Features- 4X game features in Starsector
- Factions will wage war against each other and try to conquer their enemies
- Diplomacy events see faction relationships changing over time
- Join a faction to gain useful support and represent them in war and peace, or start your own
- Alliances offer mutual assistance in times of war
- Planet descriptions can change as territory is won and lost (in development)
- More things to do
- Mine planets and asteroids for useful resources for trade, or some treasure
- Use operatives to subvert other factions to your own ends
- Requisition fleets from your colonies to carry out tasks
- Pay tribute for the right to infringe on factions' territory
- Bring aid to troubled worlds to keep them from decivilization
- Turn in prisoners for reputation or cash
- Browse the Prism Freeport for rare and pricey ships
- Construct remote outposts to aid exploration
- More events
- Remnant raids
- Relief fleets
- Vengeance fleets
- New starting options
- Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods
- Begin your journey with a range of starting factions and ships
- Gameplay tweaks
- Befriend pirates to lower the effects of their activity on your colonies
- Lower tariffs on trade
- ...and more enhancements
Report issues on GitHubQuick helpAlliancesMiningFaction config filesFAQChangelogSpoiler
## v0.11.0b (2023-06-17) ##
### Gameplay ###
* Update vanilla faction starting fleets to comply with doctrines (including ships added by SWP)
* When repeating operative action, update target faction if current market owner has changed
* Alicorn main projectile passes through missiles and fighters
* Silverlight no longer tagged as known to Remnants (does not apply to existing saves)
### Bugfixes ###
* Fix a crash in Remnant mission 'Salvation' if it couldn't find an orbit for station
* Remove autofit goal variant for boss ship that would crash the game if used (may not apply to existing saves)
* Fix null pointer in operative travel order dialog when an operative has no market
* Fix null pointer if a market decivilizes while NPC covert action is ongoing
* Workaround some weird crash with nonexistent special item when computing industry value
* Fix Luddic Path base manager replacement when adding to existing save
* Fix planet desirability detection for random sector/own faction planet picking
* Also adjust some condition valuations for desirability
* Maybe fix variant breakages in player special task groups
* Safety for invalid ground battle ability visual panels
* Fix some missing admins in Derelict Empire or from expedition-founded colonies
### Modding ###
* Nex_MarketCMD calls `NexPostShowDefenses` after `showDefenses`
* Fix ground battle's faction bonus subplugin not handling integers (or strings)
## v0.11.0 "Dark Tower" (2023-05-28) ##
Does not include changes in beta 0.10.6y-z
### Gameplay ###
* Add Remnant mission 4, with a unique boss ship (recoverable after end of mission)
* Available at cooperative relations with contact after starting mission 3
* Hostile activity integration
* Operatives disrupting a cell will reduce activity by -20
* Special task groups anywhere, and requested defense fleets in a player system, contribute to hostile activity reduction
* Only largest defense fleet event counts; all STGs count but with diminishing returns from the sum of their strength
* Talk to an AIM representative to buy an anti-piracy patrol package (reduction equal to 15% of current hostile activity progress for 3 months)
* Operatives' internal security mode will find pirate bases involved in Hostile Activity
* Player can choose to defy the outcome of an alliance vote (ignore the vote if it passes, at a cost to relations with allies)
* Patrols won't care about player transponder if player is system owner
* Respawn invasion events have a 1000x revanchism mult when picking targets
* Starfarer mode colony growth mult 0.5x -> 0.75x
* Buy ship mission returns the AI core if selling an automated ship
* Militia Power UNGP rule: Rugged Construction ships do not count as military for Militia Power
* Add a new Luddic Church merc company; adjust some of the others
* Random sector: Add Kanta's Den, add a few pilgrim fleets
* Sindrian Diktat has Devious trait
### GUI ###
* Add a "Personal Info" intel item (allows setting player honorific and interaction music)
* Add a 'Personal' intel tab and move some things to it, including insurance
* Add more settings to Luna menu
* Militia Power UNGP rule displays breakdown in tips screen
* Add arrows to fleet request screen
* Add a warning if player is over officer limit after taking ships from special task group
### Bugfixes ###
* Fix Nex loading wrong Luna settings value for fleet request cost
* Fix crash due to procure ship action unlocking storage in wrong place
* Remove old Nex override for Pather tithe check (no longer desirable)
* Block The Pilgrim's Path and The Usurpers events in random sector
* Fix player being able to trade with a market immediately after starting invasion
* Fix bug where defying vote cost 5 relation points instead of 10
* Fix player stats tracker persisting between different saves
* Fix non-ally diplomatic victory not working
* Properly handle pirate/Pather base manager replacement when adding Nex to existing save
* Remnant missions: try to make things not pick IndEvo artillery station when they want a nexus
* Ground battle: Fix being able to loot items when no troops onsite
* Maybe fix financial report for player special task group being split after game load
* Fix Sierra interactions with latest SotF
* Fix some lingering instances of `$market`
* Fix a minor memory leak on new game
### Modding ###
* Fix various issues where ground battle unit defs were still relying on old hardcoded system
* AIM mercenary fleets improvements
* Merc ships can now have names specified
* Merc officers can have personality set
* Free skeleton crew is based on ship's actual min crew, not the hull spec's
### Misc ###
* Add a couple of Scythe of Orion interactions when player has relations with Remnants
* Update random sector entity image picker
Note on using Save Transfer (and other console commands)You may want to use the
ResetRelationships command to start with fresh faction relationships (particularly if some factions died in the last run).
The
SetMarketOwner <market_or_location_name> <faction> command can be used to give a market to another faction (including one not currently alive in the sector).
CreditsZaphide: the original Exerelin
Dark.Revenant: much coding help; SS+ and descendant mod compatibility
LazyWizard: Version Checker, Console Commands, other code
Soren: Player flags
Tartiflette: Prism Freeport
Weezer, Mace: Captured planet descriptions
The SS mod community: various content contributions, tips, pointers and feedback
Zeke "MesoTroniK" W.: Starsector team assistance
Alex, David, Ivaylo, StianStark: Starsector, what keeps us here
And lastly you, for playing this