Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: [1] 2 3 ... 99

Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 369309 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24809
    • View Profile
Starsector 0.96a (Released) Patch Notes
« on: February 01, 2023, 12:48:34 PM »

    Blog post here.

    Hotfix: 0.96a-RC10, May 20, 2023

    Ships:
    • Pegasus:
      • Back to 4 large missile slots, weee!
      • Hull no longer has the exceptional property of letting missile hardpoint weapons rotate
      • Reduced shield efficiency to 0.8, the midline standard (was: 0.6)
      • Reduced max speed to 35 (was: 50)
      • Reclassed as "Missile Battleship"
    • Executor:
      • Still at 0.6 shields and 50 speed
      • Larger engine glows
    • Invictus:
      • LIDAR Array now allows missiles to fire while it's active

    Weapons:
    • Dragonfire: increased damage to 4000 (was: 3000)
    • Hurricane: further improved acceleration of submunitions
    • Jackhammer: reduced OP cost to 6 (was: 8)
    • Typhoon: reduced ammo to 6 (was: 7)

    Ship AI:
    • Improved use of Fast Missile Racks; much more willing to use charges
      • Based on target vulnerability, importance of the reload, flux cost/level, etc
    • More careful about what amount of damage to consider insignificant for the purpose of keeping shields up
    • Fixed issue with High Energy Focus being activated at the wrong range
    • Phase ships now aware how close behind the enemy ship they have to be to comfortably avoid getting turned on, letting them maintain a safer distance
    • Should no longer use Quantum Disruptor on ships that are already overloaded or venting

    Miscellaneous:
    • Fast Missile Racks: removed "reloading X weapons" status on the left (feels extraneous)
    • Trade fleets should in general not try to engage each other even if their factions are hostile
    • Skins of a base hull (e.g. Falcon (P)) will now keep the skin's description prefix when the hull becomes a (D) due to acquiring d-mods
    • Reduced chance for trade fleets to be lost "off screen" due to small amounts of enemy presence
    • S-modded built-in hullmods will now have an (S) suffix in the fleet member tooltip
    • Kanta will retract her protection deal if you [cause her extreme offense].
    • Tri-Tachyon scan fleet will not block you from using [thing] in "At The Gates" mission finale stage
    • "Auto-assign idle officers" button is now aware of which ships are civilian, not just weapon weights

    Modding:
    • Fixed issue where derelict defenders that were not remnant/derelict were getting overridden by Taskforce Safeguard
    • Added maxSpeed and shieldEfficiency to .skin files
    • Memory leak checking:
      • Waits longer before showing warning to help avoid false alarms
      • Shows message in lower left if the warning dialog was a false alarm
    • WeaponGroupAPI.removeWeapon() now also removes the weapon's autofire AI
    • Fixed NPE caused by triggerSpawnShipGraveyard() for factions with no civilian ships
    • TooltipMakerAPI: added addCheckbox() methods that also take an "Object data" parameter

    Bugfixing:
    • Fixed officers-for-hire and freelance admins only using portraits from the independent faction
    • Fixed "protection from star corona" for certain structure not working for certain battle
    • Fixed the string "Name" showing up after the name of the market in the Population condition tooltip
    • Fixed various (additional) issues with the Hesperus shrine interactions
    • Fixed (more) various typos, misspellings, and (most) British/Canadian spellings in ship/item/planet descriptions
    • Fixed issue where you could make a temporary agreement with the Pathers while already having a permanent agreement, thereby cancelling the permanent agreement
    • Fixed issue where the Red Planet mission could pick Sentinel as its target; fix requires new game
    • Fixed "Knight Errant" issue where you could meet a guy at the bar again after the mission is done
    • Fixed certain lines not being triggered when talking to special Sindrian Diktat character fleets
    • Fixed issue that made the Astral not show up in TriTachyon fleets, deserter bounties, or markets
    • Fixed issue that was causing recovered ships not to acquire the (D) suffix
    • Fixed issue that caused recovered ships with d-mods that were a modification of another hull - such as Falcon (P) or Brawler (TT) to show the base hull's variants in the autofit dialog
    • Warthog now properly found in the lowtech blueprint package, not midline
    • Fixed issue where retreating from a station counted as destroying it for reducing Hostile Activity
    • Fixed issue with patrol fleets "patrolling system" and then "preparing for patrol duty", in some circumstances
    • Fixed issue with contacts gained in relation to certain mission not having any tags (and so not giving any missions), fix only applies in a new game
    • Fixed issue with Neural Link where it was impossible to transfer physical command to the current ship if it was the other ship in the link
    • Fixed issue with Neural Link where if the original flagship was destroyed, player skill effects would stop being applied for the rest of the battle
    • NPCs at Derinkuyu station become independent when the station becomes independent some days after the start of the game/end of the tutorial
    • Sentinel is no longer picked as a target for bar/contact/academy missions and similar
    • Squall weapon tooltip now shows correct added damage (150)
    • Fixed arc asymmetry for Pegasus/Executor rear turrets


    Hotfix: 0.96a-RC9, May 13, 2023

    Hostile Activity:
    • When reaching the final event, now resets to slightly above the "Increased Defenses" level
    • Increased size of pirate fleets that spawn when the overall hostility level is high, even if the pirate contributing factors are low
    • Increased strength of final event pirate raid
    • Increased immediate effect of gaining Kanta's Protection to 100 points (was: 50)
    • Luddic Path fleets will talk about tithing even when vengeful/when the player's fleet is stronger
    • "Pather Interest" calculation for progress is now non-linear; closer to it for smaller numbers
      • E.G: formerly 30 becomes 20, 200 becomes 70, 500 becomes 100 or so
    • Doubled progress reduction from destroying hostile fleets
    • Destroying a pirate base reduces progress by 40 to 80 points depending on the base's tier
      • Only if the base was involved in hostile activity at your colonies
    • Making a deal with a pirate king at a nearby station:
      • Provides the same progress as destroying the base, and
      • Provides a monthly reduction in points equal the its normal contribution
    • Destroying a Luddic Path base reduces progress by 50 plus 20 per active Pather cell (max: 150)
    • Reaching an understanding with the Luddic Path reduces progress by 30 points; 100 points if the understanding is permanent
    • Related:
      • Spaceport/Megaport: increased accessibility by 10% (to 60%/90%)
    • Base stability value increased to 6 (was: 1)

    Ships:
    • Retribution: supplies/deploy and supplies/month reduced to 35 (was: 40)
    • Pegasus: front-facing missile hardpoints are now medium instead of large
      • Executor is unaffected
    • Invictus:
      • Reduced flux capacity to 30000 (was: 40000)
      • Reduced flux dissipation to 500 (was: 600)
    • Manticore (LP): supplies/deploy and supplies/month increased to 14 (was: 12)
    • Made Wolf, Hound, Fury show up in independent fleets
    • Made Scarab and Hyperion show up in mercenary fleets

    Fighters:
    • Sarissa: adjusted flux stats to have full dps for 3 seconds, dropping to around 60% sustained afterwards

    Miscellaneous:
    • Added sparse ore deposits to Derinkuyu
    • Hyperspace Topography now also shows up under "Major events" in intel
    • Expanded Missile Racks s-mod rate-of-fire reduction increased to 20% (was: 10%)
    • The Sindrian Diktat now has access to the IR Pulse Laser
    • Added Jackhammer to standard missile blueprint package

    Modding:
    • An RC version mismatch no longer flags mods as potentially incompatible with the game

    Bugfixing:
    • Fixed doubling up on Luddic Pilgrim Transport missions causing mission to be unfinishable
    • Fixed being able to turn over a "traitor" who you let go free already during a mission
    • Fixed being able to repeat mission reward dialog with Macario
    • Fixed ability to repeat mission-related bar meeting with [an unpleasant man]
    • Fixed issue with certain story-related fleet losing its s-mods when the game was saved
    • Fixed issue with certain bounty showing 0 days as its duration despite not having a time limit
    • Fixed issue that caused the Graviton Beam damage bonus to be 0 if the number of beams was more than 3
    • Fixed leftover dev code that made all of the ship's fighters blow up when pressing I
    • Fixed issue with Megaport not getting the proper slipstream detection range modifiers
    • Executor's design type set to "Lion's Guard" (was erroneously left as "Midline")
    • Fixed issue with s-modded built-in hullmods being occasionally shared across variants and saves
    • Fixed issue with certain quest to remove Pather hostile activity not actually doing so
    • Fixed issue with choosing "cut comm link" after being intercepted by patrol during robed man mission
    • Fixed issue with not being able to give [an important item] to a Sindrian Diktat character
    • Fixed Virens post-raid dialog loop
    • Fixed issue with immediately leaving Volturn Shrine dialog
    • Fixed issue with visiting Hesperus Shrine with high Luddic Church rep level
    • Fixed issue with re-visiting Hesperus Shrine after doing pilgrimage mission
    • Fixed issue with being able to dump [an important item] into any star rather than only a black hole
    • Fixed stray $market.name token after performing Tactical Bombardment mission
    • Fixed various typos/spelling/grammar errors & oversights
    • Typhoon Reaper Launcher description no longer gives wrong ammo count
    • Invictus: Ablative Armor now also reduces the minimum/"stripped" armor value, as intended
    • "Perform extraction operation" and similar raid objectives are no longer infinitely repeatable
    • Fixed bug that show multiple raid objectives when raiding Umbra during the Diktat story mission while also having a custom-objective raid mission targeting Umbra
      • Similar fixes for all other in-conversation raids
    • Stations of hostile factions now show correct attitude text in tooltips
    • Re-aligned Gigacannon turret sprite
    • Fixed issue with "A Favor for Kanta" mission; can now tell courier you've already done the favor
    • Hidden cache for PK mission can no longer be targeted by "analyze entity" missions; fix takes effect on new game
    • Fixed issue with PK mission caused by the Nexus being destroyed by another fleet
    • Fixed issue with returning Galatia Academy data core to Sebestyen before actually meeting him
    • Fixed declining to purchase Hyperspace Charts leading to purchase option anyway in certain cases
    • Fixed issue with campaign simulator autopilot ship personality being overridden with doctrine setting for AI cores/officers
    • No longer possible to repeatedly gain Kanta's Protection
    • Removed extra comma from s-mod effect description for certain logistics hullmods
    • Fixed crash involving guided missiles with the STRIKE tag
    • Fixed erroneous "<object> already scanned" messages when scanning points of interest for Hyperspace Topography
    • Manticore (LP) tech type is now correctly "Luddic Path" (was "Pirates")
    • Removed extraneous paragaph from Automated Ships hullmod
    • Special mission related automated ships no longer show up as contributing to the Automated Ships skill point pool
    • Fixed issue with Executor's description
    • Proximity Charge Launcher will now target fighters when on autofire
    • LIDAR Array no longer affects beam weapons; update description to clarify
    • Gigacannon and Kinetic Blaster should no longer be found in weapon caches etc during exploration
    • Waystations no longer stockpile Transplutonics and Volatiles before construction is finished
    • Fixed issue with hostile activity tooltip not showing the days left for the Pather mega-tithe
    • Fixed issue with hostile acitivity getting stuck maxed out if no random event was possible
    • Fixed highlighting issue in Ballistic Rangefinder tooltip
    • Fixed incorrect crew losses being displayed in post-combat dialog (actual losses were mostly correct)
    • Fixed bug with some of the post-battle crew recovery not happening if the player fleet was over crew capacity from taking losses
    • Fixed crash related to introducing false sensor readings at an array
    • Fixed issue with Solar Shielding's 100% corona effect resistance not working correctly for star coronae and pulsars
    • Fixed looping issue with neutral Persean League market music


    Hotfix: 0.96a-RC8, 5/6/2023

    Miscellaneous:
    • Increased some scan values for Hyperspace Topography

    Bugfixing:
    • Fixed Texture [hostile_activity_MINOR_EVENT] crash caused by viewing the Hostile Activity intel under certain circumstances
    • Fixed issue with being unable to visit the Jangala shrine during the mission if encountering the Luddic protest
    • "Passage to Volturn" mission is no longer repeatable (if currently in progress, may show up again once)
    • Fixed missing dialog option in Volturn shrine interaction
    • Fixed issue with Luddic Knight Errant mission causing bar in Chalcedon to get stuck in an interaction with Sedge
    • The s-mod effect of Expanded Magazines now affects the IR Autolance
    • Fixed issue with combining strafe toggle and invert strafe key behavior settings being combined
    • Fixed issue with Ballistic Rangefinger not affecting hybrid weapons
    • Lion's Guard Centurion ship system is now Damper Field, as was intended
    • Removed test code leftover in faction hostility intel item



    Changes as of May 05, 2023

    Campaign
    • Spaceport on Umbra has "improvements" instead of the Fullerene Spool
    • Tutorial: updates that happen during an interaction/conversation will now show the new goal text in the currently open dialog instead of behind the UI in the lower left corner of the screen
    • Interaction dialog: added scroller to option area; only of interest for modded games
    • Reduced cost to build a makeshift comm relay/sensor array/nav buoy
      • Was: 20/100/10 Heavy Machinery/Metals/Transplutonics
      • Now: 15/30/5
    • Reduced officer XP required per level by a further 20%

    Miscellaneous:
    • Remastered title screen music

    Combat
    • Added option to make strafe key a toggle; added UI element to show "strafe lock" status

    Ships:
    • Eagle: speed back to 60

    Weapons:
    • Slightly increased the impact glow radius for Antimatter Blaster

    Hullmods:
    • Militarized Subsystems: reduced cost to 4/8/12/20 (was: 5/10/15/25)
    • Shield Conversion - Front:
      • Removed shield upkeep reduction
      • Reduced cost to 3/5/8/12 (was: 3/6/10/18)
    • Shield Conversion: Omni
      • Removed shield upkeep reduction
      • Reduced OP cost to 3/5/8/12 (was: 3/6/10/18)
    • Adjusted wording on Resistant Flux Conduits to make it clear only EMP damage is being reduced
    • Blast Doors: increased casualty reduction to 60% (was: 50%)

    Ship AI:
    • Quantum Disruptor no longer used against fighters
    • Fixed issue that could cause mismatch about what AI thought its ship system was targeting and what it was actually targeting

    Bugfixing:
    • Fixed issue that could cause tooltips to stop showing
    • Fixed issue that allowed post combat story-point recovery of ships when out of story points



    Changes as of April 12, 2023

    Campaign:
    • Added Luddic pilgrim transport bar mission
    • Planetary Shield now protects the colony from the Meteor Impacts condition
    • Commodity production mission: capped demand at 3 units for Harvested Organs and 6 for Recreational Drugs
    • Added highlighting to various "you need the transponder on/off to interact with the market" messages
    • If losing s-modded ships after combat: message that shows bonus XP gain explains this is why
    • Fleets supporting a station will not "harry" your fleet (causing a CR loss) when you disengage
    • Abandoned orbital stations and similar:
      • Now present separate options to "inspect cargo storage areas" and "inspect starship dockyard"
        • The "dockyard" option opens the "take" tab in the fleet screen by default
      • Options change to "transfer ships" and "transfer cargo" after initial exploration
    • Umbra: is now a "free port" and its Spaceport has the "Fullerene Spool" item
    • Added some new custom player faction flags
    • Added contact interaction to pay off bad reputation with Tri-Tachyon

    Combat:
    • Projectiles that pass through a target (such as Hellbore/Gauss shots vs missiles) produce a much smaller hit glow
    • Can now use the "deploy reinforcements" dialog without ending a video feed
    • Player ship autopilot behavior will now take into account the faction doctrine aggression setting
    • Adjusted grid in combat map (less prominent)

    Miscellaneous:
    • Refit screen:
      • Reduced brightness of grid in refit screen to reduce visual noise
      • Adjusted placement of hullmod tooltips, added slight padding to the right of the icon where the tooltip will still remain visible if the mouse is moved off it
      • Newly learned hullmods with new tags will have those tags enabled by default in the "add hullmod" dialog
    • Autofit dialog variants no longer shared between incompatible versions of ships
      • E.G. the default Brawler and the Tri-Tachyon version, and similar
      • Different but compatible versions (such as most XIV ships) still have a shared pool of variants with base hull
    • Added tip about doing the combat tutorials; shows up on first run of the game only

    Ships:
    • Starting Kite (A) variant: replaced Light Dual Autocannon with Light Autocannon
    • Apogee:
      • Changed leftmost small energy hardpoint to medium
    • Eagle:
      • Reverted part of deployment/maintenance cost change, up to 20 (originally: 22)
      • Reverted speed increase (back to 50 from 60); left increased acceleration
      • May still be too strong at that cost, but we'll see
    • Fury:
      • Increased ordnance points to 130 (was: 120)
      • Increased top speed to 95 (was: 90)
    • Aurora:
      • Improved shield efficiency to 0.6 (was: 0.8)
      • Revamped standard loadouts
    • Gremlin (all versions):
      • Removed Delicated Machinery and Phase Field
      • Added Rugged Construction
      • Increased hitpoints to 2500 (was: 2000)
      • Increased armor to 450 (was: 350)
      • Changed system from Flare Launcher to Decoy Flare Launcher
        • Adjusted flare port placement
      • Adjusted misaligned engine glows
      • Changed phase coil glow to better indicate which way the ship is facing while phased
    • Doom, Harbinger, Afflictor, Shade:
      • Increased CR per deployment to 30% (was: 20%)
      • Note that this also reduces the cost for recovering CR lost during battle after PPT runs out
    • Astral: increased ordnance points to 270 (was: 250)
    • Drover:
      • Improved acceleration and deceleration (not top speed)
      • Added built-in hullmod: "B-Deck"
        • Activates when the fighter replacement rate reaches 50%
        • Relaunches fighters to bring all wings to full strength
        • Sets the replacement rate to 100%
        • Only happens once per combat
      • Changed ship system to Active Flare Launcher
      • Tagged is a "combat" carrier, meaning it will stay closer to the fight and engage
        • If the only ballistic weapons are point-defense, it will try to stay in missile range
        • So e.g. it should be possible to have a missile/fighter loadout and have it use both in tandem
      • Increased ordnance points to 80 (was: 70)
      • Reduced deployment/maintenance supply cost to 14 (was: 15)
    • Gemini:
      • Is now the only ship with Reserve Deployment
      • Reserve Deployment changes:
        • Does not reduce fighter replacement rate
        • Doubles wing size
        • 30 second fighter duration (up from 15)
        • Cooldown and flux cost remain the same
        • (Mod note: will be very much imbalanced for ships with more fighter bays)
    • Wolf: improved shield efficiency to 0.7 (was: 0.8)
    • Medusa: adjusted misaligned engine nozzle
    • Paragon: adjusted several default variants to be stronger


    Fighters:
    • Support fighters (Xyphos, Sarissa, Mining Pod) will be repainted to match the carrier hull style
    • Fighters with hull damage will land for repairs when:
      • The ship is out of combat, and
      • The fighters are ordered to regroup, and
      • The fighter replacement rate is 50% or higher, and
      • The wing is currently at full strength
    • Mining Pods: will now try to stay in front of the carrier
    • Warthog:
      • Added Insulated Engine Assembly
      • Updated description to de-emphasize firepower, it's just alright, not "superb"
      • Reclassified as "Low tech", changed sprite
    • Gladius:
      • Replaced single-shot flare launcher with triple-shot
    • Lux:
      • Reduced replacement time to 12 seconds (was: 15)

    Weapons:
    • Already-launched guided missiles with the "STRIKE" tag no longer auto-target fighters if there is anything else nearby
    • Squall: removed EMP damage
    • Light Dual Autocannon: reduced flux/shot to 30 (was: 40)
    • Cryoflamer:
      • Increased charge regen rate to 6/second (was: 4/second)
      • Increased reload size to 60 (was: 40)
    • Rift Torpedo Launcher:
      • Reduced flux cost to 3000 (was: 6000)
      • Substantially increased projectile hitpoints
      • Torpedo no longer destroyed by hitting fighters (but still damages/destroys them)
    • Reality Disruptor:
      • Doubled rate at which arcs are fired
      • Doubled arc range
      • Reduced projectile speed to 200 (was: 300)
      • Reduced damage/shot to 25 (was: 100); EMP damage remains at 1500
      • Ships hit by its arcs take 2x longer to repair weapons/engines for 10 seconds
    • Hellbore Cannon, Gauss Cannon, Thermal Pulse Cannon, Gigacannon:
      • Projectile now passes through fighters if the fighter is destroyed by the impact
    • High Intensity Laser: reduced flux/second to 400 (was: 500)


    Hullmods:
    • Hull-standard built-in hullmods that have an s-mod bonus can now be "enhanced" to unlock that bonus
      • Costs 1 story point, grants 100% bonus XP
      • Does *not* count against the maximum number of s-mods per ship
    • Ballistic Rangefinder:
      • Revamped tooltip
      • Now requires ship to have an any size ballistic slot, instead of only affecting weapons in ballistic slots
    • Converted Hangar:
      • Reduced cost to 10 OP across the board (still can't be mounted on frigates)
      • Removed fighter speed/damage taken penalties and ordnance point cost increase
      • Increases the ship's deployment points and supply cost to recover from deployment by 1 per 5 OP spent on fighters, minimum of +1
      • Fighter replacement is 1.5x slower, in all aspects
      • Returning bombers take an extra 40% of the base refit time to relaunch (normally, it's <1 second)
    • Shield Conversion - Front:
      • Removed shield upkeep reduction
      • Reduced cost from 3/6/10/18 to 3/6/9/15
    • Militarized Subsystems: no longer provides the minor armor/flux bonus


    Ship AI:
    • Improved target leading with weapons like the Proximity Charge Launcher
      • (That have a projectile launch speed set higher than its maximum speed)
    • Reduced occurrence of faster ships not letting quite all of their flux dissipate before re-engaging
    • Ships armed only with missiles and PD weapons will situationally attempt to stay at around missile range if:
      • The officer personality (or doctrine setting, if no officer) is cautious or timid
        • And not ordered to eliminate a target
        • And "Full assault!" not on
      • Or the ship is ordered to "Harass" a target
      • Or if the ship is a non-combat carrier and the officer is aggressive or reckless
        • Timid/cautious officers will stay further back, within fighter range
    • Adjusted ship group behavior when faced with small phase ships
    • Will use Active Flare Launcher a little earlier when faced with missiles that are closing fast
    • Fixed bug that could cause Burn Drive (and similar systems) to be activated at the wrong time (such as when facing the wrong way while retreating)
    • (Hopefully) fixed bug with AI trying to engage retreating fighters

    Modding:
    • Added ShipEngineAPI.repair()
    • Added "graphics" -> "fighterSkinsPlayerAndNPC" and "fighterSkinsPlayerOnly" sections to settings.json
      • Key format is: <fighter hull id>_<hull style ID>
      • For example: xyphos_LOW_TECH
      • If match for carrier's hull style is found, that sprite replaces the fighter's normal sprite
      • Otherwise, picks the one with the closest SpriteAPI.getAverageBrightColor() to the ship's sprite
      • Keys also added to "graphics" -> "fighterSkinsExcludeFromSharing" are excluded from this and only ever apply to that specific hull style
    • Added to ButtonAPI:
      • void setSkipPlayingPressedSoundOnce(boolean skipPlayingPressedSoundOnce);
      • void setHighlightBounceDown(boolean b);
      • void setShowTooltipWhileInactive(boolean showTooltipWhileInactive);
      • void setRightClicksOkWhenDisabled(boolean rightClicksOkWhenDisabled);
      • void setFlashBrightness(float flashBrightness);
      • void flash(boolean withSound, float in, float out);
      • void flash(boolean withSound);
      • void flash();
      • void setPerformActionWhenDisabled(boolean performActionWhenDisabled);
      • boolean isPerformActionWhenDisabled();
      • boolean isSkipPlayingPressedSoundOnce();
    • Fixed issue with getEntityById() methods (in SectorAPI and LocationAPI) crashing if the entity was a LocationToken (such as the empty center of a nebula)
    • Added stay_in_front_of_ship tag for fighters; can be applied to wing or to ship
    • Added hitGlowBrightenDuration to .wpn files for beam weapons
    • Added to UIComponentAPI:
      • void render(float alphaMult);
      • void processInput(List<InputEventAPI> events);
      • void advance(float amount);
    • Added to SettingsAPI:
      • JSONObject loadJSON(String filename, boolean withMods);
      • JSONArray loadCSV(String filename, boolean withMods);
        • To allow loading of vanilla files
    • Added to FactionAPI:
      • void initSpecIfNeeded();
    • Added to projectile and missile specs:
      • passThroughMissiles
      • passThroughFighters
      • passThroughFightersOnlyWhenDestroyed (requires passThroughFighters to be set)
      • applyOnHitEffectWhenPassThrough
      • All of these default to "false"
      • Added related methods to ProjectileSpecAPI/MissileSpecAPI
      • Plasma cannon shot behavior implemented using these instead of being hardcoded
    • Ship hull skins: added "incompatibleWithBaseHull"; can override whether the autofit dialog shows base hull variants or is restricted to just this specific hull skin
    • Added CampaignUIRenderingListener interface
      • void renderInUICoordsBelowUI(ViewportAPI viewport);
      • void renderInUICoordsAboveUIBelowTooltips(ViewportAPI viewport);
      • void renderInUICoordsAboveUIAndTooltips(ViewportAPI viewport);
      • Use Global.getSector().getListenerManager().addListener() to add
    • Added to ShipAPI:
      • EnumSet<CombatEngineLayers> getActiveLayers();
    • Added to CommoditySpecAPI:
      • void setName(String displayName);
      • void setIconName(String iconName);
    • Made it possible to add custom UI to the title screen
      • See TestCombatPlugin.renderInUICoords() and .processInputPreCoreControls() for an example
      • This is not currently structured in a way that makes it easy for multiple mods doing this to coexist, it's just *possible*
        • (A framework could be built on top of this, however)
    • EveryFrameCombatPlugin.processInputPreCoreControls() is now called from the title screen (advance() etc already were)
    • Added CustomDialogCallback interface that allows closing a custom dialog from within a CustomDialogDelegate plugin
    • Added to CampaignEntityPickerListener:
      • List<ArrowData> getArrows();
      • List<MarkerData> getMarkers();
      • Set<StarSystemAPI> getStarSystemsToShow();
      • If these return null, the default behavior is to show the player location and the names of star systems that contain the entities to be picked from
    • Added to VisualPanelAPI:
      • void showCore(CoreUITabId tabId, SectorEntityToken other, Object custom, CoreUITradeMode mode, CoreInteractionListener listener);
    • Added IndustryOptionProvider interface
      • Add implementation via Global.getSector().getListenerManager().addListener()
        • Should probably in many cases be transient, but doesn't have to be
      • Allows adding custom options to industries without touching industry implementation classes
      • Options can have custom colors and be enabled/disabled
        • Options have tooltips
      • Multiple mods can modify the same industry
      • As a response to an option being selected, can:
        • Take an immediate action
        • Show an interaction dialog with a custom plugin
        • Show a rule-driven interaction dialog with a custom trigger
        • Show a custom dialog with a CustomDialogDelegate
        • Show a story action dialog with a StoryPointActionDelegate
      • Colony screen is updated after an immediate action is taken or after a dialog that was shown is dismissed
      • The option provider can add to the industry tooltip, after the "improvements" section
        • This does not require an option to have been added to the industry
      • See TestIndustryOptionProvider for an example implementation of all of this
    • AI core picker dialog (for industries) will now show "no effect" for cores not supported by this industry
    • Added to HullModEffect:
      • boolean showInRefitScreenModPickerFor(ShipAPI ship);
    • Removed CoreUITabId.OFFICERS (it was not used for anything)
    • Bugfix: HubMissionWithTriggers.setCurrentStage() now calls stage triggers
    • Added BaseHubMission.getTriggers()
    • Added getId()/setId() to MissionTrigger; defaults to null
      • Can be used to set a trigger id for later retrieval/modification
      • Begin a trigger, then call getCurrentTrigger().setId(id) to set
    • Added optional "sortString" to mod_info.json; if present used instead of mod name for sorting
    • Added to TooltipMakerAPI:
      • UIComponentAPI addSkillPanelOneColumn(PersonAPI person, float pad)
    • Added to FluxTrackerAPI: void ventFlux();
    • Added FleetInflationListener
    • Added to CampaignUIAPI:
      • boolean isSuppressFuelRangeRenderingOneFrame();
      • void setSuppressFuelRangeRenderingOneFrame(boolean suppressFuelRangeRenderingOneFrame);
      • int getMaxIntelMapIcons();
      • void setMaxIntelMapIcons(int maxIntelMapIcons);
    • Added to TooltipMakerAPI:
      • void showPlanetInfo(PlanetAPI planet, float pad);
      • void showPlanetInfo(PlanetAPI planet, float w, float h, boolean withName, float pad);
    • Setting an engine slot's "contrailSize" to 256 now ignores this engine for campaign rendering purposes
      • (Reminder that contrailSize is an otherwise extaneous field that's used for storing some flags)
    • Added PersistentUIDataAPI.getControlGroups(); returns a ControlGroupsAPI
    • Added ShotBehaviorSpecAPI
    • Adeed to MissileSpecAPI:
      • String getTypeString();
      • ShotBehaviorSpecAPI getBehaviorSpec();
    • Added to ProjectileSpecAPI:
      • ShotBehaviorSpecAPI getBehaviorSpec();
    • Added to AmmoTrackerAPI:
      • void setReloadProgress(float p);
    • Added to ShipSystemAPI:
      • void setAmmoReloadProgress(float progress);
    • Added a number of setters to MarketConditionSpecAPI
    • Added to ShipHullSpecAPI:
      • void setDescriptionId(String descriptionId);
    • LuddicMajority: made list of factions variable public
    • Added to BoundsAPI:
      • List<SegmentAPI> getOrigSegments();
    • Added to SectorEntityToken:
      • List<EveryFrameScript> getScripts();
    • Added to StarCoronaTerrainPlugin and MagneticFieldTerrainPlugin:
      • FlareManager getFlareManager()
      • Added to CombatNebulaAPI:
      • void setHasNebula(int cellX, int cellY, float brightness);
      • CloudAPI getCloud(float x, float y);
      • CloudAPI getCloud(int cellX, int cellY);
    • Added to ShieldAPI:
      • boolean isSkipRendering();
      • void setSkipRendering(boolean skipRendering);
    • Added to MissileAPI:
      • float getGuidanceBonus();
    • Added NavigationDataSectionListener
      • void reportNavigationDataSectionAboutToBeCreated(SectorEntityToken target);
      • void reportNavigationDataSectionWasCreated(SectorEntityToken target);
      • Called when tooltip info about how far a location is/how much fuel/time it takes to get there is created
    • Added generics to SettingsAPI.getAllSpecs()
    • Added FleetMemberDeploymentListener, can be added to combat engine
    • Added to CombatUIAPI:
      • List<ShipAPI> getAllTargetReticleTargets();
      • ShipAPI getMainTargetReticleTarget();
    • Added to FighterLaunchBayAPI:
      • float getCurrReplacementIntervalDuration();
      • float getTimeUntilNextReplacement();
    • Added AdmiralAIPlugin
    • Added to CombatFleetManagerAPI:
      • AdmiralAIPlugin getAdmiralAI();
      • void setAdmiralAI(AdmiralAIPlugin admiralAI);
      • Can just implement the interface and pass it in, does not need to be a core class
    • Added to SpecialItemSpecAPI:
      • void setParams(String params);


    Bugfixing:
    • It is no longer possible to improve industries when you don't have enough story points by pressing enter
    • Fixed issue with ships with Converted Fighter Bay retaining their fighters until the fleet screen was opened or they engaged in combat
    • Fixed "Fleet Command" tutorial bug where pressing Q to use a quick video feed glitched out if mouse was over the tutorial message box
    • Fixed bug with hullmod build-in UI not showing properly displaying when the max number of hullmods is reached (visual only bug)
    • Fixed bug where certain story mission would still be triggered when its objective was already completed (PZ)
    • Fixed Distress Call ability not being slotted in on ability bar at the end of the tutorial
    • Fixed issue with ship names of [VERY REDACTED]
    • Fixed issue with slipstreams not despawning if the player stayed out of hyperspace
      • This could also have a pronounced negative effect on the continuity of new slipstreams
    • Fixed autofire bug where PD weapons would frequently re-target different missiles when the firing ship had another ship targeted
    • Fixed issue that could cause excessive "this ship took hull damage" explosions when combined with elite Combat Endurance
    • Fixed issue with delivery bar event changing quantity for fuel if player changed the fleet composition



    Changes as of February 01, 2023

    Campaign:
    • Added "The Usurpers" story mission
    • Added "Knight Errant" story mission
    • Added "The Pilgrim's Path" story mission
    • Added "major events" system
      • Each event tracks progress, from player actions and other wise
      • Various things happen as the event progresses
    • Added Hostile Activity "major event"
      • Handles various hostile fleets found in systems with your colonies
      • Multiple causes for hostile activity (use of AI cores, presence of a pirate base nearby, etc)
      • Different causes have different resolutions
      • If hostile activity is unchecked, colonies suffer penalties and eventually a major negative outcome of some sort (e.g. a raid or an act of Pather sabotage), after which there is a lull
      • Goal is to give the player more of a warning before major negative events, and a choice in whether they want to handle the resolve the causes individually to avert the negative outcomes, or to just fight hostile fleets and get it under control that way, without addressing the causes
    • Added "Hyperspace Topography" major event
      • Various player actions improve their knowledge of hyperspace, unlocking new bonuses
      • Slipstream detection around colonies
      • Much more efficient slipstream travel
      • Increased speed in hyperspace
    • Added Planetkiller and "Hostile Activity" related mission
    • Adjusted the compositions of most faction fleets
      • Factions now generally have capital ship(s) unique to them
      • And a more well-defined feel to the faction's fleets, overall
      • Specific weapons are now reliably found at specific faction markets/black markets
        • For example, the new directed-energy missiles can be found on Persean League colonies
    • Music:
      • Added new exploration music track when exploring non-core systems
      • Persean League now has its own music
    • Industries:
      • Commerce now adds a low-value, system-wide bounty while the hostile activity level is high enough
    • Added text to make your contacts easy to identify in the comm directory
    • Pressing F11 to hide the UI will now also hide the fleet circles
    • Certain high-end bounty will no longer be repeatable by abandoning the mission prior to attacking the target
    • Added "Missions" tag to "Analyze Entity" and "Survey Planet" missions
    • Ship recovery dialog now shows normal and story point recovery in the same screen
      • Displays up to 24 ships of each type, gets wider instead of taller
    • "Ship repairs completed" messages will now stack when many repairs finish at around the same time
    • Custom production limits increased to 100 units, regardless of ship/weapon size
    • Made some adjustments to the "bonus XP for battle difficulty" calculation that reins in the bonus for having just a single combat ship
    • Waystations now pull in a small quantity of Volatiles and Transplutonics
    • Officers for hire/from promotion will generally not share portraits with the player's existing officers (not guaranteed, not a bug if they do share it)
    • Cheap commodity mission: remote pickup of legal goods variation now requires other colony to not be hostile to the player
    • Bonus experience quadruples XP gains at max level instead of doubling them as normal
    • The Luddic Path no longer requires a military base to launch a punitive expedition
    • Added credit rewards to certain main-story missions
    • Accidents from zero CR that result in ship loss no longer cause loss of interesting/special cargo if over capacity
    • Added honorific selector to new game screen (sir/ma'am/captain)
    • AI cores in Domain derelict fleets now use Ballistic Mastery instead of Energy Mastery
    • Salamander MRM will not be mounted on derelict drones during the tutorial
    • Contact bounty intel items are now tagged with the target's faction, in addition to the normal tags
    • Galatia Academy story missions: made minor additions to various obscure dialog options
    • Added new player-selectable portraits
    • Added new illustrations to various planets and situations
    • Significantly reduced impact of d-mods on NPC-vs-NPC fights and on the "danger-to-the-player" estimate


    Combat:
    • Added option to disable screen whiteout for large ship explosions
    • Whiteout no longer obscures the command UI (still obscures ship combat UI)
    • Improved ship explosion visual effect
    • Termination Sequence: missile changed to not deal friendly fire damage when it explodes
    • When the ship is overloaded or venting, the raise shields/phase cloak command will be buffered if it was issued within 0.2 seconds of the overload/vent ending
    • Disabled weapons will be shown in red on the selected group's weapon list (*not* in list of all weapon groups)
    • Reserve Deployment, for ships with only one fighter bay, now:
      • At least doubles wing size (minimum +2 craft)
      • Fighter replacement rate reduction is 15% instead of 25%
    • Added message explaining what's going on and what to do when there's no flagship deployed and the player starts in the command shuttle
      • Also improved visibility/clarity of the "nothing is deployed" message
      • And added a similar prompt to transfer command when the flagship is destroyed
    • Command points are no longer refunded when the last order given during a pause is cancelled
      • (Fundamental problem in that the same sequence of orders and a cancel could be a legitimate order or a "never mind")
    • Improved visual effect for Reaper torpedo explosions

    Miscellaneous:
    • Autofit:
      • Will no longer puts flux distributor/coil adjunct on ships that could spend the ordnance points on more vents/caps instead, even if the hullmod is in the target variant
      • Added warning when resulting variant has too few weapons or fighters to be effective
    • Added "useSoftwareMouseCursor" option in data/config/settings.json
    • Ordering an individual ship to retreat no longer requires a command point or opens the command frequency if that ship is out of peak time
    • Fixed screen scaling issue with TOP SECRET minigame
    • Linux startup script: added shebang
    • Increased max permgen size to 128m
    • Added explicit hull size designation to ship tooltips
    • Made background of refit screen a bit darker and less busy-looking
    • Added a "generate ship name" button to the refit screen
      • If the current name does not match the faction's ship prefix, it will update the name instead

    Ships:
    • Added Apex-class Heavy Droneship
    • Added Nova-class Drone Battlecruiser
    • Added Pegasus-class Battleship (midline)
    • Added Executor-class Battleship (version of the Pegasus)
    • Added Invictus-class Dreadnought (low tech)
    • Added Retribution-class Battlecruiser (low tech)
    • Added Lion's Guard versions of several midline ships
    • Added Venture (P)
      • Replaced mining drone with large missile slot pointing backwards
      • Medium missile slots changed to ballistic
    • Added Manticore (LP)
      • Large slot changed to missile
      • Medium slots changed to ballistic
      • Replaced built-in rangefinder with Safety Overrides
    • Added Venture (LP)
      • System changed to Orion Device
      • Medium missile slots changed to composite
    • Brawler(LP): Increased deployment and maintenance cost to 6 (was: 5)
    • Brilliant:
      • Changed system to Plasma Burn
      • Reduced shield upkeep to 0.4 (was: 0.5)
      • Removed fighter bay
    • Fulgent: added built-in Energy Bolt Coherer (increases base non-beam energy/hybrid weapon range)
    • Apogee: increased deployment/maintenance supply cost to 20 (was: 18)
    • Eagle:
      • Reduced deployment/maintenance supply cost to 18 (was: 22)
      • Increased base flux dissipation to 700 (was: 600)
      • Increased speed to 60 (was: 50), slightly increased acceleration
      • Reduced base cost to 100k credits (was: 120k)
    • Vigilance:
      • Increased hitpoints to 1750 (was: 1500)
      • Increased flux capacity to 2500 (was: 2000)
    • Eradicator: increased deployment/maintenance supply cost to 22 (was: 20)
      • Eradicator (P): increased cost from 17 to 18
    • Legion: increased ordnance points to 300 (was: 260)
    • Legion (XIV) increased ordnance points to 310 (was: 270)
    • Gemini:
      • Removed built-in Civilian-grade Hull
      • Increased ordnance points to 85 (was: 75)
      • Increased top speed to 60 (was: 50)
      • Adjusted stock variant
    • Changed starting Wolf variant to have the Pulse Laser on autofire (thanks, ZiggyD!)
    • Hyperion:
      • Reduced mass to 200 (was: 300); affects ship/ship and ship/asteroid collisions etc
      • Added built-in Delicate Machinery
    • Phase Teleporter:
      • No longer requires 0-flux boost
      • Cooldown increased to 15 seconds (was: 10)
    • Medusa:
      • Increased ordnance points to 100 (was: 95)
    • Habringer:
      • Increased top speed to 100 (was: 80)
      • Reduced maintenance and deployment supply costs to 18 (was: 20)
    • Updated Conquest sprite
    • Various other old ship sprites adjusted/improved


    Fighters:
    • Added Sarissa-class Support Fighter
      • Zero roam range, always tries to stay in front of parent ship
      • Armed with a Canister Flak system and two Light Autocannons

    Weapons:
    • Hit glow from Burst PD Laser and Heavy Burst Laser now brightens more quickly
    • Hurricane MIRV:
      • Increased submunition accuracy
      • Reduced number of submunitions by to 7 (was: 9)
    • Added IR Autolance energy weapon
      • Medium mount, beam weapon, low ordnance point cost
      • Uses charges
      • Fragmentation damage at 1000 range
      • High burst but low sustained DPS
    • Added Gorgon DEM SRM (small), Gorgon SRM Pod (medium)
      • Missile fires a laser from a good distance away from the target
    • Added Gazer DEM SRM (small), Gazer SRM Pod (medium)
      • Missile fires a 10-second graviton beam from long range
    • Added Dragonfire Torpedo (medium), Dragonfire Torpedo Pod (large)
      • Missile fires an extremely high damage, bomb-pumped laster from medium-long range
    • Added Hydra MDEM (large missile)
      • Splits into 6 warheads that flank the target and fire medium-damage lasers from both sides
    • Added Pilum LRM Catapult (large missile)
      • Low ordnance point cost
      • Fires 6 Pilums; has a higher overall RoF and ammo regeneration than two medium Pilum LRMs
    • Added Jackhammer (medium missile)
      • Fires 3-shot bursts of Hammer-class torpedoes
      • Lower-than-usual ammo and OP cost
    • Changed Rift Cascade Emitter explosions to be affected by energy weapon damage modifiers instead of missile ones
    • Squall MLRS:
      • Reduced base damage to 100 (was: 250)
      • Base damage increased to 250 when impacting shields (this then gets doubled by the kinetic damage multiplier)
    • Breach SRM: missile and weapon sprites adjusted to look more at home on high-tech ships
    • Typhoon Reaper Launcher: increased ammo to 7 (was: 5)
    • Cyclone Reaper Launcher:
      • Reduced delay between the two torpedoes in the salvo to 0.25 seconds (was: 1)
      • Full cycle time remains at 10 seconds
      • Missile is accelerated to full speed prior to leaving the launch tube
    • Hephaestus Assault Gun: halved recoil
    • Added two new weapons (Kinetic Blaster and Gigacannon), only available to/from the Lion's Guard
    • Updated Swarmer SMR description to better suit its intended role
    • LR PD Laser: reduced ordnance point cost to 4 (was: 5)
    • Burst PD Laser:
      • Reduced ordnance point cost to 6 (was: 7)
      • Increased max charges to 4 (was: 3)
    • Heavy Burst Laser:
      • Reduced OP cost to 9 (was: 11)
      • Increased max charges to 6 (was: 5)
      • Increased damage by a little over 10%
      • Removed ability to ignore decoy flares
    • Graviton Beam: 1/2/3 or more full-strength beams hitting shields increases all anti-shield damage dealt to the target (including by other ships) by 5/8/10%
    • Ion Beam: reduced flux/second to 150 (was: 200)
    • Pulse Laser:
      • Improved flux efficiency to 0.8 (was: 1.0)
      • Added to base blueprint package
    • Mining Laser:
      • Reduced OP cost to 1
      • Mount type changed to HYBRID (can be mounted in ballistic, energy, and hybrid slots)
    • Mining Blaster:
      • Changed to use regenerating charges, maximum of 4
      • Damage changed to 200 damage per shot, plus 100 armor-only damage
      • Damage type changed to High Explosive
      • Flux/shot is 300
      • Mount type changed to HYBRID (can be mounted in ballistic, energy, and hybrid slots)
    • Tactical Laser: reduced flux/second to 60 (was: 75)
    • Proxmimity Charge Launcher:
      • Added some inaccuracy to the direction of the launch
      • No longer affected by missile flight time and speed/acceleration modifiers
        • (Previously, ECCM Package would actually reduce its range)


    Hullmods:
    • Many hullmods now have special effects when built into the hull using a story point
      • Cheaper hullmods have stronger bonuses
      • Hullmods costing around 5/10/15/25 ordnance points generally don't have an extra effect
      • Hullmods costing significantly more have relatively light penalties
        • As of this writing, there are 3 of those
      • Logistics hullmods have a significant bonus regardless of their cost (since it's still a sacrifice in combat power)
      • Bonus XP granted by building hullmods in is now 75/50/25/0% for frigates/destroyers/cruisers/capitals
    • Changed Unstable Injector description to clarify that it does not affect missile weapon range
    • Faulty Automated Systems: now increases crew requirements by only 50% (was: 100%)
    • Ballistic Rangefinder: tooltip grays out the not-currently-applicable bonus
    • New hullmod: Defensive Targeting Array
      • Increases fighter damage vs missiles and other fighters by 50%
      • Reduces fighter roam range to zero
      • Costs 2/4/6/10 ordnance points
    • Neural Integrator and Neural Interface modspecs should not longer drop
    • Rugged Construction:
      • Now also reduces the supply cost to recover from deployment by 50%
      • Multiplicative with similar bonus from having d-mods on a hull
    • New hullmod: Missile Autoloader
      • Reloads small missile weapons only, a limited number of times, out of a shared pool
      • Weapons that cost more OP generally require more points to reload
      • Reload capacity larger for ships that have very few small missile mounts relative to their size
      • Does not affect small missile weapons mounted in other types of slots (e.g. synergy, etc)
    • Integrated Point Defense AI:
      • Cost reduced to 3/6/9/15 (was: 4/8/12/20)
      • Gives abilty to ignore decoy flares and +50% damage to missiles
      • Converting small weapons to PD is now the s-mod effect bonus
    • High Resolution Sensors: changed cost to 4/6/9/15 (was: 9/9/9/15)
    • Shield Shunt, Makeshift Shield Generator:
      • Now incompatible with each other
    • Shield Shunt can be built in (and has an extra armor bonus effect when built in with a story point)
    • Ballistic Rangefinder: rephrased some things in the tooltip for clarity


    Ship AI:
    • Made some improvements in behavior of shieldless ships being too cautious about closing in to an enemy that's about to explode
    • Fixed issue that sometimes caused ships to vent while under actually-significant fire
    • Fixed issue where it was not seeing MIRV submunitions as dangerous for some calculations
    • Fixed issue that could cause it to fire non-anti-fighter kinetic missiles at enemy fighters
    • Fixed issue that could cause it to fire missiles (including torpedos) at overloaded fighters
    • Fixed issue that could cause phase ships trying to move to a location to unphase inside a friendly ship
    • More willing to fire anti-armor missiles (i.e. the Breach SRM)
    • More willing to keep autofire on for unshielded non-phase ships
    • Made aware of when missile hardpoints are off-center and willing to accept greater potential inaccuracy when firing these
      • Mostly affects torpedoes and similar, e.g. in the medium mounts on the Venture
    • Fixed issue where the AI would sometimes turn autofire off on a group when its weapons were mid-burst, sometimes causing the firing weapons to turn away from the target
    • Improved danger detection from mines
      • Added a little extra radius where the AI considers them "dangerous"
      • Aware of the presence of nearby enemy fighters and asteroids that might trigger the mine early
      • Fixed issue that caused the AI to actually just ignore own mines that triggered by proximity and not timeout
      • Fixed issue that caused the AI to ignore own mines that were drifting even slightly away from it
      • The Doom friendly fire (especially self-friendly-fire) issues *should* be resolved
      • The issue where the AI would continue to shield towards a phased Doom while getting hit by mines from behind should be resolved, as well
    • Fixed issue where it was sometimes setting escort-only fighters to engage, losing the 0-flux bonus for no reason
    • More willing to close in against about-to-explode enemies when shields are up and facing the right way
    • Increased importance of STRIKE weapons for deciding when to use High Energy Focus and similar ship systems, made other minor improvements to deciding when to use the system
    • Fixed issue that could cause ships to refuse to engage when given an eliminate order and some specific numbers/sizes of ships on each side
      • This also applies more broadly to the "reckless" personality, making it more aggressive
      • And to "Full Assault!" as well
    • Now aware of using phase cloak to recharge weapons/get rid of soft flux more quickly
      • Will do this as the primary tactic, instead of trying to phase through and get behind the enemy, if:
        • The ship is a destroyer and its target is at least as big
        • The ship is a cruiser or a capital ship
      • Phase Anchor enhances this tactic, but is not required to trigger it, except as a very occasional use by frigates (which still prefer to phase through the enemy, regardless)
    • Phase ships will occasionally make the risky decision to vent in an unsafe spot if they're under a lot of pressure, trying to disengage, and there are no nearby allies to hide behind
    • More willing to expend multiple torpedo type (i.e. STRIKE) missiles on an overloaded/venting target
    • Phase Teleporter:
      • Fixed issue where it favored going left in certain situations
      • Now prefers to go in the desired direction given what the ship is trying to do
    • Made some minor improvements in how ships interact when ordered to go to a single waypoint
    • Improved threat assessment (some ships that were realistically not a thread could be counted as one)
    • Improved facing selection when escorting a friendly ship; will turn towards a specific target under more circumstances

    Modding:
    • Fixed issue with certain BuffManager buffs only apply in combat erratically
    • Added to SettingsAPI:
      • WeaponSlotAPI createWeaponSlot(String id, WeaponType weaponType, WeaponSize slotSize, String slotTypeStr, String nodeId, Vector2f nodePos, float angle, float arc);
    • Added to ShipHullSpecAPI:
      • void setDescriptionPrefix(String descriptionPrefix);
      • WeaponSlotAPI getWeaponSlot(String slotId);
    • Added to ShieldSpecAPI:
      • void setRingColor(Color color);
      • void setInnerColor(Color innerColor);
    • Added to WeaponSlotAPI:
      • boolean isWeaponSlot();
    • Added "unrestorable" tag to hulls and variants
    • Added to WeaponAPI:
      • float getRefireDelay();
    • Added USE_LESS_VS_SHIELDS weapon hint
      • For weapons with charges: autofire will not use more than 20% of charges against shields
      • Otherwise: will not autofire at shields at all
      • No effect on the AI if it's manually selecting the weapon to fire
      • Does not apply when the target is a fighter
    • Added "no_autofit_unless_player" tag to hulls and variants
    • Added CombatUIAPI.areWeaponArcsOn()
    • Added "playFullFireSoundOne" to beam weapons; will make sure intro sound does not fade out and finishes playing even if the beam stops firing
    • Added to WeaponSpecAPI:
      • void setBeamSpeed(float beamSpeed);
      • void setMaxAmmo(int maxAmmo);
      • void setAmmoPerSecond(float ammoPerSecond);
      • float getReloadSize();
      • void setReloadSize(float reloadSize);
    • Added ProjectileWeaponSpecAPI
      • Check "instanceof" on a WeaponSpecAPI, then can cast to this
      • Methods:
        • float getEnergyPerShot();
        • void setEnergyPerShot(float energyPerShot);
        • float getRefireDelay();
        • void setRefireDelay(float refireDelay);
        • int getBurstSize();
        • void setBurstSize(int burstSize);
        • boolean isInterruptibleBurst();
        • void setInterruptibleBurst(boolean interruptibleBurst);
        • float getBurstDelay();
        • void setBurstDelay(float burstDelay);
        • float getMinSpread();
        • void setMinSpread(float minSpread);
        • float getMaxSpread();
        • void setMaxSpread(float maxSpread);
        • float getSpreadDecayRate();
        • void setSpreadDecayRate(float spreadDecayRate);
        • float getSpreadBuildup();
        • void setSpreadBuildup(float spreadBuildup);
        • boolean isAutoCharge();
        • void setAutoCharge(boolean autoCharge);
        • float getEnergyPerSecond();
        • void setEnergyPerSecond(float energyPerSecond);
        • boolean isRequiresFullCharge();
        • void setRequiresFullCharge(boolean requiresFullCharge);
        • float getProjectileSpeed(MutableShipStatsAPI shipStats, WeaponAPI weapon);
        • void setProjectileSpeed(float projectileSpeed);
        • boolean isSeparateRecoilForLinkedBarrels();
        • void setSeparateRecoilForLinkedBarrels(boolean individualLinkedRecoil);
        • Object getProjectileSpec();
        • float getChargeTime();
        • void setChargeTime(float chargeTime);
        • String getHardpointGunSpriteName();
        • void setHardpointGunSpriteName(String hardpointGunSpriteName);
        • String getTurretGunSpriteName();
        • void setTurretGunSpriteName(String turretGunSpriteName);
        • String getHardpointGlowSpriteName();
        • void setTurretGlowSpriteName(String turretGlowSpriteName);
        • String getTurretGlowSpriteName();
        • void setHardpointGlowSpriteName(String hardpointGlowSpriteName);
        • float getVisualRecoil();
        • void setVisualRecoil(float visualRecoil);
        • String getAccuracyDisplayName();
    • FleetCreatorMission.createFleet() method now returns fleets without a MissionFleetAutoDespawn script being added to them
    • Added PlanetAPI.changeType()
    • Added to CargoAPI:
      • boolean isUnlimitedStacks();
      • void setUnlimitedStacks(boolean unlimitedStacks);
    • Added no_auto_penalty tag (hulls and variants); ship does not get the CR penalty from Automated hullmod
    • Ships with the "unrestorable" tag are no longer affected by the Hull Restoration skill
    • Added retain_smods_on_recovery tag (hulls and variants)
    • Fixed issue where a torpedo impacting a module's shield could damage the body of the ship
    • Added to SettingsAPI:
      • JSONArray getMergedSpreadsheetData(String idColumn, String path)
      • JSONObject getMergedJSON(String path)
    • Added to CampaignUIAPI:
      • float getMinZoomFactor();
      • float getMaxZoomFactor();
      • void setMinZoomFactor(float min);
      • void setMaxZoomFactor(float max);
      • List<WeaponSpecAPI> getSystemWeaponSpecs();
    • Added HubMissionWithTriggers.triggerSetFleetCombatFleetPoints() to allow directly setting fleet point value for fleet
    • Added "useOldShipExplosions" to settings.json to use original ship explosion visuals
    • Added combatExplosionNonFlashColorOverride" to hull_styles.json, controls the color of the ship destruction explosion - not the smooth particle flash, but the more irregular part underneath
    • Added to ShipAPI:
      • boolean isForceHideFFOverlay();
      • void setForceHideFFOverlay(boolean forceHideFFOverlay);
      • Allows force-hiding the friend-or-foe overlay
      • Note: the "module_no_status_bar" tag can be added to the variant to hide the hull/flux bars
    • Carriers whose fighter range has been modified to 0 for all wings will now always keep them "pulled back"
    • Added FactionSpecAPI
    • Added SettingsAPI.getFactionSpec(String id)
    • Added FactionAPI.getFactionSpec()
    • Added to IntelUIAPI:
      • void saveSmallDescScrollState();
      • void restoreSmallDescScrollState();
    • Added ScrollPanelAPI:
      • float getXOffset();
      • float getYOffset();
      • void setXOffset(float xOffset);
      • void setYOffset(float yOffset);
    • Added to TooltipMakerAPI:
      • void setExternalScroller(ScrollPanelAPI scroller);
      • ScrollPanelAPI getExternalScroller();
      • Only set if added using CustomPanelAPI.addUIElement()
    • IntelUIAPI.selectItem(null) should now hide the detail for any intel that was previously selected
    • SubmarketPlugin.getTariffTextOverride() and similar methods can now be implemented one at a time, implementing all of them is not required
    • Addressed ship module duplication/replacement issue caused by adjusting weapon groups from the "you haven't adjusted the weapon groups since making changes" help popup
    • Fixed issue with fighters from main body of station showing up on station tooltip
    • Added to WeaponAPI:
      • void setWeaponGlowWidthMult(float weaponGlowWidthMult);
      • void setWeaponGlowHeightMult(float weaponGlowHeightMult);
    • Added "cjkMode" to settings.json; enables special line-wrapping support for Chinese/Japanese/Korean fonts
    • Added weapon tags: reload_1pt through reload_6pt, and no_reload, to override default MissileAutoloader point values
    • Added to TooltipMakerAPI:
      • void setButtonFontOrbitron20();
      • void setButtonFontOrbitron20Bold();
      • void setButtonFontOrbitron24();
      • void setButtonFontOrbitron24Bold();
    • Added to ButtonAPI:
      • float getGlowBrightness();
      • void setGlowBrightness(float glowBrightness);
    • Added to MissileAPI:
      • MutableShipStatsAPI.getStats();
    • TextFieldAPI now extends UIComponentAPI
    • Added to ButtonAPI:
      • void setText(String text);
      • String getText();


    Bugfixing:
    • Fixed issue with Hull Restoration's modification of ship recovery probability
    • Fixed issue with hullmods that can't be built in sometimes showing up as s-mods on derelict ships
    • Removed point-defense flag from Proximity Charge Launcher; will no longer auto-target missiles
    • Fixed issue where derelicts with s-mods would always have 3 s-mods instead of 1, 2, or 3
    • Added "irradiated" condition to Hanan Pacha
    • Fixed "retrain" option being available when you have no story points
    • Fixed issue that could cause the Targeting Feed ship system to not be used by the AI when using certain fighters against large ships
    • Fixed engine placement on the Prometheus Mk.II
    • Fixed issue where viewing a custom production report while the ship is already in your fleet could briefly reset its combat readiness to zero
    • Fixed issue with certain randomly generated missions still targeting locations they shouldn't
    • Fixed issue where it was possible to fire while using certain ship systems (like Fortress Shield) by pausing the game, holding down the fire button, and unpausing
    • Fixed issue where certain random missions could target the Cryosleeper and be uncompletable because it's impossible to salvage it
    • Fixed issue with Sabot SRM (Single) being available in the base blueprint package
    • Fixed issue where hull damage would be instantly repaired when a ship with undamaged armor (but damaged hull) was deployed into combat
    • Fixed issue where damage from some EMP arcs would receive damage modifiers from the wrong source
    • Fixed issue with bar/contact mission frequency
    • Fixed issue with ship weapons being about 20% cheaper to buy than intended
    • Fixed issue where it was possible to put the player character in command of an automated ship
    • Fixed issue that was causing the weapon-range effect of ECCM Package to not apply
    • Fixed "cheap commodity" mission never offering a local variation
    • Fixed a few consistency issues with ship recovery when replaying the same battle
    • Fixed issue with allied fleet flagship being reset when the player joins a battle
    • Integrated Point Defense AI no longer flags strike weapons as point-defense; they would not autofire at missiles anyway
    • Fixed issues where raid marine casualties were higher than intended due to including "increased defender preparedness" for multiple raids to the initial raid as well
    • Fixed rare bug that could cause certain slipstreams to look like that old scream meme
    • Fixed issue causing enemy ships to not be given retreat orders when on low CR
    • (Hopefully) fixed rare crash caused by the Tempest's ship system and anything similar
    • Fixed issue where the same station could be targeted for both a normal and a more difficult bounty
    • Fixed issue with stations targeted by a bounty not showing the "mission-important" marker
    • Fixed rare fleet command tutorial crash
    • Fixed ship recovery dialog ship tooltip sometimes not reflecting the effect of Crew Training and similar
    • Player will now retain the Janus Device (and any other mission-important items) when they lose their entire fleet
    • Fixed several issues with autofit requiring several applications to get all the hullmods onto the ship under some circumstances
    • Fixed issue where joining a battle with a friendly station sometimes resulted in the battle ending immediately with no option to pursue
    • Fixed issue where switching from the hullmod picker dialog to the built-in dialog while hovering over the OP bar caused the tooltip to remain on top of the UI until the game was reloaded
    • Fixed issue that caused off-screen fleet members in the pre-combat dialog to still show tooltips on mouseover
    • Fixed it being possible to get the Red Planet mission multiple times (though only completable once)
    • Fixed sprite blurriness in several weapon sprites due to odd-numbered width/height
    • Fixed blueprint intel mission not completing properly when blueprint was gained from a derelict by recovering it instead of salvaging it
    • Fixed issue with habitable moons sometimes appearing in Duzahk and other core systems (really, this time)
    [/list]
    « Last Edit: May 20, 2023, 10:31:06 AM by Alex »
    Logged

    robepriority

    • Captain
    • ****
    • Posts: 447
    • robepriority#2626
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #1 on: February 01, 2023, 12:54:39 PM »

    Interesting, going by story mission names, they all seem like branches or sidequests rather than a direct continuation of Galatia.

    Yubbin

    • Lieutenant
    • **
    • Posts: 68
    • i just play mods
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #2 on: February 01, 2023, 12:59:27 PM »

    Looks great! I know this will probably take longer then I want to release, but it'll be out soon!
    Logged

    FooF

    • Admiral
    • *****
    • Posts: 1535
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #3 on: February 01, 2023, 01:07:27 PM »

    Here we go…  ;D I’ll have to digest all this later but I like pretty much all the existing ship changes. I can’t wait to try the new ships too.
    Logged

    Grievous69

    • Admiral
    • *****
    • Posts: 3126
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #4 on: February 01, 2023, 01:08:27 PM »

    So there's a buffer now for activating shields/phase after overload. Likewise it would be really nice if there was a small delay for Burn drive, since if you spam F it immediately cancels it.

    Didn't expect that Typhoon Reaper change, outta nowhere tbh. And now we have medium Hammers so maybe to make the competition more interesting.

    Medusa getting a small buff woohooo. Honestly everything else is just perfect.
    Logged
    Please don't take me too seriously.

    Jonlissla

    • Captain
    • ****
    • Posts: 258
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #5 on: February 01, 2023, 01:09:14 PM »

    Quote
    Changed starting Wolf variant to have the Pulse Laser on autofire (thanks, ZiggyD!)

    The hero we need, but don't deserve.
    Logged

    TheDTYP

    • Commander
    • ***
    • Posts: 136
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #6 on: February 01, 2023, 01:09:50 PM »

    Changes as of February 01, 2023
    • Fixed screen scaling issue with TOP SECRET minigame

    Ummmmm... whaaaaaaaaaaaaat???
    Logged

    Thaago

    • Global Moderator
    • Admiral
    • *****
    • Posts: 7499
    • Harpoon Affectionado
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #7 on: February 01, 2023, 01:10:48 PM »

    There's tons of great stuff in here but this, this makes me happy:

    Quote
    Added Venture (P)
    Replaced mining drone with large missile slot pointing backwards
    Medium missile slots changed to ballistic

    Thematically it's both hilarious and completely on brand that the pirates ripped out the mining pods to just chuck missiles out of the back. If the flux can be managed, and if it can turn fast enough to point at a target, the ship now has a great spread of mounts too.

    So there's a buffer now for activating shields/phase after overload. Likewise it would be really nice if there was a small delay for Burn drive, since if you spam F it immediately cancels it.

    ...

    Seconded! I am guilty of canceling my burn drives by accident with a double press sometimes.

    Changes as of February 01, 2023
    • Fixed screen scaling issue with TOP SECRET minigame

    Ummmmm... whaaaaaaaaaaaaat???

    Have at you! * swish, swash, buckle! *
    Logged

    Garafetdin

    • Ensign
    • *
    • Posts: 20
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #8 on: February 01, 2023, 01:13:04 PM »

    >Command points are no longer refunded when the last order given during a pause is cancelled

    Now, unless I am reading this incorrectly, does it mean that misclicks during pause will always result in command point loss? As someone who misclicks pretty often, I might need a mod that reverts this change
    Logged

    Thaago

    • Global Moderator
    • Admiral
    • *****
    • Posts: 7499
    • Harpoon Affectionado
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #9 on: February 01, 2023, 01:14:44 PM »

    >Command points are no longer refunded when the last order given during a pause is cancelled

    Now, unless I am reading this incorrectly, does it mean that misclicks during pause will always result in command point loss? As someone who misclicks pretty often, I might need a mod that reverts this change

    Actually kind of the same for me - I've been playing on a touchpad recently (new laptop must have SS on it) and right clicking is a two finger tap, which I'm still pretty unreliable with. Also I've bound shields to the 'q' key which is not ideal, but better than not having a reliable right click!
    Logged

    Amazigh

    • Captain
    • ****
    • Posts: 297
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #10 on: February 01, 2023, 01:16:38 PM »

    Overall, changes look really nice

    But uh:
    • Squall MLRS:
      • Reduced base damage to 100 (was: 250)
      • Base damage increased to 300 when impacting shields (this then gets doubled by the kinetic damage multiplier)

    Squall really did not need a boost to anti-shield performance, it was already generally considered a very strong weapon.
    Logged

    Lukas04

    • Admiral
    • *****
    • Posts: 578
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #11 on: February 01, 2023, 01:17:16 PM »

    Nice stuff. Glad to see the UI Modding fixes/improvements in there.
    On the note of all the Spec related modding stuff in this changelog, as far as i know SettingsAPI.putSpec() and SettingsAPI.getAllSpecs() seem to be broken at the moment. 

    For example, this line of code returns an empty list (Kotlin)
    Code
    var test = Global.getSettings().getAllSpecs(ShipSystemSpecAPI::class.java)
    Same when i tried it with a few other specs. I also failed to succesfuly have any Spec added with the putSpec() method. I read up on it a bit and it seemed like another user had a similar issue, and appearently putSpec only works on a certain group of Obfuscated Spec-Implementations? (i.e BaseWeaponSpec instead of WeaponSpecAPI). Would be nice if those were fixed so that we can make even more use of the new Spec methods.
    « Last Edit: February 01, 2023, 01:19:24 PM by Lukas04 »
    Logged

    IroncladLion

    • Lieutenant
    • **
    • Posts: 55
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #12 on: February 01, 2023, 01:25:51 PM »

    Good lord, there's a lot of tasty stuff in here.

    Excited by all those new missiles getting added, that should be very nice. And lots of little quality of life bits are appreciate.

    Good to see lots of nice things for modders as well. Overall this looks like it'll be an awesome update, looking forward to it!

    Bulletkin

    • Lieutenant
    • **
    • Posts: 50
    • Now it's into the void, now me girls and me boys~
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #13 on: February 01, 2023, 01:29:59 PM »

    Whole lot of changes I'm excited for - Medium hammers at long last, new story stuff, the friggin' orion device... I can hardly wait!
    Logged
    (your local Secrets of the Frontier fanboy)

    ...From Mother's hands, we go. We'll be sailing to the sun 'till the voyage is done, then we'll be sleeping in the cold below~

    StriderGunship

    • Ensign
    • *
    • Posts: 22
      • View Profile
    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #14 on: February 01, 2023, 01:38:08 PM »

    I don't think punishing players for missclicking is a good idea, as if the command point system isn't as bad as it is already. I prefer to simply give myself infinite command points as I don't see a reason for this mechanic to exist in the first place.
    Logged
    Pages: [1] 2 3 ... 99