V0.1 - added chua class fighter (It works!)
V0.2 - added gedune station, and the maelstrom scythe launcher (MS Torp Launcher)
V0.3 - edited spawning, now spawn at same rate as pirates... although because of the size of their fleets they might overwhelm the system.
V0.4 - add the Kitsune class frigate, and the scythe torpedo launcher
V0.5 - buffed the Kitsune and gave it Active Flares as its ship system
V0.6 - adjusted number the number of ships in each fleet.
V0.6a - reduced the Tenzens max flux from 17000 to 15500, also increased its flux dissipation rate.
V0.7 - nerfed the "green tank from hell" that is the Tenzen. FlairPD weapon added, courtesy of Ghoti!
V0.7a - balance changes
V0.8 - lots of teeny tiny changes - Added a new weapon to replace the pulse laser in gedune ships: the repeater
V0.8a - Mozok rebalancing, added two new ships, the Byakuri carrier and... The other one is a secret!. new repeater sprite and half a dozen other changes. new Tenzen variant - way, way OP!
Vo.9 - Tweaked the Tychrea - it is now a fully fledged ship, still a secret though.
Added two new built in weapons, the Explosive AEB and the Kinetic REB.
Added a new ship: The Kyirus interceptor frigate - armed with both new weapons and a nuclear burndrive.
V1 - added new MAIS drone sub-faction. much later, added Dahkan and various tweaks.
V1.1 - added new weapons, MW Blaster and MAHEM. New dahaki variant for elite fleets. Changed kitsune variant, now uses kinetic REBs instead of IR Pulse.
Version 1.2
- Changed Tychrea built in weapon to MW Blaster from Phase Repeater, and replaced Tac laser with Kinetic REBs in its variant.
- Reset Wraitii cannon range to 1000
- Replaced IR pulse lasers on Viper fighters with MAHEMs.
- Added Chidori - not a fanboy…
-Beam colour is the same as Wraithii weapons. They're in the same family after all!
- Thanks to Zaphide, updated the mod to use modPlugin. Yay!
- Made Rough Contact… Rougher.
- New Dahkan Variant, to be used in siege groups and liberator fleets.
Version 1.3
- Adjusted Maelstrom and Scythe torpedo launchers to proper Gedune colours for smoke and engines.
- Improved MAEHM Sprite
- Set none fighter flares PD to PD,PD_ONLY,ANTI_FTR, in the hopes of increasing Flare PD success rates.
- Increased Chidori range to 800 and reduced flux cost per second - to compensate for laser ineffectiveness against armour.
- Added Laser Fusion Core built in hull mod to all Gedune ships with the exclusion of a few fighters.
- Gave the Viper the Gedune Nuclear Burn system
- Heat Projectile Plugin now used with Raven Missiles, under the name WraithiiOnHitEffect
- Reused Tachyon lance effect on Disruptor weapons.
- changed a bunch of weapons mounts on a bunch of ships to UNIVERSAL, ships include Dahaki, Dahkan, Mozok, and Bakoros.
- Fixed first Dahkan Variant, now uses Gedune weapons.
- Upped EMP damage of disruptor array to 150 from 50.
- Gave Nanada some love. New Variant. >Insert ebil laughter<
- General colour changes!
Version 1.3.1
- misc changes, portraits and some adjustments to stats and Flare PD
Version 1.4
- Added the first Polaron weapons!
- Added Two new missions, a random one and a story one! eh?
- Nefarious plotting...
Version 1.5
- Added two new fighter drone wings, Kakuran Polaron MIRV bombers, and Dreki EMP heavies.
- Added single Polaron MIRV for use by Kakuran.
- Added Kunai small missile weapon, BRING ON THE SPAM!
- Tweaked lots of misc things, ship stats etc.
- More balancing. Reigned in the Tychea, Nanda and a handful of weapons.
- Added the Massmaura class light destroyer! very good at anti frigate roles.
- ADDED AWESOME GEDUNE PORTRAIT! the face of the Gedune is unveiled.
- Added a light Chidori variant, and a built in short range beam weapon for the Nanda and Kyirus; "cutter".
- Noted hilarity, carried on; start doing things properly dammit 1.4 was a load of tosh.
- 'fixed' Dahaki a little more, reduced OP to 95 and adjusted variants accordingly.
- Replaced MAHEM weapons with Wraithii Bloom Cannon - small energy scatter weapons now used by Viper wings and will appear in numerous ship variants.
- Replaced Dahkans Disruptor array with a spinal capicitor pulse laser, slightly modified from the base weapon. The Dahkan now has some of that oomph it was missing. Daka daka.
- Whacked MW blasters with a monkey wrench; the delightful weapons now act accordingly; the can store up three charges, which regen slowly. The blaster can fire extremly rapidly making for immense spike damage. Each shot is less damaging than the vanilla blaster, and is far less accurate - have fun trying to atomise fighters. Each shot is remains incredibly quick. May adjust charge regen times, but for now I'm extremely happy with this weapon. Killer Dahaki's mmmm...
- incresed Bakoros cargo capacity to 200+, so that Drone fleets can actually support themsevles! To make up for this added function, Bakoros now have lower hull and armour ratings.
- Increased Kunai flight times, so that when fired perpendicular from a target they'll still have a chance of making a hit. Changed damage type to Energy
- Fixed CR stats across the board, increased cargo and fuel capacity for cruisers.
- Fixed faction fleet stats, so that all fleets have between 50 and 100 percent surplus crew.
- Adjusted Tychrea CR stats so that it can fly solo, without a cargo ship.
- lowered the Shots per minute of the Spinal SCP and burst time, whilst increasing burst damage. Boom, those hounds won't know what hit them.
- tweaked various weapon sprites.
- Added medium flare PD; Shotgun flares! Not sure if they'll stay, and they certainly need a better sprite.
- Added Gedune home system, Gedui. Extremely basic as yet, improvements to come!
- Miscellaneous changes to weapons and ships.
Version 1.5.1
- Added single Scythe torpedo launchers, for use on seccond kitsune variant.
- Deleted third Kitsune variant - support.
- Changed Kunai damage type to HE, and renamed the weapon 'Kunai MRM Battery'.
- Reduced number of rockets per salvo to 20 from 50, in the Kunai MRM Battery, upped damage per missile to 40 and slightly buffed missile stats for better accuracy. reduce ammo count to 240 from 500.
- Fiddled with various other stats on the Kunai.
- Changed Byakuri missile hardpoints to 90° turrets.
- Changed MS blaster spread stats; first two shots are now fairly accurate (reletively), accuracy is also regained faster.
- Changed MS Torp Launcher name to Maelstrom Scythe Launcher.
- decreased Bakoros shield strength to 0.85 from 0.8.
- decreased Bakoros vent rate to 280 from 300.
- Fixed weapon primary role descriptions - no made up descriptions anymore.
- reorganised the weapon groups across all variants.
- Removed [REDACTED].
Version 1.6.1
- Added system "OVERDRIVE" for the Dahkan cruiser; Special thanks to Tartiflette and Sundog
- Adjusted a few of the Dahkans CR stats to compensate
- Changed the way faction relationships are handled, to a much more efficient method. Faction relations are now set in the modPlugin, just to please myself. Nice and centralised.
- The ModPlugin is now able to detect the presence of listed mods, and will generate staions, spawnpoints and convoys in modded systems. It's handled case by case, so convoys will carry relevant cargo, and the fleets will spawn appropriately to the system (not spawning too many fleets, or too few, etc).
- Whilst all gedune stations that spawn in modded (and vanilla) systems send convoys to the Gedune home system, the station there will also send convoys packed with Gedune goodies to each outpost.
- A bunch of misc changes to ship stats to improve balance.
- Added Kitsune and Dahaki MKIIs for the future Exile subfaction
- Changed Gedune built in hullmod icon to something a little more colourful and differnt.
- Added Exile MkII ships, Kitusne, Dahaki and Bakoros in preparation for the next update.
Version 1.7.1
- Added and removed Tartiflettes Vibrating beam effect to Capacitor Pulse Beams, the java remains for possible later use.
- Added new mission "Birth" expect more to come!
- Various tinkerings
- Completely changed variant IDs to a better system. I can now acutally remeber each variant accurately... Which is a plus.
Version 1.7.2
- Hotfix