Download link:
https://github.com/Limieczeczerz/STARSECTOR-OVERHAUL-PACK/tree/main/15.03.2025GAMEPLAY FOOTAGE (dated, because the mod has been updated a lot since then, but I'm keeping this cause it's hard to make)
https://www.youtube.com/watch?v=7WEzO-ppwl4This modpack contains 3 mods
- Starsector PROCGEN overhaul Fringe Worlds
- Starsector balance overhaul Fever Dream Balancing
- Starsector HORRIBLE WEAPONS pack which contains 2 new ships, 1 fighter and 1 new weapon wing to be used by Core World factions
FRINGE WORLDS:Completely overhauls Starsector system creation system and some Core World systems as of now
Spoiler
(lava planet texture given as a royalty free asset by pixi rice bowl)


Fever Dream Balancing:Completely overhauls vanilla balance, including ships, skills, levelling, economy, etc.
Horrible Weapons:Adds Mithrill Midline Battleship, Hellrose kinetic DEM, Tri-Tachyon Enforcer and Cactus Fighter Wing
Horrible Weapons rebalanced for vanilla standard download linkhttps://github.com/Limieczeczerz/STARSECTOR-OVERHAUL-PACK/blob/main/Horrible%20Weapons%202B-c%20(vanilla).zipCurrent Issues:
- i am very tired
Hotfix:- Reverted Microburn to the vanilla state
- Halved the assumed by AI range of Orion Device and Nova Drive. This affects the AI and doing this will encourage Nova and Retribution to use the drive more aggressively
- This will in turn make these ships suicidal again. As these measures were taken to act against microburn AI being moronic. But I think it's better to overestimate than to underestimate
15.03.2025- Reduced the amount of Lagrange points
- Increased the strength of fringe colonies to make them less vulnerable to pirates
- Added a Luddic Church station in Bzabzen
- Added an independent station in Parkapec
- Overhauled a bunch of Core World systems to have more Lagrange points, better structure. Might actually be worse in some cases. Cause it was stupid to rework them. But some things had to be done, I guess
- Reduced salvage from combat by 50% (might regret doing this, but it always felt like it broke the game) [note you will still gain 66% more salvage than in vanilla Starsector. Though a large part of it will be converted to credits]
13.03.2025- Just procgen stuff
- Remade Arcadia and gave it a random chance nebula like in vanilla
- Added a Luddic Church world in Bzabzen
- Added Lagrange nebulas in Obediah
- Reworked Cappuccino system
- Fixed an issue with the procgen file containing a harmless planet from another mod as it was accidentally retained from fixing a compatibility issue
- Fixed an issue with not enough Lagrange point generating (might hilariously backfire)
12.03.2025- Rewrote descriptions for Nomios, Volturn, Sindria, Chicomoztoc, Kazeron, Umbra along their market descriptions to better fit their current stronger status. Many more worlds to go. But this is a solid start... Ughhhhhh, I hate hope
- Reworked Aztlan system
- Added more stuff in Vobo system
- Wrote various market descriptions
- Changed how Safety Overrides work *sigh* again. Now reduces range past 800 units. But reduces peak operating time by a factor of 3. Kept lower OP cost. Should be good enough now. hopefully. (truth be told, the reason I did this is cause designing variants around 600 range is a *** nightmare)
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Rewriting Nomios market description involved deactivating the Cryosanctum rules.csv market description line. Causing mods that use this line possibly (though, like... Why?) to might just have a default line instead. Hopefully such mods are rare. And if they are such mods. A solution for this issue should be very simple to cook up
11.03.2025- Removed replace function for condition_gen, location_gen and star_gen sheets to reduce mod incompatibility occurrences
- Added new market descriptions for certain Yendore's Domain worlds and done some editing for general planet descriptions
- Removed description of an uninhabited cryovolcanic world in Morokoon cause it's description was too confusing
- Increased Gremlin's armour and hull durability to 3.5k hull durability reduced armour from 525 to 600. Increased DP cost to vanilla value
- Increased Grendel's durability stats from 11k hull to 14k hull and armour from 1200 to 1500. Increased DP cost to 25
- Removed Lasher's Ballistic Rangefinder, increased shield efficiency from 1 to 0.8 to not discriminate Safety Override builds with LMG and DLMG
10.03.2025 (accidentally labelled 10.02.2025 cuz it was late)
- Fixed rings in Fanvorita having a double instance of both rings and rings asteroid
- Added a new system, Obediah. A small one with a Luddic Church colony and an independent KO one. Similar situation to Denyza and Maronia, I suppose
- Shortened or rewrote some of the new descriptions. Got rid of repeating words. Overall overhauled them a bit
- Increased the strength of Tonderilla
- Added a few custom market descriptions to planets that were supposed to feel unique. Among others Ghost of Meridia, Tonderilla, Grabuz, Gumbat, Tiny Person
- Weakened Marko to a level 5 colony
- Nerfed Apogee by reducing its OP to vanilla value and reverting its medium energy slot to a small one from previous vanilla update
- Sort of nerfed but buffed Onslaught by reverting TPC to having 1.0 flux efficiency. But its Large weapons now have 15 more angle as they had in previous old updates of vanilla Starsector
- Increased Legion's OP by 20 along the XIV variant
- Nerfed PCL by removing the regenerating bombs
- Nerfed escort fighters, including the Tempest one by increasing their respawn timer by 5 seconds with the exception of the Mining Drone Wing. Xyphos and Terminator drones now have 20 sec respawn. Sarissa now has a 15 sec one like the Warthog
- Removed Odyssey's ECCM and gave it 30 additional OP instead
- Reduced Safety Override's range cut off to 600 from 800. But reduced its OP cost to the standard of ECCM and Phase Anchor
- Changed Derelict doctrine to be again focused on getting as many frigates as possible before going up to higher units
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Reduced all bounties to vanilla values, reverted market awareness even with transponder off, reverted trade awareness to vanilla with the exception of long range detection by other factions (meaning if you sell 1000 military machinery to Pathers in a different system with a transponder on, Hegemony will for example find out and you will lose 10 reputation)
- This has been done as with scavenging and weapon finding working the way it does now within the mod, you will already earn a lot of money from killing people. And don't need additional bounty money. Which kinda screwed up the balance of the mod and trivialised early to mid game
- Increased Guardian's OP to 400. Reduced flux venting to 1000 from 1200. Decreased shields to 1. Reduced DP to 40. Made frontal hybrid into ballistic slots. Made small slots with the exception of forward facing hardpoint into energies instead of ballistic. Those were hybrid in vanilla. Changed engine and hull style to Midline (hull style is stuff like shields, explosion colour, etc. No, I did not repaint the ship to be yellow)
- Changed Guardian's system to Microburn from Plasma Jets
- Gave Hound, Cerberus and Vanguard additional 1k flux capacity
- This has been done to help Pather Hound with using the Phase Lance
- Increased Astral's flux capacity to 27k from 22k (this is a half buff, half nerf, cause it increases the cost of Recall Device)
- Nerfed and buffed EMP by increasing its range to 750 units, reducing damage back to vanilla value and increasing its cooldown by from 3 to 9 seconds. This has been done to make it simpler for the Omen to perform an escort role. As if made to escort, it would often just hang around and be useless. Unless given an officer with Systems Expertise which in turn made it very overpowered
- Nerfed High Energy Focus by making it operate on a cooldown rather than charge mechanics. Now has 3 sec duration and 9 sec cooldown
- Doubled the cooldown of Entropy Amplifier to prevent the Afflictor from being too overpowered
- (previously unmentioned) Increased Drover's DP to 12, increased Targeting Feed's damage increase from 50% to 100% more damage on fighters when active
- Reverted Displacer into its vanilla state by making it jump 300 units at a 10 sec cooldown. Instead of 500 at 20 sec
- Buffed Mithril by giving it a 0.8 shield and making it 45 DP instead of 50. Additionally increased armour to 1600
- Nerfed Ion Beam by increasing its flux consumption from 150 flux per second to 300 flux per second. Gave it fire_when_inefficient tag back
- Removed Advanced Optics from base (TT) Brawler variant to reduce the chance of autofit making it not have enough flux to fire its weapons. Like double Phase Lance for eg.
- Increased Shepherd's and Kite's burn level to 10 as they were accidentally omitted in Militarised Subsystems change
- Increased several High Tech ship's burn level
- Increased Invictus hull durability to vanilla value
- Gave Gemini civilian-grade hull as it no longer translates to lowered burn level. And it fits it lore-wise
- Gave Mercury civilian-grade hull back as it no longer translates to lowered burn level
09.03.2025 HOTFIX A- Made 2 out of 4 Thule rings rings instead of asteroid rings to reduce player annoyance
- Fixed Vobo's systems sonic ring by replacing it with a lava planet
- Replaced inner ring of Rednick system with an asteroid ring
09.03.2025 HOTFIX- Restored Conquest and Odyssey flux capacity to vanilla
- Gave 5k flux to Mithril
09.03.2025- Rebalanced Remnants by giving Glimmer and Lumen additional 1k flux capacity and restoring venting to vanilla. Changing Lumen's system to Plasma Jets to discourage suicidal behaviour. Giving Scintilla and Fulgent additional 1k flux capacity and 100 venting. Note Remnant's shields are at 0.8
- Restored vanilla Lumen and Glimmer DP costs
- Gave Odyssey and Conquest additional 5k flux capacity
- Reduced TPC's flux cost from 300 to 250 (might give Onslaught more buffs in the future)
08.03.2025 Update A:- Reverted Invictus name to Invictus
- Increased Odyssey's hull durability to 12000 and armour to 1200
- Nerfed Mithril by reducing its flux venting by 200 and flux venting 5k
- Reworked Cactus wing by replacing its Pulse Lasers with IR Pulse Lasers and flarelauncher_single system was changed to high energy focus
- Gave Afflictor and Shade additional 1k hull durability, Harbinger 2k, Doom 3k and Ziggurat 4k
- Reverted Scarab's hull durability and armour one to vanilla value
- Reduced Omen's armour from 275 to 200
- Reverted Efficiency Overhaul back to vanilla state
- Fixed a bug that made Safety Overrides possible to be built-in
- Removed Militarised giving +1 travel speed to a ship. Gave +1 travel to all civilian-grade hull ships
- Changed Derelict's doctrine to be aiming for the largest size possible
- (Previously unmentioned) increased the size of mercenary fleets
- Reverted the increase of the size of the mercenary fleets
Hot Fix 08.03.2025- Reworked Glimmer and Lumen by reducing their armour to vanilla standard, their flux stats to vanilla stats -50 flux venting. But reducing their DP to 3 for Lumen and 4 for Glimmer
- (Please note that Remnants have nerfed shields of 0.8 in this mod)
08.03.2025- Nerfed Aurora's shield by reducing it from 0.6 to 0.7. In light of its recent buffs, I would have to up it to even more DP to make it fair
- Buffed Conquest by making it 14k hull and 1400 armour
- Reverted the reverted change to nerf the increase of shields for Conquest and Sunder to 1 from 1.2
- Moved Cappucino closer to the Core Worlds
- Nerfed Automated Fleets to its vanilla state
- (previously unmentioned) Nerfed Wolfpack Tactics by reducing its damage bonus from double of what is in vanilla to simply the vanilla value [will consider reverting the nerf for Wolfpack Tactics to no longer give peak operating time]
- Made Automated Ships give Automated Repair Buff but made is so that Automated Repair Buff is no longer compatible with Automated Ships
- Buffed Lumen and Glimmer by increasing their OP by 5
- Fixed improper Radiant DP and PTS values. It's not 60 DP as it should be, not 50
- Increased Annihilator ammo capacity to 80 for small launcher. 150 for the medium one (might regret it)
- Nerfed Squall by halving the size of a salvo
- Buffed Squall and Hurricane by giving them 240 and 10 projectiles respectively
- Increased refire rate of Hydra and Dragonpod to 15 seconds
- Pirate stations that randomly spawn around the sector will now be battlestations instead to increase difficult
- Fixed an issue with fighter blueprints and other non-important junk being ridiculously expensive and selling for very high prices, breaking the balance of the game
- Reduced bounty payout for custom contact bounties by 20% or something
- Reduced story point gain from bribery to 50% instead of 100%
- (previously unmentioned) added MF Doom into the game
- (previously unmentioned) increased OP of Nova and Radiant by 10
HOT-FIX 07.03.2025- Doubled generated production capacity per month from industry, as it was set to only 10k per unit
07.03.2025- Made is so that Remnant defenders can now spawn on any station in the universe with intelligence core officers. To make it more interesting to acquire rare items. These defenders are of limited numbers and neither Radiants or Novas will spawn
- Redesigned Burst and Heavy Burst PDs to have no charge down and charge up durations so that they can more rapidly deliver destruction. Reverted damage buffs
- Standardised range for Heaby Burst and PD Burst to be simply 600 range both
- Paladin PD now has 800 range. OP cost increased from 18 to 22 (this is intended to be a nerf)
- (previously unmentioned) Gave Apogee more speed
- Halved the price of commodities again to deal with the fact that recovery is too difficulty and the game relies too much on salvaging (this mod that is, in vanilla salvaging is basically made up)
- Gave Gumbat an Alpha Core for its Battlestation to increase its defensive capabilities
- Halved flux costs and duration, and wind up, and firing cooldown for Reality This Raptor
- (previously unmentioned) nerfed ammo capacity for Annihilator to vanilla value
- Gave Phase Charge Launcher the ability to regenerate projectiles at a rate of 1 missile per 5 seconds
- Reduced Missile Autoforge flux spending
- Doubled the regen rate of Phase Teleporter, reduced range to 1500, reduced the amount of max charges to 2 from 4
- Reduced s-mod Extended Shield bonus to only +30 degrees instead of +60
- Gave Medusa additional 60 shield degrees
06.03.2025- Made Chaingun have 500 range but deal 750 DPS at 500 flux cost per second as previously attempted and reverted
- Halved the cooldown in-between Cactus Canyon shots. Increased respawn timer for Cactus wing to 20 seconds. Gave flarelauncher_single system
- Increased Warthog's respawn timer to 15 seconds. Reduced wing size to 2 from 3
- Increased Grendel's speed, gave it additional 150 armour and 1k hull durability. Exchanged ammofeed for burn drive
- Reduced Gremlin's speed and mobility. Increased armour by 75 and hull durability by 500
(these were intended as nerfs. Cause these ships were really really strong and annoying to deal with. Might revert it, if it's too harsh)
- Nerfed Tempest by reducing its OP to vanilla value
- Increased Centurion's DP cost to 5 from 4
- Increased Vigilance's flux capacity by 1k and flux venting by 100. Increased DP to 5 from 4
- Increased Sunder and Conquest's shields to 1.2 from 1.0 as it was unintended initially but kept around out of curiosity. After some thought. I chose to revert this
- Increased commodity costs by 2 and crew and marines by 4 times. As it's more fun when stuff is expensive
- Increased colony hazard pay above 0 to 40 from 20. And doubled the cost per point to make colony gameplay more dynamic and rapid
- Increased standard Persean League membership fee from 10% to 15% (vanilla is 20%) and negotiated fee was restored to vanilla of 10%
- Increased fuel export income penalty from Sindrian Diktat deal from 25% to 30%
- Changed Pather doctrine to have more skilled officers and lower quality
- Removed Coordinated Maneuvers buff to command point regen increase and instead increased command point recovery by changing base timer from 60 to 30 seconds
- Strengthened Phagocyte by giving it a Battlestation, Megaport and removing the Free Port from it
- Made Garnir pirate again. Made Grabuz pirate
Hotfix 05.03.2025- Reverted HMG changes
- Nerfed Annihilator launchers by reducing their ammo capacity to vanilla values
- Buffed Heavy Burst and PD Burst Lasers by giving them 20% more damage (flux spending is also increased by 20%) and range was increased 50 units
Update on 05.03.2025- Nerfed Heavy Burst PD and Burst PD to pre-buff OP costs, as these weapons were finding it too easy to destroy all fighter and missile presence without making the ship pay in Ordnance Points. Variants have been reworked to use PD Laser or Flak Cannon in most cases instead. Lessening the amount of anti-fighter and anti-missile immunisation
- Buffed Plasma Cannon by increasing its fire rate. Now does over 1k damage per second (the cooldown remained the same, the charge up and series rapidity has been increased to old vanilla value). Increased flux inefficiency to 1.2 to compensate from 1.1
- Buffed MKIX by doubling its hit strength, but only increasing its in-between barrage cooldown. Increasing damage from 348 to 372 at double hit strength
- Reduced flux spending on Needler weapons from 40 per projectile to 35. Increasing efficiency to 0.7 from 0.8
- Added a new pirate system. Added a new Hegemony system. Added a nebula name for the constellation in which Yendore resides in. Removed obnoxious visual effect from Phagocyte and increased its population
- Changed nebula style for main LC systems
- Increased some strength of custom systems. Gave New Bebop a large station among other things
edit: forgot to mention
- Increased Chaingun's fire rate by 33%, reduced range by 100. Reduced flux spending per projectile to 50 from 60
- This has been done as Chaingun's sustained damage did not compare enough to proper close-quarter weapons. And it overall deserved a different personality than a standard energy weapon
- Doubled flux spending of HMG, increased range by 100
- This has been done as to prevent PD+ from making the weapon too overpowered due to its insanely low flux spending but high damage that is also capable of piercing low to medium armour
- Changed one of the Mithrill's variants by replacing Ion Cannons with Burst PD so that it can shoot down incoming missiles. Tachyon Lances provided EMP anyway
Update on 03.03.2025- Changed descriptions of Umbra, Kazeron to fit their new stronger state
- Reworked Thule
- Added a new pirate world in Thule that the Thulian Raider Base now orbits. Skoll, the ice giant with two powerful items allowing the pirates to dominate the economy and spawn powerful fleets that terrorise Kazeron when given the chance
- Changed some backgrounds for custom systems to increase variety
- Reworked some planets spawned via a handwritten script to make them more visually appealing
Update on 02.03.2025- Added a new inhabited system in Yendore's Domain
- Named the constellation Yendore's Domain resides in
- Decreased the maximum Free Port stability penalty to -2
- Fixed a bug with Phagocyte not having a description
- Rearranged Morokoon a bit
- Gave Corvus a nebula so that it's easier to avoid getting sniped by pirates in the early game
- Gave Corvus a High Command for the same reason
- Doubled Annihilator's fire rate. Not counting the fighter variant. To make it easier for it to compete against Phase Charge Launcher
Update on 28.02.25 Again- Went over and changed some things about vanilla friendly version of Horrible Weapons. Namely reverted all the missile nerfs. And now the vanilla friendly version only has TT Enforcer cost at 10 DP. Everything else has been changed to unchanged from the non-vanilla version of the mod intended for complete vanilla balancing overhaul
Update on 28.02.25- Deleted settings.json from Fringe Worlds as it was activating an improperly hailed texture causing the game to crash on undiscovered instances. Even though the code is never called?
Update on 23.02.25- Unlike the previous update. In this one fringe worlds overwrote its previous version in the currently available pack. As I found this more convenient
- Reworked some core systems to appear less cluttered and more visually appealing
- Rebalanced some Core Worlds to make them a bit more intimidating
- Cleaned up deprecated market_conditions from some Core Worlds. For example removed amicable from Gilead and gave it Mild Climate instead
- Updated systems to no longer have hyperspace unnecessarily generated above them. Creating gameplay difficulties
- I turned on 60 points for Hostile Activity. Lowered blowback affect to compensate. This might be a mistake.
Update on 22.02.25 AGAIN- Restored commodity prices to vanilla with the exception of crew, marines, luxury goods, domestic goods being still twice as expensive as they are in vanilla. This has been done to prevent delivery missions from being too dominant as a source of income. Unfortunately there is no other workaround around this. But fortunately increased carrying capacity for civie vessels should help solve this issue
- Nerfed Mithril by increasing its DP to 45. Increasing its shield to 1.0. Reworked base variants. Added a new variant. And activated an old variant
- Attempted to fix the issue of hyperspace generating over hand-written system (failed). Will try to tackle this issue in the future
- Scaled down bounties severely to prevent them from being a too easy source of income and rendering all the other sources of income pointless. With decreased commodity prices. Supplies now should be cheaper. And higher rewards will no longer be eaten by them
- Nerfed Tempest by decreasing the size of Terminator wing from 3 to 2
- Nerfed Warthog by removing Automated Repair Unit. As it was making it too difficult to counter
- Gave pirates unique dialogue when accepting AI cores
- Reduced the amount of credits needed to start building structures to the vanilla value
- Lowered the tier for all weapons and fighter wings. Causing them to now spawn on the base open market rather than being restricted to military and black market one. This will greatly increase the amount of available weapons from sources other than killing stuff. Helpful in the early game
- Nerfed Cyber Augs to only grant 2 elite skills instead of 4
- Nerfed base officer level and elite skills by returning them to vanilla values. Base officer amount remains unchanged
- Nerfed Brain Transplant by removing the fact that Brain Transplant hullmods were worth 0 ordnance points
Update on 22.02.25- Reverted the station durability and flux capacity buffs to vanilla. Kept ammofeed on main Midline and Low Tech parts. Reverted mobility changes to space stations
- Reverted Hurricane to 15 rockets per split. Gave 10 instead of 7 ammo instead
- Made Poor Light and Dark incompatible with No Atmosphere, Thin Atmosphere and Irradiated. Because it was causing issues when conjoined with the Fusion Lamp
- Made Poor Light and Dark generate higher chances of there being rich Volatiles and Organic deposits
- Decreased the Saturation Bombing and Tactical Bombing by making it only affect a planet for 365 days instead of 3650 days. But costs now only 1 multiplier the fuel to execute
- Removed flarelauncher_single system from Cactus wing
- Station drones no longer respawn. As it's causing issues with the AI. Reverted durability and capacity buffs as for other station parts. Gave the Low Tech a slight durability buff. Reverted the change of High Tech drone not having Fortress Shield. Doubled their weight to be similar to that of a Destroyer to prevent them dying as easily to being bumped
- Made Integrated Targeting Unit be again not possible to be built-in. And it no longer gives 15%/25% bonus range to frigates/destroyers. Instead giving the vanilla value
- Safety Overrides now causes the ship with it to have its combat readiness decay 50% faster when past peak operating time
- Increased Hammerhead's flux capacity and venting to 5200 from 4200, and 350 from 250 to compensate for the increase of power of missiles and decrease the power of ammofeed
Update on 21.02.25- Reverted Thunder, Gladius, Claw buffs from the previous update
- Made Cactus have 15 sec respawn timer. Changed IR Pulse Lasers to Pulse Lasers. Increased flux capacity to 700. And flux venting to 300. Increased cost from 10k to 15k credits
- Reduced intelligence core costs by half. Making selling them less profitable
- Reduced Remnant fleet sizes to old values
- Made Legion 40 DP
- Made Retribution 40 DP
- Made Warthog Low Tech as it is in vanilla to compensate for Cactus performing its role now
- Overhauled Safety Overrides builds
- Increased Safety Overrides OP cost to vanilla value. Removed the penalty of being unable to vent
- Removed penalty of Targeting Unit not being able to be built-in
- Accidentally increased Targeting Unit range for frigates and destroyers by 5%. Might remove this next update
Update on 20.02.25 AGAIN- Gave Glimmer and Lumen 1k more flux to compensate for their loss of mobility, shield efficiency, etc. This might be going over the board. But their flux stats didn't align properly anyway. Most likely cause the Dev wanted them to be more asymmetrical to their average brethren via some design quirks
- Fixed Squall not receiving the intended health increase buff. Squall now deals less damage. Dealing 200 Kinetic and 150 EMP per projectile to differentiate it from Sabot. But it launches its projectiles 4 times as fast per salvo. With increased time in-between salvos. It has also one more additional salvo before running out of ammunition
- Lowered the respawn timer for Flash from 15 seconds to 12
- Changed Remnant and Derelict doctrine to have larger fleets. Gave them less carriers
- Gave Persean League, Hegemony, Diktat, Lion's Guard, Luddic Church, Luddic Path more skills to make encounters more varied
- Increased Mithrill's and Onslaught's turning stats by 50%
- Gave Brilliance 10 more OP. Took away 10 OP from Apex to compensate :P
- Reduced SO's OP cost to that of Phase Anchor due to it not being as effective as it should be
- Increased Hephag's fire rate from 0.3 to 0.25. It now has 600 DPS
- Increased Hellbore's fire rate from 3 seconds to 1.5 seconds. Increased flux cost per shot to 1k to compensate from 750. The weapon now has 1.33 flux per damage. This has been done as these weapons generally felt unimpactful in comparison to other power antiarmour options
- Increased Dragon's ammo capacity for the standard launcher and pod by a factor of 2 to make the weapon simpler to use for NPCs against good point defense and flares
- Increased Hurricane's projectiles per split to 20 from 15. As generally this number doesn't matter as much. And we might as well go overboard
Update on 20.02.25- Made Tempest 10 DP. Gave it significantly higher hull and armour durability stats to compensate. Gave it 5 additional Ordnance Points. Added Hardened Subsystems into base variants among other things
- Made Thunder 10 sec respawn timer. Made Cactus 10 second respawn timer
- Made Gladius a 3 fighters per wing
- Gave Warthog Automated Repair hullmod (yeah, Alex was right about giving it insulated engine, but I want to pick a different road still)
- Increased Odyssey's turning stats significantly
- Increased Hyperion's max speed from 130 to 150. Reduced OP budget from 65 to 60 to streamline variant creation
- Made pirates accept AI cores
- Changed Remnant's doctrine to aim for bigger ships. Changed Luddic Church's doctrine to aim for lower ships
- Reduced the amount of generated ruins from the previous update. Now there should be significantly less of them. But scattered ruins should still be quite prevalent. Yes, this reduces the amount of colony items significantly. I'm sorry. But I just didn't find it fun for the game to be trivialised by constant dumps of expensive items onto the player's inventory
- Reworked Gremlin's variants to be centred more about shooting missiles rather than using Light Assault Guns
- Reworked Pather Gremlin by replacing its third ballistic slot with an energy one. And giving its base variant an AM Blaster
- Reduced the Ion Beam's cost to vanilla flux cost
- Remade Pather and Pirate doctrine to contain less junk ships and more typical indie ships
- Reworked some doctrines in terms of assigned commander skills
- (unmentioned before) Lowered Legion's base DP cost to 35. Lowered pay
- (unmentioned previously) Decreased Condor's, Gemini's and Drover's minimum crew requirements
- Reduced Drover's DP from 12 to 10, but significantly reduced the duration of Targeting Feed to 25% of what it originally was. Removed flux cost
- Removed flux cost from Reserve Deployment
- Gave Phase Charge Launcher the ability to regenerate projectiles at the rate of 1 every 5 seconds
- Changed Invictus' name from Unconquered to Undefeated
- Gave Gemini CARRIER and COMBAT tags (might hilariously backfire)
- Made Wolf's shield omni-directional to prevent AI issues
Update on 19.02.25- Gave unmentioned durability buff to Scarab instead of Hyperion. Scarab now has 400 armour and 3500 hull durability. Hyperion back to vanilla durability stats
- Reworked procgen. Again. Reworked certain added systems. Again
- Utilised textures provided by a certain benefactor as a free asset to be utilised in various mods to rework lava planets. Additionally added a new planet type using said texture. Cold desert. This desert planet will appear in slightly colder regions of procgen generation instead of the standard vanilla texture
- Added a several new inhabited systems
- Made some insignificant peak operating time changes
- Increased speed of carriers by negligible amounts
- Increased mobility and base speed of Paragon, Astral. Might backfire horribly. Will consider changing it
- Changed base variant of an Omen to be less aggressive and include Hardened Subsystems
- Fixed an issue with Scarab's base variant not displaying in base variants for player usage
- Increased above minimum for hazard pay growth to 20
- Made huge changes to how industries work, by increasing the amount of money generated by exporting certain resources. But decreasing the general max import value. This generally ends up making higher industries more profitable. Whilst making lower ones. Especially farming less. Already mentioned in the previous update. And added there too. But whatever
- Decreased the rate at which the player and officers level up by 50%. Increase the amount of s-mods per level by 100%. Back to vanilla value
- Changed Pather doctrine to include less junk and have better officers along more ships. They should feel more elite now
- Changed pirate aggression to Steady to make them feel more opportunistic and cowardly
- Standardised the amount of money gained from selling blueprints and ships. Reduced the amount of credits there a bit
- Reduced the amount of found blueprints in the wild
- Increased the amount of ruins to compensate
- Reduced the price variations back to vanilla values. As the game isn't balanced around these mechanics
- Increased the amount of hostilities between factions to vanilla value. But made the post-hostility penalty negative. Causing the player to gain back more reputation than they lost if they engaged in no hostilities. The boost is small. Only equivalent to 10 reputation
Update on 16.02.25- Scaled down the size of stars a bit. Updated the size of Eos and Askonia red giants. This has been done to further reduce the chance of nav relays, etc. getting stuck inside the star
- To compensate there are now more binary and trinary systems
- Fixed an issue with the unstable barren not spawning with tectonic activity. Now it spawns with Furious trait instead
- nerfed Furious, Amorous, etc. traits. They now give less growth. And in the case of Furious, the penalty is now twice as high
- Added Tiny Person planet. A distant Hegemony outpost
- Added a pirate-centred system orbiting a purple giant far away from the Core Worlds. Near the system in which you can find Tonderilla
- Gave Gumbat and Phagocyte proper visuals considering they are meant to trigger the visual condition for unique appearance (I should probably revert this and protest it. Cause it looks like garbage) (done)
Update on 15.02.25- Added Purple Giants and Supergiants. Added Green Stars
- Changed some stuff around the non-procedurally generated systems and their economies. For example removed Night Night and Night toxic planet in Morokoon system due to there being too much clutter in there. Don't worry. Night Night and Night toxic system will hopefully return in the future
- Rebalanced the economy by removing the boon to export value I have given it a few patches ago. Now the goods themselves are more expensive (as the amount of money they make via exports). Encouraging higher end industries rather than grounds down stuff. For example Heavy Industry and Light Industry are now more significantly more profitable than Light Industry and Farming. This will guide future system creation procedures. Making less self-reliant systems in the long-run. Increasing the amount of economic opportunities
- Have increased the amount of available commodities of fuel and supplies on planets to make it less rare to not be able to restock your fleet when on friendly colonies
- Fixed procgen system again. There were some bugs in generating conditions
Update on 12.02.25- Increased the hazard rating on the Furious market condition, but reduced the accessibility penalty
- Reworked the star system generator system
- Reverted the buff to low gravity, high gravity and non-dense giant. They now have previous hazard rating
- Changed Mithril by giving it 10 additional max speed, acceleration, deacceleration stats (as fast as Executor in vanilla), but reduced its armour to 1500
Update on 11.02.25 (might not include all the changes, cause there were quite a few of them)
- Nerfed Gremlin by giving it Delicate Machinery. Gave it Phase Field or whatever that passive is called. Restoring it to its old hullmod state.
- Reduced the strength of Delicate Machinery from 50% to 25% faster peak operating time loss
- Redesigned the entire procgen system for the n-th time. Don't worry. It's not as time consuming as you think
- Reworked the economies of the reworked worlds to be less beefy. As they were quite overpowered compared to standard vanilla worlds
- Rewrote descriptions for No Bono and Syzygy worlds
- Buffed Legion and Onslaught by giving them 5 additional acceleration
- Removed certain tips that were confusing considering post-release balance changes
- Reworked lava planet's visuals (hopefully it's not a downgrade. But it's definitely different and some people may not like it). Added a new market_condition for lava and cryovolcanic worlds that doesn't enact a hazard rating penalty. But instead enacts a migration penalty. This is to replace Extreme Tectonic Activity. Making these worlds more unique. This also applies to lava_minor planet type
- Restored Chalcedon to being a Terran-eccentric instead of a weirdly coloured terran world
- Changed water giant's and water planets' visuals
- Updated a few variants
- Gave Glimmer and Lumen higher base durability to compensate for their lost shields, lack of missiles, nerfed mobility and high DP cost
- Reduced the hazard penalty from Low Gravity to 10% from 25%. Reduced the penalty from High Gravity to 25% from 50%. Set Non-Dense Giant penalty to 0%
- Gave Scintilla b-deck
- Gave stations proper systems. I mean... Not too many of them as initially proposed. This is mostly because High Tech is a bit bugged with using them. Parts of Midline and Low Tech station will have ammofeed. Other than that, things stay the same. Removed Fortress Shield from Gargoyle (note the orbital defense drones now respawn)
- Reduced the money cost of Doom. DOOM!!! DOOM!!!! DOOM! DOOM!
DOOM!!!
- Reduced Harbinger's money cost
- Gave Guardian 200 more flux venting. Made it 45 DP. Considering its newly received hullmods, it's now an evil Odyssey. Though Odyssey was already evil. So? I have no idea
- Ziggurat is now 40 PTS and 60 DP. It however costs now 10 million dollas. Making it very difficult to repair
- Reduced crew requirements for
Retriblueberry Retribution
- Increased Prometheus 2 and Atlas 2 mobility stats like acceleration, turning, deacceleration. Reduced their weight by a thousand
- Fixed an issue with Dominator XIV not having additional 10 OP, instead having the base Dominator OP of 210
- Increased Condor's, Drover's speed by 10!
- Increased Mora's base speed to 55
- Restored Monitor's old peak operating time to encourage Safety Override builds
- Reworked some variants?
- Increased Tempest's, Scarab's, Wolf's flux capacity by 1k. Increased venting by 100. Reduced Wolf's shield strength to 0.8
- Buffed Hyperion by giving it slightly less flux capacity. But significantly higher armour and hull durability. Reduced its shield profile by 60. It's now 240
- Increased Hound's, Kite's and Cerberus' OP and reworked their variants
- Increased Vanguard's, Centurion's, Monitor's, Scarab's OP by 5
- Renamed Monitor to Heavy Frigate. It costs 6 DP. Unsure if I mentioned this last time
Update on 09.02.25 B- Moved Generosity and Yendore's Domain worlds further away from the Core Worlds
- Nerfed Breach's damage from 600 HE to 400 HE
- Removed most systems from orbital defences. Respawning drones retained. Ammofeed on Midline station retained. Slower spin retained
- Extended the duration of tactical bombardment consequences to 10 years. Saturation bombardment will now delete any non-lore marked colony regardless of its population
Update on 09.02.25 A- Buffed Ziggurat's motes by giving them a better damage split. Changed damage to fragmentation. Increased flux capacity by 5k and venting by 200. Gave Mote's twice as much durability in response to buffs to point defense
- Gave Guardian a tag that allows it to be recovered. Gave Guardian 0.8 shields
- Made it possible for Ramparts to spawn on Derelict Probes
- Reworked some Champion variants
- Reworked Heron's strike variant to be fighter centric but with a Strike twist
- Changed Reality Disruptor's damage to fragmentation (note Reality Disruptor has been reworked to have Salamander missile tracking and slight damage)
- Changed flare and canister's cooldown to 5 seconds. Decreased time needed to gain back canister flak charges
- Fixed Gryphon variants not displaying
Update on 09.02.25- Changed Scarab's peak operating time to 240 seconds. Increased DP cost from 6 to 8
- Increased Tempest's and Scarab's economic cost by 50%. Changed Hyperion's economic cost to 75% original vanilla value from 50%
- Decreased Derelicts DP costs to 3 for small drones, 5 for medium drones and 15 for the large drone
- Decreased Gremlin's DP to 5, and Grendel's to 20. But reduced their armour and durability to vanilla stats. Mobility buffs retained
- Increased DP cost of Brawler, Monitor, Vigilance to their vanilla values. And TT Brawler's to 6 DP
- Nerfed Light Machine Guns and Vulcans by increasing their damage from 25 to 30, but doubling their flux spending
- Removed PD autofit tags from Heavy Machine Gun and Devastator to not have these weapons be accidentally swapped for PD weapons that deal no damage
- Adjusted the Centurion variants. Normal Centurion now has Ion Cannon + IR Pulse and Targeting Unit instead of Turret Gyros, Blast Doors and 2 IR Pulse Lasers. LG variant now has 2 Burst PDs at the front
- Shifted aggression a bit in doctrines, making Hegemony, TT, CGR less aggressive. Pirates and Pathers more aggressive
- Changed Cactus Wing's system from High Energy Focus to Flare (Single)
- Increased the flux cost of Recall Device from 25% max base flux to 50% max base flux
- Decreased Active Flare cooldown from 10 to 5 seconds
- Increased max Eradicator speed by 10. Gave Eradicator additional 1k flux and 50 flux venting
- Removed certain rarity multipliers from weapons, wings and ships. And added new rarity ones that will make certain weapons, ships and wings more common by a very small margin. For example Gladius and Claw have 10% more chance to appear on the market
- Fixed Persean League not prioritising DEM weapons
- Fixed Pather ships not having variants in player's UI
- Wrote new dialogue for Pathers when given intelligence cores to prevent them from using the default dialogue
- Reduced turn speed of stations. Removed systems from drones
- Fixed Gemini's DP value being too high. Is now 7 instead of 9
- Fixed Heron's and Mora's DP values being 18 and not 20
- Doubled the chance of mercenary officers spawning on top of already doubling the chance of officers spawning at all (this has been done as mercenary officers were actually more rare, because they use a different chance to spawn than normal officers. Competing against them. I think?)
-
Increased the respawn timer of all bombers. For example Piranha now takes 12 seconds to respawn instead of 10. Vanilla value was 15 (Might go back on this change)
Respawn timers for all bombers:
Spoiler
Khopesh, Piranha, Perdition - 12 seconds
Longbow, Flash, Dagger - 15 seconds
Cobra - 18 seconds
Trident - 20 seconds
(Please note that the damage of all missiles have been increased. With Cobra's nuke dealing 5k energy damage, instead of 4k HE)
- Removed increased from vanilla fatality rates of fighter pilots. It's back to 50% now from 75%
- Removed a change that made Longbows fire their payload from further away. As it was causing issues for the AI. Longbows now fire their bombs from as far away they do in vanilla. The same thing was applied to Flash bombers. But in that case the issue was less noticeable. And as of now this is also reverted for them
Advices for PlayersThe max fleet size was increased to 35. The battle size has been increased, but not by default. You can change it to 500 in the settings. This has been done to encourage frigate and destroyer play
Tips have been added to explain certain changes to players. Such as the fact that Thunders are now ridiculously strong
Please note that pirates are exceptionally powerful in comparison to vanilla. And will immediately murder you the moment you leave Jangala. Well, not immediately. They can also murder you inside it if you are not careful. Please make sure to be sneaky during the early stages of the game. This is fully intended and kept in the game for narrative purposes. I personally have died 5 times when I did my 2nd playthrough of this mod. So it's perfectly fine for you to be robbed and killed. At least now you have a reason not to be nice to pirates.
Please avoid Magec if you are afraid of this happening. As of now Kanta's Den has High Command and a slightly bigger population. Pirate bases can also be found in Isirah and Vancouver. Pirates will also be far more prevalent because there are far more pirate stations spawning. They will now basically swarm the Core Worlds. Giving you a lot of enemies to fight. And many things to fear.
Derelicts are now significantly deadlier. They are not as ridiculous as you would expect them to be. But please do not go with a Hound, a Shepherd and a friend you got from a bar to a probe. As you will be immediately gunned down by about 50 MGs and Chainguns
Fighters and now missiles are now significantly deadlier. Please do not equip Mining Lasers only unless you are specifically informed of what you're doing. Because you will be immediately destroyed by Sabots, Harpoons, Reapers and Hammers
Talons can now properly aim. So they will shoot down all incoming missiles with ease if not destroyed
Damper field has been buffed. So Vanguard is now extremely durable as it should be
Faction crisis are now significantly scarier as faction doctrines have been reworked, balance holes plugged, and numbers somewhat increased. Please remember that there are peaceful solutions to every crisis. And with rebalanced colony income, you should probably pick them over going straight to war
Remnant cores and colony items now give way more money when sold. So if you are broke, feel free to sell them to get out of tough economic situations. Which now will be far more common as you now actually have to pay salaries to your crew and officers
Phase ships are now really freaking strong. So if you see any, do not assume it will be an easy fight. As they are no longer slowed down by phase coil instability. And will just move around you at breakneck speed. Snapping your neck ten times before you fall to the ground
Bombers are now exceptionally high in numbers. As every bomber wing has received 1 extra bomber. And their respawn timer has been slightly reduced. Or significantly. Depending on the bomber. For example Piranha went from 15 to 10. Trident went from 25 to 18.
Lion's Guard weapons are now really freaking strong. Their variants have been reworked. And all OP penalties removed. The Andrada Mod is now a built-in. And they also have been given standard officer levels. They will freaking destroy you if you do not respect them.
Tri-Tachyon fleets were given guaranteed Cybernetic Augmentations which now gives 50% immunity to Electronic Warfare penalties. As well as +4 elite skills instead of +2. The Cyber Augs no longer grants the current effect of increased damage and durability.
Elite skills have been mostly restored to their 0.96 versions. Old Damage Control that greatly increases the durability of hull-based ships is back
Electronic Warfare no longer grants bonus range and cap rate. This has been removed cause it was causing huge AI issues. As well as making fights against enemies with this effect extremely unfair.
Remnants and Derelicts now have Electronic Warfare. Derelicts also have flux regulation and coordinated manoeuvres now which with additional general speed increase to their hulls makes them threatening brawlers that will get into melee range and danse macabre with you
Phase Coil Tuning no longer gives bonus peak operating time, as phase ships are now significantly stronger than before
Carrier skills now give 100% more effects when an officer is placed on a ship instead of 50%
Crew Training and Tactical Drills have had their effects doubled to encourage players taking them even if their fleets are ridiculously large. This has also been done to significantly buff NPC fleets which will typically equip these two admiral skills
Hull Restoration and Derelict Operations have been significantly buffed to make it less freaking annoying to use them in non-min-maxed builds
Officer Training and Officer Management has been placed in the same tier as Best of the Best and Support Doctrine. Though the tier is available now only after 3 skills instead of 4. This has been done as the maximum amount of officers you can have is now 10 instead of 8. (Same as the default amount for NPC fleets) and max level is now 6 with 2 elite skills. Instead of 5 with 1 elite skill. To make it easier to fight Remnants with their freaking ridiculously powerful Alpha Core spam
S-point gain has been reduced. Max level is 10. But fixing d-mods is now significantly cheaper. This has been done to make the player's fleets more on par with enemy NPC fleets rather than horrifyingly overtuned when facing off against them. Killing them all instantly with super stats s-mods give. This has also been done to weaken Best of the Best
Hegemony, PL and Tri-Tachyon no longer have mandatory skills in their doctrine. As these were causing weird mercenary officers to be created
Various aggression of factions has been reworked to make them more effective opponents. Hegemony, Tri-Tachyon will now be more aggressive.
Pirates and Pathers will be less aggressive to prevent them from throwing themselves at you. Wasting your time as you kill trivial fleets (This feature has been partially reverted to vanilla. Pathers and pirates now have Reckless & Aggressive doctrine again as of recent patches)
Military Base now provides income from marine export to encourage players to build fleets to defend their systems against millions of pirates coming their way. This has been actually done to more easily make believable Core World systems. As in vanilla Military Base is so exceptionally expensive to maintain. That without -50% upkeep and high income. They are nigh impossible to maintain. For example Jangala is by logic of the game freaking permanently bankrupt due to high hazard rating making it impossible to actually maintain a military base. Sindria would also be horribly bankrupt. But in its defense. I have given it -50% hazard rating via Underground Arcology condition
Industrial Management now decreases the amount of needed resources by 1 instead of increasing their production by 1. To encourage spread out colonies with small production. And also to shrink the economy so that the player earns money. Yes, this does make the game technically harder. And easier? It's complicated. As there is less consumption and higher survivability
Onslaught's TPC are now 1.0 flux efficiency. But Onslaught has gotten more flux capacity and venting to compensate. Additionally the TPC now has more ammo and damage. So, it's actually a half-buff, half-nerf change. So, a rework?
The mobility stats of Glimmer and Lumen have been greatly reduced. They can still turn and accelerate fast. But not as fast as they do in vanilla. They have received armour and hull durability buffs to compensate for that along their shield nerf
(quick patch has been performed upon the release of the update after the publication of the promotional video)
Spoiler
(this quick patch includes balance changes that differ from the published gameplay video)
- Decreased Brawler's and Vigilance DP cost to 4 DP. Decreased TT Brawler's from 6 to 5 DP. Decreased Monitor's DP cost to 5 (note Monitor has been reworked in this mod. As Fortress Shield is no longer indefinite and has to take quick breaks between operating).
[I am reconsidering this balance change. And most likely will revert these ships to their old DP levels next update]
- Adjusted Derelicts by increasing their armour stats, slightly increasing their DP cost. And decreasing Guardian's DP cost to 40 from 50
- Fixed an issue with TT Enforcer costing 10 DP instead of 8 as per new destroyer balancing philosophy
- Removed a multiplier that caused less rings to spawn around planets