1.0.0:
Here 0.11.3:
Here 0.11.2:
Here 0.11.1:
Here 0.11.0:
Here 0.10.2:
Here 0.10.1:
Here 0.10.0:
Major features:
- Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Default is 8% of base DP per additional S-mod. Doesn't affect maintenance or recovery costs. Also applies to NPC fleets that exceed their limit.
- Add support for enhancing existing built-ins
Other:
- "no_build_in" is no longer ignored by default in the mod settings
- Change XP costs to be based on default deployment point values rather than modified ones
- Add support for ships that start with more s-mods than usually allowed, setting the initial limit accordingly
- Replace "show all" with "show recent" that shows the last 10 recently built-in hull mods (on any ship)
- Show s-mod bonuses and penalties in the build-in and remove screens
- Reduce default base XP cost to increase S-mod limit by 20%, but increase the scaling by 25%
- Fix issue with "Maximum of 2 non-built-in 'logistics' hullmods" preventing build-in
- Fix issue where default fleet inflater would ignore average s-mods parameter due to no_build_in rule being added to every hull mod
0.9.0:
- Change Starsector version to 0.96a-RC6, make sure nothing broke
- Change hull mod selection interface to use the new buttonPressed callback rather than binary searching on every list item every frame.
- Change temp ship name for hull mod compatibility checking to backing fleet member name
0.8.7:
- Now sets every hull mod to NO_BUILD_IN on game start rather than setting max-built-in-mods to -999. This should fix issues with i.e. extreme modifications (but note that it no longer grays out the build in button on the refit screen).
- Fix: no longer ignores the no_build_in field in the mod settings
- Small fix for Sutopia's Concord mod
- Changed the ship-spawning method AGAIN
0.8.6:
- Fix: bug where ship-spawning method couldn't be found on Linux versions of the game. Reverts to the previous spawnShipOrWing in this case.
0.8.5:
- Fix: A bug where post-battle XP gain text wasn't being displayed properly, specifically when the player had no civilian ships in their fleet.
0.8.4:
-Added console commands
-PSM_AddShipXP, PSM_AddShipXPAll, PSM_ClearShipData, PSM_ClearShipDataAll
-Rewrite the build-in selection interface (again)
-Now checks for canBeAddedOrRemovedNow
-The hull mod applicability checks are now tested on a ship that is spawned using a different method -- should in theory be more accurate
-All combat ships now gain 0.025 of the total XP gain after an engagement. Civilian ships still gain 0.05 of the total amount, as before.
-This XP is also given for auto-resolve pursuits. In this case the combat ship XP gain is boosted to 0.1 of the total XP that would have been gained had the player pursued manually
-Individual ship XP is not given for auto-resolve pursuits.
-Removed the legacy engagement listener that counted contribution based only on hull damage.
-Fix: ships with the civ-grade hull mod and without militarized subsystems now count as civilian ships even if they have weapons or fighters fitted.
0.8.3:
Here0.8.2:
Here0.8.1:
Here0.8.0:
Here0.7.1:
Here0.7.0:
Here0.6.4: fix author name in mod_info.json, add version files for Nexerelin compatibility
0.6.3: initial release