1.0 Update
- Framework now supports more than 2 options per mastery level.
- The presets for levels 1, 2, 4, 5, 7, and 9 now have 3 options each.
- Fixed max-level assignments still only have 2 options each.
- Added the option to use SP when building in hullmods. In exchange, the MP cost is reduced to 0 and credits cost is reduced by 90%.
- Bonus XP is awarded based on the amount of credits saved, with no bonus XP if you saved 250,000 or more credits.
- When using SP in this manner, you may always build in at least 1 S-mod (3 with engineering override) regardless of the ship's current capacity.
- Creating (not consuming) knowledge constructs now grants 1 SP per 10 constructs.
- You need a ship of the specified type in your fleet to create constructs for it, so this makes not as strong as it seems for concealed station loot (which gives lots of random constructs).
- This value is saved and shared across all constructs, so e.g. making 1 construct of a type and then making 9 of a different type later will grant an SP.
- Added a faction difficulty setting to increase mastery strength on NPC fleets, to compensate for the player's ability to enhance mastery bonuses.
- Added 7 mastery effects.
- Added MasteryEffect.getNPCWeight(FleetMemberAPI):float.
- Weights are used to pick masteries for NPC fleets when multiple options exist, so they no longer stupidly just pick a random one.
- Added a substantial amount of exploration content related to concealed stations and knowledge constructs.
- Modified existing exploration content, too many changes to list.
- Added ability for a single hull spec to have multiple presets:
- If a "preset" string or array is given in the assignment, then only the presets provided are used.
- They are processed in the order they are declared, so if multiple presets have conflicting entries, the earliest one wins.
- If no "preset" string or array is given, then all presets with a "presetCheckScript" field are checked for eligibility.
- All eligible presets (those with computeScore(spec) > 0) are used, in order of descending score.
- If no preset is eligible, then "_DEFAULT_" is used.
- UI modifications:
- Made the mastery dialog box bigger (again).
- Increased padding between levels in mastery display and added level headers.
- Added a row of buttons to quickly navigate between levels in the mastery display.
- Large buttons: up to 12 levels.
- Small buttons: up to 50 levels.
- Added shortcuts to scroll between levels:
- up key, or scroll up outside the description box: scroll to previous level.
- down key, or scroll down outside the description box: scroll to next level.
- 1-9: scroll to levels 1-9 (if they exist).
- 0: scroll to level 10 (if it exists).
- Note: 1, 2, were previously hotkeys to access the S-mod and mastery tabs, respectively; you can now cycle through them with Q.
- Additional shortcuts:
- space, G: confirm mastery changes
- escape: cancel mastery changes
- Advancing mastery level no longer has a confirmation.
- Mastery effect changes:
- Civilian ships can now roll armor, hull, and top speed stat masteries.
- Decreased the probability that the same random stat mastery will be chosen within the same level.
- Lowered the tier of some stat masteries, allowing them to appear at lower levels.
- Removed back-armor-boost mastery (except random mode).
- Removed range-if-not-moving mastery (except random mode).
- Additional-S-mods-for-DP mastery has been full deprecated (no longer shows up even in random mode)
- Slightly nerfed most logistics mastery bonuses.
- Armor-repair-over-time:
- Increased base effectiveness.
- Clarified that repair per second scales with missing armor, e.g. if an armor cell has 1400/1500 armor then the repair amount is a fraction of 100 armor.
- Can no longer be randomly selected on phase ships.
- Phased-armor-repair-over-time:
- Slightly increased base effectiveness.
- No longer increases phase upkeep, instead reduces phased timeflow by 25%.
- Engine-hullmod-package:
- Now also increases top speed by an additional 10/8/6/5.
- This effect applies regardless of whether the hullmod requirements are met.
- Ammo-hullmod-package:
- Now also increases ammo regeneration by 60% of the max ammo bonus.
- Now increases ammo by a flat 25% if the hullmod requirements aren't met.
- Armor-hullmod-package:
- Now increases armor by a flat 8% if the hullmod requirements aren't met.
- Fighter-hullmod-package:
- Now also reduces replacement rate degradation by the same amount.
- If hullmod requirements aren't met, reduces replacement rate degradation by 10%.
- Flux-hullmod-package:
- If hullmod requirements aren't met, increase capacity and dissipation by 4%.
- Hull-hullmod-package:
- If hullmod requirements aren't met, reduces hull/armor damage taken by 4%.
- Shield-hullmod-package:
- Increased base reduction to 10%.
- If hullmod requirements aren't met, reduces shield damage taken by 5%.
- Built-in-neural-integrator:
- Removed hidden CR bonus.
- No-CR-degradation-below-threshold:
- Phase ships are no longer eligible.
- Ships with built-in SO are no longer eligible.
- Apply-officer-effect:
- Added additional checks for Support Doctrine.
- Best of the Best: nerfed mastery bonus from 30% to 25%.
- Cybernetic Augmentation: can no longer be adjusted directly from lunalib settings, but may still be adjusted from shipmastery_settings.json.
- Enhancing:
- You no longer get an extra logistics S-mod slot on the third enhance (sorry).
- Reduced enhance MP cost.
- Each enhance now grants a 5% mastery effect boost.
- Enhancing now grants some bonus XP.
- Knowledge constructs no longer randomly generate for ship hull specs with the RESTRICTED tag.
- Knowledge constructs no longer randomly generate for ship hull specs that are locked in the codex.
- Screenshots in the README now link to online images; screenshots no longer packaged in releases.
- Fixed a rare possible issue with the Orion-Device-deals-damage mastery.
- Fixed plasma-burn-giving-energy-RoF mastery only applying to the flagship despite not having that tag.
- Fixed fighter-count-DR mastery incorrectly looking for ship system icon, which could cause a crash.
- Added a failsafe for null FleetDataAPI.