## v0.10.4d ##
### Gameplay ###
* Sat bombing can lead to permanent loss of maximum reputation with other factions (and provoke retaliation)
* Lowers max rep with relevant factions by 24 points (effect doubled for actual victim)
* Does not apply in situations where Nexerelin reduces the sat bomb rep penalty
* Relationship cap currently only applies directly to player, not any commissioning faction
* Amount can be modified in exerelin_config.json
* Prism no longer sells boss ships by default, recover what you want to use
* Partly revert unintentional super buff to hypershunt encounter
* 'Don't ceasefire with ongoing invasion attempts' logic extends to allies as well
* Special task group's ship revive cost is computed from the cost of supplies to repair and recover
* Commodity deficits reduce ground defense effectiveness during ground battle drops
* Agent bar event slightly more common
* Galatia Academy spawns in random sector, with random missions from Sebestyen
* Add exerelin_config setting to disable (non-story) victory conditions
* Conquest missions on invasion fail streak will no longer be issued by allies of the failing faction, only the faction itself
### GUI ###
* Add a "time to next turn" bar to ground battle intel screen
* Conquest missions mark their target as important
### Fixes ###
* Fix unique faction leader skills breaking some ground defense modifiers for unrelated markets
* Fix Militia Power (UNGP rule) penalty calculation being broken
* Fix new vengeance fleets not having all the buffs they should
* Fix identity of unknown faction in operative actions being leaked through intel faction tab
* Remnant mission 1 can spawn even if Prism Freeport is no longer under independents
* Remnant mission 'Showdown' is automatically completed if battle stage is not resolved within 45 days of starting (non-betrayal route only)
* Fix alliance votes taking place when player changes hostile state with a no-relationship-sync faction
* Fix crash if trying to assign no ship to a special task group officer
### Modding ###
* Implement Predatory faction trait
* Can opportunistically declare war on other factions even at Welcoming relations (Suspicious for player) and disregarding disposition limit
* Faction alignments: 'hierarchial' -> 'hierarchical' (correct spelling)
* Old incorrect spelling also works for reverse compatibility reasons
* Player starting fleet type saved to player memory
* Submarkets can be set to not change faction on capture by modifing the relevant static list in SectorManager
* Currently applies to Roider Union market
### Misc ###
* Stronger ground invaders in ground battle tutorial (defenders probably won't autowin)
* Remove most of the added player faction flags
* Add cargo sounds for High Value Prisoners
* Mercenary company contract time can be changed in settings.json
* Add settings.json option to set default for 'skip story' option
* Fix captured planet descs entry for Jangala's station
* Bunch of text adjustments
## v0.10.4c ##
* Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
* UNGP rule updates for new version
* Militia Power counts ships with CIVILIAN hint as civilian
* Remnant mission improvements
* Captive Cores: Make mission stage update immediately on obtaining cores, instead of requiring a brief wait
* Fragments: Fix mission breaking if player decides to run but then defeats attack fleet anyway
* Showdown: Remove Hyperwarp mod ability from straggler fleet if present
* Showdown: Merc fleets slightly smaller; get reset to independent faction shortly after mission ends (so they don't get attacked when they return to their origin)
* Improvements to respawning dead ships in player special task group
* Revive cost mult 0.5 -> 0.25 (so it's not wildly more expensive then taking back the ships and fixing them yourself)
* Increase max range to nearby planet a bit
* Governorship purchase has a 20% discount on industry value (can be modified in settings.json)
* Adjust Omega special encounter strength to account for new player strength calculation; alter behavior
* Commissioning faction can use player nav buoy and sensor array
* Special task groups don't patrol hidden markets (including player outposts)
* Player faction doesn't spawn conquest missions from invasion fail streak
### Fixes ###
* Player special task group fixes
* Fix a CTD from assigning a shipless officer as commander of task group
* Disbanding no longer requires the current market to be a player market
* Fix ship losses in the last combat round (the one that kills the fleet) not being recoverable
* Fix dead ships recovered on disband vanishing if not immediately repaired
* Fix being able to assign merc officers to task groups by transferring their ship
* Task group can't receive commands while in a battle for now (causes dialog errors)
* Clarify intel display for dead groups
* Ground battle map should work properly on markets that previously had too many industries
* Fix possible case of mining fleet loss applying output reduction multiple times
* Fix AIM merc fleetFeeMult being rounded to nearest integer
* Fix tips referencing outdated hotkey for menu button
* Remove confusing "[reputation check]" text in ground battle tutorial
* Fix some dialog visual panel issues
* Fix 'donate admin' option on autonomous colonies requiring the conversation target to be a military-type official
## v0.10.4b ##
* Fix crash when NPCs attempt to merge alliances
* Fix stack overflow on saving after battle in Remnant mission 2
* Fix Remnant brawl mission preferring damaged stations instead of the opposite; increase merc fleet size
* Fix starting officer XP
## v0.10.4 ##
### Controls ###
* Special menu hotkey (on campaign map) changed from Z to X by default (fixes conflict with a devmode command)
### Gameplay ###
* Ground battle changes
* Add "Ignis Pluvia" ground battle ability (requires an II Olympus)
* Garrison health reset on a successful non-player invasion now based on surviving attacker units
* Ground battle rebels now have the attack and defense bonuses of 25% marine XP (was 0% and 50%)
* Also divided into 40% smaller units
* Ground battle defender can use EW ability if admin has EW or Hypercognition skills
* AI tweaks/fixes
* Set market "local interest" lockout if player joins ongoing ground battle as attacker
* Set and display rules on when industry items can/can't be looted during ground battles
* Ground battle attacker AI withdraws if nothing happens for 6 turns
* New ground battle settings for players who want battles to last longer
* `groundBattleDamageMult` in `exerelin_config.json`, `nex_gbTurnDaysPlayer` and `nex_gbTurnDaysNPC` in settings.json
* Add player version of the special task group
* Talk to a military-capable base official to assemble the group by giving it ships and officers (does not require crew, supplies or fuel)
* Requires a commanding officer, who can be (re)trained in 2-3 fleetwide skills with 1 SP
* Monthly upkeep cost based on officers, skeleton crew and estimated supply/fuel usage
* If ships are lost in battles, can be respawned for a fee
* Can be disbanded, returning assets to player fleet
* New game creation
* Add "flatten" option (in addition to "random") for starting faction relationships
* Add option for own faction start to create homeworld in a core system, outside the core, or either
* Player homeworld doesn't normally have heavy industry, unless the bonus item is used
* Add a gate to Prism Freeport's system
* Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
* Random sector improvements
* Try harder to concentrate factions in systems where they already have a presence
* Put gamma cores on high commands, if the faction traits allow it
* Seed more abandoned stations (at least 2; 3 if enough markets are present)
* Avoid large swings in random faction weights in random sector
* Hypershunt surprise encounter improvements
* Can be bought off with a beta or alpha core (alpha gives 10 Remnant rep)
* Tweak pursuit behavior
* Entire thing can be disabled in settings.json
* Alliance improvements
* Alliances can be merged (through alliance menu, or by spontaneous NPC action)
* All members of the "giving" alliance must be able to join the "receiving" one
* Allies will vote yes on a war vote if they're already hostile to target
* Alliance votes can modify disposition towards other factions
* Add two new Remnant story missions
* Lower max marine count to prefer target planet in Remnant mission 1
* Nex no longer doubles weapon count in stores from vanilla (can be changed back in `exerelin_config.json`)
* Increase bonus admin availability
* Previous thresholds: 10, 25, 50, 80, 120, 200, 300
* New thresholds: 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, 300
* Make mining harassment fleets more/less frequent depending on current system's markets
* Starting contact on new game is always military/underworld, unless starting fleet is a trade fleet
* Add unique colony skills for certain faction leaders
* Rework player fleet strength estimation used in some places
* Ceasefire prompt decision time now 5-7 days (was 14-21)
* Operative procure ship action: base XP 500 -> 750
* Add chance of creating a conquest mission following a failed NPC invasion
* Rebellion suppression fleets can't spawn from markets already having their own rebellions
* Respawn invasions have 1.4 times the base marine count
* Don't generate conquest missions on behalf of factions that can't invade
* Sindrian Diktat can send colony expeditions sometimes
* NPC factions unset hazard pay when taking over a colony, unless it was founded after game start
* Derelict Empire: Factions start with invasion meter 80% charged
* Use vanilla 0.95.1a calculation for raid stability effects, instead of Nex custom one introduced in 0.95
* Losing a mining fleet can cause commodity shortages for the host market
* Set the "gave Daud the Yaribay contact" flag when skipping story
### Graphics ###
* New portrait for Midnight Dissonant, created with Coherent Watermelon
### GUI ###
* Add a Scoreboard intel item to show which factions are closest to victory
* Ground battle: Skip deployment confirm prompt when using quick move
* Procure ship action: destination can be set for queued actions; tweak button layout
* Ground battle tutorial: Go to intel screen directly after convo
* Widen name column in faction directory so "Port Tse Franchise Station" isn't wrapped
### Text ###
* Ground battle help explains movement points
* Ground battle tutorial dialog explains what it's a tutorial of
* Minor fixes
### Fixes ###
* Fix a crash with post-Ziggurat encounters in random sector
* Fix null error when using faction directory while running Legacy of Arkgnesis mod
* Fix heavy industry anti-raid exploit causing any special items on the HI to vanish
* Fix own faction start setup picker not taking into account screen scaling
* Remove TITAN option from military options dialog (handled by II)
* Fix ground battle not promptly removing its ongoing stability penalty
* Fix ground battle abilities not being blocked by active station
* Player officers on new game no longer have random personalities
* Fix Ancyra not having comm directory officials
* Fix post-tutorial faction change of Derinkuyu Mining Station
* Fix multiple Remnant station build missions going to same system
* Fix being able to mine with nearby hostile fleet; fix info option not showing if mining strength is zero
* Fix Militia Power UNGP rule not applying to ships properly
* Safety for ground battle AI ability use
* Fix rep multiplier for returning freshly captured markets while commissioned
* Increment faction respawn count only on launching invasion, not on getting back in the game
* Fix Stalwart/Weak-Willed faction traits being applied improperly
* Maybe fix a minor memory leak involving player marine XP in ground battles
* Fix station insta-construction in build station missions
* Don't spawn Return the Data Core mission in random sector
### Modding ###
* Alliances can have permanent members
* Add "Forever War" diplomacy trait, removes war weariness gains
* Used by Luddic Path
* Add `$nex_npc_no_invade` memory key to prevent NPCs from targeting a market for invasions
* AIM merc companies can now have their own ship name prefix, and can have their upfront fee modified by fleet value
* AIM merc FleetMemberAPIs have an identifying buff (`nex_mercBuff`)
* Update Prism's HVB check to use MagicBounties instead of Bounties Expanded
* Make sure some mission fleets don't get cleaned up by ClearCommands
* Fix non-externalized strings in NexUtilsMarket.pickEntityDestination
* Don't hard crash if random sector bonus items lack generators, just write a warning to log
## v0.10.3i (2021-12-17) ##
* Electronic Warfare ground battle ability's base cost 40 -> 30
* Fleets currently in a space battle can't support ground battles
* Agents give an estimate of ground battle unit drop costs
* Fix ground battle allies using the player's abilities for them
## v0.10.3h (2021-12-16, private beta only) ##
Update for Starsector 0.95.1a
### Gameplay
* After player is targeted by an invasion or military raid, don't target player again for 60 days
* Disabled in Starfarer mode
* Don't spawn post-invasion rebellions if conqueror is ally of original owner
* Reduce strength of Omega special encounter fleet somewhat; don't spawn if player is too weak
* Bonus XP from hiring an AIM mercenary company 25% -> 75%
* More AIM merc companies can be shown at once, if the player has a lot of valid companies to hire
* Story skip sets flag needed for new 0.95.1a secret quest
* enableInvasions setting no longer affects player's direct invasions
### GUI
* Update some contact missions to use the map display feature
* Faction directory allows showing preview map for specified market
* When starting an invasion or going through the ceasefire popup dialog, open the correct intel item
* Don't mark ground battle intel as important when it involves commissioning faction
* Only player-initiated battles are important now
* Skip story option adds a fleet log intel with the Alpha Site's location
* Bonus picker in own faction start has larger window
### Text
* Player can rename alliances they are a member of
* Fix misleading title of invasion intel when troops have been unloaded but not yet won their ground battle
* Fix typo in Omega surprise dialog
* Remove tutorial start bug warning (no longer needed)
* Tweak ally victory texts
* Add a new tip
### Fixes
* Fix requested invasion fleets not obeying marine count setting
* Fix a crash when loading Nex into an existing save
* Fix Remnant raids always failing due to having no crew space
* Fix bug where AI could/would always move or deploy at least one ground unit per turn regardless of movement points
* Prevent irregular behavior where player buys governorship from outside the ground battle intel GUI, then takes over planet through the intel GUI
* Fix ordering of dead officer lists
### Modding
* Colony expeditions don't go to `THEME_UNSAFE` systems, unless already inhabited
* Industrial.Evolution's Salvage Yards don't count as heavy industry for a number of purposes
* Fix remaining cases of non-externalized strings