## v0.10.6y (2023-05-12, beta) ##
* Fix random sector crashes
* From 0.10.6x:
* Fix a 0.10.6x crash with Roider Union
* Fix a remaining case of unsubstituted $market name
* Fix having meeting with Baird even after skipping story
## v0.10.6x (2023-05-08, closed beta) ##
* Initial compatibility with Starsector 0.96, MagicLib 1.0.0, LunaLib 1.7 and Unofficial New Game Plus 2.2.0
### Gameplay ###
* Operative improvements
* Procure ship action includes complementary storage unlock
* Being over max operative count (due to skill respec or other exploits) multiplies time taken to complete actions
* Infiltrate cell action aborts if the cell has stopped existing
* Player operative actions on player markets are done by player faction rather than commissioning faction (e.g. no more rep with commissioning faction for removing Pather cells from your own market)
* Special task group fixes/improvements
* Obey fleet size limit
* Adjust rebellion behavior
* If rebels join the attacker in a ground battle, end rebellion with government victory if attackers lose, or with liberation outcome if attackers win
* If government faction changes during a rebellion, don't lose rep for supporting rebels during previous government
* Diplomacy adjustments
* Events less frequent in general (base interval 10 -> 20 days)
* Try not to ceasefire within 120 days of a war starting
* "Don't ceasefire if awaiting invasion" rule now applies to other offensive fleet intel types as well (except those that abort if non-hostile)
* Improvements/tweaks to 'Buy ship' contact/bar mission
* Always applies the design type rule
* Only refunds story points for S-mods that were player-installed
* Add a 'have at least one S-mod' rule
* Mission should now have a 60-90 day cooldown
* Cap colony profit margin for XP at 200%
* Stabilization package has a bonus -1 unrest effect for every 4 points of unrest the market has
* Spacer debt available as starting option without spacer start
* Remnant mission 3: Attackers disable target system's IndEvo artillery if present
* Lower rep penalty for being caught with transponder off (none if commissioned to that faction)
* Add a complete or partial refund if player-requested fleet operation is aborted
* Base strike mission doesn't abort if target stops being hostile
* AI admins will also hide (like cores on industries already do) if market is taken over by a 'Hates AI' faction
* Luddic Path can't become hostile to Luddic Church, to prevent potential irregular behavior
* Hegemony now has a negative diplomacy disposition towards Sindrian Diktat
* Sat bombing can have reduced reputation penalties if the target faction has previously itself sat bombed
* Military system bounty mission (rarely) available in bars
* This may result in the action not proceeding if player is nearby, but manual intervention is possible in that case
* Operatives on internal security mode should not take action on markets where other operatives have targeted for the same action
* Double prisoner base ransom value, increase per-level modifier even more
* Ground battle: Defender unit can only disrupt an industry if the unit belongs to 'primary' faction (no trashing your "ally's" buildings)
* Turn off daredevil XP bonus for officers by default
* Add Prism if Nexerelin is added midgame
* Bar version of tactical bombardment mission should have the same payment scaling (implemented by Nex) as the contact version
### GUI ###
* Most config settings in `exerelin_config.json` can now also be changed ingame with LunaLib
* When player launches an invasion to retake player colony, give direct to player afterwards (rather than having to take it manually)
* Faction directory: Show distance to star system, sort by distance when listing by industry
* Better, more detailed strength comparison for invasions
* Ground battle map: Adjust behavior for nicer layout (especially on certain resolutions)
* Ground battle industries show disruption days, and show additional info even if disrupted
* New GUI for displaying mining ships in fleet and mining tools available in Sector
* Move outpost dismantle command down in menu and allow backing out with Esc
### Graphics ###
* New Midnight Dissonant portrait by Quacken
### Sound ###
* Add music snippets for different ground battle outcomes
* Thanks to Hanawub https://soundcloud.com/hanawub for these
### Text ###
* Clarify ground battle support tooltip
* Market desc changer checks market on decivilization
* Fix ground battles being incorrectly marked as cancelled if attacker is wiped on turn 1
### Bugfixes ###
* Fix a potential NPE when patrol cargo scan can't find market suspicion level
* Fix previous faction choice 'sticking' when trying to pick own faction/free start
* Fix giving markets to pirate-type factions being worth half the listed reputation
* Fix several cases where offered contact mission target can change on undock and redock
* Fix rebellion 'liberation' ending giving 100 times too much rep
* Fix Forever War trait not affecting some war weariness sources
* Tutorial start: Fix having one less skill point than intended when starting level > 1
* Fix player overriding planet's existing original owner memory key on colonization
* Fix some memory flags for completing story missions not being set
* Don't send relief fleets to markets with zero recent unrest, even if stability <= 1
* Try to fix a bug when buy ship mission has no ships meeting the stated rules, so allows all ships
* New outposts won't generate officers for hire
* Fix certain issues with the operative orders dialog
* Faction directory submenus past the 10th now work
* Fix certain military events appearing in Colony threats tab when they're actually aimed at a neighbouring planet/station
* Fix tracking and display of player special task group's FP
* Special task groups say "idle" instead of "[this should not appear]"
* Fix Hegemony's disposition penalty vs. League not applying if Iron Shell is active
### Modding ###
* Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
* Player can create units with modded unit types if the unit def allows it
* NPCs will use default ground units, use a GroundBattleListener to add or replace units as necessary
* Factions must now both be playable and have `offersCommissions` in .faction file to offer commissions
* Factions with the 'posts no bounties' custom boolean in .faction file don't issue faction bounties
* Prism Freeport's High-End Seller automatically blocks ships with both no_sell and no_dealer tags
* "Use ally gear" behavior in invasions/raids doesn't use Legio Infernalis stuff (lazy hax to prevent sharing of daemons)
* Ceasefire offer sound is customizable in config json
* AIM merc officers can have Combat Chatter character IDs set in config
* AIM merc ships do not count towards Automated Ships requirements/limits
* Add option to prevent NPC invasion of markets that exist at start of game
* Remnant custom production contract excludes anything with restricted tag
* Set `$nex_randomSector` global memory key on game start