v0.4.5 Save Compatible with v0.4
-Capitalized the X in Xenocrat - TY SteelSirokos for letting me know
-Raised the DP of the Kakistocrat from 8 to 11 to properly assign it's power level - TY Moasseman for making the case
-Fixed a spelling mistake on the description of the Ablation - rear turrets not read turrets
-Looked over the remaining descriptions and added some missing commas as well as changed a couple poorly written descriptions.
-Adjusted the code so the mod can now be enabled with OR without Nexerelin - TY Knifiel for letting me know
v0.4- Save Compatible with v3.6 - Some changes require new sector generation
-Fixed an error with the TTSC Graviton Beam having an incorrect tag
-Lowered the energy per second of the TTSC High Intensity Laser to 400 - matches the vanilla 0.96a change to the HIL
-Lowered the speed to 60 and acceleration to 45 of the Hronish and raised the deployment/supply use to 35 - Ty wepto for asking me to take a look at it
-Changed the orbit of GSV Gobuchul Station to be a bit further out than SC Headquarters in Hybrasil - New sector generation only
-Upgraded the station used on GSV Gobuchul Station to a Star Fortress - As a military station it needed more teeth - New sector generation only
-Changed the Tier of the TTSC Rift Beam and Rift Lance from 2 to 3 - makes them less likely to be fitted on game generated assets
-Updated the sprite for the Kraiklyn tanker - received complaints that it looked too much like the Prometheus - TY HuginBlar for the help
-Converted the compression from RAR to ZIP - Received some "requests" and it is a more widely used format
-Replaced the Kraiklyn sprite on the forum "all ships image" with the new one - It's much more sleek, take a peek!
v3.6 Quick hotfix - Save compatible with v3.5 Note: If you have a Latebricole in your fleet you will need to re-arm it
-Fixed an issue with the Latebricole missing a collision radius and re-balanced it by replacing the medium turret with two smalls - TY LukeTasrook for bringing this issue to my attention
-Redesigned the Latebricole to match the new weapon layout and replaced the sprite on the "All Ships Image" on the forum OP
v0.3.5 Should be save compatible however you will have to rearm any Xenocrat ships in your fleet
-Re-worked the sprite for the Xenocrat to better match 0.96a - TY to PigeonPun,Sorrydough,and my biggest discord fan ARandomRobloxJal for your helpful advice
-Replaced/rearranged several mounts on the Xenocrat to give it a better weapon profile - You will need to rearm any in your saved fleet
-Replaced the image of the Xenocrat on the "All Ships Image" on the forum OP - I spent a couple hours on this one, take a peek if interested.
-Fixed an issue where the mod crashed when using Random Core Worlds in NEX - May break saves so save a copy of 0.3 just in case - ty eidolad for reporting the issue
v0.3 - 0.96a balance pass -
Should be save compatible with v0.2.5 but not sure since I did not have a save game to test against
-Re-enabled Nexerelin features
-Increased the damage of the Heavy Burst Laser from 400 to 450
-Lowered the range of the Interdiction beam from 1200 to 1000 and impact from 500 to 400 - Hard to balance this one since it is a vanilla weapon but not implemented
-Lowered the damage of the Long range laser from 150 to 100
-Lowered the turn rare of the Medium Laser from 100 to 80
-Increased the eng/sec of the Short range laser from 15 to 20
-Removed the impact rating on the Plasma Beam
-Added a missing zero to the cost of the Rift Beam and Rift Cascade Emitter to match the cost of their vanilla counterparts
-Doubled the energy cost and damage output of the Rift lance - still half of the vanilla counterpart but makes it more desirable for a 9 op weapon
-Lowered the damage of the Tactical laser from 85 to 75 - Puts in on par with it's vanilla counterpart
-Lowered the range bonus on the hull mod OC Beams from 100 to 50 - AsinineMortal makes a good point that the range was a bit much when stacked with Advanced Optics
-Lowered the max speed of all TTSC ships by 10% - AsinineMortal makes a good point that combined with their beam bonus and good shields their speed was making them a little too OP
V0.2.5 -Minor patch to update for current game version
-Removed all Nexerelin compatibility - will re-enable once a stable patch for that mod is released
-Adjusted the code to be compliant with the 0.96a MagicLib changes
-Adjusted the code compatibility to work with 0.96a
-NOTE: mod integrations will be re-enabled as they are made 0.96a compliant
v0.2 - Save Compatible with v 0.1
-Removed some duplicate text from the forum page and added the TTSC Flag with an embedded d/l link for some color
-Added a config file for the mod "take no prisoners" - TTSC officers can be captured, they now accept ransom and will send vengeance fleets after you if prisoners are not properly treated
-Added config files for the mod Industrial Evolution - The TTSC embassy added to the whitelist, Some ships added to the reverse engineering and printing whitelists
-Added TTSC to the list of factions included in the mod "New Beginnings"
-Added TTSC to the Vayra Bounties whitelist - If you use that mod, TTSC can now be targets for bounties including you if you are commissioned with them
-Added the more OP TTSC ships to the Prism Freeport blacklist
-Changed the TTSC faction color to a darker blue that matches their flag - Differentiates their assets from Tri-Tac
-Removed some unneeded comment code left over from when I was designing the mod
-Gave all TTSC descriptions a once over and fixed some spelling and grammar mistakes
v0.1
- Initial release for review, testing and constructive criticism.