Was gonna go to v0.10.3 with this, but I found and fixed the last (known) hang in the decivilized planet encounter, and decided I couldn't hold it up for the couple of art assets I need for the planned 0.10.3 feature.
ChangelogCompatibility note: Let me know if your operatives' current/queued actions are lost on loading save.
Spoiler
## v0.10.2e ##
* Fix broken fleet previews
* NPC colony expditions: Fix relationship requirement to invade a queue-jumping player colony (now needs inhospitable instead of neutral)
* Also reduce rep penalty for queue jumping (15 -> 10)
## v0.10.2d (Discord-only) ##
* Gameplay
* Rework recent unrest effect from player raids
* Now still in 1-3 range, instead of being directly based on raid strength ratio, it counts the number of marine icons used
* Every 3 icons adds one point of unrest
* Effect is also floored based on the danger level of the objectives, so hitting an Extreme danger target will always apply 3 points of unrest
* Player can request colony fleets and send them to any surveyed planet
* Revise/refactor conquest victory requirements and externalize thresholds to settings.json
* Now the largest faction must also be at least twice as big as the runner-up to win by market size
* Lower cooldown for NPC relief fleets
* Was 30 * size, now 20 * (size + 1)
* VIC mod support
* VIC can sometimes use regular sat bomb instead of virus bomb
* NPC markets will build relevant structures in response to viral contamination
* Random sector will generate VIC structures
* Rebellion suppression fleets' scaling changed; no longer become ridiculously large with the biggest markets
* Remnant contact mission 1 tries to pick markets within a certain range of ground defense strengths
* Player outposts now have spaceport (can be used for functions requiring a dock, like logistics hullmods)
* Does not affect existing outposts in saves
* Random sector tries to make factions which also spawn their own systems/markets less bloated
* Add a bit of random variance to vengeance fleet spawn times
* Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
* Hegemony and Persean League like each other less
* Fixes
* Fix remaining case of freeze on deciv planet encounter
* Fix a temporary memory leak in new game
* Fix automated ships not being storable at outposts or autonomous colonies
* Fix cloning merc officers by storing their ships
* Fix being able to buy colony governorship at negative price
* Fix Derelict Empire not knowing ships with Archean Order TC
* NPC colony expeditions don't target systems cut off from hyper, or planets marked as invalid targets for random mission locations
* Fix error messages when opening comm link with Remnant station while non-hostile
* Try to keep colony expedition fleets from getting distracted while in target system
* UI/Text
* Invasion intel nofification plays colony threat sound when commissioning faction is targeted
* Improve tutorial start's explanation of its bugs
* Tweak a Midnight dialog
* Update some credits
* Show the number of ships player will have after hiring a mercenary company (to help avoid going over the limit)
* Modding
* Add `nex_preferredAdmin` and `nex_preferredAdmin_factionId` memory keys (for PersonAPIs) to enforce specific admins on markets
I just started a colony and then 2 days after I left the system it just switched over to another faction's control. No invasion mission, nothing. I jumped right back into the system and there was no fleet there or anything. I used console commands to instantly teleport there and loaded older saves from the day and checked. There's no reason, I just get an alert at the same time every time that my market is transferred to Legio Infernalis for no reason.
This is ridiculous design if it's not a bug.
They were sending a colony expedition there. They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere. This is also terrible design. If the colony expedition conquered my colony that I founded first, that's garbage.
Finally, despite them some how conquering my sovereign territory, we're not at war. Apparently, invasions are not hostile acts.
If you try to queue jump by making your own colony on the target of a colony expedition, they can invade your new colony. (Although, as you'll note from the changelog, the relationship threshold for attempting this was bugged; fixed now).
NPC colony expeditions are intentionally not tied to selling survey data, for reasons including the one DownTheDrain describes

Is there a configuration setting to edit the frequency of random diplomacy events (cooperation deal, cultural boom, etc) that affect faction relations? I definitely want them...but at a much slower pace so that the sector is "stagnant" for longer.
eventFrequency in data/config/exerelin/diplomacyConfig.json
Do you guys and gals think it would be awesome if your own faction can deploy special task groups?
It's an idea I've been considering. The immediate concern is that players would expect to be able to order it around, so I'll have to implement a GUI for doing this.
Although this gives rise to a new issue, namely that a huge buddy fleet that can follow you around would be OP AF if it was free.
Maybe I'll make the task group cost money to create.
Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
One issue with this change: a Waystation adds supply and fuel demand, as well. This isn't a problem for Chalcedon, but it is a problem for Epiphany, and actually exacerbates their perpetual deficit problems.
I've done some tinkering and found that Chalcedon doesn't see a change in demand (due to already having a Military Base), but Epiphany does.
Maybe look at adding a faction-specific modifier for base game Pirate and Path markets which adds e.g. 20% accessibility? The (currently disabled in base game) Luddic Majority modifier confirms that this sort of faction-specific modifier is already supported. Something like:
Smuggling Network: Shunned by legitimate businesses and even law-abiding freelancers, commerce in $market is dominated by a motley collection of criminals, renegades, and 'legitimate businessmen.' Accessibility is improved if $market is controlled by Pirates or the Luddic Path.
This also helps avoid making them an unduly enticing target for invasion by the player by adding yet another building to a very poorly defended market.
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.
Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).
Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)