Changes as of November 17, 2015
Campaign
Increased salvage from combat by 50%
Reduced number of system bounty events
Ongoing battles will autoresolve faster if they're lopsided; i.e. several patrols vs a lone pirate frigate will not take a day to autoresolve
Added current "suspicion level" to black market tooltip
Emergency Burn:
Halved CR cost (and thus, supply cost)
Now prevents CR recovery while active
Player respawn: will now pick random friendly market to spawn near, favoring larger and friendlier markets
Boarding:
Requires and uses only marines
Removed steps with picking boarding task force and number of marines/crew to use
Always successful provided there are enough marines
Faces more resistance from crew (more crew defending at better odds)
Marine cost increased to 500 credits
Reduced sell price of ships by half
Successfully boarded ships are automatically mothballed
Somewhat save-scum-proof
Combined "trade disruption" updates into a single item under "Events"
Added plus sign to icons of officers that can level up
Removed easy/normal start choice from new game creation; added two difficulty choices:
Normal
Easy
50% more salvage (supplies, credits, etc)
Level of AI officers reduced by half
10,000 extra starting credits
"Trade disrupted" and "price update" reports only show up in the campaign-level message list if they're from the same system. Will still always show up in the intel screen.
Price map in intel tab much more accurate
Combat
Damage taken is set to "full" by default
"All" button in deployment dialog will now select as many ships as possible for deployment when there aren't enough points to select all of them, instead of being disabled
Safety Overrides:
Now prevents active venting instead of increasing overload duration
Non-missile weapon ranges past 450 units drastically reduced by SO
Changes as of November 03, 2015
Campaign
Turned off comm sniffer investigations (at least for now)
Smuggling investigation:
Will no longer find the player guilty if they were wrongly suspected
Lasts 2-3 months
A chief investigator is assigned and can be talked to to resolve any misunderstandings
Guilty finding drops reputation with faction to inhospitable
Can be covered up (reducing chances/avoiding investigation entirely) by also selling on open market
Added "Faction ties" investigation
Started by major factions when the player has a positive reputation with another major faction
A chief investigator is assigned and can be talked to to resolve any misunderstandings, but only a couple of times before that's no longer effective
Maintaining positive reputation with more than one major faction (Diktat, Hegemony, Tri-Tachyon, Luddic Church) is not possible for very long; will eventually become hostile to all but one
Can avoid by keeping reputation at favorable or below
Added confirmation to player transponder activation/deactivation (have to use twice in a row to do either)
Added three new passenger liner type ships
Added liner fleets carrying passengers to and from different systems
Market procurement mission: now requires coming into port with transponder off if contact is an underworld figure
Added tooltip showing markets in a star system to stars in intel map
For now, "vengeful" reputation can be improved by doing bounties
Can also be achieved by normal combat, not just pursuit
Added "radio chatter" sounds when near a market
Commander personality now has some effect on fleet behavior
Evenly-matched or weaker fleets may follow you around waiting for an opportunity instead of fleeing or ignoring your fleet
Valhalla: improved accessibility of Ragnar Complex and nearby markets
Terrain adjustments:
Nebulas and asteroid rings/fields now reduce fleet speed based on fleet size instead of reducing the burn level of individual ships
Magnetic fields now reduce speed and sensor range by 50%
Nebulas, asteroid rings/fields, magnetic fields, and hyperspace storms now reduce speed by a percentage rather than a multiplier, allowing "Emergency Burn" to take full effect
Battles in deep hyperspace no longer have nebula patches on the battlefield
Navigation skill: now reduces burn level penalties from terrain by 5% per level
Combat
Cruisers will now be assigned to "capture" assignments as needed
Safety Overrides: now also extends overload duration by 50%
Hardened Subsystems: reduced CR degrade speed reduction to 25%
Reaper: made engine glow more prominent for improved visibility
Atlas: removed flight deck
Helmsmanship level 5 perk: now grants maneuverability bonus instead of top speed with zero flux
Miscellaneous
Reduced save file size by ~50%
Upgraded to Java 8 (should resolve issues on newer versions of OS X)
Reduced logging verbosity
"resolutionOverride" in settings.json should now work for oddball resolutions in windowed mode
Modding:
Added ShipAPI.setWeaponGlow(float glow, Color color, EnumSet<WeaponType> types)
Orbital junk removed from savefiles; regenerated on game load
Added ModPlugin.onGameSaveFailed()
Refit in neutral-owned stations/markets no longer offers free weapons from non-free submarkets
Added SectorEntityToken.getCustomData(), returns String->Object map for custom persistent per-entity data storage
Asteroids are no longer persisted in save files, unless they have something in their memory they are regenerated on game load
CombatEngineAPI.getCombatUI()
CombatUIAPI
addMessage(int newLineIndentIndex, Object ... params)
isShowingCommandUI()
getCommandUIOpacity()
FluxTrackerAPI.stopVenting()
ShipHullSpecAPI.getShieldSpec()
ShieldSpecAPI
float getPhaseCost();
float getPhaseUpkeep();
float getFluxPerDamageAbsorbed();
ShieldType getType();
Color getRingColor();
Color getInnerColor();
float getUpkeepCost();
float getArc();
float getRadius();
float getCenterX();
float getCenterY();
MissileAPI
float getFlightTime();
void setFlightTime(float flightTime);
boolean isGuided();
ShieldAPI
toggleOn()
ShipAPI
void setVentCoreColor(Color color);
void setVentFringeColor(Color color);
Color getVentCoreColor();
Color getVentFringeColor();
void setVentCoreTexture(String textureId);
void setVentFringeTexture(String textureId);
String getVentFringeTexture();
String getVentCoreTexture();
String getHullStyleId();
WeaponGroupAPI getWeaponGroupFor(WeaponAPI weapon);
void setCopyLocation(Vector2f loc, float copyAlpha, float copyFacing);
ShipEngineAPI
void setHitpoints(float hp);
Color getEngineColor();
Color getContrailColor();
enum ShipSystemAPI.SystemState
ShipSystemAPI
getState()
float getCooldown();
void setFluxPerUse(float fluxPerUse);
void setFluxPerSecond(float fluxPerSecond);
ViewportAPI
void setCenter(Vector2f c);
WeaponGroupAPI
AutofireAIPlugin getAutofirePlugin(WeaponAPI weapon);
boolean isUsingDefaultAI(WeaponAPI weapon);
ModularFleetAIAPI
CampaignFleetAIAPI
AssignmentModulePlugin
List<FleetAssignmentDataAPI> getAssignmentsCopy()
SectorAPI
ViewportAPI getViewport();
CampaignUIAPI
boolean isShowingMenu();
SettingsAPI
List<String> getAllVariantIds();
List<String> getAptitudeIds();
List<String> getSkillIds();
LevelupPlugin getLevelupPlugin();
String getVersionString();
JSONObject loadJSON(String filename, String modId) throws IOException, JSONException;
JSONArray loadCSV(String filename, String modId) throws IOException, JSONException;
String loadText(String filename, String modId) throws IOException, JSONException;
ModManagerAPI getModManager();
ModManagerAPI
List<ModSpecAPI> getAvailableModsCopy();
List<ModSpecAPI> getEnabledModsCopy();
boolean isModEnabled(String id);
List<ModPlugin> getEnabledModPlugins();
ModSpecAPI getModSpec(String id);
ModSpecAPI
boolean isUtility();
String getModPluginClassName();
boolean isTotalConversion();
String getName();
String getId();
String getVersion();
String getDesc();
String getPath();
String getDirName();
String getGameVersion();
Set<String> getFullOverrides();
List<String> getJars();
String getAuthor();
Changes as of October 19, 2015
Campaign
Added visual indicators of other fleets' sensor ranges when the player is near the edge of it
Hireable officer personalities (i.e. combat behavior) now based on the faction of the planet on which they're located
Headquarters, Orbital Station, Spaceport, and Military Base now affect the number and quality of officers in fleets from their market
Defeating ships captained by officers/fleet commanders now grants up to 5x increased experience based on the captain's level
Revamped campaign fleet generation; added officers and faction-specific fleet compositions
Revamped food shortage event
No more tracking of sales before event starts or investigations for overselling
Only affects markets of size 6 and below
Smaller markets are affected more, both in reduced stability and food price increase
Intercepting relief fleet increases unrest (i.e. reduces stability) at market
Selling food on open/black market has an increased impact on reputation while event is ongoing
Selling food on black market produces high unrest after event is over
Updated food shortage and trade disruption events to have prices smoothly decrease with player selling commodities and filling demand
Made intel message detail area slightly taller
Revamped trade, pirate, and mercenary fleet spawning
Reduced high-end system bounty rewards by about 33%
Removed post-engagement options of "maintain contact" and "stand down"
Ships on winning side now automatically recover some CR if the engagement was limited in scope
Recovery amount depends on total deployment cost of destroyed losing ships vs each winning ship's deployment cost
Maximum of 75% recovered if any enemy ships were destroyed
Added Luddic Path faction, radical arm of the Luddic Church
No markets, but launches small raider fleets from Luddic Church worlds
Hostile to player, but individual fleets may be bought off with a "tithe"
Auto-resolving pursuit: greatly increased effectiveness
Expanded battles
Can join one side of an ongoing campaign battle that may involve several fleets and last up to several days
When engaging another fleet or joining a battle, nearby fleets - both allied and enemy - will join in
Adjusted bounty payments and reputation gains when done with the aid of an allied fleet
Salvage and bounty split will depend on how much hull damage the player dealt to enemies
Friendly fire incidents will cause a reputation drop depending on the severity
Very serious incidents will drop reputation all the way to hostile
Fighting a faction's enemies in their system will no longer improve reputation with them
Adjusted crew losses from battle so that you don't end up being heavily over crew capacity after losing ships
System bounties now last longer
Disengaging from a non-hostile fleet will only drop your reputation to hostile if you destroy any of their ships (or entire fighter wings), previously would on doing any hull damage
Improved visuals for ship engine glows in campaign; improved fleet movement behavior
Turned off customs inspections, at least for now - sneaking into market w/ transponder off fills the same role
Combat
Added several new missile weapons (one small and two large)
Hurricane MIRV - changed to be a medium range finisher weapon rather than long-range
Removed ammo regeneration
Increased number of warheads to 10
Reduced refire delay to 5 seconds
Reduced range to be in line with MRMs
Increased missile hitpoints and range at which the main missile splits
Increased flight time of individual warheads
Added new midline missile cruiser
Hammerhead: changed small energy mounts to hybrid (can slot in energy/ballistic)
Added officer portrait to target reticle for ships with officers
Added "Safety Overrides" hullmod. Boosts speed and flux dissipation at the expense of a drastic loss in peak performance time. Can not be installed on capital ships.
Assault Chaingun: increased damage and flux cost by 50%, reduced range to 450 (from 700)
Heavy Machinegun: reduced OP cost to 10, range increased to 450 (from 400)
Harpoon, Sabot 3-racks: reduced OP cost to 4 (from 5)
Salamander 3x/Pod: increased refire delay to 25 seconds (from 20)
IR Pulse Laser: reduced OP cost to 5
Plasma Cannon: damage and flux use increased by 25%
Tachyon Lance: range reduced to 1000, damage increased by 200%, flux use increased by 100%
Ion Cannon: flux/shot reduced to 30 (from 80)
Heavy Mauler: damage reduced to 200 (from 250)
Ship AI:
Aggressive officers more aggressive
May use strike weapons against frigates if considers itself in trouble
Will now consider any non-civilian ship with weapons to be a combat-capable ship
Non-autofiring weapon groups will try to follow the mouse if they're not selected but the target is close to their arc
Miscellaneous
New graphics for some ships (Eagle, Enforcer, Falcon, Dominator, and a few others)
Updated portrait graphics
New graphics for Arbalest Autocannon
Added text scrolling for standalone (non-campaign) mission descriptions
Many missions updated; extensive backstory added
Added "alwaysUndecoratedAtFullscreen" key to settings.json, controls whether full-resolution windows are always undecorated or not. Set to true by default.
Falcon: added two small energy turrets, added 10 ordnance points. (D) variant does not get the extra turrets, does get +10 ordnance points
Fixed sound loop playback issue where loops would not fade out properly but would cut off abruptly
Built-in hullmods (Flux Shunt, Repair Gantry, etc) no longer show up in mission refit
Modding
Added "AMMO_RELOAD" ship system and ship system AI type
Added "cr/u" column (cr per use) to ship_systems.csv
Added to SoundPlayerAPI:
void restartCurrentMusic();
String getCurrentMusicId();
void playMusic(int fadeOutIfAny, int fadeIn, String musicSetId);
void setSuspendDefaultMusicPlayback(boolean suspend);
Added GameState enum (COMBAT, CAMPAIGN, TITLE)
Added SettingsAPI.getCurrentState() to return current state
Added LocationAPI.setBackgroundOffset()
Added "doctrine" section to .faction file; affects fleet compositions and officer numbers/levels
Fixed bug where animated beam weapons would not glow properly during phase skim/teleport style animations
Decorative weapons now render in the campaign view and on ship icons
Dev mode only, edit variants from main menu only: shift + letter jumps to variants starting with that letter
Added baseValueMult to .skin files. baseValue still supported.
Made some breaking changes to FleetEncounterContextPlugin/CampaignFleetAIAPI, related to removal of maintain contact/stand down options
Added CombatTaskManagerAPI
Added CombatFleetManagerAPI.getTaskManager(boolean ally)
Moved assignment related methods from CombatFleetManagerAPI to CombatTaskManagerAPI
CampaignPlugin.pickBattleAutoresolverPlugin() changed to take BattleAPI as a parameter instead of two fleets
Other related API changes re: passing in a BattleAPI where appropriate
FleetDespawnReason.DESTROYED_BY_FLEET changed to DESTROYED_BY_BATTLE; param is now a BattleAPI
Added CombatEngineAPI.getDamageData() to get running hull damage dealt totals by each fleet member
Bugfixing
Fixed erroneous rate of fire being shown for burst beam weapons
Fixed turret alignment on Tarsus-class freighter
Fixed music-related out of memory crash if game was left running for a long time
Fixed faction description textbox size in faction intel display screen
Fixed bug where boarding action CR cost was based on the deployment cost of the ship being boarded instead of the ships doing the boarding
Fixed bug where Heavy Armor was not correctly applying the maneuverability penalty
Changes as of June 23, 2015
Campaign:
Added campaign sensors; can now only see other fleets when they're nearby
Added abilities that can be used by fleets, both player and AI: Transponder, Go Dark, Active Sensor Burst, Emergency Burn
Transponder, turning it off:
Reduces visibility, attracts attention of patrols
Allows trade with otherwise-hostile factions on the black market
Allows open trade with hostile factions for independents, pirates, and free ports
Combat officers:
Can be hired at markets using the comm directory to contact "mercenaries"
Can be assigned to command specific ships
Have combat-effective skills and gain experience
Player can pick one of two skills to gain/increase on each levelup
Navigation skill: while waiting for skill revamp, reversed the skill gains with larger ships gaining more and smaller ships gaining less. Also reduced burn level gain; does not affect frigates. (Yes there are some levels that don't have any bonus; see: revamp)
Augmented Engines: burn speed increase reduced to 1, now also reduces sensor strength by 50%/increases sensor profile by 50%, removed capacity penalty
Degraded Engines: burn level penalty is now uniformly 1
Removed speed boost after losing battle
Added terrain with fleet-affecting effects:
Nebula
Asteroid belt
Ring system
Star corona (with solar flares)
Magnetic field (with auroras)
Removed logistics rating mechanic
Ships have explicit "supplies/month" and "supplies/recover from deployment" stats, set to the same value (i.e one deployment costs as many supplies as operating for a month)
High Maintenance hullmod: increases supplies/month only
Automated Repair Unit hullmod: removed penalties; increase in CR recovery does *not* reduce the overall recovery cost
Removed supply cost per day for crew and marines (assumed to be negligible compared to ship maintenance)
Logistics skill, Leadership aptitude: now reduce maintenance supply use 30%/20% respectively
Fleet size hard-limited to 25 ships total
Removed "deployment points" as an explicit ship stat, battle size now based on supply recovery costs
Adjusted deployment supply costs - up a bit for smaller ships, significantly down for capital ships and cruisers
Combat balance:
Sabot:
Improved missile aim
Changed damage back to single-shot with 750 damage
Added variance in Sabot launch range to make it a bit more unpredictable
Increased projectile speed to where the AI can't always react and lower shields in time
Non-missile projectiles that are fading out after reaching maximum range now deal soft-flux damage to shields
Slightly improved Harpoon missile target tracking
Accelerated Ammo Feeder: reduces flux cost of ballistic weapons by 30%
Pilum: reduced hitpoints to 50 (from 125)
Ship AI:
Ship aim will improve as time is spent firing at the same target; time from worst aim quality to best is ~15 seconds
Autofire aim will improve as time is spent firing at the same target; time from worst aim quality to best is ~15 seconds.
As will AI manual targeting
Improved fighting vs drones somewhat (prioritizes them less)
Combat:
Campaign terrain effects:
Campaign combat maps now spawn with appropriate nebula graphics and amount for the location
Effect of nebula changed to align with in-campaign effect
Fighting in corona: reduced peak time, increased CR degradation, slight screen glow
Fighting in ring system: lots of small, non-collision-damaging asteroids on battlefield
Miscellaneous:
Added custom graphics for the following hullmods: civilian-grade, hardened subsystems, high maintenance, high-res sensors, phase field
Added "Solar Shielding" hullmod - reduces effect of travel and fighting inside a star's corona; reduces beam damage taken slightly
Modding:
Fixed NPE caused by using ship AI flags for drones
Fixed issue where EveryFrameScripts added to an entity would never run while the game is paused
Fixed bug where using an area-of-effect exploding missile as a MIRV projectile would cause an NPE
Added to CampaignEventListener:
reportPlayerActivatedAbility()
reportPlayerDeactivatedAbility()
Added HYBRID weapon slot type that allows ballistic and energy weapons, but not missiles
MutableFleetStatsAPI.addTemporaryModXXX methods now key off the source parameter - multiple changes with the same source id are no longer possible
Added LocationAPI.getPersistentData()
Fixed NPE caused by assigning quad trails to ships; quad trails for ships still have artifacts
Added BattleCreationPlugin.afterDefinitionLoad() method
Added ModPlugin.configureXStream method that allows customization of XStream, which is used to create save files. In particular, can be used to alias class and field names to shorter names.
Added DynamicStatsAPI
Allows creating new mutable stats using string ids as keys
MutableFleetStats.getDynamic() and MutableShipStats.getDynamic()
Bugfixing:
Fixed bug where player gender would revert to "ANY" on saving and then loading a game
Fixed bug where selling a not-in-demand commodity one at a time would produce a better price than selling in bulk
Changes as of April 05, 2015
Campaign:
Added 5 new star systems
Added "Hydroponics Complex" market condition
Added market conditions for a variety of new planet types
Added alternate shortcuts to interaction menu options, in addition to number keys (i.e. Esc = Leave, etc)
Price list in commodity tooltip will now compress multiple entries for the same commodity into one, provide the prices are the same/very similar
"Move in to engage" will show a confirmation dialog when vs non-hostile target
Fixed autoresolve issue that incorrectly penalized ships with good shields and benefited ships with poor shields
Greatly increased CR penalty from refitting in flight, especially for hullmods
Locally-produced goods now available on the black market even if they're not available on the open market due to being mostly exported
Added support for campaign missions (e.g. quests)
Added "market procurement" mission - acquire and deliver X commodity to a contact at market
Added browseable comm directory and mission board to markets
Can be used when docking with hostile markets
Can improve relationships with specific people
Generally, people with a positive relationship will offer missions even if the faction is hostile
Other effects TBD
Person info panel updated to show relationship, faction affiliation, player relationship with faction, person rank, and current post
Added new music for Luddic Church faction
Added combat officers
Can hire by talking to "mercenaries" via market comm directory
Can be assigned to any ship (not fighter wings)
Have the following pool of skills: all combat skills, Gunnery Implants, and the effect of the combat aptitude as a "skill"
Start with one level 1 skill
Have one of four personalities affecting in-combat behavior:
Timid, cautious, steady, and aggressive
Player can choose one of two (randomly picked) skills to learn or improve at each level-up
Not limited by aptitude level when increasing skills
Only grant the combat portion of their skills
Current maximum level is 20, learning a skill learns it at level 1, improving gains 3 levels
Gives exactly 5 maxed-out skills at level 20, or some combination of lower-level skills
Numbers may change
Gain experience based on time spent in combat, experience split among all officers deployed
Player can have a maximum of 10; can be dismissed
Combat balance:
Autopulse Laser: increased damage by 20% and flux generation by 25%
Proximity Charge Launcher: now has the PD tag
Lasher: increased flux dissipation, armor, and shield arc
Ship AI/orders:
Found and fixed an issue that could cause occasional suicidal behavior (would attempt to pursue an enemy perceived as trying to kite it, into a very bad situation)
Added "Avoid" order, can be set on enemy ships to make all your ships try to avoid getting near them
Ships can be explicitly assigned to the "avoid" target, in which case it'll work as an "engage" order
Improved order-following
Ships assigned to capture/control/assault/defend will do a better job of both avoiding enemy contact and moving towards the objective
Improved conservation of HE missiles (i.e. Harpoons) vs unshielded frigates. Test case of Wolf (CS) vs 2x Hound (D), 2x Cerberus (D), and 1x Lasher (D) -> Wolf saves enough missiles to effectively take out the Lasher
Improved conservation of kinetic missiles (i.e. Sabots) - less likely to fire off when high on flux and unable to follow up
Improved behavior with regard to re-engaging a target while having higher flux than target
Improved map-border-avoiding behavior
Improved maneuvering to facilitate the use of Reapers and other rocket-type weapons
Improved spreading out by multiple ships facing a single target
Reduced propensity to get very close to a vulnerable target and stay there
Autofire AI will now consider whether an enemy is blocking a friendly from being shot at, for purposes of friendly fire danger detection
Improved broadside AI:
Will now turn more into a broadside if its frontal firepower is significantly lacking
Will pursue (by turning towards enemy) less
Miscellaneous:
Apogee's Sensor Drones can no longer be set to free roam
PD weapons with charges will now conserve up to 10 ammo vs non-PD targets
Thumper and Storm Needler no longer show "x9999" burst size on tooltip
Clarified "High Maintenance" hullmod description
Fixed occasional unnecessary background texture reloading when starting battles/simulations in the campaign
Modding:
Added DamagingProjectileAPI.getBaseDamageAmount();
Economy shouldn't crash if there are no markets configured
Added ShipVariantAPI SettingsAPI.getVariant(String variantId)
Very large turrets should no longer cause visual artifacts on disabled ships
Fixed bug that caused prices for markets of size >7 to be computed incorrectly
shipBuy/SellPriceMult now properly affects fighter wings
OptionPanelAPI now sets alternate shortcut that works in addition to the number key matching the option. It's always bracketed and put at the end.
CampaignEventListener.reportPlayerOpenedMarket() now called when player opens interaction dialog rather than when player actually opens the trade UI
Added CampaignEventListener.reportPlayerClosedMarket(); called when interaction dialog is closed
Added OptionPanelAPI.addOptionConfirmation
tips.json now merged on load instead of always replacing the vanilla one
Added FactionAPI.getMemoryWithoutUpdate()
Added PersonAPI.getMemory()
Added PersonAPI.getMemoryWithoutUpdate()
Added to MarketAPI:
void initCommDirectory();
CommDirectoryAPI getCommDirectory()
void addPerson(PersonAPI person);
void removePerson(PersonAPI person);
List<PersonAPI> getPeopleCopy();
Added to SectorEntityToken:
PersonAPI getActivePerson();
void setActivePerson(PersonAPI activePerson);
Added
CampaignEventManagerAPI.primeEvent(CampaignEventTa rget eventTarget, String eventType, Object param)
CampaignEventManagerAPI.startEvent(CampaignEventPl ugin primedEvent)
Added ReportAPI (for accessing data from reports.csv)
Added SectorAPI.getReport(String eventType, String eventStage, String channel)
Added LocationAPI.getAllEntities()
Improved performance of:
SectorAPI.getEntityById()
LocationAPI.getEntityById()
Fixed minor on-rack missile rendering issue
Highlighting in reports/tooltips/shortcuts/etc now requires a non-alpha-numeric char after a match (i.e. a space, punctuation, etc)
Added support for modding person ranks and posts (default_ranks.json, "ranks" section in .faction)
Expanded PersonAPI
Added CampaignMissionPlugin, CommDirectoryAPI, etc (as necessary to support new campaign functionality)
Added SectorAPI.getImportantPeople()
Added to ShipEngineControllerAPI:
extendFlame()
fadeToOtherColor()
Added SettingsAPI.getPlugin() to retrieve plugins defined in the "plugins" section of settings.json
Added SettingsAPI.getSortedSkillIds(), returns skill ids sorted by "order" in skill_data.csv
Added SkillSpecAPI
Fixed crash bug caused by ship name Roman numerals getting up to 4000
Added "combat officer" column to skill_data.csv; governs if skill is available to combat officers
Made CoreReputationPlugin easier to mod without replacing entirely
Added RepActions.CUSTOM
Specifics of reputation change specified via CustomRepImpact class
Usage:
CustomRepImpact impact = new CustomRepImpact();
<set fields in impact to desired values>
Global.getSector().adjustPlayerReputation(new RepActionEnvelope(RepActions.CUSTOM, impact, message, true), factionId)
Added "evenSpread" parameter to mirv spec
Bugfixing:
allowShipControlWhilePaused now set to true in settings.json, as was intended
Fixed rare crash bug caused by weapon group going away due to a critical malfunction but the AI still thinking it exists and wanting trying to fire it
System-activated engines no longer show up on ships in the campaign view
Fixed rare crash while adjusting music volume
Fixed bug where repair-at-market cost would be extremely high if ship crews were understrength
Fixed issue where leaving X cargo and then picking up exactly X cargo would lead to the listed cargo space used being incorrect
Thunder-class fighters no longer immediately go to refit after firing off their Harpoon missile
Captured enemy ships will no longer ship up in the "disabled" category in the enemy fleet in the fleet encounter dialog
Fixed bug where intel prices would occasionally not update correctly when docking at a market
Fixed issue where player-sold commodity stockpile value used for pricing would reset on a save/load for commodities not in native supply or demand
Fixed bug where market music would continue playing in the campaign after running a combat simulation in-market and then leaving
Fixed crash caused by adjusting music volume after music has erroneously stopped playing
(Probably) fixed issue with music stopping to play (seems to only be an issue with some mods?)
Fixed bug where fighter wings would not properly lose CR for taking losses in combat in some circumstances
Fixed bug where initiation a transaction at a military submarket and then cancelling would result in the items in the submarket being re-sorted incorrectly
Increased Hound shield radius so it works properly when a Front Shield Generator is installed