v0.9.5c
* Invasion fleets cost 25% more to request than base strike fleets, in addition to marine count multiplier
* This is a balancing placeholder pending a rework of the fleet request system
* Config toggle for raids only dropping blueprints once
* Fix Grand Sector support
* Fix mining fleets not spawning with the correct combat readiness
v0.9.5b
* Some anti-savescum functionality for Prism blueprint trader stock, high-end seller
* Insurance default mult 1x -> 0.8x, hard mode modifier 0.5x -> 0.625x (hard mode total payment unchanged)
* Fix insurance being paid without commission
* Fix an agent/economy crash
* Fix storage submarket losing ships and unlock state on applying reverse compatibility/existing save
* Fix random sector generation potentially cleaning up entities it shouldn't
* NPC colony growth messages can be hidden via settings
v0.9.5
* New features
* Add saturation bombardment event
* Add industry disruption mission
* Add colony governorship purchases from commissioning faction
* Add "reinforce ground defenses" option with base officials
* Add diplomacy trait system for factions
* Add NPC relief fleets
* Agent enhancements
* Agents will specifically target economic competitors
* Several actions cheaper; buff destabilize market action
* AI admins reduce agent success chance by 25%
* Show agent travel on intel map
* Fix agents showing injury recovery success chance
* Fix agents possibly attempting to sabotage population industry
* Fix case where third-faction target of a raise/lower relations actions captures the market the agent is on
* Revamp insurance
* Show breakdown of payouts
* Reinstate payment for D-mods
* Rework payout calculations
* Player raid rebalance
* Once a market with heavy industry is raided, further raids will not loot blueprints for 60 days
* Can raid for blueprints already known to player
* Each blueprint can only appear in raid loot once per game
* Rework Starfarer mode effects on diplomacy
* Starfarer mode straight multiplies the dominance by 1.5, instead of adding half the difference between dominance and 1
* Starfarer mode no longer further modifies disposition effect from dominance on top of modifying the dominance value itself
* Fix direct disposition penalty not applying to commissioned faction
* Externalize values to settings.json
* Faction respawn event
* If would-be respawnee has no enemies, make one
* Clearer messages for console command
* Fix some behavioral/UI issues
* Conquest mission
* Reward based partly on target's income
* Fix mission counting down twice as fast as it should
* Colonies/markets
* Add enhanced core worlds setting
* Adds defenses and/or industries to some core worlds in non-random sector; e.g. Eventide gets a high tech battlestation
* NPC colonies can grow to size 10 by default
* NPC colonies founded mid-game by a colony expedition are limited to size 6
* When picking colony targets or industries to build, factions will try to increase the number of commodities supplied in-faction
* New NPC colonies start with 100k growth incentive
* Outpost and autonomous colony storage fees removed; can store illegal goods
* Can't transfer a market to another faction if it lacks a spaceport
* Counter to "give heavy industry planet away, raid for blueprints" exploit
* Recipient faction will remove the heavy industry if they already have one and colony's defense rating is too low
* Orbiting satellite objects of planets (e.g. mirrors, shades) are transferred on market capture
* Tri-Tachyon gets fewer AI cores in random sector
* Miscellaneous
* Fuel availability contributes to invasion points
* Points required for invasion 20000 -> 24000 to compensate
* Prisoner rep value 0.05 -> 0.04
* Defenders get a 1.25x defense bonus during invasions
* Pirate factions more likely to have diplomacy events with each other
* Don't create procurement missions for commodities that no-one produces
* Vengeance fleets will only be recalled if faction is neutral to player (instead of inhospitable)
* Alliance intel shows which factions can join; fix wrong title
* Reduce Tri-Tachyon and Church's base negative disposition towards each other
* Fleet request main menu shows target star system
* Grand Sector support (no need to modify core files any more)
* Bugfixes
* Hopefully actually fix invasion fleets getting distracted
* Fix a crash involving local resources submarket
* Fix player homeworld in random sector being autonomous
* Fix some start options being inaccessible when too many factions are loaded
* Fix other factions doing diplomacy with player faction when player is commissioned
* Fix Cabal still spawning in random sector when disabled in Underworld config
* Faction raid condition updated when an affected market is transferred
* Blueprint trader: Fix known fighter check looking in player's known weapons
* Fix a possible stutter issue with NPC fleets' Sustained Burn
* Remove legacy stuff involving relationship changes after resigning commission
* Remove hidden nerf to some factions' vengeance fleet sizes
* Reinstate max officer level check on application load