v0.9.7
* Special forces tweaks/fixes
* 33% point generation rate
* Lower max point stockpile
* When fleet is killed, delay spawning of next one
* Fix fleets not defending vs. invasions and sat bombs
* Fix raids failing immediately on arrival for unclear reasons
* This happened when all targets were too strongly defended for raiders
* Now the raid will either take its chances with the weakest target, or retreat and say so clearly
* Random sector improvements
* Rebalance and refactor random sector economy generation
* Not so many heavy industries or fuel productions, particularly in large sectors
* Less likely to build some industries if they're already common in sector
* Random sector core world generator can create more/less systems than current
* This should allow it to avoid inhabited worlds spilling over into other constellations
* Shift random sector core worlds to the west, like non-random sector
* Fix indies not always having heavy industry; add corrupted nanoforge
* Add STDF Requisitions submarket to Spindle homeworld in random sector
* Tiandong's Shanghai can no longer be disabled
* Fix ApproLight Chaos Rift's name
* Templar improvements
* Invasion rate mult 0.3 -> 0.7, hate Luddics more in random sector; add super start ship options
* Toggling of Templars' Antioch system in random sector now done in new game dialog instead of config file
* Lower frequency of faction bounties for hostile-to-all factions (e.g. Templars)
* Add Templar Apostate custom start
* Add independent "vulture scavengers" which sometimes compete with player for battle salvage
* Mining is now instant with cooldown rather than taking time
* NPC agents can instigate rebellions
* Destabilize Market and Infiltrate Luddic Cell agent actions give more XP
* Player alliance joining/invitations obeys same relationship rules as for NPCs
* Don't issue conquest missions targeting commission faction
* Market value for market transfer includes installed AI cores and special items
* Governed colonies count towards faction size for bonus admins
* Can buy governorship of size 3 player-founded colonies for 1 credit
* New game: Turn off transponder when spawning player in hyperspace, in case anyone is hostile
* Disable prisoner repatriation when already at max relations
* Bugfixes
* Fix Version Checker error (migrated version file to GitHub)
* Invasions and raids should give more accurate fleet count
* Fix some cases of relationship changes not working while commissioned
* This is most obvious when using an agent to end hostilities with player faction
* Fix will not fully apply to existing commissions in save
* Fix a case where player becoming non-hostile to a faction would be reverted by still-hostile commissioning faction
* Fix NPC markets building Star Fortresses on size up at smaller market sizes than intended
* Prevent bug where market gets stuck in "suspend autonomy" state forever
* Fix Prism High-End Seller being capped at 40 ships available
* Fix Derelict Empire not being hostile to independents, or factions not present at game start
* Don't show option to "reroll random start ships" in most custom starts (causes NPE) or super ship starts (does nothing)
* Remove Approlight config (moved to own mod)
* Disable some devmode-related stuff when playtestingMode is enabled in settings.json
* Text
* Alliances created between vanilla factions can have pre-defined names for specific faction pairings
* Update captured planet descs
* Add some Ace Combat countries to procgen planet names
* Fix target faction name in base strike intel
* Fix some typos in "bring refugees aboard" decivilized event