speed, maneuver, and boosts. By default it restores Zero Flux Speed Boost when below X% flux.
Combat Endurance: We heard you like to fight. CE does exactly what it says, maximizing your longevity in combat.
Impact Mitigation: For true armor tankers, and you will notice it. Your armor lasts longer, mitigates more damage, and holds better when stripped.
Damage Control: Keeps you fighting when you're vulnerable. Your weapons and engines stay online longer and repair faster.
Field Modulation: The high tech pick. More efficient shields and phase coils keep you agile on the battlefield.
Point Defense: Tweaked to be good without being overwhelmingly good. Still a strong pick.
Target Analysis: The armor-cracking skill. Provides a hit strength boost when striking armor to take out the toughest opponents.
Fire Control: Adjusted to affect both Ballistic and Energy weapon types. Now a competitive choice for all combat builds.
Systems Expertise: Tweaked. Nerfed. Still really good.
Missile Specialization: No raw damage bonuses, a little less ammo, and still really good.
Leadership
Leadership enhances your fleet as a whole. Ship performance baselines, fighter wings, and your officers all excel under a competent leader.
Tactical Drills: Enhances your fleet with a minimum of target leading and recoil control. On the ground your forces will act with discipline.
Coordinated Maneuvers: Very configurable, the Nav rating of your fleet simply makes it much easier to move in all combat conditions.
Wolfpack Tactics: Small ships maximize their potential with a focus on speed and harassment.
Crew Training: The performance of all ships in your fleet will improve once you disallow alcohol on duty.
Fighter Uplink: Invigorated carriers finally return to the stage with better fighter speed, target leading, and fewer crew losses.
Carrier Group: Tougher, more easily recovered fighters mean your wings will stay and return to the fight faster than ever.
Officer Training: Better officers.
Officer Management: More officers!
Best of the Best: Turn even the worst battle to your advantage.
Armada Doctrine: Make no compromises. Grants basic Helmsmanship, Damage Control, and Ordnance Expertise skills to your ships without officers and reduces deployment costs.
Technology
Navigation: The classic. If you need burn speed, this is where you get it.
Sensors: Move faster and stealthier while going dark, detect from further away. If you need to hide or seek, this is the skill for you.
Gunnery Implants: Leading, range, recoil control; when your guns have a temper, you need Gunnery Implants.
Energy Mastery: Now also includes defenses against energy weapons. Strike harder up close, regenerate charges faster, hold on longer under EMP fire.
Electronic Warfare: Very, very configurable. Seriously, I could give it its own section. By default ECM impacts recoil, autoaim, and missile maneuvering for ships and fighters.
Flux Regulation: Your ships handle flux better, good before, still good.
Phase Coil Tuning: Your phase ships are less pathetic when they get cloak cooldown reductions and boosted speed while phased.
Cybernetic Augmentation: More elite skills for officers, but half basic Gunnery Implants and Systems Expertise for your ships without officers too.
Infomorphology: Neural linking on steroids... if you want. By default it's just the classic gimmick.
Automated Ships: Given significant configuration options including vanilla, battle, player level scaling, or simply without limits.
Industry
Bulk Transport: Carry MORE, burn BRIGHTER. Really benefits from no fleet limits.
Salvage Operations: Salvage for quantity, salvage for quality. By default restores a modest bonus to rare loot recovery.
Field Repairs: Get your ships back on the field faster with modest auto-repair after combat and much better repair rate.
Ordnance Expertise: Tuned toward gunboats, but mostly vanilla. (In fact there's a toggle for the stock effect)
Polarized Armor: Good before, good now. Tweaked a little so it's less ARMORWALL.
Containment Procedures: When you're out in the fringes every leak counts. Save more fuel, take less terrain damage, save more crew.
Jury Rigging: You'll need supplies too. Surveying is cheaper, transverse jumping costs less CR, and dmod deployment cost reduction partially applies to maintenance again.
Industrial Planning: Invest in your colonies. Better accessibility, production, and you've directed your patrols to fit more of stuff without the rust.
Hull Restoration: The automatic d-mod removal effect has been made an elite add-on. Woo! You can take the skill without having your fleet automatically changed.
Derelict Operations: The junker's dream. D-modded can be deployed in greater numbers and you've found ways to make d-mods themselves penalize less.
Milestones
Pursue the pursuit of knowledge.
Defeat a haunted ship.
Make a leap of faith.
Become a puppet or usurp the strings yourself.
Explore your spirituality.
Sell your soul to protect your home.
Demonstrate your character in personal combat.
Attain a weapon of awesome destruction.
Triumph over the strongest foe.
Reach your full potential.
Fulfill every opportunity.
Changelog
1.1.0 First 0.95.1a version
- Refreshed Quality Captains to Starsector's 0.95.1 skills.
- Requires MagicLib now! Yay!
- Incidentally, the mod's tweakable settings are now in modSettings.json rather than settings.json.
- The default skill tree is now partially leveled; 3 tiers total and reaching each tier unlocks all skills on that tier without further restriction.
- The optional skill trees have also been updated.
1.1.1
- Changed the behavior of the ECM skill to count each electronic warfare skill toward ECM score rather than just checking that you had at least 1.
- Corrected an error in the description of Point Defense that was displaying half the configured value for anti-fighter damage.
- Various fixes to the Automated Ships skill. It should now display and act exactly as configured.
- Added an optional minimod that stores QC config settings between versions. Should make overwriting old versions a breeze.
- Restored Bulk Transport's civilian ship burn bonus and added its config setting.
1.1.1h
- Corrected an oversight resulting in duplicated Hypercognition skills. Will probably require no AI governors or a new game to update.
- Tweaked the EWar skill description.
1.2.0 - The Dynamic Settings Update!
- Lunalib support, allowing values to be changed and tested ingame.
- Fixed Armada Doctrine deployment point calculations not being treated as floats.
- Reformatted backcompatibility settings and added them to modSettings.json. These will are only relevant to modified QC installations.
1.5.0
- Full Starsector 0.96a upgrade!
- Added milestones! These are perks that are unlocked as you progress through vanilla storylines. They provide subtle but substantial effects for different play styles.
* Milestones have their own configuration settings
* Milestones take up to week to appear (or disappear)
* Milestones must be toggled off to reassign skills. Vanilla bug! The LunaLib setting makes this really easy.
* The last milestone is awarded if you achieve all other 10 milestones for your character.
- Streamlined some skills and descriptions
* Removed the Overload Reduction and Instat Repair effects from Damage Control and added the Weapon and Engine damage resistance effect previously on Combat Endurance
* Added CR degradation rate reduction to Combat Endurance
* Moved the Systems Expertise for uncaptained ships from Infomorphology to Cybernetic Implants
* Consolidated the Containment Procedures effect description
* Reduced default values for armor-tanking and armor-breaking a little
- Technical: moved code classes to dal.impl.campaign.skills and dal.plugins
- Fixed an issue where custom settings for Phase Cloak Cooldowns were loading
- Corrected a cosmetic issue that listed the default Automated Ship limit even when it was set unused. This did not impact stats.
- Can be added to ongoing games, but skill additions may mean QC can not be removed from ongoing games. Poke me if you're desperate for a vanilla-only toggle.
- Unified QC settings and Lunalib settings. You will only ever need to change them in one place. Wow!
* Configuration files have changed from all previous versions, including betas
* For automatically loaded settings, edit the CSV, otherwise load in dynamic settings each startup by opening LunaLib at the main menu and hitting "Save All"
1.5.1
- Reverted a change to Navigation that was flipping the reduction to a penalty.
- Rearranged a code check for better performance
1.5.2
- Reintroduced carriers with officers having enhanced fighter skills.
- Fixed an issue where the non-default Second Wind effect had a 100x too powerful multiplier.
- Fixed an issue where toggling milestones off would not remove the final milestone.
- Adjusted the trigger for the [REDACTED] perk. Now you have to win the duel.
1.5.3
- Crossmod compatibility for the Field Repairs effect when also using the Experimental Hull Modifications mod by Lyravega.
- Tweaked some default values:
* Reduced the accessibility bonus from Industrial Planning from 25% to 15%.
* Extended the default range of the [REDACTED] perk to 12500.
* Swapped Automated Ships to use level scaling by default from battlesize scaling.
- Completed LunaLib integration. !* Custom LunaLib settings will now load automatically. *!
* Added some new handling for loading certain settings while on the main menu.
FAQ
Q: Can I install this in an ongoing game?
A: Yes! Quality Captains can be installed in previous save, though it may be a good idea to head to your storage before making the switch.
Q: Can the mod be uninstalled from a save?
A: As of 1.5.0 the answer is "untested but probably not." There is an uninstallation-mode toggle available in the mod's settings that removes scripts but player perks may need manual editing.
Q: Is the mod awesome?
A: Yes I think it's pretty awesome and I hope you enjoy it.
Q: Does the AI benefit?
A: The AI will receive full access to the same skills you do and you'll have reason to note which. AI officers don't receive milestones.
Q: Is it compatible with other mods?
A: It should be compatible with any mod that doesn't change the same skills.
Q: How do I select a different skill tree arrangement to use?
A: Open the mod's folder, select the "Optional" folder that sounds good to you, copy the data folder from inside over the mod's data directory, overwriting skill_data.csv.
Q: How do I adjust the values and options?
A: Open the mod's folder, then open data/config/LunaSettings.csv in your favorite text editor. You do not need LunaLib to load from this file, and in fact editing the file skips having to open LL on startup!
Q: Does Quality Captains change leveling in any way?
A: Not at all! It should be fully compatible with any mod that modifies character or officer levels.
Q: Does this work with the newest game version?
A: Quality Captains is up to date with the 0.96a-RC10.