v0.45 - Save Compatible with 0.4
-Fixed a typo on the Demi-Culvern - changed the flux per shot from 2 to 20 as was intended
-Changed the damage of the PD rockets 75 to 35 - Balances them and puts them in line with other PD weapons
-Fixed an error on the Inferno rockets by swapping the damage rating of 25 and impact rating of 50 - They do the correct damage now
-Reduced the Ammo count on the Auto Cannon from 100 to 50 - Makes the ammo limitation more realistic
-Reduced the OP on the Sloop tanker from 60 to 50 and replaced the weapons on the variant to lower OP ones - was a tad too OP for it's role
-Changed the Ship System of the Bombardier from microburn to forgevats
-Changed the Ship System of the Galleon form microburn to cannister flack - Both ships are meant to be backline support and giving them a speed boost did not make sense
-Replaced the sprites of the PD and inferno missile images with larger versions
-A big THANK YOU to rawkhawklives and 5ColouredWalker for the above Balance and graphic suggestions - I've added you both to my list of Beta testers *hugs*
-Added a new sound file to the Autocannon - TY ThatFolfy for pointing out that the previous sound was bugged
-Sharpened the image of the Fog of War hardpoint and base - was a little too blurry and the barrel was not showing up
-Added three torpedo weapons to the CFT lineup - All based on the new Carronade Fragmentation Torpedo in small medium and large sizes
-Added a new small long range fragmentation missile the Katyusha - designed to be a small version of the Pilum
-Replaced the single medium Pilum missile on the Apollo missile pod to a dual small mount Katyusha missile and the wing count from 2 to 1
-Added a new Hull mod - Overclocked Shields inserts new circuitry into a shield generator that increases shield turn rate and unfolding speed at the cost of an overload duration increase
v0.4 Save compatible with v0.35a - Weapon balance changes and many graphic updates - Some ships in you current fleet may need to be re-armed (see below)
-Changed the weapon mounts on the following CFT ships (Astera, Barque, Bolster, Bourbon, Carrack, Chester, Exeter, Griffon, Ironclad, Pinnacle, Retourschip) to be side by side symmetrical
-In testing I found the AI had problems with the different ranges when facing forward in the asymmetrical layouts and it gave the more OCD players a headache

-Ty 5ColouredWalker for having me look into it
- NOTE: If you have any of the following ships in your fleet you will need to re-arm them due to the symmetry changes:
-Bourbon: Changed the left large turret to be energy and the right medium turret to be ballistic
-Carrack: Changed the left medium turret to ballistic and the left small turret to energy
-Freebooter: Changed the right large turret to ballistic and the left small turret to energy and increased the OP by 5
-Griffon: Changed the top left small turret to ballistic
-Pinnacle: Changed the left small turret to energy
-Widened the firing arcs of the Astera mounts to line up with the symmetrical changes
-Replaced the middle turret graphic on the Astera - Accidently used a side facing instead of a forward facing
-Replaced the medium turret graphics on the Chester and re-aligned the left small turrets from 94 degrees to the proper 90 degrees - Fixing minor initial release oopsies
-Re-designed the Dingy making it more symmetrical - Added missing boundary lines and weapon mount graphics and changed the rear forward facing hardpoint to a rear facing turret
-Added a missing small turret graphic on the Cutter and centered the ship sprite - another graphical fix from the initial release
-The above graphic changes are reflected on the forum OP image
-Equipped a Wave Burst PD laser on an empty weapon mount on the Bolster variant - fixing a mistake on my part from initial release
-Lowered the range of the Auto Cannon from 3k to 2500, Increases the flux per shot from 630 to 750 and projectile speed from 2k to 2500 - Balance suggestions from rawkhawklives and ThatFolfy
-Adjusted the Culverin PD to be an upgraded version of the Fog of war PD - same damage/flux, more range and better accuracy for 2 OP more - Ty rawkhawklives for pointing out it was unsustainable in it's past stats
-Increased the projectile speed of the Fog of War PD from 200 to 400 - puts it in line with the Culverin changes but still below the light machine gun
-Increased the damage of the Paixhan and reduced it's charge down - Making it worthy of a 7 OP PD weapon
-Added a new Hull mod, Salvaged Shield - Similar to makeshift shield but instead of a speed penalty it has a 15% hull & armor penalty - For when players use ships like the Hound but want to keep the CFT midline playstyle
v0.35a Save game compatible
-Fixed some capitalization mismatches that would case a crash under Linux - Ty polkageist for taking the time to make a forum account to let me know, appreciated!
v0.35 Tested with 0.3a save with no problems
-Added a CFT emoji to the SS discord, you can now show your love CFT style - Ty to Timid for suggesting it and Avanitia for adding it!
-Added the following missing code to the CFT weapons and Wings - TY to Shadow Rune for their help in tracking them down!
-Added a PD tag to the Culverin so it will now target missiles and wings as intended
-Changed the description of the Inferno rocket to reflect that is NOT a large mount, has tracking unlike the volley rocket and that it is explosive.
-Added missing UI tags to all wings to better matchup when autofitting
-Added UI tags to all weapons to better classify them and improve their functionality
-Fixed an error in the planet King's Cove starting conditions - TY Kris_xK for that bug hunt
-Added a fighter flare launcher system to the Mizzen PD drone - Makes them even more PD!
-Changed the damage type of the point defense rockets from fragmentation to high explosive and set them to priority target fighters
-Changed the following stats on the Barque - FP 8 to 10, flux 3200 to 6700, flux regen 230 to 400, price 29k to 39k - Puts it between the Hammerhead and the Sunder
-Changed the following stats on the Barkentine - OP from 110 to 100, locked the first fighter bay to a Mizzen PD drone, changed the shield from omni to front - Puts it on balance with the Dover
-Changed the flux rate of the Basilisk to be more efficient - TY Zoro89 for this and the two above suggestions
-Touched up the graphic for the Barkentine to look less battered - As I was working on it I realized it looked more low tech than midline
-Removed the scar running across the Pinnacle's graphic - Same reason as above - I can change either or both back if enough players want the previous battered sprites
-Updated the ship picture on the Forum OP with the two new ship sprites if you'd like a peek
-Updated the description string for the Barkentine to reflect the above ship changes
-Added a missing description for the Dingy heavy bomber
-Fixed a spelling error in the description string for the Skiff interceptor preventing it's description from showing - It's skiff not skif - D'oh!
v0.3a -Minor change save game compatible
-Changed the version file to reflect being moved to the MOD forum
v0.3 Tested with a 0.2 save with no issues though if you have one of the changed ships in your current fleet they may need to be re-outfitted.
-Re-designated the Ironclad from cruiser to Heavy Cruiser - I felt that the size and stats were a little out of line for a standard cruiser and the faction lacks a heavy cruiser so voila 2 birds 1 stone

-Changed the Firestorm Missile damage type from Explosive to Kinetic, raised the damage to 50, increased the charge down to 2, and reduced the ammo count to 180 - Rounds out the CFT missile lineup
-Removed two of the missile pods from the Freebooter - it was a little too much and needed a balance pass
-Replaced the built in hull mod, missile auto forge, on the Cog PD platform with expanded missile racks and removed the advanced turret gyros- Yet another balance pass change
-Added a new phase cruiser, the Vasa - Partially to replace the Ironclad's slot as a phase cruiser but it adds a phase strike ship to the lineup
-Added a new missile focused capital ship, the Galleon - A back line capital that will stay out of direct combat while flooding the field with ordnance to tie up enemy PD systems and deliver extended long range damage
-Added a new light cruiser variant of the Apogee, the Odam - The faction lacked a medium/large scout/explorer ship
-Added a new hull mod that increases missile ammo storage by reducing cargo space - Since most CFT ships (especially the Bombard) have missile hardpoints this mod would allow them to be relevant longer
-Added a new hull mod that increases ship speed when at zero flux, Zeroflux (original I know) - Could be used for several applications but envisioned as a way to give a boost to fleeing ships like freighters
-Added a new hull mod that increases ship speed in combat, Booster Rockets - Similar effect of unstable injector but at a much lower OP and effect - UA and SO are incompatible
-Fixed an error with the Volley Rockets being labeled as Anti-Armor to Anti-Shield as they are Kinetic damage
-Optimized the script for the Pengersick system - Cleaned up some unneeded code and arranged the structure logically
-Did a spelling and grammar pass on the CFT hull mods and fixed some mistakes
-Raised the XP earned by salvaging the fields in Pengersick by 20% - Not game breaking by any means but it gives a new player a little head start
-Removed 2 duplicates from the list of screen variants and sim opponents - Just removing some unneeded bloat
-Updated the sprite for the Firestorm missile to reflect that it is a MIRV - The previous sprite only had 1 missile holder
-Updated the sprites for the Fog of War base and turret - In the editor they looked fine but in-game they were kind of a JYD early era blurry mess

V 0.2 Tested with a 0.1a save with no issues
-Removed the repair gantry from the Draeck - Balance change, it did not make sense for a ship that small to have that many mods
-Added a new frigate sized logistics/mining ship the Bawley - Partially to make up for the loss of a small ship gantry but also to add a frigate sized miner for wolfpack players
-Increased the cargo space of the Danube - it was a little low for a logistics destroyer
-Adjusted the "Good trait frequency" for Starship Legends to be in line with CFT being a lightweight good shield smuggler faction
-Added the Scow, Shallop and Sloop to the list of ships that can be generally offered in the Starship Legends derelict bar event
-Added the Bolster and the Ironclad to the list of ships that can only be offered at a CFT faction bar in the Starship Legends derelict bar event
-Fixed several grammatical errors found in the ship and weapon description files - Should have done that before initial release sorry
-Cleaned up some of the CSV code - Essentially made it more efficient
-Modified the the med energy turret on the Clipper by widening it to match the med ballistic turrets - I also touched up the sprite work a little while I was there
-Did some minor touch up work on the Bolster's sprites
-Fixed an issue with version checker - I had accidently referenced JYD instead of CFT in the file (I swear it wasn't some marketing gimmick

) - TY andristzr for brining it to my attention!
V 0.1a - Should be save game compatible
-Received a PM regarding a conflict crash and had to do a quick hotfix
-Updated the graphic on the Clipper - I accidently left a nono sprite and only noticed when I posted the op picture - my bad sorry
v 0.1
- Initial release for review, testing and constructive criticism.