0.1 Initial Release
0.1.1 Added an alternative data folder that removes Starship Legends requirement, probably not save compatible. You'll need to delete the
normal data folder and copy the one out of the data_no_starship_legends folder
into the main mod folder
0.1.2 Modified files to automatically check whether a user is using Starship Legends or not, if they are not it no longer requires
reputation ranks from it and just requires the preceding hullmod, costs of said
hullmods also reverted.
0.2 Added 5 "Parallel Maintenance Systems" Upgrade Hullmods that reduce supply cost per month of upgrade packages in exchange for
extra crew, extra crew casualties and faster CR degradation post peak
performance time. Also added the Refurbished Hangers Hullmod that undoes the
negative effects of Converted Hanger and Converted Cargo Bay.
0.4 Swapped over to using a JAR file for scripts and not relying on the inbuilt compiler anymore. Also got Limited PD Integration to
work how I wanted it to, it now removes the point defense weapon conversion rather then just being an alternate choice. Also altered the range threshold of High Scatter Amplifier via Optimised Lenses to 700/800/900/1000 depending on hullsize.
0.5 Added 3 New Hullmods; Decoherence Inhibitor (increases base range of energy weapons up to a threshold), Ballistic Regulator (increases
and decreases base range of ballistic weapons to a threshold) & Missile
L.A.M increases missile range up to a threshold.
0.5.1: 0.96 Update and partial overhaul with how some hullmods are handled. Reversions and Rectifications updated for newer s-mod
bonuses/penalties. Refurbished Hangers reworked for newer changes. Stopgap
Hullmods now under a single dynamic Stopgap Suite Hullmod.
(This
is to help cut down on UI Clutter)0.5.1.1: Minor edit to refurbished Hangers to make sure it applies properly to built in mods with s-mod applied.
0.6:
-
Upgrade Packages,
Flux Coil Adjuncts,
Flux Distributors and
Parallel Maintenance Systems are now
organised into suites similar to the previous stopgap suite to help cut down on
UI Clutter.
- Upgrade packages now cost credits (hull dependent) and Story Points (At some levels) as well as having level requirements (Still has
reputation requirements with
Starship Legendsinstalled).
- Reworked UI for all the above mods for better visual clarity.
- Added Demilitarised Hull to Reversions, this adds Civilian grade hull, reduces minimum crew by 50% and reduces burn level by 1 if ship has
10/9/8/7 or greater burn level.
- Added 3 Diagnostic Hullmods for Crew, Fuel and Supplies,gives fleet wide readouts and suggestions, don't need to be installed, just
moused over.
- Added a pair of PD related hullmods that convert exisiting PD weapons into PD or PD_ONLY, mutually exclusive with each other.
0.65:
- Disabled Hullmods in mission mode, never intended for the mode and some caused crashes.
- Added Reclaimed Racks and Rack Optimiser hullmods (affect expanded missile racks).
- Reworked Standardised Emitter to work with any shield and not just Makeshift Shield.
0.7-0.8:
Spoiler
- 0.7 and 0.8 are functionally identical; 0.7 is for 0.96a-RC10 whereas 0.8 is for 0.97a-RC8
Balance Changes:
- Standardised Emitter:
Bonus Arc size and Arc size thresholds reduced.
- Bonus:
- Front Bonus: 90/80/70/60 down from 120/110/100/90
- Omni Bonus: 70/60/50/40 down from 90/80/60/70
- Threshold:
- Front Threshold: 180/170/160/150 down from 210/200/190/180
- Omni Threshold: 130/120/110/100 down from 150/140/130/120
- Augmentations: Credit Cost Increase
- Standard: Costs Increased to 15,000 / 60,000/ 270,000/ 840,000 from 13,000 / 43,000 / 176,000 / 476,000
- Notable: Costs Increased to 28,000/ 112,000 / 510,000 / 1,600,000 from 19,000 / 61,000 / 249,000 / 674,000
- Superior: Costs Increased to 41,000 / 164,000 / 750,000 / 2,320,000 from 25,000 / 76,000 / 306,000 / 826,000
- Exceptional: Costs Increased to 53,000 / 212,000 / 975,000 / 3,000,000 from 30,000 / 88,000 / 354,000 / 955,000
- Penultimate: Costs Increased to 64,000 / 252,000 / 1,170,000 / 3,600,000 from 35,000 / 100,000 / 397,000 / 1,069,000
Minor fixes and additions:
- Added a few Strip protections to hullmods that cost credits, to prevent accidental loss.
- Added a settings.json file in data/config that contains various settings that can be played around with, see readme in same folder or 2nd post here for details.
- Reputation from Sundog’s Starship Legends is now completely optional as an upgrade requirement, even if you have it installed, can be changed in settings. By default, the requirement is set to false.
- Added a coloured jitter “aura” to ships with Augmentation Hullmods. Can be disabled in settings, check readme for colours. (Tried to balance for clarity and performance) By default, is set to true.
Major additions:
- Augmentation Hullmods (and extra hullmods) are now added to the CPU via a randomiser with conditions. (see settings readme for more)
These upgrades are added post inflation so extra hullmods had to be added via script (the CPU otherwise just sits on it’s now expanded OP budget and does nothing with it) the hullmods tend to be generically defensive or offensive in nature avoiding most of the more specialist hullmods, like safety overrides, Missile Autoloader or any specific campaign hullmods like Auxiliary Fuel Tanks.
In theory player faction ships (not in fleet) should also be able to receive these with the caveat that they can only add hullmods that the player has learned. I haven’t actually tested this out personally yet, but as long as they follow the same inflation rules as all the other factions It should work.
For the initial release the focus is just on regular vanilla factions, there may be some weird or less than ideal interactions with other modded ships/hullmods. For example, HMI junkers with the Rapid Repair Hullmod and a high enough Augmentation hullmod will install Makeshift Shields despite it being somewhat less optimal since I haven’t written in an exception for them yet. I intend to add these exceptions over time where I can.
It also may allow for conflicting Hullmods to be installed (hullmod coding dependant) at the same time since it’s being added via coding and not a manual installation.
Initial difficulty may be off (haven’t tested fully yet) editing the settings file should hopefully allow some custom control on that front.
- The Scion Control System is an under the hood hullmod that should be automatically installed on module ships and stations to push data from the parent hull to it’s modules this is mostly so some of my hullmods will treat a module as being the same hullsize as it’s parent rather than it’s actually size. Not all the tooltips have been updated to reflect this yet.
Warnings:
- There may be a chance for null crashes probably involving modules. I’ve attempted to squash as many as I can find, but some may have slipped through. I would appreciate reporting any crashes preferably with the crash log.
- There may be a chance for a potential memory leak regarding the listener for the installation for the Scion Control System. I haven’t been able to replicate it reliably but so far, the only time I’ve had a leak sometimes come up is when I’ve exited a campaign and then loaded a different campaign.
0.7-0.8 (Incremental): Various bug fixes to stop game crashes and some other odd behavious. SWP IBB bosses added to Auto Lockout Blacklist.
0.7.5 - 0.8.5:
Spoiler
1. Reworked Implementation of Scion Control System, should help cut down on potential for memory leak.
2. Auto Lockout on CPU ships has been reworked so ships with no Blueprints will not receive the hullmod, blacklist still works too. Should help stop losing potentially once off ships.
3. Reworked area of CPU augmentation listener that was causing crashes. Adde some null clauses so it shouldn’t happen anymore.
4. New Diagnostic – Weapons Almanac. A hullmod that will display the name and other details of various weapons depending on what filters are used in the Luna Lib settings. Requires Luna Lib but only for the hullmod itself, if not installed the hullmod will be hidden.
0.7.6 - 0.8.6
Spoiler
- Reworked some scripts to try to stop null crashes with module ship / station interactions.
- Reworked script that was causing a request loop in hullmod selection.