Last fix update. I've overdosed on Starsector lately, so I expect I'll be taking a break for a while.
ChangelogSpoiler
## v0.10.0d ##
* Disrupt competitor mission: Scale payout with target defenses; dialog gives more information
* Colonies created by NPC expeditions cease hazard pay when reaching size 5
* Partial fix for handling of Shadowyards modular fab series in random sector
* Fix duplication of Shadowyards' Redwings Command in random sector
* Fix Gun Barrel Sequence milestone being granted by NPC agent actions
* Fix player having to pay for accumulated hazard pay debt on market takeover
* Fix player outposts being targeted for missions
## v0.10.0c ##
* Add a quest that grants a Remnant contact, with a distinct set of missions
* Add tutorial custom start
* Mining players will face hostile parties every so often
* Can be modified/disabled in settings.json
* Add two new player milestones for agents
* SRA's Redwings Command spawns in random sector
* Synchrotron and catalytic core work on station-only markets
* The better solution would be to make stations all have the no atmosphere condition, but that's too big a change right now
* Fix/improve fuel production seeding in random sector
* Make sure synchrotron gets placed where it actually functions, and try to place fuel production accordingly
* Hegemony gets a synchrotron, matching non-random sector
* Fix insurance intel not appearing
* Fix invasion/raid fleets having bloated numbers of tankers
* Fix +1 max agents from officer skills not applying
* Prevent getting stuck in new game dialog due to custom start with nonexistent class
* Fix some cases where things that checked player/officer levels were not updated for level rescaling
* Fix one random colony always spawning in new game even when slider was set to zero
* Fix governorship max size accidentally being set to 6
* Fix starting number of skill points in Spacer start
I am doing a pirate play on Nexerelin, and I found it somewhat odd that Freeport is a hostile port to Pirates. I know they are part of independents, but their incredibly expensive wares are off limits. Just seems strange.
Hm. The rule is kind of a leftover from SCY version of Prism Freeport, maybe I'll remove it.
Question about Nex for 0.91a (but should apply for newest as well).
How do I disable Galatian Academy insurance from free start?
It's not disable-able independently of the Academy stipend, unfortunately.
Although the new insurance system in 0.95 isn't based on having the stipend (or commissions) any longer.
Bug report:
AI factions appear to not pay for hazard pay when it is active, instead accumulating debt as long as hazard pay is active on a colony. The AI never has to pay for this, however if the player invades one of these colonies, the debt remains and will be charged to the player in full at the end of the month.
One example of this can be found in the Luddic Church colonies at Penelope's Star. After several cycles, the two colonies there will accumulate several million credits in debt.
If possible, invaded colonies should reset 'Hazard Pay spent this month' to zero upon being conquered by another faction.
Oh, so that's what happened in that screenshot earlier in the thread...
Thanks for the good catch! Fixed in latest version.