StarSector (ex-Starfarer), un X-like à plat ? 0.96a (mai 2023)

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livrer de la nourriture là ou il en manque est un moyen pas trop risqué de se faire de la thune au début... Effectivement y'a le risque d'arriver trop tard mais bon s'il n'y avait aucun risque, ca ne serait pas rigolo ( bon y'a aussi le risque de se manger une patrouille, de se faire bouffer par les pirates etc )
Sinon suffit de chasser les pirates et de chopper les rewards correspondant, faut bien sur viser petit au début et monter petit à petit sa flotte et ses objectifs.

J'accroche vraiment sur ce jeu, et les mods le rendent vraiment très complet et vivant pour le coup. ( j'ai mis StarSector+ avec quelques factions )
Je viens de découvrir ce jeu avec ce topic, je dois avouer que je suis assez tenté, une petite question, est ce qu'il y a des joueurs d'escape velocity (ça date un peu) qui ont testé StarSector pour voir les différences niveau gameplay et feature?
Oulà, me rappelle presque plus de EV, surtout que j'y ai joué à sa sortie sur mac, mais de mémoire EV semble bien plus complet que ne l'es pour l'instant starsector. Quand au gameplay c'est complètement différend, si je me rappelle bien il y avait une sorte de physique inertiel dans EV, qui est moins présent dans Starsector, de plus les fight se font dans des sortes d’arène dans starsector, ce qui n'était pas le cas dans EV.
Au fait...

http://fractalsoftworks.com/2015/11/...-0-7a-release/


Version courte :

Citation :
New features in this version:

Expanded battles – come to the aid of beleaguered allies, or be swarmed by enemies
Campaign terrain – nebulas, stellar coronas, hyperspace storms, and more
Sensors – play cat and mouse games with enemy fleets or patrols seeking to ruin your smuggling run
Abilities – “go dark” to hide in a ring system, or use “emergency burn” to chase down a pirate
Combat officers – hire and level up officers to power up the ships you assign them to
Campaign missions to take on for profit
Faction and reputation-specific music
Six new star systems, five new ships, and three new weapons
Version longue : http://fractalsoftworks.com/forum/in...p?topic=9278.0

Code:
Hotfix - 0.7a-RC10, November 20, 2015

Bugfixing

    Fixed crash bug after battle where allies harried instead of engaging
    Fixed issue with not getting any salvage when allies decide to let the enemy go after an engagement
    Fixed typo in navigation skill effect description
    Fixed wrong sprite being used for Kite (D) (affected Codex only)
    Fixed typo in transponder tooltip
    Fixed typo in "Last Hurrah" mission description
    Removed errant quote from Locust description
    Fixed more typos
    Set Aztlan outer jumppoint to not show the gas giant
    Removed "show sensor range" campaign keyboard binding that did nothing
    Fixed SettingsAPI.getAllVariantIds()



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(CampaignEventTarget eventTarget, String eventType, Object param)
        CampaignEventManagerAPI.startEvent(CampaignEventPlugin 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
La très grosse mise à jour 0.8a pour Starsector est maintenant jouable.

http://fractalsoftworks.com/forum/in...?topic=11477.0

Citation :

Posted April 20, 2017 by Alex in Releases

Starsector version 0.8a is now out! Here are some of the more prominent new features in this release:

More hand-crafted star systems to flesh out the core worlds area of the Sector
Procedurally-generated areas to explore beyond the core worlds
Run salvage operations and planetary surveys, with associated missions for further profit
New map interface – redesigned to aid in your exploration
A “lay in course” feature – track where you’re going and how long it’ll take to get there
Ship recovery – repair derelict ships or ships disabled after battle, and add them to your fleet
Revamped carrier & fighter mechanics – command fighters launched from your own carrier
New campaign abilities – scavenging, distress calls, and more
Skill overhaul – added Industry aptitude; every point matters
New enemies to fight (details REDACTED)
Modular orbital stations, for use in REDACTED
Several new ships, including new carriers
New terrain types – pulsar beams and black holes
A new “reckless” officer personality
“Full Assault” and “Eliminate” combat commands; other ship AI and command improvements
Destroyed ships break into pieces
A campaign tutorial, and other changes to make the early game more forgiving
A new set of starting options – a focus on fewer and more clear choices before the game begins
… and lots of miscellaneous fixes and improvements!
Les notes complètes :

Code:
Changes as of April 13, 2017

Campaign

    Planets with ruins will now have orbital junk, like regular markets (but no radio chatter)
    Person-bounty fleets now marked as "mission important" (i.e. will show indicator on map/campaign when visible)
    Can no longer scuttle, sell, or store the last ship in your fleet
    Control-clicking on a stack cargo to take or buy it will transfer just enough to fill up free capacity
        Another ctrl-click will take the rest, if desired
        Mostly meant to make topping off on fuel quick and easy
    Control-clicking cargo to sell/store/eject it will initially only transfer enough to put you at maximum capacity, if you're above it
        Another click will transfer the rest
    Added slight base demand for fuel and supply to all markets (makes supplies/fuel more generally available)
    Fuel:
        Reduced price to 25 credits (from 50)
        Roughly doubled amount available
        Increased proportion of fuel from salvage, battle salvage, and scuttling
        Reduced ship fuel capacity, generally by around half
            Cargo ships tend to have a bit more
            Carriers a bit less
        Overall goal is to encourage more casual exploration (cheaper, more abundant fuel) and open up a few more choices in fleet composition (how many/what types of tankers to use)
    Reduced cargo capacity somewhat, especially of combat ships above frigate level
        A fleet with many larger ships is more likely to want to bring freighters along
        A fleet with mostly frigates is largely unaffected compared to before
    Attempting to activate the transponder when doing so will make a faction hostile will bring up a confirmation dialog
    Scavenge ability:
        Chance of an accident starts low and increases with subsequent operations in same debris field
        As do the losses from an accident
    Updated sensor range calculation
        One fleet's sensor profile is added to another fleet's sensor range to get the detection range
        Skills/abilities/terrain etc still modify this combined range, as before
        Ships contribute 30/60/90/150 to sensor strength and profile, based on ship size
            Added to a base fleet strength/profile of 300
        Only the 5 ships with the highest profile and strength are used, can be different set for each
        Adjusted various related hullmods; of particular note:
            High Resolution Sensors give a flat +60 to sensor strength
            Phase Field sets the ship's profile to 0
        Maximum sensor range indicator (to detect your fleet) now also shown when mousing over another fleet
        Overall:
            Slightly increased detection ranges, most impactful for smaller fleets
            Easier-to-gauge impact of specific ships, since it's linear
    New inventory icons for fuel and supplies
    Added campaign tutorial:
        Introduces major gameplay elements and goes through active abilities
        High-level, involves doing a multi-stage mission to get out of new starting star system
        Can be skipped; if skipped starts player with similar resources/standing as if they did it
    New game creation:
        Added button to randomly generate a name
        Added button to randomly a pick portrait
        Re-did starting options
            Starting ship: Wolf or Wayfarer
            Second ship: Kite with officer, or Shepherd with heavy machinery
            Difficulty: normal or easy
            Tutorial: do or skip
        Easy difficulty now:
            Reduces damage taken by all ships on your side by 25%
            Increases sensor range by 500
            Increases all salvage (combat and non-combat) by 50%
    Added visual indicator for mission-important entities in campaign screen
    Added "survey planet" mission
    Turned off trade disruption condition for now (incentivizing the wrong things, current iteration not working design-wise)
    In-flight refit: adding weapons/hullmods will again reduce CR, but not below the malfunction threshold
        Still makes outfitting recovered ships mostly free as they can't start with more CR than that
        Prevents some potential exploits
    Improved fleet AI: computes better intercept point when pursuing another fleet
    Reduced use of Emergency Burn by AI fleets, especially during pursuit
    Running a salvage operation or scavenging will now bring your fleet to a stop
    Added UI indicators to debris fields to make them easier to spot
    Solar Shielding: modified description to mention that it also protects against hyperstorms
    Campaign music will now stop while surveying a planet or otherwise interacting with it
    Radar now shows hyperspace terrain (does not show any other kind of terrain)


Ships

    Shepherd:
        Added Salvage Gantry as built-in hullmod; +10% potential salvage
        Increased fuel capacity
    Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range


Miscellaneous

    Disabled buttons will now flash when they fail-to-be-activated using the shortcut key


Modding

    Added secondary faction color for fleet circle indicators
        "secondaryUIColor":[<color>],
        "secondarySegments":<integer>,
        Only used by the fleet/station/entity/etc circles, nothing else
    Ship tooltip: non-phase cloak right-click systems will show "Special" instead of "Defense" and the proper system name
    reportBattleFinished() now properly called when battle ends, both for autoresolve and player battles


Bugfixing:

    Fixed Wolf collision radius (was smaller than shields, could cause limited collision detection problems)
    Fixed another campaign-game level memory leak




Changes as of March 23, 2017

Campaign

    Added several salvage-related themes for procedurally-generated star systems (e.g. "ruins", etc)
    Added new mission to encourage/reward exploration
    Added "Distress Call" player ability; may result in friendly fleet arriving with some fuel or supplies
    May now receive distress calls while traveling through the Sector
    Ejecting cargo:
        Creates "cargo pods" that will drift away and be lost within a few days
        Can stabilize orbit of cargo pods for several months; costs supplies based on amount of cargo
            Only in-system, not in hyperspace
        Can put crew in cargo pods ("cryosleep" etc)
    Person bounties:
        Increased maximum concurrent to 5 (was: 3)
        Increased base reward to 30k (was: 20k)
        Added random component to reward
        Target fleets now hide out outside the core worlds area and tend to favor star systems that are also otherwise interesting
    Can click minimap in intel message detail to switch to map tab showing location that was on miniamp
    Surveying planets now generates a "Survey Data" commodity
        Ranges in quality from Class 1 through Class 5 depending on planetary conditions found
        High-class data is extremely valuable
    Added a "lay in course" feature
        To activate, "lay in course" from map
        Works across star systems, i.e. can lay in course for specific planet while in another system
            Will pick optimal jump-points and update next waypoint automatically
        Shows info re: where you're going (direction, fuel, distance, time)
        Can divert from it and then resume autopilot easily
    Planets that don't already have related jump points (i.e. gas giant gravity wells) get "nascent" gravity wells in hyperspace
    Transverse Jump ability:
        Jump into systems using nascent gravity wells
        Jump to hyperspace from anywhere in-system without using a jump-point (costs fuel and a bit of CR)
        Unlocked by level 3 Navigation skill
    Neutrino Detector ability (requires Sensors skill)
        Detect entities anywhere in-system
    Remote Survey ability
        Gain preliminary survey information for all nearby planets
        Unlocked by level 1 Surveying skill
    Rare Ore renamed to "Transplutonics"
    Increased maximum player fleet size to 30
    Improved scuttle dialog; scuttling now also yields heavy machinery
    Added stand-alone stations to the intel "planets" tab
        E.G: station around Jangala isn't included there since it's part of the Jangala market
        Kanta's Den *is* included since it's the main entity comprising its market
    Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with
    Enemy fleet commanders now have access to fleet-level skills such as "Coordinated Maneuvers" and "Electronic Warfare"
        Number of enemy officers capped by the commander's Officer Management
        Likelihood and level/presence of these skills varies by faction; i.e. pirates are less likely to have them, and if they do they'll be lower level
        Officer skills for AI fleets are picked appropriately for carriers (while still using the same "select 1 skill" process the player uses)
    Added multiple special events that occur during salvage operations
    Debris fields generated by battles now sometimes yield recoverable (but badly damaged) ships
    Battles now generate derelict ships that slowly drift away, can be salvaged, and are eventually lost
    Adjusted fleet compositions so that beam-focused Wolf variants don't show up in smaller fleets as often



Ship recovery

    Destroyed and disabled ships have a high chance of being recoverable after combat
    Recoverable ships get permanent d-mods (Compromised Armor, Degraded Engines, etc)
    Deployment supply cost of ships reduced by 20% (multiplicative) per d-mod
    Enemy ships get more d-mods, own ships get 1 extra d-mod each time they're recovered
    Several ways to ensure ships are always recoverable:
        Reinforced Bulkheads (ship it's installed on)
        Damage Control skill (ship piloted by person w/ skill)
        Fleet Logistics skill (all ships piloted by officers in fleet)
    Ships with (D) mods can be restored at a market, for a high price based on the amount of damage (up to around 4x base with 4 d-mods)
        This includes both damaged ships and ships that normally have dmods, such as Luddic Path frigates with Ill-Advised Modifications


Ship autofit

    Pick a "target" variant from a configurable set and it will automatically create a fit using what's available
    Will use similar weapons if exact ones in target variant aren't available
    Multiple options (buy from market, allow black market purchases, etc)
    Replaces "manage variants" in refit screen
    "Select next ship with unspent ordnance points" button in refit screen
    Unspent ordnance points now also shown on ship list in refit screen
    Option to quickly spend any unspent points for a ship without fully refitting it

Will spend points on vents, capacitors, and some general-purpose hullmods

Refit screen

    "Add hullmod" dialog:
        Added tabs to filter hullmods by category (All, Offensive, Defensive, Engines, Special)
        Added "hide already installed hullmods" checkbox
        Added indicator to show which hullmods are already installed
        Improved overall readability and adjusted color scheme to be more in line with rest of game
    Made some miscellaneous visual improvements
    Added filters (by type and source) to weapon and fighter picker dialogs
        Improved readability of items in dialog
        Added "PD" indicator and weapon range to each item
    Weapon tooltip now shows EMP damage for MIRV-style weapons




Miscellaneous

    Added progress bar to game saving
    Windows will no longer think the application is not responding while loading or saving a game
    Ship ordnance points increased across the board by 0-20%, around 10% in most cases
        Some ships increased more or less of an increase for balance reasons; examples:
        Harbinger: 80 -> 95
        Apogee: 135 -> 140
    Ship refit now only degrades CR when something is removed. I.E. adding weapons or hullmods will not reduce CR unless something is removed to make room
        Mostly applicable for recovered ships - spending their free OP will not tank their CR
    Reduced deployment and maintenance cost of Buffalo Mk.2 to 4 supplies (was: 6)
    Fixed frame rate drop when opening interaction dialog that could occur at larger fleet sizes
    Removed CR reduction for hull damage taken in combat
    Added "enableUIStaticNoise" setting to data/config/settings.json to disable UI static noise overlay
    Weapons with recoil now retract their barrels while ship is venting
    Reduced game startup time
    Ships given the "Retreat" command will now turn to face pursuing enemy ships and perform more of a fighting retreat
    Added "Direct Retreat" command for a best-speed retreat
    Added workaround for issue with some recent versions of NVIDIA drivers causing game to not start
    "Harass" assignment: ships will now make sure to stay outside enemy weapon range


Officers:

    Now start with 2 skill selections at level 1
    Max out with 7 level 3 skills at levl 20
    Limited to 10 skills total


Skill overhaul

    Aptitudes and skills limited to 3 levels
    Both increased using "character points", player gains 1 per level
    Each skill level has a perk, skills generally do not have bonuses that increase with level
    Aptitudes no longer have a direct effect but only unlock higher levels for governed skills
    Combat skills more focused on defense and overall weaker than before
    All percentile reductions from skills are now multiplicative
    Combat skills:
        Combat Endurance
        Missile Specialization
        Ordnance Expertise
        Target Analysis
        Damage Control
        Impact Mitigation
        Defensive Systems
        Evasive Action
        Advanced Countermeasures
        Helmsmanship
    Leadership skills:
        Command & Control
        Officer Management
        Coordinated Maneuvers
        Fleet Logistics
        Fighter Doctrine
        Carrier Command
        Wing Commander
        Strike Commander
    Technology Skills:
        Gunnery Implants
        Power Grid Modulation
        Electronic Warfare
        Loadout Design
        Sensors
        Navigation
    Industry
        Safety Procedures
        Recovery Operations
        Field Repairs
        Surveying
        Salvaging
    Removed navigation requirement for using star jump-points
    Combat objectives:
        No longer give command points for capturing
        Starting command points set to 5
        Nav Buoy
            Gives +5% top speed
        Related skill: Coordinated Maneuvers
            +1-4% top speed per ship deployed, based on size
            10-20% maximum based on skill level
                Does not affect fighters
            Coordinated Maneuvers and Nav Buoy combined total limited by maximum (base 10% w/o skill)
        Sensor Array renamed to Sensor Jammer
            Gives +5% ECM rating
            Total value compared for each side, losing side's weapon range reduced by the difference
            Related skill: Electronic Warfare
            +1-4% ECM rating per ship deployed, based on size
            10-20% maximum range effect based on skill level
                Does not affect fighters
        Command points now regenerate at a rate of 1 every 120 seconds
            Comm Relay increases regeneration rate by 25%


New/adjusted hullmods:

    All percentile reductions applied by hullmods are now multiplicative
        Most already were; this is just cleanup to ensure consistency
        Goal is to avoid unreasonable stacking, i.e. -50% and -50% reducing a value to 0
    Flux Coil Adjunct, Flux Distributor:
        Cost 4/8/12/20 ordnance points
        Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
        Available from the start
    Generally reduced penalties from d-mods
    ECCM Package: now also reduces weapon range penalty from losing Electronic Warfare
    Expanded Missile Racks:
        Now increases missile ammo by 100% (was: 75%)
        Ordnance point cost increased substantially
        One-shot Reaper torpedo launcher now has a 5 second cooldown
    Degraded Engines: reduced sensor signature penalty, reduced movement penalty
    Accelerated Shields: no longer available from start
    Expanded Magazines: no longer available from start
    Reinforced Bulkheads: available at campaign start
    Salvage Gantry: removed bonus to salvage from being deployed in combat, wasn't working right design-wise
    New hullmods:
        Expanded Deck Crew
        Recovery Shuttles
        Nav Relay
        ECM Package
        Operations Center


Ships

    Omen: added built-in ECM and ECCM Package
    Tempest: increased shield arc to 120 degrees (was 90)
    Apogee: replaced ship system with Active Flare Launcher (2x)
    Conquest:
        Added "Heavy Ballistics Integration" built-in hullmod: reduces large ballistic OP cost by 10
        Reduced OP by 30 (relative to higher, rebalanced value)
    Aurora: changed non-front-facing medium turret from energy to synergy
    Added Drover-class midline carrier, destroyer-sized with 2 fighter bays
    Added Legion-class low-tech battlecarrier


Weapons

    Sabot SRM:
        Now fires a spread of 5 warheads
        Each deals 200 kinetic and 400 EMP damage
            When hitting hull/armor, EMP damage may arc for another 400 EMP damage
    Hellbore Cannon:
        Halved rate of fire
        Reduced flux cost to 750/shot (was: 825)
        Adjusted visuals for muzzle flash, shot, and impact (more prominent)
        Overall: low dps, very high per-shot damage, very low flux cost
    Mjolnir: increased flux/shot to 500 (was: 400)
    Storm Needler:
        Reduced flux cost/shot to 65 (was: 75)
        Increased shot speed, added a bit of inaccuracy
        Removed windup time
        Reduced range to 700 (was: 800)
    Guardian PD: reduced OP cost to 18 (was: 22)


Combat

    Proximity Charge Launcher: projectile speed increased to 100 (from 50)
        Mainly for REDACTED reasons, not to improve it as a generic ship weapon
    Ship AI:
        Fixed some issues with AI being overly careful around enemy fighters
        Improved logic for spacing out larger ships
        Fixed issue with "eliminate" and "engage" ordered against stations


Modding

    Game will throw an error message when running with any version of Java other than 7
        allowAnyJavaVersion to override this
    Game will now fail to load on Windows if jarfile filename case doesn't match that of the actual jarfile
        On Linux, will crash while trying to load misnamed jarfile instead of
    Game now checks for duplicate ids in various csv files being loaded, e.g. rules, person_names, etc
        Will throw an error when found; helps prevent hard-to-track-down "duplicate rule id, so it's quietly not doing anything" bugs
    ALL_SHIPS_IN_FLEET skill effects do not apply to fighters
        Use ALL_FIGHTERS_IN_FLEET and/or SHIP_FIGHTERS instead
    MissionDefinitionAPI.getDefaultCommander(FleetSide side)
        Can be used to give fleet-affecting skills to mission sides
    Station weapons now render above all station modules
    Fixed issue where mods were unable to override colors in settings.json
    WeaponGroupAPI:
    WeaponAPI removeWeapon(int index);
        void addWeaponAPI(WeaponAPI weapon);
    Skills can unlock campaign abilities ("ABILITY_UNLOCK" effect type)
    Added several values to faction doctrine that configures how commander skills are generated
        Commander skills are skills such as officer management, electronic warfare, etc
    Added player level cap to settings.json; "playerMaxLevel"
    Mirv behavior spec: added "spreadInaccuracy" that applies even when evenSpread = true
    Edit Variants: added checkboxes to force maximum combat skill levels on each side of simulation
    Name of "defense" for hull in ship tooltip now properly uses name of right-click system if it's not phase cloak
    Built-in hullmods can now influence the OP cost of weapons


Bugfixing

    Fixed issue where post-combat salvage would only contain half the cargo that should have been looted from the enemy fleet (affected just cargo from trade fleets and such, not basic supplies/equipment/fuel drops)
    Fixed issue that caused black market weapons to not use the proper range of factions to pick from
    Fixed memory leak that was caused by opening the refit screen, exiting it, and then reloading a save without unpausing the game
    Added workaround for occasional issue with wrong aspect ratio on multiple-monitor systems




Changes as of December 03, 2016

Campaign

    Added options to new game creation
        Sector size (small or medium)
        Sector age (old, average, young, mixed)
        Random seed used to generate sector
            Can be copied from character tab in existing game
            Can be used to replay the same sector or shared
        Added procedurally generated constellations and expanded map (about 16x previous area, ~200 star systems maximum right now)
    Deep hyperspace now functions similarly to nebula (slows down smaller fleets, fleets inside are less visible)
        The slow-down effect is up to 30% (vs 50% for nebula)
    Campaign map overhaul
        Two tabs, "sector" and "system"
        Sector tab can be viewed while inside a star system
        Max zoom in sector tab is set to always be enough to fit full map on screen
        Zooming now centers on cursor
        Holding shift while zooming zooms faster
        Double-clicking tab (or shortcut) instantly centers and zooms out to maximum
        Star and planet names are now laid out to reduce overlap
        Added set of filters/configuration options for maps
            "Starscape" mode - a "real space" view of the sector
            Toggle star/constellation names on/off
            Show fuel range visually
            Show what you've explored
            Show inhabited star systems
        Clicking on map icon presents a context menu; can lay in a course, view planet info, or switch to system map depending on what's clicked
        Added controls to quickly switch back and forth between planet info (in intel tab) and map
        Added new map to planet intel tab; allows for quicker selection of data for known star systems
        Replaced intel tab map where events are displayed with new map
        Reworked minimap that shows a star's relative location to the player (shown in mission list, planet list, etc)
            Now shows star and arrow from player's direction, arrow length depends on distance
            Detailed info (fuel cost to reach, distance, days to reach) on mouseover
    Added new ability: "Sustained Burn"
        Increases maximum burn by 10
        Reduces acceleration and sensor range, increases range at which fleet is detected
        Activation results in fleet slowing down and stopping before sustained drive mode is engaged
        Intended for long-range travel while creating a vulnerability if hostile fleets are around
    Added new ability: "Scavenge"
        Recover supplies, weapons, and other valuables from debris fields
        Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
    Battles leave behind short-duration debris fields that can be scavenged
    Exploration
        Can find and salvage derelicts from the various stages of the Sector's history
        Salvage:
            Entities have a "salvage rating" that determines whether you can salvage them w/ current skill
            If not, can be demolished for a smaller reward
        REDACTED
    Planet surveying
        Enter star system to find out what planets are in it
        Perform a preliminary (free) survey to assess planet's hazard rating and full survey cost
        Perform full survey (using heavy machinery, crew, and supplies) to uncover planetary conditions such as ore deposits and ruins
    New intel sub-tab to keep track of planets
    Revamped economy simulation - better results, faster updates, better performance
    Revamped market info screen for better readability
    Can now avoid solar flares/corona by hiding behind planets
    Venture, Shepherd, Apogee: added built-in "Surveying Equipment" hullmod
    Construction Rig:
        Renamed "Salvage Rig"; hullmod is "Salvage Gantry"
        Increases base salvage from derelicts by 25% up to a fleetwide maximum equal to the salvage rating
        Increases post-battle salvage by up to 10% based on the portion of the battle the Salvage Rig spent deployed
    Odyssey, Conquest: increased burn level by 1
    Added "X ordnance points left" indicator to ships in fleet view for unspent OP
    Added campaign radar
    Added visual ping for new sensor contacts in main view
    Luddic Path Brawler: replaced damper field with ammo feeder
    Hullmods can now be acquired from a "Modspec" item
        Dropped by enemies
        Found as salvage
        Bought on markets
    Added music for the Sindrian Diktat
    Added market music for Tri-Tachyon
    Changed "suspend repairs" key to "D"
    Changed when ships have a chance to suffer an accident
        Was: 0% CR and not mothballed
        Now: less than 10% CR, not mothballed, and repairs suspended or fleet out of supplies
    Heavy Mauler, Hypervelocity Driver: now tier 3 (were tier 2)



Combat

    Orbital station combat mechanics; content using these TBD/REDACTED
    Venting now stops weapons from reloading/recharging for two seconds; will resume if still venting after the time elapses
    Renamed "Search & Destroy" to "Full Assault!"
    Ordering a full assault will make ships much more aggressive
        Useful for pursuit and cleanup
        Pressing the button again toggles this off (and uses a command point)
    Changed Intercept assignment
        Now named "Eliminate"
        Ships assigned to it will behave more aggressively
    Added new officer personality: "Reckless"
        A more aggressive version of aggressive; always behaves as if "search & destroy" was on
    Weapons will not reload for the first two seconds of venting or being overloaded
    Added cruiser-sized carrier - Mora-class, low tech
    Weapons
        Added "Hammer Barrage" large missile weapon
        Added "Devastator Cannon" large ballistic weapon
        Added "Heavy Mortar" medium ballistic weapon
        Thumper: now fires 1-second burst of 20 shots (100 frag damage each), 3 second delay between bursts
        LRPD Laser: increased turn speed to match PD Laser
        Atropos torpedo: damage reduced to 1250 (from 2000), speed reduced to 400 (from 500)
            OP cost reduced to 4 (dual) and 2 (single)
        Squall MRLS:
            Changed AI to two-stage approach (first stage aims, second stage burns forward)
            Changed engine and explosion color to be more white for consistency w/ kinetic damage
            Increased turn rate
            Reduced hitpoints
        Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
    Hullmods
        Auxiliary Thrusters now available at game start; reduced OP cost for capitals to 25(from 30)
        Unstable Injector
            Removed acceleration bonus and engine damage penalty
            Now reduces weapon range by 25%
            Reduced OP cost
        Augmented Engines
            Removed in-combat speed bonus
            Reduced cost
            Renamed to "Augmented Drive Field"
        Dedicated Targeting Core: reduced cost
        Integrated Targeting Unit:
            Reduced cost to match DTC
            Slightly increased range bonus for cruisers (+5%) and capital ships (+10%)
    Added status indicator for when peak performance time is not going down due to nearby enemy presence being too weak
    Significant performance improvements
    The missiles fired by certain anti-fighter missile weapons (Swarmer, Locust, etc) will change targets to closer fighters so that they can be used effectively vs a fighter swarm, hitting multiple targets
    Ships can now break apart (and become "destroyed") when disabled
        Destroyed ships can't be boarded post-battle
        Raised base boarding chance to compensate
        Salvage from destroyed ships is now the same as for disabled ships
        Pieces of debris can be shot at and broken apart further
    Armor value for damage reduction no longer goes below 5% of base armor value
    Fighters:
        Now mounted on carriers as "weapons", costing OP
        New combat control to order fighters to "regroup" or "engage"
            Bound to Z by default, "view target" moved to T
        Complete rebalance of fighter stats, carriers
        Reduced peak time for carriers a bit
        Fighter balance overhaul; 2 new fighter types
    EMP ship system energy damage increased to 100 (from 25)
    Omen:
        Increased armor to 125 (from 50)
        Increased maximum flux to 2500 (from 2200)
        Increased shield arc to 360 degrees
    Damper Field: now reduces damage by 67% (was: 75%)
    Accelerated Ammo Feeder: now reduces ballistic flux cost by 50% (was: 30%)
    Hammerhead:
        Ordnance points increased by 5
    Astral: increased armor to 900 (was: 500)
    Shepherd:
        "Borer" drones now handled as built-in fighter wing; stats the same but now 6 instead of 5 and replacements aren't limited
        Ship system is now "Maneuvering Jets"
    Tempest:
        "Terminator" drone now a built-in fighter wing, 1 drone, uses AM blaster
        Ship system is now "Active Flare Launcher"
            Modified to have unlimited uses and slightly improved flare speed
    Aurora:
        Increased speed to 80 (was 70)
        Reduced max flux by 20%
        Reduced deployment cost to 30 (was 35)
        New ship system: "Plasma Jets", short-duration high-effect version of maneuvering jets with a focus on speed rather than maneuverability
        Goal is to make the Aurora fit in with the high-tech approach of "lower weapon range, but able to dictate engagements"
    Heron: reduced top speed to 80 (was 90)
    Ship AI:
        Improved venting logic (able to vent while taking insignificant damage)
        Improved escort AI behavior
        Bombers will try to stay behind carriers while not cleared to engage
        Will now autofire hardpoint weapon groups if they don't have many weapons in them
    Removed the following assignments:
        Fighter Rendezvous
        Strike Base
        Rally Carrier
        Recon
        Strike
    Optimized performance of proximity fuse weapons (e.g. flak)


Miscellaneous

    Contact for procurement mission will no longer initiate comms when player is being sought by patrols
    Fixed visual issue with scrolling area shadows when over bright backgrounds
    Removed crew experience levels
        Base CR for ships is 70%
        Stat improvements start at above 70% (was: 60%)
    Added damage type information to weapon tooltip (i.e. "200% vs armor, 50% vs shields")




Modding

    StarSystemAPI
        void initNonStar() method for locations not centered on a star
        getHyperspaceAnchor() now returns a SectorEntityToken
    CombatEngineAPI
        boolean inFastTimeAdvance()
    Added spawnProjectile() method with an extra parameter for the projectile spec id
    Added applyDamage() method with extra parameter that controls whether it plays a sound
    ShipAPI:
        PersonAPI getCaptain()
    Added SUSPEND_RECOIL weapon render hint, forces recoil sprite to still be rendered but not moved by recoil
    .skill files from mods are now merged with base vanilla skill files. For skill effects, only works for hullmod unlocks.
    ShieldAPI:
        void setCenter(float x, float y)
    FactionAPI:
        String pickRandomShipName()
    ModPlugin:
        void onNewGameAfterProcGen()
    Fixed bug in RelationshipAPI.ensureAtBest/Worst()
    Fixed infinite loop related to system-activated engines being disabled on a ship with no normal engines
    Added "UNBOARDABLE" ship type hint
    Abilities now defined in abilities.csv instead of abilities.json
        Same basic data, plus cooldown information, icon name, and AI plugin class
    Added "tags" to abilities that govern how abilities interrupt/disable each other
        Example:
            Emergency Burn has tags: burn+, stealth-, sensors-
            Active Sensor Burst has: burn-, stealth-, sensors+
            They're incompatible because they have a pair (two pairs, actually) of opposite tags
            One is disabled while the other one is active
        For toggle abilities, incompatible abilities are simply turned off on activation, but not disabled
    Fixed issue with ship contrails showing from hidden nozzles
    Added HIDE_IN_CODEX ship spreadsheet hint
    newGameCreationEntryPoint, newGameSectorProcGen plugins: new instance created on every new game, so can store data in data members if needed
    Added "short" field to hull_mods.json, used for description in skill tooltip


Bugfixing

    Fixed bug where it was possible for another dialog to open after exiting a campaign game
    Fixed bug where ships with certain systems (i.e. flare launcher) would never be picked for combat assignments
    Fixed bug where mothballed ships could suffer from an accident if other ships in the fleet were at 0% CR
    Fixed bug where a patrol could do transponder-on cargo scan right after a transponder-off one
    Fixed bug where a patrol far from their home market would care about your transponder status if you interacted with them
    Fixed issue with fleet state after attempting to use a jump point but being moved away from it before being able to jump
    Fixed bug where it was occasionally possible for a retreating phase ship to leave the entire battle running in slow-time
    Fixed minor collision detection bug when checking whether exact bounds contain a point
    Fixed ship AI issue where heavier (by internal mass value) frigates would not try to avoid collisions with lighter ones
    Fixed issue where using "Fast Missile Racks" immediately after firing some types of missiles
    Trying to activate an out-of-ammo shipsystem will no longer turn off the zero-flux speed boost
    Fixed bug with phase ships not properly considering the incoming DPS from fast-firing weapons
starmap.jpg
__________________
* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
Deux mises à jour rapides sont sortis entre temps, il faut télécharger le jeu à nouveau pour en profiter. Les sauvegardes devraient être compatibles.

En anglais, cette vidéo montre assez bien les changements à attendre, par un joueur qui connait déjà les versions précédentes, donc pas de découverte à l'aveugle :

Et paf la version 8.1a

http://fractalsoftworks.com/forum/in...?topic=12482.0

Code:
Changes as of June 03, 2017

Campaign

    Fixed fleet overpopulation issue that caused hyperspace to get laggy around the time of the tutorial end (scavenger fleets were hanging out in core area instead of heading out to the fringes)
    Guaranteed at least one bounty from commission faction in a relatively timely manner
    Damaged REDACTED have a level 10 officer in command instead of not having one at all
    Limited occurrence of "Analyze Entity" missions with a target very far from the center of the system
    Increased drops from some salvageable entities
    Ship AI: reduced confusion of frigate and destroyer-sized ships when dealing with fighters
    Centurion: lowered supply cost to 4 (was: 6)
    Tempest's Terminator Drone:
        Reduced shields and flux dissipation (to 200/50, from 1000/200)
        Increased hull to 800 (was: 150) to roughly compensate
        Increased replacement time to 30 seconds (was: 20)
    Made some improvements to AI ordering a full retreat:
        When only ships left are faster than player's, out of peak time, have not successfully dealt much damage recently, and don't outnumber the player too much
        When in a retreat scenario and only ships left are phase ships


Miscellaneous

    Windows build ships with both 64-bit and 32-bit Java; installs with proper one based on operating system



Changes as of May 30, 2017

Campaign

    Person bounty events: brought back small chance to have pirate bounties at high bounty levels
    Added shielded variants of Hound and Cerberus to pirate fleets
    Added tooltips explaining cause when "perform salvage" option is disabled
    Added sound effect for "pound into scrap" option
    Added another exploration music track
    Reworked Interdiction Pulse ability:
        Takes some time to charge up, fleet slows to a stop during this time
        Interrupts and/or triggers the cooldown on movement-related abilities of fleets in range
            Emergency Burn, Sustained Burn, Transverse Jump
            Also interrupts other charging interdiction pulses
        Range is based on sensor strength of using fleet; shown while ability is charging
        Effect magnitude is based on the comparative sensor strength of using fleet and target
            No longer based on relative movement direction of target
        Cooldown for affected abilities is set to a value based on the effect magnitude
            E.G: 6 seconds base, +- (difference in sensor strength / 200)
        Sufficient sensor strength on affected fleet allows it to avoid interdict entirely
            This includes using Active Sensor Burst
        AI fleets use IP and are aware of the various interactions
        Does not affect fleets of same faction
    Transverse Jump: increased activation time to 4 seconds, to be slightly higher than IP charge time
    Updated sounds for Neutrino Detector ability
    Fleet and trade screens at markets will remember selected submarket when switching to other tabs and back
    Increased the availability of certain weapons, fighter wings, and phase ships
    Added "number of d-mods" indicator to ship list in refit screen
    Went through all variants, made sure PD groups are set to autofire
    Added recovery cost and time information to "suspend repairs" tooltip
    Added CR loss and recovery cost of in-space refit to refit screen


Combat

    Odyssey:
        Reduced peak time by 60 seconds
        Reduced shield efficiency to 1.0 (was: 0.8)
        Reduced speed to 80 (was: 90)
    Conquest: increased armor to 1200 (was: 1000)
    Makeshift Shield Generator: reduced flux upkeep to 0.5 (was: 0.75)
    Gladius: increased turn rate, reduced OP cost to 10 (was: 12)
    Khopesh: increased OP cost to 12 (was: 10)
    Reserve Deployment ship system:
        Increases maximum by 1 fighter for wings of 3 or less, 2 fighters otherwise (was: up to 3)
        Will deploy at most wing size number of fighters (was: up to new maximum)


Miscellaneous

    Added "allowForceQuitInIronMode" setting to settings.json; defaults to true
    Renamed front shield generator and front/omni emitter hullmods for improved clarity
        Makeshift Shield Generator
        Shield Conversion - Front
        Shield Conversion - Omni
    Upgraded to LWJGL version 2.9.3


Modding

    The following JSON files are now merged (if multiple mods provide them) when loaded:
        .wpn, .skin, .ship, .variant
    Ships with modules will properly use total mass when collision occurs with main body


Bugfixing

    "Factions permanently at war after a while" bug *should* be fixed
    Fixed issue with mission ship variant editing
    Fixed issue that caused REDACTED fleets to become non-hostile to player after some time
    Fixed issue with post-pursuit-autoresolve ship recovery showing enemy ships as coming from player fleet




Changes as of May 24, 2017

Campaign

    Lay in course:
        Right-clicking on an icon on the map will lay in course to that entity
        Also works on empty space
        Right-clicking on empty space when a course is laid in will clear it
    Made stabilizing cargo pods 2x cheaper; lasts 150 days
    Weapon slot rendering: added "distance from center of ship on spinal axis" as factor for rendering order
    D-hulls, restoration:
        Pre-made, non-pirate etc d-hulls now have same weapon mounts and OP as base hulls
            Will convert to the base hull when restored
        Hulls with paintjobs (e.g. pirate, luddic path, etc) will retain original sprite and skin properties (OP, weapon mounts)
        Clarified restoration dialog: now says that it will remove d-mods rather than "restore to peak condition", which implies more changes than restoration actually does
        Removed "destroyed weapon mounts" hullmod; was more confusing than clarifying the matter
        Pirate-paint-job d-hull names now end in (P) instead of (D)
    Reduced ship restoration cost somewhat (still higher than cost to buy brand-new)
    Restoring a mothballed ship unmothballs it
    "Sought by patrols" will not prevent market interaction unless the patrol is at least somewhat nearby
    Autofit target variants no longer show dmods in the tooltip
    Autofit now attempts to recreate weapon groups used by the target variant instead of autogenerating them
    Will no longer spawn distress calls from systems with pulsars
    Campaign toggle abilities with a deactivation time now can't be reactivated during deactivation
        Mostly affects Sustained Burn
    Doubled chance for modspecs to drop after battle
    Ox-class Tug:
        Improves fleetwide burn by 1, cumulative with other tugs, not limited by its own burn level
        High sensor profile
        Base burn is 8
        Uses 10 fuel per light-year and 10 supplies per month (but only 5 supplies to deploy)
        Costs 40% CR to deploy (which brings down the cost to regain full CR, especially when recovered)
    Scavenge: will now show rough indication of accident risk (low/significant/high)
    Salvage not taken after the dialog is dismissed will be placed in a cargo pods object
    Free look mode: right-clicking to turn it off will immediately toggle it off (with gradual return to center)
    Fighters now start out in "regroup" rather than "engage" mode
    Refit screen: fighter picker dialog will now show actual fighter sprite rather than schematic
    Slightly increased salvage generated by the "pound it into scrap" option (should be roughly half of "proper" salvage after 2-3 scavenge attempts)
        Added tooltip indicating the expected salvage quantity compared to proper operation
    Shift-right-clicking the source cargo stack while some cargo is picked up will put down 1 unit of cargo
    Added "administrator" person to markets that did not have any official faction representative
    REDACTED fleets should no longer be able to initiate the transponder-off cargo scan interaction
    During the basic combat tutorial, it should no longer be possible to destroy the Enforcer during the first step
    Fleets will no longer try to "maintain contact" while Emergency Burn is on
    Officers:
        If already have a carrier skill: guaranteed a carrier skill pick on every level-up, if any left
        Otherwise: guaranteed a non-carrier skill pick on every level-up
    Hermes, Mercury: reduced fuel use to 0.5/ly, reduced fuel capacity
    Added Colossus Mk.II and Mk.III
    Hyperstorms more common, have longer "warning" period and move more slowly
    Fleet tooltip: maximum burn will now update dynamically
    Adjusted "in the heart"/"in the outer reaches" mission location descriptions to more closely match actual location of entities
    When battle involves a REDACTED REDACTED, player fleet will always be allowed to disengage w/o pursuit
    Scavenger fleets that turn pirate now have low reputation impact, i.e. fighting them will not turn you insta-hostile w/ either the independents or the pirates
    Person bounties:
        Take less completions to go up in level on low end, more on high end
        Level 3 and higher bounties are all of the more difficult "deserter" type
        Some bounties above and below the current level will be posted
        Bounty level goes up with player level even if the player hasn't been doing bounties
        Improved bounty description - mentions flagship, fleet size, and noteworthy commander qualities
        Bounty fleet commanders may get fleetwide skills (electronic warfare etc)
        New bounties will not spawn near where the player is
        Technically-expired bounties will not end while player is in the same system as target
        "Mission-important" flag on fleet will be cleared if fleet remains after flagship is taken out
    Reward balance:
        Toned down reward from "analyze entity" missions; increased fraction based on distance from core
        Same for "survey planet" missions
        Roughly halved drop rates of AI cores
        Survey data:
            Higher level for habitable worlds
            Lower level for high hazard
            Lower credit value overall
            Planets in populated systems start out fully surveyed
    Domain-era REDACTED:
        Probability of defenders reduced to 50% on probes and survey ships (was: 100%)
        Number and size (but not probability) of defenders grows as more and more are defeated
            With corresponding hand-waving re: why/how it happens
        Will always deploy all available ships, or as many as possible given the battleSize setting
    Other REDACTED:
        Higher probability and larger number of defenders at various habitats/stations
        Smaller fleets will run away from the player instead of always engaging (to remove annoyance of having to fight the smaller fleets)
        Station-spawned fleets have combat officers
        New station-spawned fleets will get larger as fleets in same system are defeated
        Undamaged station commander always has Gunnery Implants level 3
    Size of new patrols spawned patrols increases more quickly as they're defeated
    Procurement mission reward text updated to match new standard for how it's displayed
    "Unmothball" tooltip will show estimated supplies and time to recover combat readiness
    Food shortage events will now increase food prices properly (wasn't working right before)


Abilities

    Sustained Burn:
        Removed sensor range penalty
        Can run Neutrino Detector at the same time as SB (but not Active Sensor Burst or Remote Survey)
        Profile penalty increased to 100% (was 50%)
        Acceleration depends on direction of travel - slowing down is faster, going to top speed is slow
        More affected by hyperstorms
        AI fleets will use sustained burn
    Emergency Burn:
        Fleet not affected by terrain movement penalties while active
        Reduced duration by about half
    Active Sensor Burst: reduced duration (4 seconds total)
    Transverse Jump: fleet stops and charges for 3 seconds before executing the jump, can be attacked
    Interdiction Pulse ability
        Stops the fleet and charges for some time, then disrupts drive fields of nearby fleets
        Temporarily reduces the burn level based on whether a fleet is heading towards the pulse source
        Interrupts target fleet's movement-related abilities such as Emergency Burn and Sustained Burn
        No resource or CR cost; 1 day cooldown
        Slight reputation penalty if successfully used w/ transponder on; won't make hostile
        Other fleets will try to avoid it by turning away
        Used by AI fleets, available to player by default



Skills

    Coordinated Maneuvers maximum now applies after bonus from current ship is subtracted, not before
    Recovery Operations: level 3 now provides +50% fuel found instead of +10% general salvage
    Added "Converted Hangar" modspec to level 2 Fighter Doctrine
    Fleet Logistics:
        Swapped level 1 and 2 effects
        Maintenance cost reduction is now 30% (was: 50%)
    Helmsmanship: level 3 bonus now applies at up to 5% flux (was: 1%)
    Advanced Countermeasures:
        Level 1: increased to -50% kinetic damage vs armor (was: 20%)
        Level 2: increased to -25% HE damage vs shields (was: 20%)
        Level 3: damage to fighters/missiles increased by 50% (was: 30%)
    Fighter Doctrine: bonuses reduced to 15% (were: 25%)
    Carrier Command: bonuses reduced to 20% (were: 25%)
    Wing Commander: level 3 accuracy bonus reduced to 50% (was: 100%)



Combat

    Added "Fighter Strike" command
        Carriers given the assignment will attack the target with their fighters
        Will try to stay within fighter range
            Will otherwise maneuver and pick their own, non-fighter targets independently
        Non-carriers given this command will treat it as "Eliminate"
        Is automatically created on right-click when only carriers are selected
    Fighters:
        Normalized range of most fighters to 4000 (some were 5000, some were 3000)
    Talons:
        Missile launcher now has maximum ammo of 2 and regenerates 1 ammo every 10 seconds (previously: unlimited ammo, 5-second reload time)
        Reduced hitpoints to 200 (was: 300)
    Piranha: removed LMG, bombs have an 0.1 second arming time
    Spark: removed 1 PD Burst Laser, fixed/adjusted weapon layout
    Thunder:
        Range 8000, speed 450, 500 health/75 armor (same as Gladius)
        Armed with Light Dual MG, IR Pulse Laser, Swarmers
    Longbow: shield reduced to 100 (was: 200)
    Lux: IR Pulse laser replaced with "high delay" version that fires at half the RoF
    Dagger: OP cost reduced to 18 (from 20)
    Trident: OP cost reduced to 25 (from 28), reduced drop rarity
    Weapons:
        LRPD Laser: reduced flux to 25/sec (was 100)
        Less drastically reduced flux cost of PD Laser and both Burst PD Laser versions
        Locust:
            Doubled ammo (to 600) and burst size (to 40)
            Increased flight time by about 50%
            Increased speed to 400 (from 300)
            Damage changed to 200 fragmentation (was 100 high explosive)
        Light Mortar: increased range to 500 (from 450)
        Ion Pulser: ammo regenerates in sets of 3, to match burst size
        Thumper: increased range to 700
    Ships:
        Odyssey:
            Increased speed to 90 (was 50), also increased acceleration/deceleration/turn accel
            Increased number of fighter bays to 2 (was: 1)
            Changed engine visuals to reflect higher speed
        Brawler (Tri-Tachyon version):
        Replaced ship system with plasma jets
        Small mounts changed to SYNERGY (from UNIVERSAL)
        Engines have high-tech style
    Unstable Injector:
        Reduced range penalty to 15% (was 25%)
        Reduced speed bonus to 25/20/15/15
    Front Shield Generator
        Reduces top speed by 25%
        Changed to tier 0, lower price, carried by all major factions
    Improved description of Stabilized Shields mod (clarified what bonus applies to)
    Advanced Targeting Core, Supercomputer: extends PD range by 60% instead of 50%
    Damper Field: damage reduction down to 50% (from 67%), charge regen rate halved (1 per 20 seconds)
    Pirate version of Wolf now uses "Degraded Phase Skimmer"; only 2 charges and longer regen time
    Trying to target an undamageable station body will target the nearest damageable module instead
    Ships deployed in station battles will burn in from the edge of the map


Ship AI

    Fixed ship AI bug that prevented carriers from auto-escorting nearby ships one size class smaller
    Will now close in a little more on enemies it's winning the flux war against
    Fixed issue that could cause certain ship loadouts to occasionally turn away from the enemy w/o a good reason
    Fixed issue with carriers getting over-aggressive sometimes when given an assignment (such as "assault" or "defend")
    Carriers given an "Eliminate" assignment will now focus their fighters on the target
    (Hopefully) improved AI behavior in regard to friendly fire danger from fighter weapons
    Fixed issue with carriers sometimes being hesitant to order wings to engage when they're on their own
    Carriers whose wings all have range 0 should no longer set them to "engage"
    Made some improvements re: missile use vs phase ships
    Fixed issue w/ ships not closing in effectively on very distant enemies sometimes and wandering instead


Sounds

    New sounds for Devastator shell explosions
    New sound for Phase Beam
    New sound for "Scavenge" ability activation



Miscellaneous

    Game now comes with 64-bit Java 7 (7u79)
        Increased default memory allocation to 1536m
        Can still run on 32-bit machines provided 32-bit Java is installed manually
    Game should now consume less system resources while minimized
    Game now remembers whether the tutorial was completed across clean reinstalls
    Added "clear" button to mod selection dialog in launcher
    Added new carriers (Mora, Drover, Legion) to the "Random Battle" mission


Modding

    Fixed issue with using custom rule commands
    Fixed issue with procgen occasionally generating star systems too close to modded ones
    Fixed issue with ship system active duration not allowing fractional values
    Fixed issue with non-leader fighters overwriting any changes to velocity
    Added to ShipVariantAPI:
    Map<String, String> getStationModules()
    Added to SectorAPI:
        List<EveryFrameScript> getScripts();
        List<EveryFrameScript> getTransientScripts();
    "Ships with modules" should work
        Use SHIP_WITH_MODULES hint in ship_data, instead of STATION
        When modules are destroyed, they don't drop their weapons and are still accessible in refit
        When recovering, about half the modules are detached
        D-mods only applied to base, not modules
        Likewise with recovery
        Base will not self-destruct on losing all modules unless hull is invulnerable
        "empty hull" variants (for sale in markets) include empty-hull versions of all the modules
        Case where different variants use different hulls for same module slot not supported
    Non-phase-cloak right-click systems now display properly in fighter tooltip
    Fixed issue with phase fighters leaving permanent "ghosts" when used with recall device
    "allowAnyJavaVersion" setting now has to be changed by the player, can not be changed by mods
    Added to SectorAPI: GenericPluginManagerAPI getGenericPlugins()
    GenericPluginManagerAPI: goal is to provide centralize means of picking overridable plugins for mod-added features or vanilla features implemented in .api code
        GenericPlugin pickPlugin(Class c, Object params);
    Added tags and related methods to ShipVariantAPI
        Using Tags.SHIP_RECOVERABLE to track whether a ship can spawn as a derelict post-battle, instead of using isStockVariant()
    Added MutableShipStatsAPI.getFighterWingRange()
    WeaponSpecAPI:
        List<Vector2f> getHardpointFireOffsets();
        List<Float> getHardpointAngleOffsets();
        List<Vector2f> getTurretFireOffsets();
        List<Float> getTurretAngleOffsets();
        List<Vector2f> getHiddenFireOffsets();
        List<Float> getHiddenAngleOffsets();
    WeaponAPI:
        void ensureClonedSpec()
        Which then allows new methods of WeaponSpecAPI to be used and only affect that one instance of the weapon
    Added engineSlotChanges to .skin files; see brawler_tritachyon.skin for example
        "style" *must* be a custom style from hull_styles.json



Bugfixing

    Fixed hyperspace terrain in radar not updating properly
    Fixed UI rendering glitch when leaving area of Sector
    Pulsars now properly drain CR and blow fleet off course
    Changing fighter wings in flight now properly reduces CR
    Fixed issue with learning modspecs from "special" tab not properly consuming them
    Gave Drover a fleet-point value
    Fixed incorrect credit rewards/prices during distress call event in locales using "." as the number group separator
    Colossus freighter now properly has the "civgrade" hullmod
    Fixed issue with amount of collision damage applied to stations
    Fixed issue where scavengers-turned-pirate could turn back to independent but continue pursuing the player
    Fixed issue sorting cargo on military submarket
    Fixed issue where it was possible to unpause the game while in the scavenge dialog
    Fixed bug with possible excessive crew losses after combat if a salvaged ship with low hull is in your fleet
    Fixed credits not showing up in Luddic Path tithe dialog
    Fixed crash on star system info screen if planet had 4 or more moons
    Fixed "Restore" option becoming available on hulls that have already been restored
    Fixed issue in refit screen where mounts on restored hulls would show "empty" hovertext after being fitted
    Partially addressed issue where graphics would sometimes flicker on some machines
    Fixed issue where autofit could go above the OP limit sometimes
    Fixed autofit not using REDACTED fighters
    Fixed AI issue where it was underestimating incoming damage for purposes of shield use
    Fixed null in Safety Overrides description
    Fixed issue where removing Converted Hangar would result in the loss of the slotted fighter LPC
    Fixed issue where it was possible to click on already-salvaged entities on the map to salvage again
    Mothballed ships now show in burn level tooltip
    Going through a jump-point will no longer automatically "resume course"
    Fixed issue with fighter wing LPCs on black market not being picked from the right sources
    When sound initialization fails, the game will now show a message and proceed w/ sound off instead of crashing
    "Save backup" step ensures data is written to disk (and isn't just cached) before proceeding
    Fixed issue with excessive fuel/cargo being lost after a losing battle
    Fixed issue with disabled fighters playing the wrong sound when destroyed
    Fixed bug where venting would trigger the cooldown on Phase Lance and similar weapons
    Scuttling a ship will now put any mounted fighter LPCs into cargo instead of destroying them
    Fixed issue with intel messages losing line breaks after a game load
    "Supplies to finish repairs" now shows correct amount when repair time exceeds CR recovery time
    Fixed issue with some bombers not returning to refit if only remaining enemies are frigates
    Fixed issue where ordering a full retreat made fighter wings abandon their carrier and run away
    "Decivilized" condition now properly adds to hazard rating
    Fixed several issues related to transferring command during battle
    Multiple "analyze entity" missions will no longer target the same entity (and thus be uncompletable)
    Khopesh rocket bombers will properly fire rockets in a burst vs frigates
    Fixed issue where answering distress call increased reputation with the "Neutral" faction
    Fixed issue with REDACTED fleets not spawning at REDACTED REDACTED
    Fixed enemy ships with Reinforced Bulkheads always being recoverable regardless of player contribution to battle
    (Hopefully) really fixed logging on OS X
    Fixed collision detection bug when missiles were fired from point-blank range slightly inside enemy shields
    Fixed issue with black holes having reduced effect when Sustained Burn is on
    "Strike" weapons will properly attack station modules when on autofire
    Fixed a savefile/memory use bloat issue (was holding on to some despawned fleets far longer than necessary) (special thanks to Dark.Revenant!)
    Fixed issue where right-click assigning ships to a task could get other ships briefly assigned as well
    "Inhabited" map filter will now pick up Galatia as being inhabited during the tutorial
Starsector 0.9a (In-Dev) Patch Notes

Trois fois rien, et notamment, les colonies.

http://fractalsoftworks.com/forum/in...?topic=13445.0

Code:
Campaign

    Colony building:
        Player can establish a colony on a planet they've surveyed
        Requires crew, machinery, and supplies
        Can change the planet's name, either when colony is established or at any point later on
        Can build "Industries" and "Structures" (same thing, mechanically) at a colony
        Some example ones:
            Mining
            Farming
            Spaceport
            Heavy Industry
            Orbital stations (of several varieties)
            Military Base
            Tech-Mining
            ... and a number of other ones
        Some industries can be upgraded, i.e. "Patrol HQ" -> "Military Base", or "Heavy Industry" -> "Orbital Works"
        Most industries are known from the start, but a few more exotic ones can be learned
        Can set a "stockpiling level" for a colony to have it build up extra resources the player can take
            Stockpiling costs credits, but somewhat less than the base cost of the commodities
            Stockpiles will be used to counter temporary shortages
        Player colonies have a "local resources" submarket where they can take from, or add to, stockpiles. There's a "storage" submarket for resources that must remain untouched.
        Player colonies do *not* have an Open Market unless there's a "Commerce" industry
        Colonies start at size 3; population growth depends on many factors and can be directly invested into
        Can assign AI cores to manage industries for various, significant benefits
        A Military Base produces patrols which will defend the colony
        Can hire Administrators (up to a limit) to manage your colonies
        Can learn skills that improve the colonies under your control
            Maximum number under personal control is soft-limited - reduced stability for going beyond
        Can assign Alpha Cores to manage your colonies, for a massive benefit
        Establishing the first colony also creates a new player faction
            Can set the faction name and select a flag
            Can adjust both at any point in the future
    Blueprints for ship hulls, weapons, and fighter LPCs:
        Required by Heavy Industry to build ships
            Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have
            Can be improved by certain items found during exploration
        Some basic blueprints always known from the start, rest have to be acquired
        Blueprints can be prioritized to get the desired fleet composition and weapon/fighter use
        Affect fleet production by player colonies
        Player can custom-order known ships and weapons
            Will be built based on the monthly production capacity of their heavy industry
            And delivered to a designated gathering point, along with some crew, fuel, and supplies
    New economy system to support colony mechanics
        Player buying/selling has direct impact on market's available commodity numbers
        Player colonies can become suppliers for other factions and generate export income for the player
            Relative "accessibility" of colonies determines who the best supplier is
            Player has several tools to manage this, from establishing waystations to piracy
    Officers found in sleeper pods can now be up to level 15 instead of 5
    Administrators can now be found in sleeper pods; likeliest place to find high-skilled ones
        Can now go over the maximum number of officers and administrators
            Can't use the ones over maximum
            Can't hire to go over maximum
            Mainly useful to be able to find officers/admins in sleeper pods, while already at maximum
    Factions
        Factions have access to ships/weapons/fighters based on their blueprints
        AI ship loadouts are dynamically generated, based on what's available
        Factions have been adjusted so that their available blueprints and doctrine make each more distinct
            Examples:
            The Hegemony favors larger ships and high-quality officers
            The Luddic Church, while also mostly drawing from low-tech designs:
                Favors larger numbers of ships with lower-quality officers
                Makes extensive use of Converted Hangars
                Has access to a faction-specific "Perdition"-class torpedo bomber
    Faction doctrine: settings that affect faction fleet composition and ship behavior
        Each setting can go from 1 to 5
        Warships - proportion of regular combat ships found in fleets, on average
        Carriers - proportion of carriers
        Phase Ships - proportion of phase ships
        Warships, Carriers, and Phase Ships must add up to 7 points
        Officer Quality, Ship Quality, and More Ships - must also add up to 7 points
        Ship Size - independent setting, determines average size of ships preferred
        Aggression - determines personality of officers; does not affect the player's own fleet
            Also applies to combat personality/behavior of ships without officers, both for the player and for other factions
            This aspect *does* affect the player's own fleet
        Each faction now has an appropriate doctrine setting
    Monthly income and expenses:
        Outposts/colonies
            Base income from a population
            Upkeep for each industry; based on hazard rating of planet
                A lower-hazard planet can support more industries on the "base income"; exact numbers still TBD
                Can go above that for a negative income
            Exports: income for becoming the best provider of a commodity to another faction's colony
                Incurs "overhead" when there are many exports from the same colony
                *Always* better to have more exports, but the added benefit drops off quickly
        Storage - 1% of base value of stored ships/cargo
        Crew, officer, and administrator salaries
        Presented in a detailed monthly report

    New tab: "Command", shortcut "D". Allows player to:
        Manage colonies
        Can also see which markets you have storage at and what's stored where
        View latest income report
        Manage the doctrine and blueprint priorities
        Make custom production orders
    Cargo screen
        Can quick-transfer (or sell) a lot of cargo by holding down Alt then mousing over the stacks
            Can be turned off via settings.json
        Improved quantity selection slider for picking up part of a stack
        Supplies/fuel/crew/marines/heavy machinery now shown first in sorted cargo; other commodities also shown before weapons/fighter chips/etc
    Revamped intel screen
        Tag-based filtering system
        Always shows map
        UI is updated based on the current state of missions and such
        Can accept and abandon certain missions directly from the intel screen
        Can flag pieces of intel as "important"
        Intel is now "live" and does not require a new message for the information displayed to change
    Person bounties:
        Will now pay out and increase reputation when hostile or worse with offering faction
        Information given re: where to find target now includes constellation and some planet/star system type hints, but no actual star system unless it's a lone star
        Reward no longer based on market stability
    System bounties:
        Will now pay out and increase reputation when hostile or worse with offering faction
        Most likely in systems containing markets hostile to each other
    Faction commissions:
        Have to talk to a high-ranking faction official to get one
        Pays a level-based monthly stipend in addition to a small bounty for enemy ships
        Partially restores standing with other factions as hostility status changes
        Can be resigned; smaller reputation penalty if in person
            Restores standing with factions that became hostile as a result of holding the commission
    Faction hostilities: fixed various issues re: hostilities properly ending and total number/frequency
        Last for at least 6 months, and rarely more than a full cycle
        Hostilities between Hegemony-TriTachyon and other starting hostilities between major factions (i.e. not pirates/pathers) are no longer permanent
    Smugglers now have a low reputation impact if attacked, i.e. won't turn entire faction instantly hostile
    Chance to have advance intel about departures of trade fleets/smugglers, including timeframe and cargo
    Changed options for colony interaction
        Can open all core UI tabs with corresponding shortcut instead of just a subset
        Added "visit dockside bar" option; details are WIP
        Added "Consider your military options" option; sub-menu allows player to attack orbital station
            Will also contain a few TBD mechanics re: planet-based military actions
    Dropping cargo pods may now distract pirate fleets; duration of distraction (if any) depends on quantity of goods ejected
    Autoresolve (AI vs AI, and auto-resolved pursuit battles):
        Takes d-mods/production quality into account
        Works with stations and modular ships
    Made various improvements to "where is this entity" mission/bounty/etc description text
    Toned down bounty level-scaling
    Added "Compromised Storage" dmod, reduces cargo/crew/fuel capacity of ship by 30%
    Added to Mudskipper Mk.2
    Added Gremlin-class lowtech phase frigate, with pirate and Luddic Path versions
    Buy and sell cost of ships now includes the base supply cost of their current combat readiness (i.e., no/minimal credit loss for recovering CR on a ship and then selling it)
        Similar CR-based modifier added to supplies etc recovered when scuttling a ship
    Added two new torpedo bomber wings: Perdition and Cobra
    Fleet AI:
        Much less easily sidetracked by chases; patrols in particular will largely focus on defending their objectives
        When orbiting a planet, will spread out to try to avoid overlap with other orbiting fleets
    Reduced number of campaign ship contrails; improves performance a lot and should generally not be noticeable
    Sensors: combined detection range in hyperspace now limited to 2000 units (was 5000)
    Added "generate name" option to colony renaming dialog
    Installed fighters now shown in the fleet screen
    Trade fleet routes will stop by a waystation if appropriate
    Fighting independent scavenger fleets will now only slightly reduce standing with the independents
    Temporary/event-based market conditions no longer have "event" label, grouped to the left of other conditions instead
        Condition icon size scales down if there are too many to fit in the available width
    Lava planets will no longer show up as part of the combat background (too bright)
    Jump-point tooltip no longer shows planet types in unexplored star systems
    Number of d-mods is now shown for each fleet member in the campaign fleet tooltip
    D-mods are now also highlighted in the ship tooltip's list of hullmods
    Made "fleet despawning" animation smoother
    Number of supplies UI indicator will now include the picked-up supply stack, if any
    When a course is laid in and you approach a jump-point, selecting "leave" will also disable autopilot


Miscellaneous

    Updated to use newer version of xstream (1.4.10)
    Cleaned up controls screen - updated text and removed commands that are no longer in the game
    Made some improvements to game-saving code that should speed it up on non-SSD drives
    Made in-combat "exit game" button red to avoid potential confusion with "claim victory"
    Vertical scrollbar active area now wider, indicator expands when mouse is in active area
    Improved algorithm for automatically generating weapon groups
    Improved game startup speed when sound is enabled by up to around 40% total, depending on the system specs


Orbital Stations

    Can be built at a colony to provide defenses and support nearby friendly fleets in combat
    Existing colonies have these as appropriate
    Three tiers: Orbital Station, Battlestation, and Star Fortress
    Three tech levels/styles: low tech, midline, and high tech
        Roughly similar combat power of each style, but different tactical approaches
    Dynamically fitted with weapons based on faction weapon availability
    Higher-tier stations are bolstered with drones and minefields


Combat

    Improved proximity fuse range detection vs longer/thinner ships
    Phase ships:
        Doom: new ship system, "Mine Strike", spawns high-damage, high-delay proximity fuse mines
            Huge buff overall
        Harbinger: system changed to Quantum Disruptor
        Afflictor: system changed to Entropy Amplifier
    Various performance improvements, should be around 20-30% faster
    Toggling autofire on on an already-selected weapon group will make that group autofire
        Can override and get manual control by selecting the group again
    Fixed bug that caused the fighter rate replacement multiplier to apply twice
    New graphics for Annihilator Pod medium weapon
    Greatly improved missile tracking
        And fixed issues with ECCM sometimes making it worse; it should now be a significant improvement
    Hurricane MIRV:
        Made missile and warheads more visible
        Reduced number of warheads to 7
        Warheads are now two-stage (aim then unguided burn), but much more accurate
    Integrated Targeting Unit: increased OP cost for frigates to 4
    Centurion: middle two turrets can now face front; arcs expanded
    Low CR no longer reduces missile weapon ammo
    Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)
    Colossus Mk.3: removed fighter bay and Ill-Advised Modifications
        Added "Converted Cargo Bay" that adds 2 converted fighter bays


Ship AI

    Fixed issue that was causing small weapon groups made up of hardpoints to not be set to autofire
    Will no longer fire low-ammo missiles vs overloaded fighters
    Fixed issue with too many carriers auto-escorting nearby combat ships
    Reduced tendency of carriers to assign their fighter wings to escort nearby ships instead of attacking
    Carriers assigned a "search & destroy" order will no longer use nearby ships to hide behind
    Improved logic for multiple ships not using too many total missiles vs a single target
    Fixed issue that was causing carriers to order fighters to "engage" too far from target, causing unnecessary loss of the 0-flux boost
    Fixed issue that was causing carriers with some support fighters to not order the other fighters to engage
    Fixed bug that caused a retreating ship with front shields to keep them on when it was not necessary
    More likely to set smaller groups to autofire when flux is low, including hardpoint groups
    Improved autofire flux management
        Will autofire most kinds of weapon groups, depending on flux level and dissipation
        Able to keep on pressure with low-flux weapons when on high flux
    Improved flux management for high-flux weapons such as Heavy Blasters
    Fixed bug that was causing fighters to only rarely fire missiles/torpedoes at low-hitpoint targets
    Improved omni shield use vs phase ships
    Fixed bug that was causing the AI to improperly evaluate where it has the most remaining armor
    Ships gradually get more aggressive when their peak time and CR tick down


Modding

    Fixed crash from left-clicking station in hyperspace
    Error message due to incorrectly configured music set is now comprehensible
    Ships with modules:
        Modules are no longer configured using weapon groups
        Added "modules" section to .variant files instead
        Modules will be ordered in listed order provided "modules" is an array of objects
    Station/ship-with-module weapons no longer rendered in separate pass above everything
        Use module order to control rendering order instead
    Variants, hulls, skins, skills, weapons, projectiles: will be merged with core files when loaded
        Meaning, a mod can now provide a partial file with just the changes rather than a complete file
    Renamed FleetDespawnListener to FleetEventListener
    Added reportBattleOccurred() method to FleetEventListener
    Fixed bug to do with beamFireOnlyOnFullCharge and venting while firing at max charge
    Proximity fuse projectiles with a trigger range of 0 will now only explode at end of range
    MutableStat values no longer capped to be >= 0
    Added better error message when game crashes due to an invalid ship system id being specified
    Added MissileAPI.interruptContrail() - needs to be called twice, once at old and once at new location
    Added MarketAPI.get/setEconGroup()
        Markets within the same econ group only trade with each other and are not visible when viewing nearby markets etc from a market in a different group. Default group is null (the value, not the string).
    Added ShipAIPlugin.getConfig() method that returns a ShipAIConfig (or null if a custom ship AI doesn't support the core config parameters)
    Added "tags" and "rarity" columns to ship_data.csv
        Skins do NOT inherit tags from the parent ship, but can have their own tags specified via a "tags" json array
        Default d-hulls also do not inherit any tags from the base hull
    Added "tech/manufacturer" column to ship and weapon data
        Defaults to "Common" if unspecified
        "manufacturer" key to override in ship skin file
    SectorEntityTokens and MarketAPIs stored in a MemoryAPI will be replaced by their ids in save files, and restored on load
        For this and other reasons, code must gracefully handle a case where an entity is put into memory but then is no longer there or *is* there but is no longer in any LocationAPI
    Removed dHullOverlaySmall/Large from hull_styles.json; replaced with single dHullOverlay, which should be large-ish and will tile to cover bigger hulls (instead of being upscaled)
    hull_styles.json: now 3 d-mod overlays per style; light/medium/heavy, in only one size
        d-mod overlays tile for larger ships
    Moved get/setModuleVariant() methods from FleetMemberAPI to ShipVariantAPI
    Weapon group generation:
        Added "GROUP_LINKED" and "GROUP_ALTERNATION" AI hints to weapon_data; will attempt to place weapons with those in separate groups and set them to linked or alternating
        Added groupTag column to weapon_data; when set, will heavily favor placing weapons with same groupTag into the same group, without other weapons in it
        Will not auto-generate weapon groups for AI fleets until combat starts, for performance reasons
    Fixed word-wrapping issue when a single word is too long for a line
    Added limited support for drones with SHIP collision class; will no longer crash into mothership
    Added "canUseWhileRightClickSystemOn" to ship system definitions
    Missiles now support the "jitter" effect, above the missile sprite only
    Changes to fleet despawn logic: listeners will now be notified before the fleet member list is cleared
        Allows seeing fleet state at time of despawn if it wasn't snapshotted
        Fleet members removed afterwards
    Added CollisionGridAPI that gives access to internal bin-lattice used to speed up collision checks/AI
        void addObject(Object object, Vector2f loc, float objWidth, float objHeight);
        void removeObject(Object object, Vector2f loc, float objWidth, float objHeight);
        Iterator<Object> getCheckIterator(Vector2f loc, float checkWidth, float checkHeight);
    Added to CombatEngineAPI:
        CollisionGridAPI getAllObjectGrid();
        CollisionGridAPI getShipGrid();
        CollisionGridAPI getMissileGrid();
        CollisionGridAPI getAsteroidGrid();
    Added to SettingsAPI:
        String readTextFileFromCommon(String filename)
        void writeTextFileToCommon(String filename, String data)
        Load/save text data from the <installdir>/saves/common/ folder
            Limited to 1MB per file, 50MB total files per session
    Hull mods tagged with "no_drop_salvage" will not drop from campaign salvage operations
        Different from "no_drop", which will only make them not drop from defeated ships in combat
    Added alternate system for listening to campaign events, see: ListenerManagerAPI
        Allows registering to listen for only one type of event
        Not everything converted to use it, but will only use this system going forward
    Added event-listening interfaces:
        ShowLootListener
        SurveyPlanetListener
        EconomyTickListener
        DiscoverEntityListener
    Added IntelManagerAPI to manage player-visible pieces of information
        See: Global.getSector().getIntelManager()
        Replaces EventManager etc
        CommMessageAPI, SectorAPI.reportEventStage, etc deprecated/removed
        Game no longer loads/uses reports.csv
        Missions are re-implemented as "IntelInfoPlugin" rather than a events
        A few events that were essentially scripts (such as OfficerManagerEvent) remain for legacy reasons
        MissionBoard and related APIs removed
        All of these are now handled through IntelManager
        Removed concept of "comm channels"; channels.json no longer loaded
    Added CombatEntityAPI.getAI() method to get at proximity fuse AI from projectiles
    Added ProximityFuseAIAPI, with an updateDamage() method, so changing damage via script can work on flak and similar
    Added SettingsAPI.getMergedJSONForMod(String path, String masterMod)


Bugfixing:

    Fixed issue with market/planet name mismatch for some procgen planets
    Fixed issues w/ small dormant remnant fleets not engaging and sometimes dropping loot if harassed
    Ship AI: fixed issue where 4+ carriers could get stuck in an escorting-each-other loop
    Fixed bug that caused Fleet Logistics 1 to make destroyed ships only have a 50% chance of recovery rather than 100% as intended. Disabled ships still got the 100% chance.
    Fixed issue with Plasma Cannon not being properly affected by Safety Overrides
    Save bar no longer get stuck if saving the game throws an error for any reason
    Fixed issue with scavenger fleets stuck in "returning to <market>" state
    Fixed issue that was sometimes preventing carriers from properly obeying "Full Retreat" order
    Fixed rendering issue with black holes on radar
    Fixed issue with Strike Commander causing projectile weapons from fighters to hit multiple times
    Fixed crash when a mission variant had a fighter wing from a mod installed and the mod was then disabled
    Fixed visual issue with jump-point in Westernesse star system
    Fixed issue with debris fields not despawning properly and causing savegame bloat (thanks, Tartiflette!)
    Fixed issue where could select civilian/unarmed ships for pursuit autoresolve
    Fixed issue where fighter chips would disappear from inventory when opening refit screen for a ship with that fighter built in
    Fixed issue with fighters returning to a retreated carrier getting stuck off-map without retreating
    Fixed station rendering issue in campaign where module placement wasn't quite right
    Fixed bug that caused phasing mid-burst to improperly shorten some weapon cooldowns
    The resolutionOverride config file setting now works with fullscreen mode
    Fixed issue that cause a black hole to appear in the middle of the sector map in some games
    Fixed bug that caused the player to have to wait for their allies to finish the battle after full-retreating from it
    Fixed issue that caused REDACTED fleets to respawn extremely quickly in some situations
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Starsector 0.9a Release

Citation :

Posted November 16, 2018 by Alex in Releases

Starsector version 0.9a is now out! Here are some of the new things you can do in this release:

Establish colonies! Build up industrial production to make a profit, improve your colonies, and protect them from many dangers
Visit a portside bar to find missions and other opportunities
Fight alongside – or against – massive orbital stations
Create your own faction and set up its military doctrine
Find blueprints and use them to let your colonies produce ships, weapons, and fighters
Face enemy ships with dynamically generated weapon loadouts
Discover new dangers and derelicts on the fringes of the Sector
Explore planetary ruins
Raid core worlds for plunder or to disrupt your competition

In addition, there are a ton of UI improvements, improvements to ship AI, combat balance changes, and all sorts of miscellaneous fixes, improvements, and bits of new content.

The full patch notes, and the comment thread, are here. You can download the new version here:
http://fractalsoftworks.com/2018/11/...-0-9a-release/


screenshot583.jpg

Les brèves notes de mise à jour :

Code:
Campaign

Starting ships for the "faster start" options now have some fairly benign d-mods
Goal is to introduce player to the idea that d-mods are "ok"And to make adding damaged ships to their fleet feel betterStarting Apogee does not have a d-modChanged effect of Alpha Cores on industries that aren't production-focused
Spaceport/Megaport: +20% accessibilityGround Defenses/Heavy Batteries: ground defense strength x1.5REDACTED structure: relevant bonusREDACTED facility: relevant bonusCommerce: +1 stabilityPatrol HQ/Military Base: x1.25 fleet sizeOrbital Station: a high-level AI core "officer" is in command of the station in combatAdded very rare salvage "special" to find a blueprint to ship wrecksFaction-specific ships now available on the open market, with a reduced quality
2 to 3 more d-mods than average for that colonyPirate, Luddic Path, and REDACTED fleets are more likely to get increasingly aggressive than to retreat
That is, when a regular fleet would retreat, they may ramp up the attack insteadSystem bounties:
Some of the faction's patrols pull back to defend the main colony for the durationGives bounty hunters more room to operatePerson bounty:
Removed level-based scalingAdded slight time-based scalingAllied fleets will no longer deploy very low CR ships in pursuit scenariosCommodity pricing and related:
Deficit/excess is indicated by red/green commodity icons in the colony info screenResults in significantly higher/lower prices for number of units based on amount of deficit/excessDeficit/excess amount shown in the commodity tooltip's "list of best places to buy/sell"Ctrl-clicking will buy up all excess (to capacity) and sell to fill deficitImproved discoverability of habitable/low hazard worldsIncreased average size of pirate and Pather ships; still use smaller ships overallAdded "transponder off" warning and option to turn it on while jumping into a populated system
Only warns if patrols in-system care about transponder statusWarns if turning the transponder on would make any factions immediately hostileToned down the effect of hyperstorm strikes on fleet movementAdjusted bounty fleet size progression to be more consistentAdjusted fleet spawning to tend towards larger ship sizes for larger fleets, even for a doctrine that prefers smaller ships in generalNew (extra difficult) starting option: "A spacer. A broken-down shuttle. A lifelong debt."
Enable using "enableSpacerStart" in data/config/settings.jsonTurned "altMouseMoveToMassTransfer" control off by default (transfers large quantities of cargo quickly)Adjusted how stockpiling at player-owned colonies works
A quantity of resources produced locally is added to the Local Resources submarket
More if it's not being exported due to, say, low accessibilityTaking these results in an at-cost charge in that month's income/expense reportCan be taken "for free", but their base value is deducted from player's monthly incomeAdded a setting to let a colony use these to counter shortages
Costs considerably less than taking the resources directlyResources can be brought to the colony and put in Local Resources manually
Using or taking these does not result in any costLocal Resources submarket tooltip lists stockpile growth rate and limitsAdded Waystation industry back in
Increases accessibility by 10%Low cost and upkeepMakes the colony stockpile fuel, supplies, and crew into Local Resources, even if it's not a producer of any of theseAlpha Core bonus: hugely increased stockpiling rate and limit for fuel/supplies/crewAdded Transplutonics to more salvage dropsImproved salvage variety from planetary ruinsSignificantly increased the upkeep cost of Refining, Heavy Industry, Light Industry, and Fuel Production
Goal is to encourage building these on low-hazard worldsMade various "colony threat" intel items have a more prominent sound effectSpecial items such as blueprints will not be lost if cargo ships are lost while retreatingPirate bases will not launch random not-anti-player raids for the first year or soProcurement Contract mission: added button to show best prices and places to buy the commodityGreatly reduced the prices of high-cost ship weapons
Example: Tachyon Lance, 25000 -> 8000Reduced build cost of orbital stations of all tiersReduced base price of Marines to 200 credits (was: 500)Debt (i.e. expenses not covered by credit balance) from last month carries over into next month
Combat

Changed minimum battleSize to 200 and default to 300 (was: 150 and 250)Enemy will prefer to deploy larger ships when attacking a stationOrbital Stations
Targeting Supercomputer (built-in on all modules) now greatly reduces recoilReduced flux statsPlayer can now always deploy at least one ship into combat, regardless of its deployment point value
Mostly comes into play when deploying alongside an allied station which can eat up most of the deployment pointsBackground planet, when a battle has an orbital station:
Moved down if the player is defendingMoved up if the player is attackingGoal is to keep it from interfering with the combat too much, visually, and have it look like it's "in front" or "behind" the station, as appropriate

Fighters

When ordered to regroup, fighters will always be able to keep up with the carrier, regardless of their top speed otherwise
Bombers returning to re-arm also receive this bonus
Weapons

Hammer torpedo: made engine glow bigger and slightly redder to distinguish better from Salamander

Ships

Paragon:
Increased deployment and monthly maintenance cost to 60 (was: 50)Reduced crew required to 400 (was: 450)Onslaught:
Increased crew required to 750 (was: 500)Increased maximum crew to 1500 (was 1250)Buffalo: reduced max burn to 8 (was 9) to bring in line with standard civilian burn levels at that size

Hullmods

Automated Repair Unit:
Removed bonus to CR recovery and repair rateReduced OP costMilitarized Subsystems:
Reduces both CR to deploy and supply cost by 30% instead of just reducing supply costEfficiency Overhaul:
Instead of reducing CR cost to deploy, increases CR recovery and repair rate by 50%Degraded Engines: reduced penalty to 15% (was: 20%)

Ship AI

Ships ordered to "Eliminate" or "Full Assault" will be more aggressive when facing an orbital stationImproved use of Maneuvering Jets/Plasma Jets to back off while at high fluxEnsured that retreat orders are obeyed promptly"Escort" order will now take precedence over "Avoid"More liberal missile use when they're at full ammo and the ship is having difficultiesFurther reduced tendency to fire off missiles vs unshielded shipsFixed autofiring inaccuracy with dumbfire rockets/torpedoes when paired with missile speed bonuses
Also affects autofiring weapons on player's ship
Modding

Fixed issue where all weapons could get disabled by critical malfunctions if ship had decorative weaponsFixed issue with DUAL weapon barrel mode that caused it to fire 12-23-34 instead of 12-34-12Added to SoundPlayerAPI:void pauseCustomMusic();
void resumeCustomMusic();void playCustomMusic(int fadeOutIfAny, int fadeIn, String musicSetId)void playCustomMusic(int fadeOutIfAny, int fadeIn, String musicSetId, boolean looping)Added to ArmorGridAPI:
Vector2f getLocation(int cellX, int cellY);Added to CombatEngineAPI:
int getWinningSideId();boolean isCombatOver();Added to DamagingProjectileAPI:
float getMoveSpeed();Added to ShipAPI:
void syncWithArmorGridState();void syncWeaponDecalsWithArmorDamage();Added to ShipSystemAPI:
void setCooldownRemaining(float remaining);void setCooldown(float cooldown);Added to WeaponAPI:
void setCurrHealth(float currHealth);Added to WeaponSpecAPI:
Color getGlowColor();boolean isInterruptibleBurst();Moved MuzzleFlashSpec class to APIAdded MuzzleFlashSpec getMuzzleFlashSpec() to WeaponAPI
Returns null for non-projectile weaponsMake sure to call WeaponAPI.ensureClonedSpec() before making any changes to muzzle specOtherwise changes will affect all weapons of this type until game restartAdded to CharacterCreationData:
void addScriptBeforeTimePass(Script script);List<Script> getScriptsBeforeTimePass();Added sim_opponents_dev.csv file that's loaded when the game is in dev mode and "playtestingMode" is set to falseAdded "noImpactSounds" setting to weapon specs; defaults to falseAdded ALWAYS_PANIC ship hint; makes ship always fire missile weapons as if panickingUsed by Pather version of Colossus

Bugfixing:

Fixed brief invulnerability window caused by phase ships uncloaking inside/too near an enemy shipFixed issue with allied forces not deploying ships in some circumstancesSmall asteroids from a ring system no longer prevent unphasingFixed bug where a re-built orbital station was no longer effective


Changes as of October 20, 2018

Campaign

Added portside bar to colonies
And a number of possible bar events of varying importanceAdded REDACTED mission (starts in bar)Added raids, bombardments, and planetary defenses
Can raid a colony for valuables, commodities, blueprints, and other itemsCan raid to disrupt operations of a specific industryMarines, specialized ships, and skills determine raid strength and outcomeRaids with transponder off do not cause instant hostilityCan bombard colonies using fuel; not very efficient
Tactical bombardment to disrupt military operationsSaturation bombardment: an atrocity; causes multiple factions to go hostile
Colonies of size 4 and below are destroyed outrightLarger colonies lose a lot of stability and are likely to decivilize after some timeColonies can build up various layers of defensesNearby fleets prevent raids and bombardmentsOrbital stations prevent bombardments but not raidsGround defenses make raids more difficult and bombardments more expensiveCan run salvaging operations on colonies with ruins
Must be surveyed first (for the ruins to be identified)Outcome depends on scale of ruins on the planetColonies that have low stability for too long have a chance to become decivilizedCan view colony info and interact with core UI when docked with a hostile colony that does not give docking clearanceAdded monthly salary for marinesAdded REDACTED (to do with population growth)Officer level-up dialog keeps going while there are skill choices to make, unless "not now" is selected
Added shortcut key for "level up" button in dialogOrbiting fleets will no longer use Active Sensor Burst
Goal is to reduce randomness involved in successfully sneaking into a colonyAdded periodic warning message when fleet is over capacity in cargo/fuel/crewAdded a recoverable Dram tanker to the ships around TetraChanged "Hand Weapons" commodity to "Heavy Armaments"; now covers things like heavy weapons, tanks, mechs, hovercraft, etcAdded pirate bases and raidsAdded Luddic Path cellsAdded Hegemony inspectionAdded punitive expeditionsAdded Synchrotron Core; can be installed in Fuel Production industry to drastically increase outputAdded blueprint and special item drops to various salvageImplemented Tech-Mining industry
Chance to find blueprints, modspecs and other rare items, based on the size of ruins being minedGenerates some basic commodities (fuel, supplies, metals, machinery); delivered to gathering pointOutput goes down over timeUpdated various tooltips (added "design type" information - low tech, midline, etc where appropriate; made other improvements)
Cargo/commoditiesShip weaponsShipsHull modsVarious blueprintsA colony sold a Synchrotron Core or a Nanoforge will use them if able toTooltip for fleet points bar in ship deployment dialog now includes battle size and how many points the enemy hasJump-point dialog now includes a warning if there are nearby fleets on the other side
Includes warning and plays a sound if the nearby fleets are hostileNew game start:
Added easier options that start you off with multi-ship fleets - a "salvage expedition" and a "mercenary force"Added 3-year-long monthly stipend from the Galatian Academy from the tutorial mission
Also given when tutorial is skippedSustained Burn:
Now gives +100% burn instead of +10
Means that bonuses to ship burn level (i.e. Augmented Drive Field) are doubledWhile fleetwide bonuses (tugs, Nav Buoy, etc) are notSlightly increased arc in which it has the highest acceleration penaltyReduced charge up/down time to half a second (was: 2.5 seconds up, 1 second down)Goals are to )1 make burn level of ships mean more and 2) encourage turning SB off sometimesEmergency Burn:
Reduced supply cost by half (was: 50% of total deployment cost of fleet, now 25%)Burn bonus increased to +8 (was: +5)Navigation: level 3 now gives +1 to maximum burn and an additional +1 when Sustained Burn is onKnown hullmods no longer drop or show up for saleBuying up hullmods will NOT increase the odds of remaining ones showing upFleet Logistics: maintenance reduction reduced to 25% (was: 30%)Derelict ships in campaign will now show ship type in the tooltip, i.e. "Derelict Ship (Dram-class Light Tanker)"Salvaging mechanics:
"Salvage rating" no longer a player-facing stat; still affects crew/machinery needed
Removed "blow it up" option as it's no longer relevantSalvaging skill provides up to a 50% bonus to finding resources and rare itemsRecovery of resources is affected by:
Having enough crew (multiplier, 0 to 1)Having enough heavy machinery (+0 to +100%)Salvaging skill (up to +50%)Salvage Rigs / other ships with salvaging capacity; diminishing returns for more ships
Ships must be at at least 10% combat readiness for bonus to applyA fraction of the total bonus also applies to post-combat salvageRecovery of rare items is only affected by the Salvaging skill
Not affected by not having enough crew, machinery, or any other modifiersGoals are:
Clean up the flow by removing the "blow up then scavenge" optionAllow player to specialize in getting a lot more value out of itEnsure that salvaging something will not feel like a wasted opportunity due to missing out on likely-otherwise-inaccessible items such as blueprintsGive Salvaging skill long-term value - it grants access to 50% more stuff that would otherwise be hard or impossible to getMake salvaging without the skill but with Salvage Rigs a viable option, both in terms of rare items and resources gainedWhen exploring a ship wreck, added notification when there's cargo on boardWhen the player's net monthly income is negative and they run out of credits:
Credits set to 0Custom production of ships and weapons is haltedWhen this goes on for two months or more, some crew may leave next time the player's fleet comes into portCan be countered by shutting down industries on owned colonies - reduces expenses and gives back most of the credits used to establish the industryMonthly salary for unassigned colony administrators reduced to 10% of baseReduced strength of scavenger fleetsSome of the pirate fleets that show up in pirate activity/bounty systems will congregate near jump-points and pirate colonies, making them easier to findTransponder-off trade:
No longer has any impact on reputation or, for black market trade, suspicion level(Previously: had a smaller-than-normal effect; goal is a more clear distinction)Increased maximum player level to 50 for the moment; pending another look at skillsAdded lists of best places to buy/sell to commodity tooltipAdded common "delivery" mission
Encountered in dockside barsTake and deliver X amount of commodity to another colonyMedium reward; usually takes player to semi-dangerous systems (i.e. pirate activity etc)Volume of commodities and reward depends on player's fleetDifferent version when offered at player-owned colonyPlanet tooltip: now shows survey level for uninhabited and faction name for inhabitedDuring salvage, when finding information about the location of another entity of interest nearby:
Will no longer point to small derelict ships, only cruisers and largerThis also means that more of these will point to other, larger structures
(Since no longer diluting the pool of potential targets with larger number of chaff)Course widget: made data font biggerAdded new carrier-specific d-mods:
Malfunctioning Comms - reduces fighter engagement rangeDefective Manufactory - reduces fighter speed and increases fighter damage taken
Affected fighters have a "damaged" visual overlayChanged cargo tabs to "All" "Resources" "Ship weapons" and "Other" (i.e combined "Commodities" and "Crew")Increased number of crew recovered from "cryopods with crew" exploration specialChanged hazard rating to be based around 100% base instead of 0% base, since that's how it's usedReduced production of commodities by Heavy Industry; high production levels now require special items or a very large colonyAdded notification message when industry construction completes; can click to open colony screenAdded notification for when colony size increases; can click to open colony screenChanged intel UI tags to be OR instead of ANDRemoved Surveying skill; can now survey planets with any hazard rating
Increased cost by a flat +10 suppliesSignificantly reduced the value of survey data (30k for Class V; was: 100k)Revamped and simplified economy:
Colonies have a single accessibility value which determines how much they can import and export
Accessibility also affects colony growthCombined demand for a commodity generates a total "market value"Export income is determined by a colony's "market share", which is based on production and accessibilityWhen interacting with fleet that has a low reputation impact and fighting which won't cause instant hostilities: added text to that effectShips recovered after combat will retain known hullmodsWeapons and fighters on your ships have a 100% chance to be recovered if the ship is recoverableRecovery Operations:
Removed bonus to own fighter/weapon recoveryIncreased recovery bonus for enemy ships/weapons/fighters to 25% (was: 15%)Can "abandon" a size-3 colony; requires paying for (significant) evacuation expensesCan "stabilize" a colony that's suffering from Recent Unrest
Maximum equal to Recent Unrest minus one
Can not be used to increase stability of a colony not suffering from unrestCost based on amount stabilized and colony sizeExpensive - generally not worth it purely to improve colony income through higher stability
Primarily a means to stave off the decivilization of a bombarded/raided colony
Terrain

Hyperspace storms:
Fixed tooltipRemoved sensor profile penalty and speed penaltyChanged CR drain effect to powerful "storm strikes" hitting random ships
A strike reduces CR and deals armor/hull damage, but can't destroy a shipLarger fleets attract more powerful strikesSome strikes will not deal any damage - at most 1 every 5 seconds (on average) willEach strike gives the fleet a speed boost in a direction determined by the fleet's position relative to the storm cell and its speedSpeed beyond burn level 20 does not cost extra fuelWhile speed-boosted, the fleet may briefly lose steering control
Emergency Burn allows control while boostedStrikes are synced up with the "cloud lightning" visual/audio effectsEntering an active hyper cell will cause a flurry of storm strikes - i.e, the timing is predictableOverall:
Potential for more severe damage to individual shipsMuch less expensive in total, and lower per-day costs since not all ships are affectedSituationally useful for faster travelDeep hyperspace:
Now slows down larger fleets more than small onesNebula:
Now slows down larger fleets more than small onesRemoved in-combat effect on ship speedAsteroid belts/fields:
Do not slow down fleets directlyChance of "asteroid impacts" on the drive field, briefly knocking the fleet off course
Heavier impacts on larger fleetsNavigation skill helps mitigate impactsMagnetic field:
Now reduces the range at which a fleet within can be detected by 75%When in magnetic storm, range is reduced by 100%, and the sensors of the fleet have their range reduced by 90%Goal: useful for sneaking around and hiding inIn general: terrain that slows down fleets is where smaller fleets can run to get away from larger fleets
Ships

Tempest:
Increased maintenance/deployment cost to 8Replaced Active Flare Launcher with High Energy FocusTerminator Drone:
Changed wing size to 2Reduced replacement time to 10 secondsReduced top speed; engines can no longer flame outChanged type to "support" with 0 roam rangeAdded "Terminator Core" hullmod
Increases damage to missiles and fighters 2xGives perfect target leadingIncreases beam rangePD weapons ignore flaresNow armed with a PD Laser and IR Pulse LaserOverall:
Excellent anti-fighter and point-defenseLimited usefulness as anti-ship support due to no roam and low weapon rangeColossus, all 3 versions: significantly cheaper to buyColossus Mk2, Mk3:
Added Civilian-grade Hull (not a nerf)Prometheus:
Reduced fuel capacity to 2500Changed ship system to Flare LauncherApogee:
Reduced fuel/ly to 2Increased fuel capacity to 200 and cargo capacity to 400Changed arc of large front hardpoint to 10 degrees (was: 5)Changed coverage of medium turrets to not cover front and overlap in the backReduced deployment and supplies/month costs to 18 (was: 25)Mule: increased OP to 80, changed medium turret type to composite, increased max speed to 60Enforcer: fixed weapon locations that were not positioned quite right on the spriteHound, Cerberus: increased OP by 5Adjusted OP for most civilian ships, generally slight to moderate increasesOdyssey:
Removed front overlap of 3 large turretsImproved arcs of two rear-facing small turretsChanged right-side large turret type to "synergy"Added built-in High Resolution SensorsAdded built-in ECCM PackageReduced fuel/light-year to 8 (was: 10)Increased OP by 10Reduced top speed to 70 (was 80)Ship system changed to "Plasma Burn"
Very brief, very fast burn; moves about one ship length forwardCan still steer and use shields, but can't move backwardsStores up to two chargesAurora: reduced flux capacity by 1000 and flux dissipation by 50Ox-class Tug: reduced fuel cost/light year to 5 (was: 10)Tri-Tachyon Brawler:
Added built-in Insulated Engine AssemblyIncreased OP to 60 (was: 50)Changed standard variant to be long-range supportAdded Falcon (P) - pirate "hot rod" version with extensive modificationsAdded Shrike-class Light Destroyer
High-tech; used in navies of many factionsPlasma Burn ship systemMedium missile slot and good energy-based firepowerFast and very fragileAdded XIV Battlegroup ship not available to the Hegemony

Weapons

Ion Cannon, Ion Pulser: EMP arcs now deal 100% of base non-EMP damage instead of 25%Devastator Cannon: reduced number of particles from explosionsWeapons that use ammo now retain their ammo count across multiple engagements
In other words, re-deploying a ship will not cause its weapons to be reloadedAutopulse Laser: increased charges to 30 (was: 20)Plasma Cannon:
Damage reduced to 500 and and flux/shot reduced to 550Fires 3-shot bursts every 2 secondsIncreased turn rate substantiallyWill no longer autofire against fightersLight Needler:
Range reduced to 700Burst size increased to 15 (was 10), reduced per-shot recoilRate of fire within burst doubledIncreased refire delay to keep same DPS as beforeFlux per shot increased to 50 (was: 40)Heavy Needler:
Burst size increased to 30, reduced per-shot recoilRate of fire within burst doubledIncreased refire delay, overall DPS increased from 214 to 250Flux per shot increased to 50 (was: 40)Light AC, Light Dual AC: significantly increased turn rateArbalest AC: reduced flux cost per shot to 120 (was: 170)Hurricane MIRV:
Made missile and warheads more visibleNumber of warheads is 9Warheads are now two-stage (aim then unguided burn), but much more accurateIncreased refire delay to 15 (was: 5)Submunition accuracy significantly impacted by ECCM/Missile SpecializationHeavy Mauler: increased refire delay to 1.5 seconds (was: 1)Light Mortar: increased range to 600 (was: 500) and improved accuracy somewhatPilum LRM: reduced OP cost to 7 (was: 10)Sabot (all):
Improved acceleration and turn rateIncreased submunition spread to 20 degrees (was: 15)Improved aim/target leading of first stageSabot Pod: reduced burst size to 2MIRV missiles can now split early when at close range and in-flight for over a second
Fighters

Fighters from the same carrier will now coordinate their attacks if launched together and given the proper distance to do soOrdering fighters to engage builds flux up to slightly above 5%Fighter replacement rate now goes down as long as the majority of wings have a missing fighter
Note that this is coupled with fixing a bug that caused a lowered rate to apply twiceThus: not a nerf overallClaw: replaced Ion Cannon with Ion Cannon (High Delay) that has a significantly lower rate of fireKhopesh: reduced number of rockets per pod to 5 (was: 7)Mining Pod: substantially increased durabilityTalon: increased OP cost to 2 (was: 0)Warthog:
Wing size reduced to 2 (was: 3)Removed one of the three light mortarsReduced flux stats to roughly halve the remaining firepower after a brief initial burst
Hullmods

Converted Hangar:
Removed fighter replacement rate penaltyCan now re-launch returned fighters quickly, i.e. useful for bombersFighters have reduced stats and d-mod overlay as if the ship had a Defective Manufactory d-mod
(-33% speed, +50% damage taken)OP cost for bombers increased by 100%; by 50% for all other fightersConverted Cargo Bay (Colossus Mk.3 built-in):
Same changes, except for OP costAdvanced Turret Gyros: +75% weapon turn speed (was: 50%)Integrated Point Defense AI:
Makes small non-missile weapons PD (as before)Grants 50% damage bonus to missilesAll PD weapons have the best possible target leadingPD weapons ignore decoy flaresShield Conversion - Omni:
Reduced shield arc penalty to 33% (was: 50%)Reduced OP cost to match Hardened ShieldsUnstable Injector: now also increases fighter replacement time by 25%Certain hullmods can now only be installed at a colony with a spaceport or an orbital station
These are all tagged with "Logistics" and affect a ship's campaign statsLimited to 2 per ship, not including any built-in logistics mods (such as Surveying Equipment on the Apogee)Goal is to make these a long-term commitment, especially prior to an expedition to the fringesHigh Resolution Sensors:
Can now be learned and installed on other ships. Bonus for capital ships increased.Can be bought from certain factionsAlso unlocked at Sensors level 3Solar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% insteadSurveying Equipment: reduced OP costAugmented Drive Field: +2 burn, no penalties, tier 1, high OP costAdded hullmods:
Additional Berthing:
Extra crew capacity (flat value, but at least 30% of base)Civilian ships only: +50% supply use for maintenanceAuxiliary Fuel Tanks:
Extra fuel capacity (flat value, but at least 30% of base)Civilian ships only: +50% supply use for maintenanceExpanded Cargo Holds:
Extra cargo capacity (flat value, but at least 30% of base)Civilian ships only: +50% supply use for maintenanceMilitarized Subsystems:
Removes Civilian-grade Hull's penaltiesAdds +1 burnIncreased crew requirements-50% supplies to deployCan only install on ships with Civilian-grade HullEfficiency Overhaul: reduced maintenance, crew reqs, and fuel use, reduced CR/deploy

Combat

Adding new assignments is free while the command frequency is openWaypoints for new assignments will always be created at least 3000 units (3 map grid squares) from the map borderOrdering fighters to "engage" will set a ships minimum flux level to slightly over 5%Reserve Deployment:
Does not add extra craft for bombersAdds up to 1 (wing size 3 or less) or 2 (wing size > 3) for other fighter typesFortress Shield: increased charge up/down time to 1.5 seconds (was: 1)Damper Field:
Now reduces damage by 67% for frigates and destroyers; 50% for cruisers and capitalsDamper-field-using frigates should only rarely show up in smaller faction fleetsQuantum Disruptor: removed energy damage penaltyFixed a number of admiral AI issues that made it use its ships in a highly suboptimal manner
Spends a bit of time capturing objectives, then orders a consistent full assault

Ship AI

Fixed bug that occasionally caused the Piranha to drop bombs right on top of friendly ships, including the carrier that it came fromFixed bug that caused the Flash bomber to fire phase charges in an unsafe manner
(This was a different bug than the above)Improved escort behavior - fixed a few positional bugs that caused escorting ships to get in the wrong position for what they wanted to doFixed some issues with carriers not sending out fighters to attackCleaned up a few cases of the AI backing off unnecessarilyShips that find themselves chasing smaller enemies far away from the action will try to rejoin their allies
Still possible for them to be separated, but requires the enemy to screen them offFixed some cases of burn drive being used to move away from the desired direction (when retreating, escorting, moving to an assigned objective, etc)Fixed issue that caused Khopesh to mostly not fire its rockets at frigatesFixed bug that caused the AI to only rarely fire Sabots and other kinetic missile weapons vs frigates
(Were treated as "strike" weapons for that particular case)Improved range-management for "cautious" AI personality - should now keep in range more reliably if outranging the enemy's non-missile weapons

Miscellaneous

Revamped UI for adding hullmods to ships
Sorting and tag-based filteringCan add/remove multiple hullmods without closing dialogCan adjust vents/capacitors and see ship stats while in dialogRefit screen stats tooltip now shows ship systemChanged "primary role" strings for weapons to more accurately reflect their actual combat roles, e.g. instead of "Assault" or "Close Support", it's "Anti Armor" or "Anti Shield" or "Point Defense (Area)" etcAdded sensor strength and sensor profile to ship stats tooltip/info panelA crash during saving should no longer corrupt the savefileLauncher will now limit maximum resolution displayed to half of native for 4k monitors; goal is to point to "intended" use of half-native-resolution in fullscreen mode in that case
"4kThreshold" in data/config/settings.json if use of higher resolution is desiredIncreased number of simultaneous sound sources to 128 (was: 64)New icon for Expanded Magazines hullmod
Sound

New sound for Hypervelocity DriverNew character screen soundsOverall combat sound cleanupAdded split sounds for Sabot and Hurricane MIRV
Modding

Fixed issue that could cause ships to be deployed far off the mapAdded listeners for player hostile actions against colonies - raids and bombardments; see: ListenerUtilPhased phase ships with negative flux upkeep cost will now get pushed away from other ships when their flux is lowRemoved CargoItemType.MOD_SPEC; use CargoItemType.SPECIAL insteadAdded new columns to weapon_data.csv; if present these override tooltip fields
primaryRoleStrspeedStrtrackingStrturnRateStraccuracyStrnoDPSInTooltip: to not show DPS row in weapon tooltipAlso added to weapon_data.csv columns to define two custom sections (with highlights) in tooltip info:
customPrimarycustomPrimaryHLcustomAncillarycustomAncillaryHLAdded "designTypeColors" section to settings.json, provides colors for manufacturer/design type information displayed in various tooltips and blueprint management screensAdded to MissileAPI:
boolean isMirv();float getMirvWarheadDamage();float getMirvWarheadEMPDamage();int getMirvNumWarheads();DamageType getMirvWarheadDamageType();JSONObject getBehaviorSpecParams();Added PaginatedOptions command to rules; allows easily/automatically creating multiple pages of options in interaction dialogsDisabled interaction dialog options with empty text are now invisible (potentially useful as spacers)Hullmods tagged with "req_spaceport" can now only be added or removed at a colony with a spaceport or an orbital station
Can have arbitrary requirements for colony defined per hullmod in the effect pluginProjectile weapons only: LINKED or DUAL barrelMode weapons will now multiply the weapon_data.csv flux cost by the number of barrels that fire simultaneously
Multi-barrel beam weapons still use the spreadsheet value as-isAdded SectorAPI.void removeTransientScriptsOfClass(Class c)Added to HullModEffect:
applyEffectsToFighterSpawnedByShip(ShipAPI fighter, ShipAPI ship, String id)Used to modify fighters spawned by parent shipAdded "attackPositionOffset" to wing_data.csv; used to control position within attack group of multiple fighter wings (i.e. fighters first,  bombers behind, etc)Added "canSplitEarly" parameter to MIRV behavior, if set to true missile can split if close to target and elapsed time is over a secondAdded "splitSound" parameter to MIRV behaviorAdded: SettingsAPI.doesVariantExist(String variantId)Added to ShipAPI:
boolean isJitterShields();void setJitterShields(boolean jitterShields);
Controls whether shields are affected by the jitter visual effectboolean isInvalidTransferCommandTarget();void setInvalidTransferCommandTarget(boolean invalidTransferCommandTarget);void clearDamageDecals();Added DamagingExplosionSpec class to API (rather, moved it out from core)Added to CombatEngineAPI:
DamagingProjectileAPI spawnDamagingExplosion(DamagingExplosionSpec spec, ShipAPI source, Vector2f location);DamagingProjectileAPI spawnDamagingExplosion(DamagingExplosionSpec spec, ShipAPI source, Vector2f location, boolean canDamageSource);Added to WeaponAPI:
void setPDAlso(boolean pd); // makes weapon fire at missiles if there are no other targetsThat is, imitates having the PD_ALSO tagAdded to CharacterDataAPI:
void setPortraitName(String portraitName);void setName(String name, Gender gender);Setting the name and portrait in CharacterCreationData during new game creation now updates the name/portrait in the new game creation dialogAdded to FighterWingAPI:
boolean isReturning(ShipAPI fighter);void orderReturn(ShipAPI fighter);void stopReturning(ShipAPI fighter);Added to CampaignUIAPI:
boolean showPlayerFactionConfigDialog();Added to EngineSlotAPI:
float getWidth();GenericPluginManagerAPI: now supports transient pluginsAdded HyperspaceTerrainPlugin.getActiveCells()Added CampaignInputListener interface:
int getListenerInputPriority();void processCampaignInputPreCore(List<InputEventAPI> events);void processCampaignInputPreFleetControl(List<InputEventAPI> events);void processCampaignInputPostCore(List<InputEventAPI> events);Register using Global.getSector().getListenerManager().addListener(); usually want transientAdded to EveryFrameCombatPlugin:
void processInputPreCoreControls(float amount, List<InputEventAPI> events)Called after processing input by active dialogs and tutorial overlay and before everything elseAdded "npc_only" skill tag that makes skills not show up on the character screenFixed InteractionDialogAPI.setTextWidth()
Requires hideVisualPanel() to be called firstAdded to CustomCampaignEntityAPI:
void setActiveLayers(CampaignEngineLayers ... layers);EnumSet<CampaignEngineLayers> getActiveLayers();
Bugfixing

New colonies will properly spawn with orbital junk and radio chatterFixed bug that caused tooltips for overlapping weapons in the refit screen to not be cleaned upFixed issue that prevented the "Claim Victory" option from showing up when the enemy has fighters


Changes as of June 01, 2018

Campaign

Colony building:
Player can establish a colony on a planet they've surveyedRequires crew, machinery, and suppliesCan change the planet's name, either when colony is established or at any point later onCan build "Industries" and "Structures" (same thing, mechanically) at a colonySome example ones:
MiningFarmingSpaceportHeavy IndustryOrbital stations (of several varieties)Military BaseTech-Mining... and a number of other onesSome industries can be upgraded, i.e. "Patrol HQ" -> "Military Base", or "Heavy Industry" -> "Orbital Works"Most industries are known from the start, but a few more exotic ones can be learnedCan set a "stockpiling level" for a colony to have it build up extra resources the player can take
Stockpiling costs credits, but somewhat less than the base cost of the commoditiesStockpiles will be used to counter temporary shortagesPlayer colonies have a "local resources" submarket where they can take from, or add to, stockpiles. There's a "storage" submarket for resources that must remain untouched.Player colonies do *not* have an Open Market unless there's a "Commerce" industryColonies start at size 3; population growth depends on many factors and can be directly invested intoCan assign AI cores to manage industries for various, significant benefitsA Military Base produces patrols which will defend the colonyCan hire Administrators (up to a limit) to manage your coloniesCan learn skills that improve the colonies under your control
Maximum number under personal control is soft-limited - reduced stability for going beyondCan assign Alpha Cores to manage your colonies, for a massive benefitEstablishing the first colony also creates a new player faction
Can set the faction name and select a flagCan adjust both at any point in the futureBlueprints for ship hulls, weapons, and fighter LPCs:
Required by Heavy Industry to build ships
Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will haveCan be improved by certain items found during explorationSome basic blueprints always known from the start, rest have to be acquiredBlueprints can be prioritized to get the desired fleet composition and weapon/fighter useAffect fleet production by player coloniesPlayer can custom-order known ships and weapons
Will be built based on the monthly production capacity of their heavy industryAnd delivered to a designated gathering point, along with some crew, fuel, and suppliesNew economy system to support colony mechanics
Player buying/selling has direct impact on market's available commodity numbersPlayer colonies can become suppliers for other factions and generate export income for the player
Relative "accessibility" of colonies determines who the best supplier isPlayer has several tools to manage this, from establishing waystations to piracyOfficers found in sleeper pods can now be up to level 15 instead of 5Administrators can now be found in sleeper pods; likeliest place to find high-skilled ones
Can now go over the maximum number of officers and administrators
Can't use the ones over maximumCan't hire to go over maximumMainly useful to be able to find officers/admins in sleeper pods, while already at maximumFactions
Factions have access to ships/weapons/fighters based on their blueprintsAI ship loadouts are dynamically generated, based on what's availableFactions have been adjusted so that their available blueprints and doctrine make each more distinct
Examples:The Hegemony favors larger ships and high-quality officersThe Luddic Church, while also mostly drawing from low-tech designs:
Favors larger numbers of ships with lower-quality officersMakes extensive use of Converted HangarsHas access to a faction-specific "Perdition"-class torpedo bomberFaction doctrine: settings that affect faction fleet composition and ship behavior
Each setting can go from 1 to 5Warships - proportion of regular combat ships found in fleets, on averageCarriers - proportion of carriersPhase Ships - proportion of phase shipsWarships, Carriers, and Phase Ships must add up to 7 pointsOfficer Quality, Ship Quality, and More Ships - must also add up to 7 pointsShip Size - independent setting, determines average size of ships preferredAggression - determines personality of officers; does not affect the player's own fleet
Also applies to combat personality/behavior of ships without officers, both for the player and for other factionsThis aspect *does* affect the player's own fleetEach faction now has an appropriate doctrine settingMonthly income and expenses:
Outposts/colonies
Base income from a populationUpkeep for each industry; based on hazard rating of planet
A lower-hazard planet can support more industries on the "base income"; exact numbers still TBDCan go above that for a negative incomeExports: income for becoming the best provider of a commodity to another faction's colony
Incurs "overhead" when there are many exports from the same colony*Always* better to have more exports, but the added benefit drops off quicklyStorage - 1% of base value of stored ships/cargoCrew, officer, and administrator salariesPresented in a detailed monthly reportNew tab: "Command", shortcut "D". Allows player to:
Manage coloniesCan also see which markets you have storage at and what's stored whereView latest income reportManage the doctrine and blueprint prioritiesMake custom production ordersCargo screen
Can quick-transfer (or sell) a lot of cargo by holding down Alt then mousing over the stacks
Can be turned off via settings.jsonImproved quantity selection slider for picking up part of a stackSupplies/fuel/crew/marines/heavy machinery now shown first in sorted cargo; other commodities also shown before weapons/fighter chips/etcRevamped intel screen
Tag-based filtering systemAlways shows mapUI is updated based on the current state of missions and suchCan accept and abandon certain missions directly from the intel screenCan flag pieces of intel as "important"Intel is now "live" and does not require a new message for the information displayed to changePerson bounties:
Will now pay out and increase reputation when hostile or worse with offering factionInformation given re: where to find target now includes constellation and some planet/star system type hints, but no actual star system unless it's a lone starReward no longer based on market stabilitySystem bounties:
Will now pay out and increase reputation when hostile or worse with offering factionMost likely in systems containing markets hostile to each otherFaction commissions:
Have to talk to a high-ranking faction official to get onePays a level-based monthly stipend in addition to a small bounty for enemy shipsPartially restores standing with other factions as hostility status changesCan be resigned; smaller reputation penalty if in person
Restores standing with factions that became hostile as a result of holding the commissionFaction hostilities: fixed various issues re: hostilities properly ending and total number/frequency
Last for at least 6 months, and rarely more than a full cycleHostilities between Hegemony-TriTachyon and other starting hostilities between major factions (i.e. not pirates/pathers) are no longer permanentSmugglers now have a low reputation impact if attacked, i.e. won't turn entire faction instantly hostileChance to have advance intel about departures of trade fleets/smugglers, including timeframe and cargoChanged options for colony interaction
Can open all core UI tabs with corresponding shortcut instead of just a subsetAdded "visit dockside bar" option; details are WIPAdded "Consider your military options" option; sub-menu allows player to attack orbital station
Will also contain a few TBD mechanics re: planet-based military actionsDropping cargo pods may now distract pirate fleets; duration of distraction (if any) depends on quantity of goods ejectedAutoresolve (AI vs AI, and auto-resolved pursuit battles):
Takes d-mods/production quality into accountWorks with stations and modular shipsMade various improvements to "where is this entity" mission/bounty/etc description textToned down bounty level-scalingAdded "Compromised Storage" dmod, reduces cargo/crew/fuel capacity of ship by 30%Added to Mudskipper Mk.2Added Gremlin-class lowtech phase frigate, with pirate and Luddic Path versionsBuy and sell cost of ships now includes the base supply cost of their current combat readiness (i.e., no/minimal credit loss for recovering CR on a ship and then selling it)
Similar CR-based modifier added to supplies etc recovered when scuttling a shipAdded two new torpedo bomber wings: Perdition and CobraFleet AI:
Much less easily sidetracked by chases; patrols in particular will largely focus on defending their objectivesWhen orbiting a planet, will spread out to try to avoid overlap with other orbiting fleetsReduced number of campaign ship contrails; improves performance a lot and should generally not be noticeableSensors: combined detection range in hyperspace now limited to 2000 units (was 5000)Added "generate name" option to colony renaming dialogInstalled fighters now shown in the fleet screenTrade fleet routes will stop by a waystation if appropriateFighting independent scavenger fleets will now only slightly reduce standing with the independentsTemporary/event-based market conditions no longer have "event" label, grouped to the left of other conditions instead
Condition icon size scales down if there are too many to fit in the available widthLava planets will no longer show up as part of the combat background (too bright)Jump-point tooltip no longer shows planet types in unexplored star systemsNumber of d-mods is now shown for each fleet member in the campaign fleet tooltipD-mods are now also highlighted in the ship tooltip's list of hullmodsMade "fleet despawning" animation smootherNumber of supplies UI indicator will now include the picked-up supply stack, if anyWhen a course is laid in and you approach a jump-point, selecting "leave" will also disable autopilot
Miscellaneous

Updated to use newer version of xstream (1.4.10)Cleaned up controls screen - updated text and removed commands that are no longer in the gameMade some improvements to game-saving code that should speed it up on non-SSD drivesMade in-combat "exit game" button red to avoid potential confusion with "claim victory"Vertical scrollbar active area now wider, indicator expands when mouse is in active areaImproved algorithm for automatically generating weapon groupsImproved game startup speed when sound is enabled by up to around 40% total, depending on the system specs
Orbital Stations

Can be built at a colony to provide defenses and support nearby friendly fleets in combatExisting colonies have these as appropriateThree tiers: Orbital Station, Battlestation, and Star FortressThree tech levels/styles: low tech, midline, and high tech
Roughly similar combat power of each style, but different tactical approachesDynamically fitted with weapons based on faction weapon availabilityHigher-tier stations are bolstered with drones and minefields
Combat

Improved proximity fuse range detection vs longer/thinner shipsPhase ships:
Doom: new ship system, "Mine Strike", spawns high-damage, high-delay proximity fuse mines
Huge buff overallHarbinger: system changed to Quantum DisruptorAfflictor: system changed to Entropy AmplifierVarious performance improvements, should be around 20-30% fasterToggling autofire on on an already-selected weapon group will make that group autofire
Can override and get manual control by selecting the group againFixed bug that caused the fighter rate replacement multiplier to apply twiceNew graphics for Annihilator Pod medium weaponGreatly improved missile tracking
And fixed issues with ECCM sometimes making it worse; it should now be a significant improvementHurricane MIRV:
Made missile and warheads more visibleReduced number of warheads to 7Warheads are now two-stage (aim then unguided burn), but much more accurateIntegrated Targeting Unit: increased OP cost for frigates to 4Centurion: middle two turrets can now face front; arcs expandedLow CR no longer reduces missile weapon ammoRenamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)Colossus Mk.3: removed fighter bay and Ill-Advised Modifications
Added "Converted Cargo Bay" that adds 2 converted fighter bays
Ship AI

Fixed issue that was causing small weapon groups made up of hardpoints to not be set to autofireWill no longer fire low-ammo missiles vs overloaded fightersFixed issue with too many carriers auto-escorting nearby combat shipsReduced tendency of carriers to assign their fighter wings to escort nearby ships instead of attackingCarriers assigned a "search & destroy" order will no longer use nearby ships to hide behindImproved logic for multiple ships not using too many total missiles vs a single targetFixed issue that was causing carriers to order fighters to "engage" too far from target, causing unnecessary loss of the 0-flux boostFixed issue that was causing carriers with some support fighters to not order the other fighters to engageFixed bug that caused a retreating ship with front shields to keep them on when it was not necessaryMore likely to set smaller groups to autofire when flux is low, including hardpoint groupsImproved autofire flux management
Will autofire most kinds of weapon groups, depending on flux level and dissipationAble to keep on pressure with low-flux weapons when on high fluxImproved flux management for high-flux weapons such as Heavy BlastersFixed bug that was causing fighters to only rarely fire missiles/torpedoes at low-hitpoint targetsImproved omni shield use vs phase shipsFixed bug that was causing the AI to improperly evaluate where it has the most remaining armorShips gradually get more aggressive when their peak time and CR tick down
Modding

Fixed crash from left-clicking station in hyperspaceError message due to incorrectly configured music set is now comprehensibleShips with modules:
Modules are no longer configured using weapon groupsAdded "modules" section to .variant files insteadModules will be ordered in listed order provided "modules" is an array of objectsStation/ship-with-module weapons no longer rendered in separate pass above everything
Use module order to control rendering order insteadVariants, hulls, skins, skills, weapons, projectiles: will be merged with core files when loaded
Meaning, a mod can now provide a partial file with just the changes rather than a complete fileRenamed FleetDespawnListener to FleetEventListenerAdded reportBattleOccurred() method to FleetEventListenerFixed bug to do with beamFireOnlyOnFullCharge and venting while firing at max chargeProximity fuse projectiles with a trigger range of 0 will now only explode at end of rangeMutableStat values no longer capped to be >= 0Added better error message when game crashes due to an invalid ship system id being specifiedAdded MissileAPI.interruptContrail() - needs to be called twice, once at old and once at new locationAdded MarketAPI.get/setEconGroup()
Markets within the same econ group only trade with each other and are not visible when viewing nearby markets etc from a market in a different group. Default group is null (the value, not the string).Added ShipAIPlugin.getConfig() method that returns a ShipAIConfig (or null if a custom ship AI doesn't support the core config parameters)Added "tags" and "rarity" columns to ship_data.csv
Skins do NOT inherit tags from the parent ship, but can have their own tags specified via a "tags" json arrayDefault d-hulls also do not inherit any tags from the base hullAdded "tech/manufacturer" column to ship and weapon data
Defaults to "Common" if unspecified"manufacturer" key to override in ship skin fileSectorEntityTokens and MarketAPIs stored in a MemoryAPI will be replaced by their ids in save files, and restored on load
For this and other reasons, code must gracefully handle a case where an entity is put into memory but then is no longer there or *is* there but is no longer in any LocationAPIRemoved dHullOverlaySmall/Large from hull_styles.json; replaced with single dHullOverlay, which should be large-ish and will tile to cover bigger hulls (instead of being upscaled)hull_styles.json: now 3 d-mod overlays per style; light/medium/heavy, in only one size
d-mod overlays tile for larger shipsMoved get/setModuleVariant() methods from FleetMemberAPI to ShipVariantAPIWeapon group generation:
Added "GROUP_LINKED" and "GROUP_ALTERNATION" AI hints to weapon_data; will attempt to place weapons with those in separate groups and set them to linked or alternatingAdded groupTag column to weapon_data; when set, will heavily favor placing weapons with same groupTag into the same group, without other weapons in itWill not auto-generate weapon groups for AI fleets until combat starts, for performance reasonsFixed word-wrapping issue when a single word is too long for a lineAdded limited support for drones with SHIP collision class; will no longer crash into mothershipAdded "canUseWhileRightClickSystemOn" to ship system definitionsMissiles now support the "jitter" effect, above the missile sprite onlyChanges to fleet despawn logic: listeners will now be notified before the fleet member list is cleared
Allows seeing fleet state at time of despawn if it wasn't snapshottedFleet members removed afterwardsAdded CollisionGridAPI that gives access to internal bin-lattice used to speed up collision checks/AI
void addObject(Object object, Vector2f loc, float objWidth, float objHeight);void removeObject(Object object, Vector2f loc, float objWidth, float objHeight);Iterator<Object> getCheckIterator(Vector2f loc, float checkWidth, float checkHeight);Added to CombatEngineAPI:
CollisionGridAPI getAllObjectGrid();CollisionGridAPI getShipGrid();CollisionGridAPI getMissileGrid();CollisionGridAPI getAsteroidGrid();Added to SettingsAPI:
String readTextFileFromCommon(String filename)void writeTextFileToCommon(String filename, String data)Load/save text data from the <installdir>/saves/common/ folder
Limited to 1MB per file, 50MB total files per sessionHull mods tagged with "no_drop_salvage" will not drop from campaign salvage operations
Different from "no_drop", which will only make them not drop from defeated ships in combatAdded alternate system for listening to campaign events, see: ListenerManagerAPI
Allows registering to listen for only one type of eventNot everything converted to use it, but will only use this system going forwardAdded event-listening interfaces:
ShowLootListenerSurveyPlanetListenerEconomyTickListenerDiscoverEntityListenerAdded IntelManagerAPI to manage player-visible pieces of information
See: Global.getSector().getIntelManager()Replaces EventManager etcCommMessageAPI, SectorAPI.reportEventStage, etc deprecated/removedGame no longer loads/uses reports.csvMissions are re-implemented as "IntelInfoPlugin" rather than a eventsA few events that were essentially scripts (such as OfficerManagerEvent) remain for legacy reasonsMissionBoard and related APIs removedAll of these are now handled through IntelManagerRemoved concept of "comm channels"; channels.json no longer loadedAdded CombatEntityAPI.getAI() method to get at proximity fuse AI from projectilesAdded ProximityFuseAIAPI, with an updateDamage() method, so changing damage via script can work on flak and similarAdded SettingsAPI.getMergedJSONForMod(String path, String masterMod)
Bugfixing:

Fixed issue with market/planet name mismatch for some procgen planetsFixed issues w/ small dormant remnant fleets not engaging and sometimes dropping loot if harassedShip AI: fixed issue where 4+ carriers could get stuck in an escorting-each-other loopFixed bug that caused Fleet Logistics 1 to make destroyed ships only have a 50% chance of recovery rather than 100% as intended. Disabled ships still got the 100% chance.Fixed issue with Plasma Cannon not being properly affected by Safety OverridesSave bar no longer get stuck if saving the game throws an error for any reasonFixed issue with scavenger fleets stuck in "returning to <market>" stateFixed issue that was sometimes preventing carriers from properly obeying "Full Retreat" orderFixed rendering issue with black holes on radarFixed issue with Strike Commander causing projectile weapons from fighters to hit multiple timesFixed crash when a mission variant had a fighter wing from a mod installed and the mod was then disabledFixed visual issue with jump-point in Westernesse star systemFixed issue with debris fields not despawning properly and causing savegame bloat (thanks, Tartiflette!)Fixed issue where could select civilian/unarmed ships for pursuit autoresolveFixed issue where fighter chips would disappear from inventory when opening refit screen for a ship with that fighter built inFixed issue with fighters returning to a retreated carrier getting stuck off-map without retreatingFixed station rendering issue in campaign where module placement wasn't quite rightFixed bug that caused phasing mid-burst to improperly shorten some weapon cooldownsThe resolutionOverride config file setting now works with fullscreen modeFixed issue that cause a black hole to appear in the middle of the sector map in some gamesFixed bug that caused the player to have to wait for their allies to finish the battle after full-retreating from itFixed issue that caused REDACTED fleets to respawn extremely quickly in some situations
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* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
Hé !

http://fractalsoftworks.com/2021/03/...0-95a-release/

Citation :
Starsector version 0.95a is now out! Here are some of the new things you can do in this release:

Complete story missions and uncover some of the mysteries of the Sector
Face new endgame enemies and acquire their technology, including new weapons and a unique capital-class ship
Make playstyle-altering choices using a revamped skill system
Customize your playthrough – mentor officers, specialize colonies, make permanent alterations to ships, and more
Raid the core worlds for what you need using a targeted raid system
Improve your colonies using lost technology
Build relationships with contacts and gain new opportunities
Take on many new types of bounties, choosing the challenge level you want
Incorporate automated ships into your fleet

Some of the other additions and changes in this release include:

UI scaling and support for 4k monitors
Ship AI and combat balance/gameplay improvements
Several new ships
Mercenary officers that temporarily increase the strength of your fleet
Many modding-related improvements
Numerous quality-of-life and other improvements
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* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
Oh ! https://fractalsoftworks.com/2023/05...0-96a-release/


Citation :
Starsector version 0.96a is now out!
  • Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat
  • Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price
  • Fly new ships, including 5 new capital-class hulls and numerous smaller vessels
  • Acquire new weapons, including a lineup of missiles that shoot lasers (“Directed Energy Munitions”)
  • Face faction fleets with distinct identities driven by the new ships and weapons
  • Deal with hostile activity at your colonies and master hyperspace navigation using the new “Event” system
  • Build hullmods into ships to gain unique bonuses
  • Additional illustrations, portraits, descriptions and encounters help bring the Sector to life
In addition to these, there are a slew of smaller changes and addition, including balance adjustments, bugfixes, modability improvements – along with a new exploration music track, and faction music for the Persean League!
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* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
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