Update v7.0.0 is now out for
Starsector 0.98a! This update not only brings the Adversary to the latest Starsector update, but it also includes several changes for the mod, including no longer having the Customizable Star Systems dependency (the Optimal system spawning is now part of the mod, with an option to disable it if the CSS systems are preferred). Note that this update
is not save-compatible!
v7.0.0 (Update for Starsector 0.98a)- Compiled to Java 17
- Added Anubis to Adversary faction
- Removed dependency on Customizable Star Systems
- The Optimal system generation is now built into the Adversary mod
- The system now automatically supports Unknown Skies conditions and Industrial.Evolution industries
- The system can spawn mid-game if it does not already exist
- The one in the customStarSystems.json will be disabled by default
- Added "enableAdversaryOptimal", "enableAdversaryUSOptimal", and "enableAdversaryIndEvoOptimal" settings to settings.json and LunaSettings - Optimal Barren planet no longer has a Planetary Shield; its Heavy Batteries have been improved to partially compensate
- Fixed "enableAdversarySCSupport" option wrongly using the "enableAdversarySillyBounties" value if LunaLib was enabled
- Replaced Crew Training with Hull Restoration for Adversary commander skills
- Changes to specialized Adversary doctrines:
- Now prioritizes the Hermes, Dram, and Mercury over the larger logistic ships to further bolster auto-resolve strength
- Now also prioritizes non-primary ship types (e.g., Low Tech Carrier doctrine now also prioritizes Grendels and Vanguards) - "enableAdversaryPersonalFleet" and related settings renamed to "enableAdversarySDF"
- Sword of Destruction fleet now made more difficult
- Now uses ColonyCrisisSetupListener to add the Adversary Colony Crisis
- Adversary CC attack changes:
- Spawned fleets now focus on using more ships instead of higher-quality ships
- Smaller attack fleets now favor using smaller ship classes over larger ones
- Reduced reputation gain for defeating the attack
- The enraged version is now much, much harder - Modified some MagicBounty variants to account for 0.98a balance changes
- Nexerelin change: Adversary faction no longer has the "Neutralist" trait
So a fan of the mod from cnsector wanted to ask if they could get a older ver of the mod as they understood the old setting used to put the player as the player from a previous playthrough and they are really interested to see how its written.
Also wanted me to ask why you decided to change it 
If I understand this correctly, I think they might be confused? The Adversary mod (or at least the one I'm supporting here, in the official forum) never had the ability - much less an actual setting - to copy the player's stuff from a previous playthrough (that sounds more like Unofficial New Game Plus's thing?). If they meant just hijacking the player's blueprints in a current playthrough, the blueprint stealing option is still in this mod as an optional setting, but it hasn't been changed since I first implemented it. That said, if you want to be sure, you can look at the Adversary mod
releases and check the older versions' changelogs or source code for yourself.