## v0.10.4 ##
### Controls ###
* Special menu hotkey (on campaign map) changed from Z to X by default (fixes conflict with a devmode command)
### Gameplay ###
* Ground battle changes
* Add "Ignis Pluvia" ground battle ability (requires an II Olympus)
* Garrison health reset on a successful non-player invasion now based on surviving attacker units
* Ground battle rebels now have the attack and defense bonuses of 25% marine XP (was 0% and 50%)
* Also divided into 40% smaller units
* Ground battle defender can use EW ability if admin has EW or Hypercognition skills
* AI tweaks/fixes
* Set market "local interest" lockout if player joins ongoing ground battle as attacker
* Set and display rules on when industry items can/can't be looted during ground battles
* Ground battle attacker AI withdraws if nothing happens for 6 turns
* New ground battle settings for players who want battles to last longer
* `groundBattleDamageMult` in `exerelin_config.json`, `nex_gbTurnDaysPlayer` and `nex_gbTurnDaysNPC` in settings.json
* Add player version of the special task group
* Talk to a military-capable base official to assemble the group by giving it ships and officers (does not require crew, supplies or fuel)
* Requires a commanding officer, who can be (re)trained in 2-3 fleetwide skills with 1 SP
* Monthly upkeep cost based on officers, skeleton crew and estimated supply/fuel usage
* If ships are lost in battles, can be respawned for a fee
* Can be disbanded, returning assets to player fleet
* New game creation
* Add "flatten" option (in addition to "random") for starting faction relationships
* Add option for own faction start to create homeworld in a core system, outside the core, or either
* Player homeworld doesn't normally have heavy industry, unless the bonus item is used
* Add a gate to Prism Freeport's system
* Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
* Random sector improvements
* Try harder to concentrate factions in systems where they already have a presence
* Put gamma cores on high commands, if the faction traits allow it
* Seed more abandoned stations (at least 2; 3 if enough markets are present)
* Avoid large swings in random faction weights in random sector
* Hypershunt surprise encounter improvements
* Can be bought off with a beta or alpha core (alpha gives 10 Remnant rep)
* Tweak pursuit behavior
* Entire thing can be disabled in settings.json
* Alliance improvements
* Alliances can be merged (through alliance menu, or by spontaneous NPC action)
* All members of the "giving" alliance must be able to join the "receiving" one
* Allies will vote yes on a war vote if they're already hostile to target
* Alliance votes can modify disposition towards other factions
* Add two new Remnant story missions
* Lower max marine count to prefer target planet in Remnant mission 1
* Nex no longer doubles weapon count in stores from vanilla (can be changed back in `exerelin_config.json`)
* Increase bonus admin availability
* Previous thresholds: 10, 25, 50, 80, 120, 200, 300
* New thresholds: 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, 300
* Make mining harassment fleets more/less frequent depending on current system's markets
* Starting contact on new game is always military/underworld, unless starting fleet is a trade fleet
* Add unique colony skills for certain faction leaders
* Rework player fleet strength estimation used in some places
* Ceasefire prompt decision time now 5-7 days (was 14-21)
* Operative procure ship action: base XP 500 -> 750
* Add chance of creating a conquest mission following a failed NPC invasion
* Rebellion suppression fleets can't spawn from markets already having their own rebellions
* Respawn invasions have 1.4 times the base marine count
* Don't generate conquest missions on behalf of factions that can't invade
* Sindrian Diktat can send colony expeditions sometimes
* NPC factions unset hazard pay when taking over a colony, unless it was founded after game start
* Derelict Empire: Factions start with invasion meter 80% charged
* Use vanilla 0.95.1a calculation for raid stability effects, instead of Nex custom one introduced in 0.95
* Losing a mining fleet can cause commodity shortages for the host market
* Set the "gave Daud the Yaribay contact" flag when skipping story
### Graphics ###
* New portrait for Midnight Dissonant, created with Coherent Watermelon
### GUI ###
* Add a Scoreboard intel item to show which factions are closest to victory
* Ground battle: Skip deployment confirm prompt when using quick move
* Procure ship action: destination can be set for queued actions; tweak button layout
* Ground battle tutorial: Go to intel screen directly after convo
* Widen name column in faction directory so "Port Tse Franchise Station" isn't wrapped
### Text ###
* Ground battle help explains movement points
* Ground battle tutorial dialog explains what it's a tutorial of
* Minor fixes
### Fixes ###
* Fix a crash with post-Ziggurat encounters in random sector
* Fix null error when using faction directory while running Legacy of Arkgnesis mod
* Fix heavy industry anti-raid exploit causing any special items on the HI to vanish
* Fix own faction start setup picker not taking into account screen scaling
* Remove TITAN option from military options dialog (handled by II)
* Fix ground battle not promptly removing its ongoing stability penalty
* Fix ground battle abilities not being blocked by active station
* Player officers on new game no longer have random personalities
* Fix Ancyra not having comm directory officials
* Fix post-tutorial faction change of Derinkuyu Mining Station
* Fix multiple Remnant station build missions going to same system
* Fix being able to mine with nearby hostile fleet; fix info option not showing if mining strength is zero
* Fix Militia Power UNGP rule not applying to ships properly
* Safety for ground battle AI ability use
* Fix rep multiplier for returning freshly captured markets while commissioned
* Increment faction respawn count only on launching invasion, not on getting back in the game
* Fix Stalwart/Weak-Willed faction traits being applied improperly
* Maybe fix a minor memory leak involving player marine XP in ground battles
* Fix station insta-construction in build station missions
* Don't spawn Return the Data Core mission in random sector
### Modding ###
* Alliances can have permanent members
* Add "Forever War" diplomacy trait, removes war weariness gains
* Used by Luddic Path
* Add `$nex_npc_no_invade` memory key to prevent NPCs from targeting a market for invasions
* AIM merc companies can now have their own ship name prefix, and can have their upfront fee modified by fleet value
* AIM merc FleetMemberAPIs have an identifying buff (`nex_mercBuff`)
* Update Prism's HVB check to use MagicBounties instead of Bounties Expanded
* Make sure some mission fleets don't get cleaned up by ClearCommands
* Fix non-externalized strings in NexUtilsMarket.pickEntityDestination
* Don't hard crash if random sector bonus items lack generators, just write a warning to log