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This page contains the version history of Starsector. The latest version change log and discussion thread can always be found on the official site in the Announcements subforum and is where all of the information below was obtained.

Starsector 0.7aEdit

Blog post/download links here.

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

Starsector 0.65.2aEdit

Blog post/download links here.

Changes as of February 16, 2015 (Hotfix/balance update)

Balance:

  • Reduced non-EMP Salamander damage (500 -> 100)
  • Pilum: reduced top speed by 50%
  • Fast Missile Racks now has a maximum of 3 charges, regenerating one per 10 seconds
  • Plasma Cannon: shots no longer stopped by missiles or fighters (but still deal damage to them)
  • Plasma Cannon: increased per-shot damage a bit
  • Ballistic weapons: removed ammo/clips; mechanic still exists for modding/possible future use
  • Gauss Cannon: increased flux cost (from 800 to 1200)
  • Storm Needler: increased flux cost (from 50 to 75)
  • Phase Lance: doubled burst damage, increased delay between bursts from 3 to 4 seconds
  • Added peak performance times for capitals, in the 10-12 minute range

Miscellaneous: Ship system charge indicator now shows progress towards regenerating new charge when charges are at 0 "Your ship approaches <entity>" now always printed before the entity description. "Campaign help" -> "Help popups" during new game creation

Modding:

  • Added CombatEngineAPI.Map<String, Object> getCustomData()
  • Added CombatEngineAPI.setSideDeploymentOverrideSide()
  • Added "enableShipExplosionWhiteout" to settings.json

Bugfixing:

  • Fixed issue with clip-using point-defense weapons not autofiring on ships unless at max ammo
  • Fixed invalid characters in license agreement
  • Fixed issue with High Energy Focus that made it greatly increase beam flux use during battle
  • Fixed bug that could cause some hullmods not to show up while filtering the hullmod picker dialog

Changes as of February 09, 2015

Combat:

  • "Stand down" option after combat now restores a maximum of 50% of the combat readiness used if any meaningful combat took place
  • Can once again issue ship commands while paused. Tried it, didn't work out, moving on.
  • Ship and weapon AI now more aware of target ship's overall shape (i.e. handles wide + short or long + narrow targets better)
  • Civilian ships and carriers will now engage the enemy at close range if ordered to "engage" or "intercept"
  • Weapon changes:
    • Ballistic weapons now automatically reload ammo in "clips", i.e. the Vulcan Cannon automatically reloads a clip of 20 rounds every 5 seconds, and has a maximum of 200 ammo
    • Different clip sizes and reload rates for different weapons
    • Mjolnir Cannon flux cost reduced by 33%, from 600 to 400 per shot. Has relatively poor reload stats instead.
    • Phase Beam renamed to Phase Lance; behaves similarly to Tachyon Lance, but short range and relatively heavy damage (especially good vs lighter armor)
    • Updated some weapon descriptions (Pilum, Salamander, Phase Lance, a couple of others)
  • "Peak performance" time now only ticks down when the enemy forces around the ship at least match its strength (e.g. for a cruiser, it'll tick down when there's an enemy cruiser, 2 destroyers, or 4 frigates nearby)

Miscellaneous:

  • Started using custom "credit" symbol ("c" with a vertical line through it) where appropriate
  • "Hide hullmods that can't be installed" no longer hides hullmods that only can't be installed because they cost too many ordnance points
  • Added projected deployment recovery cost (in supplies) to deployment dialog
  • Overselling food to a market with a shortage now carries much higher reputation penalties if the amount oversold is excessive
  • Added tips to savegame loading screen
  • Added more tips
  • Decivilized markets will no longer start investigations
  • Fixed price issue with black market fuel and supplies on markets with no native demand for either

Modding:

  • Added new column to hullmods_csv - "hidden". If set to true, hullmod will not show up in mod picker dialog in refit screen
  • Added "reload size" column to weapon_data.csv, controls "clip size", default of 1 if unspecified
  • Added to OptionPanelAPI:
    • List getSavedOptionList();
    • void restoreSavedOptions(List list);
  • Added to SoundPlayerAPI:
    • void restartCurrentMusic()
    • String getCurrentMusicId()
  • Added some extra devmode commands to interaction dialogs
  • getBeamWeaponFluxCostMult() actually affect beam weapon flux cost now
  • Added "music" section to .faction files (see pirates.faction for an example)
    • Can configure different music for market and fleet encounters
  • Fixed bug where burst damage for "fire only on full charge" beams was not calculated correctly
  • Added "scaleIconWithZoom" key to custom_entities.json
  • Added to FactionAPI:
    • JSONObject getCustom(); // used to retrieve "custom" json object from .faction file
  • Added to "custom" section in pirates.faction:
    • "exemptFromFoodShortages":true,
    • "willTradeWhenHostile":true,
    • "noPatrols":true,
    • "ignoreTradeWithEnemiesForReputation":true,
    • "postsNoBounties":true,
  • Added $sourceMarket to fleet memory
  • Added CampaignEventListener.reportPlayerOpenedMarketAndCargoUpdated
  • Added CampaignEventListener.reportEncounterLootGenerated
  • Updated to Janino 2.7.8
  • Ship system can now be set per-skin using "systemId" key in .skin file
  • FleetInteractionDialogPluginImpl, FleetEncounterContext: changed private methods to protected for easier modding (i.e. don't have to copy entire class, can derive from it and override select methods)

Bugfixing:

  • Fixed rare crash bug caused by loading a saved game from the title screen, the load failing, and then opening the mission refit screen
  • Fixed another "deleted variant" run simulation crash bug
  • Should now properly open in low resolution mode on OS X with retina. Should.
  • Fixed bug with teleporter ship system that could cause the ship to face the wrong way when coming out of teleport
  • Fixed bug where having a mothballed carrier in the fleet would make the tooltip/fighter chassis display incorrectly show that replacement fighters were available
  • Fixed issue where the buy price of ships was not correctly calculated


Changes as of December 04, 2014

Miscellaneous:

  • Added Conquest battlecruiser to Sindrian Diktat fleet composition
  • Optimized save files (~50% smaller); should be compatible with 0.65a saves and will convert them over on next save
  • Added information about recently seen commodity prices to commodity tooltips
  • Cargo/fuel/etc capacity in the trade screen will update while drag-selecting quantity
  • Added new mission: "A Fistful of Credits"
  • If starting the game at full screen resolution in windowed mode, will automatically use an undecorated window

Combat balance pass:

  • Removed energy weapon bonus damage from high flux level
  • Increased damage values for non-beam energy weapons by roughly 25% to compensate
  • Beam weapons:
    • Standardized range to 1000 for most non-PD, from Tactical Laser to HIL
    • Increased range for PD Laser and LR PD Laser
    • Slightly reduced OP cost for all beam weapons
    • Tactical Laser, Graviton Beam, and Phase Beam are no longer interrupted by missiles (they damage missiles, but pass through them and can hit other things)
    • Greatly reduced fade in/out time for most beams
  • Missiles:
    • Salamander: both versions have unlimited ammo and require 20 seconds to reload
    • Hurricane MIRV: regenerates 1 ammo every 20 seconds
    • Pilum LRM: regenerates 1 ammo every 10 seconds
  • Ballistic weapons:
    • Now have unlimited ammo, except for Bomb Bay
    • Reduced OP cost of Light Dual MG
  • Ships
    • Destroyers and cruisers now have a peak effectiveness timer like frigates
    • Roughly 5-7 minutes for destroyers and 7-9 for cruisers
    • High-tech/faster ships have shorter timers
    • Sunder: increased top speed, acceleration, and flux capacity. Reduced shield efficiency.
    • Brawler/Shepherd: increased burn level by 1 (to 6)
    • Condor: reduced supplies/day by 1 (to 4)

Modding:

  • get/setHitpoints() now works for in-combat asteroids
  • Fixed bug where non-compressed saves would not load
  • "Edit variants" run simulation now allows deployment of allied ships (same list as enemies)

Bugfixing:

  • The ostensibly-removed logistics priority button no longer shows up on the fleet screen while docked
  • High Intensity Laser will no longer spawn multiple beams if the fire button is clicked multiple times
  • Making unconfirmed changes to the character skills/aptitudes now properly disables the power button in the top right corner
  • Fixed "run simulation" crash bug having to do with exporting ship variants
  • Mothballed ships no longer contribute
  • Fixed bug where repeatedly buy/selling a stack of Volturnian Lobster on the black market could yield infinite profits
  • Fixed bug where some space station mouseover descriptions would revert to the default text on game load
  • Fixed "secure comm access channel revoked" report spam bug, really this time
  • "Food shortage prevented", "food shortage likely" etc reports won't hang around past the date in the filter
  • Fixed issue where losses suffered by elite crew during boarding weren't being applied properly
  • Fixed issue where ships put into storage would occasionally get duped
  • Player gender is now properly set on new game creation
  • Fixed bug where switching flagships in a simulation with allied ships would leave your original flagship without AI control
  • Fixed issue where captured ships would sometimes spawn as hostile in the simulator
  • Fixed issue with burst beam weapons rapidly consuming charges if fired while the phase cloak or teleporter was activating

Starsector 0.65.1aEdit

Blog post/download here.

Changes as of November 03, 2014

Miscellaneous:

  • Added keyboard shortcut for "Take All" in salvage screen ('R')
  • "Do not show again" option in campaign help now checked by default
  • Simulation battles in the campaign now allow you to deploy other members of your fleet as allies
  • All simulation battles now have unlimited command points
  • Enemy fleets will deploy more ships at the start of a battle
  • Increased default memory allocation to 1024m (up from 512m)

Modding:

  • CampaignUIAPI.showInteractionDialog() now properly handles a null interactionTarget parameter
  • Fixed NPE in weapon.getBarrelSpriteAPI() for non-beam weapons w/ no barrels
  • EveryFrameCombatPlugin.renderInXXXCoords() now called from title screen as well as combat
  • Added angle, location, and specId getters to MissileRenderDataAPI
  • Fixed getMergedSpreadsheetDataForMod NPE
  • Mods can now properly override core ship skins
  • Added zeroFluxEngineBoost to settings.json
  • Made game properly merge economy.json/starmap.json/other starsystem config files
  • CampaignEngineListener.reportPlayerEngagement now only gets called for player battles (instead of all)
  • Fixed intel tab crash when in a star system that has no hyperspace anchor
  • Spawned fleets now have a "fleetType" variable in memory that corresponds to a String constant in the FleetTypes class
  • Merc fleets that are actually pirates have a variable $isPirate set to true
  • Vanilla ship skins no longer interfere with total conversion loading
  • Added to ViewportAPI: setExternalControl()/isExternalControl()
  • Factions now use "defaultTariff" in economy.json as the default instead of defaulting to 0.3
  • Added CampaignEngineListener.reportFleetSpawned()

Bugfixes:

  • Built-in weapons no longer have a chance to show up for sale (i.e. the TPC from the Onslaught)
  • Frag and cluster bomb bays no longer show up for sale
  • Cerberus frigate properly uses updated graphics
  • Fixed typo in one of character creation options (missing "on")
  • Fixed issue where you couldn't sell hand/ship weapons on the military market (now: always can, regardless of reputation, as long as market is accessible)
  • Fixed issue where buying/selling commodities in tiny batches could yield slightly better prices
  • Fixed NullPointerException in the ship AI (StrafeTargetManeuverV2)
  • Fixed Ox-class Tug's bounds (was using bounds for old sprite)
  • Removed "defective" description from Hegemony/Luddic Church Hound skins
  • Fixed bug that caused ship engines to have a lot less health than they should
  • Fixed bug where UI buttons would sometimes stop working after post-combat salvage
  • Fixed bug where mounting weapons on a ship and then selling the ship would yield more credits than selling both separately
  • One of the Mule (D) variants mistakenly had a Heavy Mauler in an energy weapon slot
  • Fixed bug where losing ships in a lost battle would sometimes leave you with 0-size stacks of items
  • Fixed bug where all fleets had green crew, now defaults to regular
  • Fixed bug where comm channel access would not get revoked after a reputation drop, and the player would receive messages about their access being revoked every couple of days
  • Fixed issue where large fleets would have trouble with comm sniffer installs/customs scans due to their size exceeding the interruption range
  • Total recovery cost in ship tooltip now properly considers fighter wing size
  • Fixed text highlighting issue in initial person bounty posting
  • Fixed bug where changing flagships before the engagement became permanent if the "transfer command" option was selected multiple times
  • Fixed (probably) occasional crash when exiting out of the core UI using the power button in the top right
  • Fixed bug where non-(D) ship skins were not showing their descriptions
  • Gray circles no longer show up in hyperspace at the center of various map labels ("The Core Worlds" etc)
  • Borer drone system now uses proper icon
  • Fixed issue where the repair option at markets would not be properly highlighted, or would be free under some circumstances
  • Mothballed ships no longer count for the pursuing fleet's burn level when determining whether pursuit is possible
  • No customs inspections if the player fleet is transitioning into hyperspace or drifting through hyperspace while out of fuel
  • Fixed bug where it was possible to install a comm sniffer multiple times on the same relay
  • Fixed bug where the same food shortage event could be ended by the player multiple times in a row

Starsector 0.65aEdit

Changes as of October 20, 2014

Campaign:

  • Added bounty event for special pirate/deserter fleets that hide out near various uninhabited worlds
  • Added penalty for overselling food to market with a shortage (clever speculator... ruinous prices... etc)
  • Character tab:
    • Added "confirm" button
    • Pressing "escape" after points have been assigned but not confirmed will reset the points instead of closing the core UI
    • Fixed bug where adding points to a skill and then removing them would leave the "reset" button enabled, now properly detects that there's no change to reset
  • Removed "Frag Bomb Bay" weapon from campaign
  • Black markets now have a chance have market-owner-faction ships/weapons for sale when stability is low (rather than just black market faction ships/weapons, i.e. pirate)
  • Big enough (>= size 4) markets with a military base will have a capital ship for sale if the faction has one available
  • Markets will strengthen patrols if they are losing battles in or around the market's system

Combat:

  • Can no longer control the ship while paused (i.e. no changing selected weapon group/toggling autofire/etc)
  • When all the player's ships are destroyed but reserves are still available, will now show the "full retreat" dialog instead of the deployment dialog

Fighters:

  • Roughly halved logistics cost
  • No longer benefit from zero-flux speed boost
  • Piranha now has a Light Machine Gun instead of Swarmers
  • New fighter-specific version of Swarmer SRM that fires 2 per burst; used by Broadsword and Thunder

Bugfixing

  • Fixed bug where AI would order a full retreat if the player did not deploy anything for 30 seconds

Modding:

  • Moved BaseHullMod to com.fs.starfarer.api.combat
  • Added to WeaponAPI: List<MissileRenderDataAPI> getMissileRenderData()
  • Changed Mercury id from "shuttle" to "mercury"
  • Changed some other variant ids


API additions:

  • BattleObjectiveAPI
    • SpriteAPI getSprite();
    • void setSprite(SpriteAPI sprite);
  • BeamAPI
    • void setHitGlow(SpriteAPI sprite);
    • SpriteAPI getHitGlow();
    • float getHitGlowBrightness();
    • float getWidth();
    • void setWidth(float width);
    • float getPixelsPerTexel();
    • void setPixelsPerTexel(float pixelsPerTexel);
    • Color getCoreColor();
    • void setCoreColor(Color coreColor);
    • Color getFringeColor();
    • void setFringeColor(Color fringeColor);
  • CombatEngineAPI
    • void endCombat(float delay, FleetSide winner);
    • boolean isSimulation()
    • boolean isMission();
    • String getMissionId();
    • void setPlayerShipExternal(ShipAPI ship);
    • boolean isUIShowingDialog();
    • boolean isUIShowingHUD();
    • boolean isUIAutopilotOn()
  • CombatEntityAPI
    • void setCollisionRadius(float radius);
  • CombatFleetManagerAPI
    • void addToReserves(FleetMemberAPI member);
    • void removeFromReserves(FleetMemberAPI member);
  • FighterWingAPI
    • String getWingId();
  • ShieldAPI
    • void setArc(float arc);
    • void setInnerColor(Color color);
    • void setRingColor(Color ringColor);
    • Color getInnerColor();
    • Color getRingColor();
    • float getUpkeep();
    • void forceFacing(float facing);
    • void setRadius(float radius);
    • void setRadius(float radius, String textureInner, String textureRing);
  • DamagingProjectileAPI
    • getElapsed()
    • DamageAPI getDamage()
  • DamageAPI
    • float computeFluxDealt(float amount);
    • float computeDamageDealt(float amount);
    • boolean isMissile();
    • void setMissile(boolean isMissile);
    • void setStats(MutableShipStatsAPI stats);
    • MutableShipStatsAPI getStats();
    • float getDamage();
    • void setDamage(float amount);
    • boolean isDps();
    • float getMultiplier();
    • void setMultiplier(float multiplier);
    • DamageType getType();
    • void setType(DamageType type);
    • float getFluxComponent();
    • void setFluxComponent(float fluxComponent);
  • MissileAPI
    • float getMaxFlightTime();
  • ShipAPI
    • ShipwideAIFlags getAIFlags();
    • List<WeaponGroupAPI> getWeaponGroupsCopy();
    • boolean isHoldFire();
    • boolean isHoldFireOneFrame();
    • void setHoldFireOneFrame(boolean holdFireOneFrame);
    • void setJitter(Color color, float intensity, int copies, float range);
    • boolean isPhased();
  • WeaponGroupAPI
    • boolean isAutofiring();
    • void toggleOn();
    • void toggleOff();
    • List<WeaponAPI> getWeaponsCopy();
    • WeaponGroupType getType();
    • void setType(WeaponGroupType type);
    • ShipAPI getShip();
    • WeaponAPI getActiveWeapon();
    • List<AutofireAIPlugin> getAIPlugins();
  • ShipEngineAPI
    • boolean isPermanentlyDisabled();
    • void applyDamage(float damAmount, Object source);
    • float getMaxHitpoints();
    • float getHitpoints();
    • EngineSlotAPI getEngineSlot();
  • EngineSlotAPI
    • <nothing so far>
  • ShipSystemAPI
    • boolean isChargeup();
    • boolean isChargedown();
    • boolean isStateActive();
    • int getMaxAmmo();
    • void setAmmo(int ammo);
  • ViewportAPI
    • void set(float llx, float lly, float visibleWidth, float visibleHeight);
    • void setViewMult(float zoom);
    • (setCenter() can already be accomplished via getCenter().set())
  • WeaponAPI
    • DamageAPI getDamage();
  • SectorEntityToken
    • void setName(String name);
  • TextPanelAPI
    • clear()
  • AnimationAPI
    • float getFrameRate();
    • void setFrameRate(float frameRate);


Changes as of September 24, 2014

(Note: this batch of notes does not include some smaller items, in particular a large number of API enhancements.)

Campaign:

  • Doubled XP gain from combat
  • Removed speed penalty after winning battle
  • Added reputation improvement for fighting with enemies of faction if battle is in or near a system with the faction's market
  • Access to internal comm channels granted at "cooperative" reputation level
  • Reduced amount of cargo space taken by ship weapons, now 2/4/8 (was: 5/10/20)
  • Mule combat freighter: medium turret now Energy type. Pirate version has universal turret and built-in Shielded Cargo Holds
  • Added Shielded Cargo Holds hullmod - reduces chance of contraband detection and amount of regular cargo found by toll scans. Built-in on some ship hulls.
  • Made changes to ship repairs/related fleet mechanics. Goals: remove sudden extreme supply drain scenarios, simplify rules, give better control over supply expenditure
    • Repairs now proceed at a fixed rate (per hull size)
    • Ships consume their supplies cost while 1) recovering CR or 2) performing repairs
    • "Suspend Repairs" stops both repairs and CR recovery
    • Ships that are not performing repairs or recovering CR do not consume supplies (previously: consumed 10% of the supply/day value)
    • Removed "Logistical Priority" toggle
    • Removed "Supplies to fully repair" ship stat
    • Field Repairs:
      • Removed level 10 perk
      • Base skill now improves ship repair rate by 10% per level
    • Automated Repair Unit: now also increases the repair rate by 50%
    • Logistics rating: bonus to max CR and repair rate when over 100%, penalty when below
    • Construction Rig: now improves repair rate on first damaged ship in the fleet by 50%, max 1 rig per ship
  • Removed XP gain from losing your own ships
  • Increased maximum post-combat CR loss from taking hull damage to 50% (was: 25%)
  • Wolf, Lasher frigates: now have frontal shields, to better work with their front-facing firepower
  • Hyperion: now has "High Maintenance" built-in hullmod that makes it consume extra supplies per day
  • Hound, Cerberus: now classified as "combat freighter"
  • Doubled the prices for all ships
  • Revamped new game creation dialog
    • More unified UI feel
    • More interesting/impactful choices
  • Balancing:
    • Greatly reduced amount of salvage from battle
    • Fighting combat fleets unlikely to result in high profit unless a bounty is also involved
    • Best opportunity is to attack trade fleets carrying expensive goods
    • Adjusted fuel use and capacity of ships across the board
    • Added fuel cost to jumping into hyperspace (but not out), equal to the cost of traveling one light year
  • Ox-class tug: now limited to a maximum of one per ship
  • Augmented engines: removed repair penalty, added 25% cargo/fuel capacity penalty (to discourage "automatic" use on freighters and tankers)
  • Unstable injector: removed burn level bonus
  • Fleet AI will now consider enemy fleet presence around a jump point when deciding which ones to use
  • Fleets carrying more than their capacity now also receive a speed penalty. The speed is reduced to burn level 1 for any capacity being over the maximum by a factor of 2.
  • Added chance for an investigation event to be triggered by player use of comm sniffers
  • Hull mod tooltips: now highlight relevant information
  • Removed "send out salvage teams" from post-engagement options; choices are now "maintain contact with the enemy" (functions as "harry" did) and "stand down"
  • "Stand down" option now takes into account how long a ship has been deployed; last-second deployments en masse will no longer unlock the "stand down" option
  • Standardized CR loss/second for frigates to 0.25, removed that stat from ship info/tooltip
  • Added new skins of the Buffalo (freighter) - standard, pirate, Hegemony, Tri-Tachyon
  • Pursuit-style battles start out with the fleets being much closer; map is smaller - faster pursuit battles, less time needed to catch up
  • Made fleet movement slightly less inertial (2x acceleration)
  • Faction info screen now shows what commodities the faction considers illegal
  • Added "Customs Inspections"
    • Certain patrols may decide to perform a customs inspection on your fleet if you're in or near a populated star system
    • Assess a toll based on the cargo value and fleet size
    • Search for contraband (based on what faction considers illegal); if found, confiscate and assess fine
    • Evading inspection/refusing to pay toll or fine may result in reputation loss
    • Cooperation results in a small reputation gain
    • Patrols will perform customs inspections on NPC fleets
  • Smuggling:
    • Trade on the black market reduces the relationship with the faction
    • When the relationship becomes "inhospitable", can only trade on the black market
      • Can not trade while patrols are nearby, or if your fleet is larger than 3 frigates or so
    • Can not trade at all when the relationship becomes "vengeful"
    • Pirates are ok with trading openly up until "vengeful", then no trade at all
  • Player now gets price reports for "interesting" commodities throughout the Sector
    • More updates for commodities in local system
    • More updates for systems where you've hacked the Comm Relay
  • Intel tab:
    • Displays all reports/messages received by the player
    • Can display the reports as an inbox-style list or as icons on the Sector map
    • Can filter reports by date/type/location in several ways
      • "Prices" filter section
      • Displays color-coded commodity icons near related star systems on the intel map
    • Can filter by specific commodity/see prices on the map
  • Ship refit screen: now works with submarkets
    • All available weapons show up in the weapon selection dialog
    • Shows what submarket they come from
  • Ship trade screen:
    • Can pick submarket to trade with
    • Better standing unlocks better ships at military base submarkets
    • Trading in ships now counts for trade/smuggling related reputation adujstments and market stability
  • Added "Food Shortage" event
  • Added system-wide "Bounty" event
    • The player can earn a bounty by destroying ships belonging to enemies of the bounty-paying faction
    • Driven by fleet losses in or nearby the market's system
  • Added "Trade Disruption" event
    • Driven by trade fleet losses
    • Affects underlying economy simulation
    • Also picks out several affected commodities and adjusts their prices accordingly, allowing the player to make a profit trading
  • Smuggling:
    • Buying/selling goods on the black market (in sufficient volume) will reduce the market's stability and so increase the chance of negative events
    • Selling (not buying) illegal goods has a much greater impact
    • Trade on the black market is not subject to tariffs
  • Faction relationships update
    • Different tiers: vengeful, hostile, inhospitable, suspicious, neutral, favorable, welcoming, friendly, cooperative
    • Various actions may improve or damage relationship with a given faction
    • Each action has limits, for example bounty hunting might not raise the relationship above "welcoming", and won't raise the relationship at all if it's "vengeful"
  • Added "Military" submarkets to markets with a military base
    • Can only be traded with if the relationship is positive
    • Better ships and weapons available at higher standing
    • If the reputation level is negative, but not hostile, it will go up after a *very* long time (up to a cycle)
  • Added automatic generation of trade fleets that carry appropriate commodities between markets
  • Automatic creation of patrols (based on market stability/size)
  • Markets will generate mercenary fleets when stability is lower. Some of these may actually turn out to be pirates.
  • Planet light location in star systems now cycles from being above the playing field to below
  • Habitation glow layers added to inhabited planets
  • Tri-Tachyon no longer hostile to independents
  • Added progress bar to new game creation

Music:

  • New main menu theme
  • New theme for campaign market interactions (campaign music pauses, resumes after player leaves market)

Combat:

  • Using 'R' to target a ship now requires less precise mouse positioning when targeting smaller ships and fighters
  • High Intensity Laser now fires on achieving full charge (instead of starting to fire at partial effectiveness immediately)
  • Doubled weapon and engine hitpoints

Miscellaneous

  • Randomized ship deployment order within each row between ships of the same size class
  • Ship AI:
    • Much better survivability/not rushing into a bad situation
    • More dangerous with missiles (aware of how many missiles are in play & how many to fire for a kill)
    • Harder to bait out missile fire
    • Conserves higher-capacity missiles (e.g. Harpoon/Sabot Pods)
  • Missile overhaul:
    • Changed missile behavior to reduce clumping and slightly increase pressure on PD
    • Added nicer-looking continuous missile trails (rather than current particle effects)
    • Harpoon MRM: significantly improved maneuverability, increased hitpoints by 50%
      • Sabot SRM: fires 5 2nd stage projectiles instead of 1. Higher overall damage, much worse vs armor due to being distributed across 5 hits. Fired in a spread, less likely to miss completely.
      • Annihilator: increased speed to 400 (from 250), increased acceleration
      • Reaper torpedoes: faster, much higher acceleration
      • Atropos torpedoes: faster, higher acceleration, very poor tracking
      • Salamander MRM: improved maneuverability and top speed; much more reliable.
      • Swarmer SRM: doubled ammo, first 4 shots per burst, 75 points of HE damage per missile instead of 300 fragmentation
      • Pilum: improved top speed and acceleration. Can still be dodged effectively, just harder. Deadly vs non-omni-shield frigates w/o PD
      • All missile pods: increased burst size to 4 and doubled rate of fire
  • Prettified the "settings" UI a bit

Modding:

  • Fixed bug in StatBonus that was applying the flat bonus after the mult bonus (the correct order is: percent, flat, mult)
  • Added CampaignEventListener interface. Methods so far:
    • void reportPlayerMarketTransaction(PlayerMarketTransaction transaction);
    • void reportFleetDewspawned(CampaignFleetAPI fleet, FleetDespawnReason reason, Object param);
    • void reportFleetReachedEntity(CampaignFleetAPI fleet, SectorEntityToken entity);
    • void reportFleetJumped(CampaignFleetAPI fleet, SectorEntityToken from, JumpDestination to);
  • Added "beamFireOnlyOnFullCharge" setting to .wpn definition for beam weapons
  • SoundPlayerAPI.playUISound now returns a SoundAPI object
  • Fixed bug in SoundAPI that would cause a NullPointerException on every method call if the sound didn't actually play (due to sound being off/too far from the player/etc)
  • Added DamagingProjectileAPI.getSpawnType()
  • Added CampaignFleetAPI.addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays, String actionText) - the actionText parameter gets displayed in the tooltip while the assignment is active
  • Added CampaignFleetAIAPI.setActionTextOverride() - overrides any action text text displayed in the tooltip, including custom actionText
  • Added FleetAssignment.ORBIT assignment
  • Added CampaignFleetAPI.setAIMode(). Fleets in AI mode do not use fuel/supplies, require crew, or suffer accidents
  • Added to SectorEntityToken: addScript()/removeScript()/removeScriptsOfClass()
  • Faction descriptions: moved out of .faction file to descriptions.csv
  • Added ShipAPI.setOriginalOwner()
  • Added to WeaponAPI:
    • SpriteAPI getBarrelSpriteAPI();
    • void renderBarrel(SpriteAPI sprite, Vector2f loc, float alphaMult);
    • boolean isRenderBarrelBelow();
  • Added ShiAPI.getCombinedAlphaMult()
  • Added TextPanelAPI.setFontInsignia()/setFontOrbitron()/setFontVictor()
  • Added RENDER_ADDITIVE renderHint for weapons
  • Added ship "skins"
    • Way to define a slightly different hull based on an existing hull
    • Defined in data/hulls/skins
    • A skin can:
      • Set a new sprite/name/description
      • Remove and/or modify weapon slots
      • Remove engine slots
      • Add/remove built-in hullmods and weapons
  • Changed Cerberus hull id from "warhound" to "cerberus"
  • Fixed bug with BoundsAPI.clear() - it now works
  • CombatReadinessPlugin: renamed applyMaxCRLogisticsPenalty to applyLogisticsRatingImpact
  • ship_data.csv: renamed "repair %/day" to "cr %/day"


Changes as of June 11, 2014

(Note: this batch of notes is probably missing some items.)

Campaign:

  • Four new star systems (still some work to do populating them with fleets and such)
  • Economy
  • Market conditions influence production/consumption
  • Commodities shipped around to satisfy demand
  • Shipping affected by distance and faction relationships
  • 28 markets
  • Added 10+ commodities with unique graphics and sounds
    • Some examples: Food, Rare Metals, Harvested Organs
  • New trade and market info screens (details/screenshots here)
  • Comm relays:
    • Can install a comm sniffer to intercept messages and gain intelligence
    • Need to wait (without interruption) for installation to finish
    • Factions will protect their comm relays from your interference
  • Added new ship: Shepherd (frigate drone tender)

Miscellaneous:

  • New graphics for battle objectives (smaller, different)
  • Save compression: now creates proper zip files

Combat:

  • Selecting a weapon group with a Tachyon Lance will now automatically switch the view to your target, if any
  • When switching view to target, you can still move the view around in the area between your ship and the target
  • Selecting another weapon group will automatically switch the view back to your ship. It's possible to quickly switch the view around by selecting different weapon groups.
  • The pips on the weapon arc indicator will glow red when there's a danger of friendly fire
  • Increased weapon and engine health by 100% (harder to disable by regular weapon fire)
  • Increased EMP damage by 100% across the board

Modding:

  • Economy configuration: data/campaign/econ/economy.json
  • Extensive API for markets/economy
    • EconomyAPI, MarketAPI, SectorAPI.getEconomy(), FactoryAPI.createMarket(), etc
  • Added required "displayNameWithArticle" field to .faction definition (i.e. "the Hegemony", vs "Tri-Tachyon"
  • Fixed bug where only the first instance of EveryFrameCombatPlugin ever created would be used (new instances would still be created, but the original one would be used instead)
  • Added to SectorAPI:
    • void addTransientScript(EveryFrameScript script);
    • void removeTransientScript(EveryFrameScript script);
  • Removed dialogue lines from .faction files; moved to rules.csv (more detail/documentation on that shortly after the release)
  • Added to EveryFrameCombatPlugin:
    • void renderInWorldCoords(ViewportAPI viewport);
    • void renderInUICoords(ViewportAPI viewport);
  • This will cause existing plugins to not compile until stubs for these methods are added
  • Should now extend BaseEveryFramceCombatPlugin to avoid this issue in the future (it'll have method stubs)
    • SectorAPI.getAllEmptyVariantIds() now properly returns hulls with built-in hullmods
  • Added showDamageWhenDecorative option to .wpn files; see sensordish.wpn for an example
  • Added:
    • MissileAPI.getSpriteAPI()
    • AsteroidAPI.getSpriteAPI()
    • WeaponAPI.getUnderSpriteAPI()
    • WeaponAPI.getBarrelSpriteAPI()
    • CombatAsteroidAPI.getSpriteAPI()
  • Added:
    • CombatFleetManagerAPI.isInFullRetreat()
    • CombatFleetManagerAPI.getDeployedFleetMemberEvenIfDisabled(ShipAPI ship)
  • Fixed bug with CombatFleetManagerAPI.getAssignment() that basically made it unusable
  • Star system locations can now be specified in data/campaign/starmap.json. Specifying them in code still works.
  • Fixed bug where missiles with a custom GuidedMissileAI would still not be affected by flares
  • Added FactionAPI.getColor()
  • Added required "logo" key to .faction files
  • Added optional keys to .faction files: baseUIColor, darkUIColor, gridUIColor. Currently used in trade UI, may be used elsewhere later. If unspecified, will derive default values based on faction color.
  • Added FactionAPI.getBaseUIColor() etc
  • Added ModPlugin.onNewGameAfterEconomyLoad()
  • Mirv missiles can now spawn any type of projectile (i.e. ballistic/pulse laser style moving beam, and plasma shots)
  • Added projectileRange parameter to behaviorSpec to govern range of non-missile projectiles
  • Added to FleetMemberAPI:
    • int getOwner();
    • void setOwner(int owner);
  • Decorative modules will no longer be rendered over weapon slot indicators in the refit screen
  • Added sound source number configuration to settings.json: maxFXSources, maxUISources
  • Lots of other API improvements not explictly mentioned here


Bugfixing:

  • Fixed memory leak that would cause multiple copies of the combat engine to not be released
  • OS X retina issue (only displaying in lower left part of screen) should be fixed
  • Fixed bug in refit screen that would occasionally display negatively-modified values in green
  • Fixed crash when opening refit screen immediately after a battle or loading a game, if the first ship in your fleet has critically low (<20%) CR
  • The flight decks of mothballed/crash mothballed no longer function
  • Ships for sale at stations now properly draw their name from the faction's name lists
  • Fixed hull variant related crash bug when resetting the custom variants for a mission and then opening the refit screen


Changes as of April 04, 2014

Campaign:

  • Added "Intel" tab to keep track of comm messages, news, and other stuff
    • Intel tab replaces the "outposts" tab purely for temporary UI reasons - do not be alarmed Smiley
  • Added framework for events
  • Added framework for player receiving comm messages, including news reports re: events (based on message origin, presence of comm relays, channel message is sent on vs channels the player has access to)

Miscellaneous:

  • Pressing the power button in the top right of the salvage screen now has the same effect as the continue button (previously, would exit out without taking any salvage)
  • Changed text of the "End Battle" button in the combat escape menu to be context-appropriate (i.e. "Claim Victory" when the enemy is in full retreat)
  • Adjusted collision damage to no longer cause excessive damage to shields in certain circumstances (i.e. flamed-out fighters impacting shields)
  • Added approximate total supply cost to recover from deployment to ship tooltip
  • Updated sounds:
    • Refit screen
    • Shield overload
    • Engine boost
    • Some others
  • Improved jump point graphics
  • Optimized save file size (about 50% smaller at game start)
  • Clicking on the "?" button on the fleet screen now shows the Codex entry for the base hull rather than the variant
  • Updated graphics for Falcon, Eagle, and Ox

Modding:

  • SectorAPI.doHyperspaceTransition() no longer crashes when jumpLocation == null
  • Moved get/setName from StarSystemAPI to LocationAPI
  • Added FleetGoal CombatFleetManagerAPI.getGoal()
  • Added getId() to SectorEntityToken, all entities now have unique ids
  • Added LocationAPI.getEntityById()
  • Added "id" parameter to FactoryAPI.createJumpPoint, LocationAPI.addPlanet/addOrbitalStation, StarSystemAPI.initStar
    • Can pass in null to auto-generate a random id
    • API-breaking change, mod code needs to be adjusted to provide id parameter
    • Should, ideally, also stop using LocationAPI.getEntityByName() and start using LocationAPI.getEntityById() instead
  • Orbital station names no longer include the faction name by default
  • Added new addOrbitalStation method that allows custom station graphics
  • Added to SectorEntityToken:
    • boolean hasTag(String tag);
    • void addTag(String tag);
    • void removeTag(String tag);
    • Collection<String> getTags();
    • void clearTags();
    • void setFixedLocation(float x, float y);
    • void setCircularOrbit(SectorEntityToken focus, float angle, float orbitRadius, float orbitDays);
  • Added LocationAPI.addCustomEntity()
    • Entity with custom graphics (can be a sprite, but there's also a custom OpenGL rendering hook)
    • Entities defined in data/config/custom_entities.json
  • Added LocationAPI.getEntitiesWithTag(String tag)
  • Added minCombatZoom/maxCombatZoom to settings.json
    • Intended for TC use; vanilla not designed to look good beyond default zoom range
  • All sounds based on ship hull styles now fully moddable (see data/config/hull_styles.json for details)
  • Damage decals can now be modded per hull style (see data/config/hull_styles.json for details)
  • Added: CampaignClockAPI createClock(long timestamp)
  • Planets can now have a glow texture (see lava planet for example); glow can either planet-wide or only show up on the dark side
  • Added ShieldAPI.getFluxPerPointOfDamage()
  • IMPORTANT: resources.csv renamed to commodities.csv, expanded with more fields

Bugfixing:

  • Fixed smart quotes in descriptions (would display as question marks); loading code now replaces those with regular quotes automatically
  • Heron's variant now uses all of its ordnance points
  • Fixed crash that could be caused by exporting and deleting saved variants in the campaign
  • Fleets will no longer have disabled ships/fighter wings in their composition
  • Low-CR deployment warning will no longer show up for mothballed ships
  • Fixed issue with "rally strike force" preventing bombers from going on strike assignments
  • Dedicated strafe left/right keys now work while the "strafe and turn to mouse" key is held down
  • Fixed crash on loading a game with an encounter dialog to be shown next frame (current workaround is to load another game first)
  • Fixed issue where max burn bonus from tugs would not show up in the fleet member tooltip (but would still work)
  • Fixed issue where the tooltip of ships being sold would show the effects of their CR being 0
  • Fixed bug where left-over flamed out fighters would simply disappear if the wing retreated (now blow up instead)
  • Fixed bug with targeting empty space while in a video feed (would snap view back to player's ship for one frame)
  • Hulks no longer play an "engine boost" sound when they reach 0 flux
  • Fixed issue where ships would occasionally go off to look for an enemy someplace they couldn't possibly be at the start of battle
  • Fixed bug where battle objectives lifted the fog of war but didn't actually reveal the ships under it
  • Burst beam weapons will now shut off if the firing ship phase cloaks

Starsector 0.6.2aEdit

This version is out - you can download it here.

Changes as of January 17, 2014

Miscellaneous:

  • "Character" button flashes and has a plus sign when there are unspent points, until the character screen is opened
  • New game dialog now picks random portrait to start with
  • Added progress bar that shows approximate time within day to the date display in the top left
  • Upgraded all versions to use Java 1.7.0_45
  • Upgraded to LWJGL version 2.9.1
  • Mac version now requires 10.7 (Lion) or above, is bundled with Java (does not require Java to be installed)
  • Added checkbox to settings to invert the behavior of the "Strafe and turn to cursor" button (previously this could be accomplished via "autoturnMode" in settings.json)
  • Added to campaign help messages: post-battle speedup/slowdown, fighter wing purchased (explains fighter mechanics), initial deployment (explains CR loss on deployment)
  • Unlike ships, fighter wings at 0 CR can not be deployed at all
  • Fixed issue where during pursuit, ships deployed from the side would head directly up if they lost sight of any enemies (rather than angling over towards the middle to try and spot them)
  • Fuel tooltip now also shown when mousing over fuel use
  • New alarm sounds for: ship starting to lose CR, ship's CR at malfunction level, ship's CR at critical level
  • In-combat "escape" menu: can now access settings and check/modify key bindings
  • Ship supply/day use changes: Heron: 9, Condor, Gemini: 5, Atlas: 6

Modding:

  • Fixed bug that caused multiple music tracks to not work in combat or the campaign (would keep looping the first track picked)
  • Weapon arc color now moddable via weaponArcColor in settings.json
  • Added "renderBelowAllWeapons" boolean to .wpn spec, will force the weapon to be rendered below all other weapon layers (mostly intended for decorative "weapons" that are meant to visually be part of the hull)
  • TELEPORTER-type ship system:
    • added vulnerableChargeup and vulnerableChargedown boolean flags to .system definition
    • added renderCopyDuringTeleport boolean flag, transition between two locations will appear instantaneous when set
  • If a mod changes min/max battlesize, the current battlesize will be clamped to that range

Bugfixing:

  • Fixed bug where disengaging from a hostile fleet maintaining a neutral stance would show text indicating they harried your retreat; now properly shows them letting you go
  • Fixed issue where fighters spinning very rapidly could potentially cause a very high amount of damage on collision


Changes as of December 28, 2013

Miscellaneous:

  • Added "Save Copy" option to the campaign menu, saves the current game in a new slot (and a new save directory on the harddrive).
    • Not available in iron mode
  • Added confirmation dialog to various save and exiting related options in the campaign menu
    • Dialogs will not show up in iron mode, because there's not actually any choice about saving there
  • Logfile now limited to 50MB in size
  • Added "Game paused" message after exiting out of the combat dialog
  • Added new ship: Monitor-class escort frigate
  • Logistics widget (lower left) now shows skeleton crew needed along with crew, i.e. <crew icon> 100/150 (as opposed to <crew icon> 100)

Campaign

  • Added choice of starting difficulties
    • Easy:
      • start with larger, more durable fleet and more credits
      • Broader choice of ships
      • Fleet always includes a custom Mule (with Unstable Injector)
    • Normal: same as current
    • Better ships on restart (after losing your entire fleet)
    • Changed starting ships somewhat, added special starting variants that are more new-player-friendly and don't use any unavailable hullmods
    • Tooltips at starting ship selection now just show a single paragraph of text describing the ship
    • Fleet compositions
      • Pirates
        • Adjusted "raider" compositions to be more new-player-friendly
        • Added Cerberus as a possibility to most fleet types
  • Changed pirate spawn composition at game start; pirates spawn much more spread out
  • Ships at 0% CR can still be deployed, but suffer even more serious malfunctions. Still have the option to crash-mothball to attempt an escape without direct control and without malfunctions.
  • Ships with less than 5% of their skeleton crew can not be deployed
  • Added "campaign help", pops up informational dialogs in appropriate circumstances
    • Can be disabled when creating a new game
    • If enabled, each individual dialog can be set to not be shown again
    • Some examples:
      • Attempting to deploy ships with critically low CR
      • Refitting a ship but not adjusting weapon groups
      • Opening the trade/cargo screen (explains stack splitting)
      • Buying a new ship (needs refitting, crew)
      • Refitting at station (can buy weapons from refit screen)
      • Taking on more salvage than the fleet has capacity for
      • Becoming over capacity in cargo/fuel/crew for any reason
      • Running low on fuel
      • Running low on supplies
      • Not enough crew
      • Some ships below 40% CR (malfunction chance)
      • Some/all ships below 20% CR (critical malfunctions)
      • Increased supply use after a battle (for CR recovery/repairs)
      • Logistics rating below 100%
      • Logistics rating at 0
      • Risk of accidents
      • Entered hyperspace (fuel etc)
      • Refit in space reducing ship CR


Modding

  • Fixed bug that made InteractionDialogAPI.setTextWidth/Height go into infinite recursion
  • Fixed issue with CombatFleetManagerAPI.spawnShipOrWing where the ships would spawn with 0 CR
  • Added new version of method with parameters for level of crew and initial burn duration
  • Added spawnFleetMember method that allows to spawn a specific member from the reserves
  • Added to ShipAPI: SpriteAPI getSpriteAPI()
  • Added to ShipHullSpecAPI: String getSpriteName()
  • Note: supplies by destroyed fighter wings (for salvage) are based on the repair cost in ship_data.csv, even though this value isn't actually used for repairs.

Bugfixing:

  • Fixed issue where scrollbar would disappear when buying the last ship in a row of ships would leave the total number of ships below the number that needs a scrollbar, leaving the view stuck
  • Fixed bug that caused the game to crash when a savegame load from the title screen failed for any reason
  • Added DroneLauncherShipSystemAPI.getDroneOrders()
  • Fixed bug that caused destroyed fighter wings not to provide appropriate amounts of salvage



Changes as of December 01, 2013

Miscellaneous:

  • Adjusted autoresolve algorithm (used for AI vs AI fights) to weigh civilian ships even less and account for the changes to CR; also properly deals with fighter wing CR reduction from losses
  • Bomber AI:
    • Will properly pick out valid strike targets, will not try to engage fighters except as a last resort and then only if it has non-strike weapons
    • Bombers w/o non-strike weapons (i.e. Daggers) will automatically hang around a nearby friendly ship unless there's a valid target to engage
    • Improved torpedo targeting
  • Increased armor for all phase ships, Hound
  • Added descriptions for Ox and Prometheus
  • Increased speed of command shuttle (the one used to transfer command during battle)
  • Logistics rating can go over 100% (purely a display change, so that the rating indicates the amount of unused logistical capability)
  • Updated logistics tooltip - shows clear breakdown of what's using up logistics, does not show supply use anymore (the supply use tooltip is there for that)
  • Added script caching - game startup time should be improved after the first time it runs
  • Automatic assignment of ships to tasks now properly ignores the temporary speed bonus from travel drive being on
  • Pressing space will no longer work as a confirmation for the dialog that comes up when you press escape during combat
  • Ships:
    • Increased hull integrity of phase ships somewhat
    • Shuttle-class renamed to Mercury-class, designation changed to "Shuttle" (i.e. Mercury-class Shuttle rather than Shuttle-class Transport)
    • Added new ships:
      • Hermes-class shuttle
      • Cerberus-class frigate (large-ish multipurpose frigate)
      • Heron-class cruiser (fast carrier)
    • Astral changed to have 6 flight decks instead of 3

Modding:

  • Fixed bug where ShipAPI.setCurrentCR() wouldn't apply the effects of the new CR to the ship
  • Scripts compiled by the game are now cached in the saves/cache directory
    • Caching can be turned on and off using the enableScriptCaching parameter in settings.json
    • Should automatically pick up the last modification time and recompile as needed, but this isn't 100% accurate (due to windows *things*), clearing out the cache if things seem to not update is a good idea
    • Each mod gets its own folder in the cache, multiple mods overriding the same core script should work correctly (it'll pick up the compiled version from the running mod's cache folder)
    • Result of caching is the the first startup takes longer because it has to write the compilation results to disk, but after that game startup is faster
    • Matters more for mods with lots of scripts not in a jar, but helps vanilla startup times as well
  • Added ShipHullSpecAPI.getHullName()
  • SectorAPI.getAllEmptyVariantIds() now correctly returns hulls for ships with built-in weapons


Bugfixing:

  • Fixed bug where transferring command to a ship that got destroyed while the shuttle is on the way caused the shuttle to get stuck
  • Fixed bug where asteroids were not properly using the light color of the system's star to render
  • Logistics widget in bottom left of the campaign screen properly absorbs mouse events (i.e. can no longer click/hover on fleets and such "through" it)


Changes as of October 21, 2013

Miscellaneous:

  • Mothballed ships now have red "mothballed" text in the overlay to make their status more clear
  • Frigates: "peak active time" will continue to count down while any enemy ship is within visual range of the frigate
  • Transferring command using the encounter dialog will result in the flagship reverting to the original one after the engagement
  • Fighters always start out with missile weapons fully loaded, regardless of their CR
  • Where ships are placed during deployment takes into account the Helmsmanship bonus to the zero-flux speed boost to avoid a situation where a faster ship ends up behind a slower one; also improved spacing & AI behavior to help avoid collisions
  • Engine malfunctions: now do not cause a flameout by themselves; need at least some of the engines to have been taken out by combat damage, unless the last active engine malfunctions
  • CR:
    • Does not modify rate of fire, modifies damage dealt instead
    • Frigate CR deterioration now only occurs under the same conditions that would cause peak active time to tick down
    • Chance of shield malfunctions (shield impact causing an overload while about 75% flux) when CR is below 10%
    • Halved deployment cost and CR recovery rate (i.e. supply cost and recovery time remain the same, more deployments are possible)
    • Malfunctions occur below 40% CR, critical malfunctions below 20%
    • More info here.
  • Repairs:
    • Ships no longer have different repair rates; repair speed based entirely on "emergency repairs" stat and being below the logistics capacity
  • Construction Rig now adds 10 to the fleet's emergency repair capacity
  • Automated Repair Unit: Increases CR recovery rate by 50%. Increases logistical cost (supplies/day) by 50%.
  • UI:
    • Hull indicator in logistics display now shows combined hull and armor integrity
    • Repair indicator in logistics display now shows overall repair rate
  • Ship AI:
    • Improved logic for detecting whether a nearby ship is likely to explode (and cause damage)
  • Boarding: engaging the ship (rather than boarding) no longer leaves a chance for the ship to get away. it can still get away if the boarding option "launch assault teams from a distance" is used.
  • Improved autofire (and AI ship) friendly fire avoidance
    • Fixed bug that caused lots of friendly fire incidents with vs ships with flamed-out engines
    • Re-checks situation more often
    • Properly accounts for chargeup time for weapons firing one shot after a chargeup
    • Accounts for a friendly ship being out of range but potentially being able to move into range
  • Fleet AI: won't turn around to fight if the only ships left in the fleet are civilian


Modding:

  • Deprecated CargoAPI.isFreeTransfer()/setFreeTransfer()
  • Added SectorEntityToken.isFreeTransfer()/setFreeTransfer()
  • Deprecated VisualPanelAPI.showCore() with the noCost parameter (uses SectorEntityToken.isFreeTransfer() || SectorEntityToken.getFaction().isNeutralFaction() instead)
  • Added VisualPanelAPI.showCore() w/o noCost parameter
  • Fixed bug where on game start, the current location was being set before plugin-based modded system generators had a chance to run, leading to it being impossible to start in a modded system w/o using generators.csv
  • Added CombatEngineAPI.addPlugin(), CombatEngineAPI.removePlugin()
  • ShipAPI.removeWeaponFromGroups()
  • WeaponAPI.disable(boolean permanent)
  • Fixed bug where ships with a deployment point cost of less than 3 could cause deployment issues for both sides
  • Added to MutableShipStatsAPI:
    • getCriticalMalfunctionChance()
    • getShieldMalfunctionChance()
    • getShieldMalfunctionFluxLevel()
  • Removed from MutableShipStatsAPI:
    • getBaseRepairRatePercentPerDay()
  • Added to ShipHullSpecAPI:
    • List<WeaponSlotAPI> getAllWeaponSlotsCopy()
  • CombatReadinessPlugin: added HullSize parameter to applyCRToStats() method
  • ShipAPI.setShield() can now be use to remove the shield by setting the type to ShieldType.NONE
  • Removed from RepairTrackerAPI:
    • getRepairRate()
    • getRepairCostPerDay()
    • getRepairCostPerDay(float repairRate)
    • float getRepairMult()
    • performRepairs(days)
  • Added to RepairTrackerAPI:
    • performRepairsUsingSupplies(float supplies)
  • "repair cost" in ship_data.csv now includes full repairs to both armor and hull. You'll want to double all the values for the costs to remain as they were
  • Removed MutableCharacterStatsAPI.getTravelRepairRateMult()
  • Added MissileAPI.isFlare()
  • Added GuidedMissileAI interface; a MissileAIPlugin implementation can implement it to be properly affected by flares
  • Fixed issue with "fireSoundOne" (charge-up sound) playing every time the mouse button was pressed instead of once on chargeup
  • Added HullModFleetEffect interface, can be implemented by a HullModEffect
    • void advanceInCampaign(CampaignFleetAPI fleet);
    • void onFleetSync(CampaignFleetAPI fleet);

Bugfixing:

  • Fixed bug where pressing undo on the refit screen would reset the ship's CR to 50%
  • Fixed a couple of (non-growing) memory leaks that could cause memory usage to be 2-3x of what's actually needed
  • Updated Augmented Engines description to properly state that the repairs only take 25% longer
  • Fixed issue with repair rate not updating due to logistics change while looting/buying cargo above base capacity
  • Fixed bug where a successfully-retreating player fleet would get a speed penalty instead of bonus
  • Fixed bug that caused ship CR to be force-set to the crew-understrength value when opening the refit screen
  • Fixed bug where low-CR bombers would on occasion get into a loop of taking off from and immediately returning to a carrier
  • Fixed a couple of bugs to do with the Damage Control and Flux Modulation skills not applying/unapplying their bonuses properly
  • Fixed bug where having a very small number of mothballed/non-combat-ready ships while escaping would result in the enemy deploying nothing to pursue and retreating instead
  • Fixed a bug where if the player's fleet had 0 marines, the selector for how much crew to send during a boarding action would be slightly misaligned
  • Fixed bug where it was possible for a fighter wing to be "lost" in combat if all of its members landed on a carrier at around the same time while all available flight decks were busy preparing replacements for a different wing

Starsector 0.6.1aEdit

This version is out - you can download it here.


Changes as of October 02, 2013

Miscellaneous:

  • After a loss, enemy will try to disengage if all it has in reserves are civilian ships, even if the player's fleet is all out of CR
  • Adjusted "peak active performance" so that inactive (but deployed) drones do not cause it to tick down
  • When encountering a neutral fleet that's outnumbered, replaced "Let them go" option with "Leave", picking which doesn't cause the faction to go hostile
  • Fixed up Prometheus sprite so that damage decals don't show up outside the ship in a few places
  • Retreating fighter wings no longer receive replacement fighters from carriers
  • Autofiring strike weapons will not fire at fighters or frigates (except for the AM Blaster, which will fire on frigates but not fighters)
  • Admiral AI: won't create "fighter rendezvous" assignment unless there is at least 1 flight deck for every pair of wings deployed (and will cancel it as appropriate)
  • Ships no longer lose CR for retreating during an "escape" type battle. (Still lose CR for being deployed; just no longer a double hit.)
  • In combat, ships in an AI fleet trying to escape may turn to fight if they're caught up with
  • Overall improved "escape" admiral AI (handling a delaying action, ordering retreats at appropriate times)
  • Harrying an enemy fleet now counts as a hostile action and triggers a speed boost to the loser/speed penalty to the aggressor. "Let them go" does not.
  • A weaker enemy fleet may decide to stand and fight (rather than trying to escape) if caught by a faster and stronger fleet
  • Burst PD lasers and the Guardian PD System will only fire at non-missiles and non-fighters if at maximum charges
  • Augmented Engines: increased in-combat speed bonus slightly, gives a Maximum Burn bonus of +2 (was: +1)
  • Marines: reduced supply consumption by a factor of 5
  • Base chance for a ship to be repaired after combat (and to become boardable, or simply repaired if friendly) increased to 20% (was: 5%)
  • Field Repairs perk: reduced bonus to ship repair chance to 30% (50% total, base + perk)
  • Ships using Burn Drive, Maneuvering Jets, or another engine-enhancing system can not suffer a flameout due to engine damage while the system is active - at least a single engine will remain active. A full flameout can still happen due to a collision mid-burn, though.
  • Battles where at least one side has less than 41 deployment points total will not have objectives, except for escape battles, which always have objectives
  • Supply deliveries capped to 10000 units of each per station, fuel to 3000, crew to 2000, marines to 1000
  • Changed fuel color in fleet member tooltip to default yellow (instead of the orange-red that made it look like it had a penalty)
  • Added option to transfer command to a different ship right before an engagement


Modding:

  • Fixed bug where a fringe jump point would not be properly generated for a system without any planets
  • Added LocationAPI.removeScriptsOfClass(Class c) and SectorAPI.removeScriptsOfClass(Class c)
  • Took out FleetGoal.DEFEND. Use FleetGoal.ATTACK instead, as the behavior is equivalent
  • Added ShipAPI.getFullTimeDeployed() (returns total time deployed, as opposed to peak-effectiveness-drain-only time returned by getTimeDeployed())
  • Fixed bug that caused all transient CampaignPlugins to be removed every time the game was saved
  • Fixed bug where an EveryFrameScript would not run while paused, even if runWhilePaused() returned true
  • Fixed bug where if there were more than 10 star systems in the game, some would not be advance()ed without the player being present inside
  • Added FleetMemberAPI.getDeployCost() - returns value in range 0,1 that's the CR deployment cost for this fleet member
  • Weapons with the "PD" hint and ammo regeneration will only fire at non-missile targets if they're at full charge. If they have the "ANTI_FTR" hint, they'll also expend all their charges on fighters
  • Added "ANTI_FTR" hint to Burst PD, Heavy Burst PD, and Guardian PD
  • Ships with 0 minimum crew should now work (have a "crew fraction" of 1.0 for CR purposes)
  • SoundPlayerAPI.playLoop() now properly updates the pitch of the playing loop if it changes

Bugfixing:

  • Stability improvement for computers with integrated graphics cards
  • Hyperspace texture will stretch properly when displayed on monitors with a resolution greater than 2048 in either dimension
  • Should no longer be possible for fighters to get stuck in an invisible, "landing on carrier" state when the carrier is no longer in play for any reason
  • Fixed issue where AI-controlled pursuing ships would always try to go up when they couldn't see an enemy, even if they were already near the top of the map.
  • Fixed bug where Plasma Cannon shots would hit friendly drones and fighter when fired by the AI
  • Fixed bug where your view would be stuck to the targeted ship if you pressed R, then Z, then R again to clear the target
  • Fixed bug where CR did not affect the stats displayed in the refit screen
  • Fixed crash bug caused by pressing "enter" (to activate travel drive) when the player's ship is disabled
  • Fixed some bugs with improper CR values being displayed in tooltips, esp. relating to the "Run Simulation" option
  • Fixed bug where the losing fleet got a speed penalty and the winning fleet got a speed boost (the opposite of what was intended), also fixed some cases where the bonus/penalty weren't being applied at all
  • Fixed bug where clicking very quickly on "Leave" in the encounter dialog registered as multiple selections of that option
  • Fixed bug where the hour in the day would get reset to 0 on game load
  • Fixed bug where an accident could cause the loss of crew even if there was no crew left
  • Fixed bug where an accident could restore some hull integrity instead of doing damage
  • Fixed bug where sometimes one less than the selected quantity would actually be picked up by shift-clicking clicking and dragging to select the quantity
  • Shift-clicking on a stack on the right side of the screen now properly picks up only 1 item


Changes as of September 19, 2013

Miscellaneous:

  • Removed weapon mount information from fighter tooltip (not relevant since they can't be refitted)
  • Text in the bottom of the ship info in the fleet panel now always on instead of only on mouse-over
  • Ship price always visible in buy/sell tabs, does not require mouseover
  • Various convoys that bring in ships now have a 30% for each ship brought in to be a fighter, rather than 60%
  • Using right-click to create an escort assignment will not pull in any more ships than explicitly assigned, unless/until some of the assigned ships leave the battlefield
  • Added "A" shortcut to repair ships at stations
  • Admiral AI: less likely to order a full retreat while it has a military-grade capital ship on the field
  • Frigate CR:
    • "Peak performance" changed to "peak active performance", only reduced while ship is doing something - firing weapons, using shields, using a system/has drones deployed, etc. Not reduced while just moving.
      • So: no hiding to wait out another ship's CR, and no penalty for using a frigate as a command ship and only engaging targets of opportunity
    • New hullmod: "Hardened Subsystems". Increases peak active performance time by 50% and reduces subsequent CR degradation rate by 50%.
  • Augmented Engines and Unstable Injector are now mutually exclusive
  • Sensor Array and Nav Buoy bonuses now apply to frigates and fighters
  • Nav Buoy:
    • Top speed bonus reduced to +15
    • Also lets ships ignore nebula interference, map-wide (i.e. zero-flux boost and normal maneuverability inside a nebula)
  • Slightly reduced top speed on most frigates to account for the above (by less than <10% on average)
  • The "load game" dialog will only show a TC's save games if, and only if, the game is running with that TC enabled
  • Reduced brightness of damage decal on fighters, they don't look quite so molten when damaged and retain more of their original texture
  • Adjusted daily fighter supply costs - some lowered, some raised
    • A wing costs a little more than a frigate per day, to account for lack of extra repair expenses and being much harder to permanently lose
    • Some examples: Talon: 2/day, Wasp/Gladius/Xyphos/Warthog/Thunder: 3/day
  • All fleets (including the player's) now start with CR at the maximum level

Modding:

  • Global.getCombatEngine() now works in title screen
  • Fixed bug that caused a crash if the start location was in hyperspace
  • Fixed bug where ModPlugin.onEnabled() was getting called on every game load and the parameter was also false
  • Game no longer hangs when a fighter's "CR to deploy" is set to 0. Capped to 0.25%.
  • Admiral AI will properly retreat non-frigates that suffer from CR loss during combat
  • Added to ShipAPI:
    • boolean isInsideNebula();
    • void setInsideNebula(boolean isInsideNebula);
    • boolean isAffectedByNebula();
    • void setAffectedByNebula(boolean affectedByNebula);

Bugfixing:

  • Selecting "no" in the "do you want to exit the game?" dialog from combat, in iron mode, no longer exits the game
  • Disabled fighter wings can no longer be repaired after battle the way regular ships can. Still get repaired if the fleet has carriers.
  • Fixed a number of typos
  • Fixed crash caused by repeatedly pressing the "F" key while clicking on a fleet member
  • Fixed being able to select a fleet member from a fading out fleet screen (again, caused by repeatedly pressing "F" while clicking)
  • Fixed issue with shuttle pod (the one used to transfer command) occasionally showing up at stations
  • Fixed bug where missiles (and other non-flux-using weapons) could be fired while venting
  • Fixed bug that could cause savegames not to load
  • Fixed "0-crew stacks" bug. For good this time.
  • Fixed crash when creating a new game with a character name that ends with a space
  • Fixed fog of war bug that showed up when a single fighter wing would pursue a single escaping enemy
  • CR overlay in combat properly updates when frigates lose CR
  • Removed extraneous "CR" label above "flux" on target reticule
  • Fixed bug with 0.0 shield flux/damage displayed on the refit screen for a ship with a Front Shield Generator hullmod
  • Option to repair fleet properly grayed out after performing repairs at station
  • Fixed bug where battle objectives stopped revealing the area around them while the game was paused
  • Sensor array properly shows that it grants a damage bonus instead of a range bonus
  • Player fleet will no longer try to follow the location of a target that jumped elsewhere
  • Fixed issue where an AI-controlled fleet would engage and then immediately retreat without deploying anything
    • Would occur when the only available ships were freighters, most visible with the Pirate Plunder Fleet and other convoys
    • Fix is twofold:
      • Mothballed ships don't count against the maximum fleet size that can try to escape
      • If the number of freighters is so large that it exceeds the maximum escape deployment battle size, some freighters will be deployed for battle
  • Loading a variant with a built-in hullmod will no longer warn the player the that built in hullmod is unavailable
  • Maximum burn level now properly updates when selling Ox-class tugs at the station, while at the station (previously required game to be unpaused to update)
  • Ships bought from stations now always start at 50% CR
  • Fixed crash for selecting only civilian ships for pursuit with the "second in command" option
  • Mothballed carriers no longer recover lost fighter wings after battle
  • Fixed how CR and maximum CR are handled when a ship's crew is under strength

Starsector 0.6aEdit

This version is out - you can download it here.

Changes as of September 13, 2013

Miscellaneous:

  • Added "hide Hullmods  that can't be installed" checkbox to hull mod selection dialog
  • Updated all missions to work with new battle mechanics (deployment etc) and use background planets
  • Added small CR and hull bars to fleet member icons (visible in ship deployment dialog, fleet interaction dialog)
  • Autoresolve (AI vs AI only): will now properly not "deploy" certain ships for CR purposes
  • Adjusted max armor damage reduction to 85%
  • Weapon tweaks:
    • Vulcan : reduced flux/shot to 1 (was 3), increased damage to 25 per shot (was 15)
    • Autopulse : increased number of charges to 20 (was 15)
  • Updated fleet member tooltip - organized stats into "logistical data" and "combat performance", color-coded

Modding:

  • Added InteractionDialogImageVisual (used to specify image data for an interaction dialog)
  • Added to SectorEntityToken:
    • setCustomInteractionDialogImageVisual()/getCustomInteractionDialogImageVisual()
    • Can be used to override standard visuals in standard dialogs for planets, orbital stations, and jump points
  • Added to SettingsAPI: JSONArray getMergedSpreadhsheetDataForMod(String idColumn, String path, String masterMod)
  • Added ShipSystemAPI.getId()
  • Beam weapons now respect angle offsets


Changes as of September 05, 2013

Complete combat sound overhaul

Miscellaneous:

  • Improved "target view" ('z') in combat - now offsets the center of the screen based on the location of the player's ship
  • Updated Codex UI to take advantage of higher resolutions. Doesn't quite fit in 1024x768 at the moment.
  • Augmented Engines and Unstable Injector now increase the maximum burn level by 1
  • Made the accident report dialog look nicer
  • Accidents can now cause a loss of CR, with damage (or outright ship destruction) likely for ships already at low CR. Mothballed ships are exempt from these types of accidents.
  • Brawler: increased flux capacity and dissipation; increased armor. Does not lose CR over time in combat.
    • Added "Elite" variant, found in several fleet compositions
  • Target reticule now shows target's CR
  • Added autoresolve option for handling pursuit of a fleeing enemy fleet
    • Can pick ships to use for pursuit
    • No risk to chosen ships, but does cost them CR
    • Sub-par results compared to personally controlling the battle
    • Deploying more ships gets better (but still sub-par) results
  • Adjusted campaign fleet AI to help avoid clumping
  • Changed the maximum armor damage reduction to 85% (was: 75%)
  • Added shield flux/dam display to refit screen, alongside shield arc and flux/second
  • Command-Q will now exit the game on a Mac

Core campaign UI revamp

  • Logistics display in the bottom left of the screen
  • Buttons to call up tabs in the lower left/bottom of screen, even when a "tab" is being shown
  • Tabs can use more space depending on the screen resolution
  • Uses "tripad" style to match the interaction dialog style
  • Keeps track of whether the game was paused before a tab is shown; will not unpause on exit if it was

Combat control scheme:

  • Changed default autofire toggles to Ctrl + 1/2/3/4/5 (Was: Shift + 1/2/3/4/5)
  • Shift is now a default strafe + turn to cursor key, functionality can be mapped to any other key, does not require turn keys to be held to work
  • Missile weapons with low ammo can now be set on autofire

Skills and aptitudes:

  • Combat aptitude: increases maximum CR, reduces CR deployment cost of flagship (by 30% at level 10)
  • Field Repairs:
    • Increases supplies that can be spent on emergency repairs (tentatively 3 per day per level)
    • Level 5 perk: +50% to chance to repair friendly disabled ships after combat
    • Level 10 perk: -30% supplies required for ship repairs (but not maintenance)
  • Reduced OP bonus from Mechanical Engineering and Computer Systems to 1% per level (was: 2%)

Modding:

  • Sound overhaul means most of the sound ids have changed and the files/filenames for core sounds are new
  • Added to MutableShipStatsAPI:
    • MutableStat getBeamShieldDamageTakenMult();
    • MutableStat getMissileShieldDamageTakenMult();
    • MutableStat getProjectileShieldDamageTakenMult();
    • MutableStat getEnergyShieldDamageTakenMult();
    • MutableStat getKineticShieldDamageTakenMult();
    • MutableStat getHighExplosiveShieldDamageTakenMult();
    • MutableStat getFragmentationShieldDamageTakenMult();
  • Added to CharacterCreationData:
    • public static final String HYPERSPACE_NAME_TOKEN;
    • String getStartingLocationName();
    • void setStartingLocationName(String startingLocationName);
    • Vector2f getStartingCoordinates();
  • Added to SectorAPI:
    • LocationAPI getRespawnLocation();
    • void setRespawnLocation(LocationAPI respawnLocation);
    • Vector2f getRespawnCoordinates();
  • Missile AI is now fully moddable
    • Added ModPlugin.picMissileAI(MissileAPI missile, ShipAPI launchingShip)
    • AI must implement MissileAIPlugin interface
    • Can give commands to the missile using MissileAPI.giveCommand()
  • Added ShieldAPI.setActiveArc(float activeArc)
  • Calling SectorEntityToken.setFaction() will properly update indicator color
  • Fixed bug where beam weapon animations were not loaded
  • Added optional "fadeActivationSoundOnChargedown" parameter to .system files, defaults to "true".
  • Fleet/faction color representation more true to actual color specified in the .faction file
  • Added to SoundAPI:
    • void setVolume(float newValue);
    • void setPitch(float pitch);
    • void setLocation(float x, float y);

Bugfixing:

  • When switched to an enemy ship view (by setting a target and pressing 'z'), will go back to player ship if the target is lost in the fog of war


Changes as of August 15, 2013

Miscellaneous:

  • Campaign movement:
    • Adjusted Navigation skill to improve the maximum burn stat of ships, based on hull size (+5/5/3/3/2 at level 10)
    • Adjusted base travel speed (increased)
    • Removed travel speed bonus for not being near a planet
    • +5 maximum burn for entire fleet in "deep" hyperspace (i.e. not near a star/gas giant jump point)
  • Improved star graphics
  • Phase ships:
    • +50 speed/improved acceleration while phased
    • ~50% increased flux dissipation rate
  • Combat command UI right-click behavior adjustments:
    • Right-clicking on a destroyer or above with only bombers selected will create a Strike assignment
    • When creating a waypoint but having 0 command points, will update button state once a new command point is gained
  • Adjusted some combat assignment tooltip contents
  • Repair mechanics:
    • "Emergency repairs" fleetwide stat; starts at 5, supply use for these repairs doesn't affect logistics
    • Maximum total repairs performed (in supplies/day) are emergency repairs + unused logistics capacity (i.e. if "emergency repairs" are at 5, and the logistics use is 10/25, maximum total repairs per day are 20.)
  • New ship: Construction Rig
    • Available in Askonia, also delivered occasionally by certain convoys and part of certain fleet compositions
    • Increases the amount of repairs on a single ship in the fleet (in order of logistical priority), using its built-in Repair Gantry
    • Multiple rigs do not stack on a single ship but apply to multiple ships instead
    • No weapons or combat capability to speak of, has a flare launcher for defense
  • New ship: Ox-class Tug
    • Available in Askonia, other places
    • Increases the maximum burn of the slowest ship in the fleet by 1, using its built-in Monofilament Tow Cable
    • Up to 4/3/2/1 cables can be applied to capital ships/cruisers/destroyers/frigates at a time
    • Consumes a lot of fuel
    • No weapons or combat capability to speak of, has a flare launcher for defense

Modding:

  • Hulls can now have built-in hullmods
    • "builtInMods" key in .ship file
    • see data/hulls/crig.ship for an example
  • Star specification in planets.json, pertaining :
    • Added:
      • starCoronaSprite
      • starCoronaColor
      • starCoronaSizeMult
      • atmosphereThickness and atmosphereThickness now ONLY apply to the narrow bright ring around the star, not the whole corona
      • Removed starHaloBrightness (extraneous)
  • See Repair Gantry hullmod for implementation of the Construction Rig's repair functionality
    • Code is in com/fs/starfarer/api/impl/campaign/RepairGantry.java (in starfarer.api.zip)
  • See Monofilament Tow Cable hullmod for implementation of the Ox's functionality
    • Code is in com/fs/starfarer/api/impl/campaign/TowCable.java (in starfarer.api.zip)
  • Added PD_ONLY weapon hint
    • Must be used with PD hint
    • PD + PD_ONLY -> weapon will only target missiles
    • PD + PD_ONLY + ANTI_FTR -> weapon will only target missiles and fighters
  • Added:
    • SectorAPI.getAllFactions()
    • LocationAPI
      • void removeSpawnPoint(SpawnPointPlugin point)
      • List<SpawnPointPlugin> getSpawnPoints()
      • boolean activeThisFrame(); // determine when non-current location is active
    • SectorEntityToken:
      • FactionAPI.getFaction()
    • String getCustomDescriptionId()
    • void setCustomDescriptionId(String customDescriptionId)
    • CombatFleetManagerAPI:
      • DeployedFleetMemberAPI getDeployedFleetMember(ShipAPI ship)
      • AssignmentTargetAPI createWaypoint(Vector2f location)
      • AssignmentInfo createAssignment(CombatAssignmentType type, AssignmentTargetAPI target, boolean useCommandPoint)
      • void giveAssignment(DeployedFleetMemberAPI member, AssignmentInfo assignment, boolean useCommandPointIfNeeded)
      • void orderRetreat(DeployedFleetMemberAPI member, boolean useCommandPointIfNeeded);
      • void orderSearchAndDestroy(DeployedFleetMemberAPI member, boolean useCommandPointIfNeeded)
      • void orderSearchAndDestroy()
      • void orderFullRetreat()
    • CombatEngineAPI:
      • float getTotalElapsedTime(boolean includePaused)
      • float getElapsedInLastFrame()
    • MutableCharacterStatsAPI
      • long getXP()
      • int getLevel()
    • WeaponAPI:
      • EveryFrameWeaponEffectPlugin getEffectPlugin()
      • float getCurrHealth();
      • float getMaxHealth();
      • void repair();
    • ShipEngineControllerAPI:
      • List<ShipEngineAPI> getEngines()
    • ShipEngineAPI:
      • Vector2f getLocation()
      • boolean isActive()
      • boolean isSystemActivated()
      • String getStyleId()
      • boolean isDisabled()
      • void disable()
    • MissileAPI.getEngineController()
    • DamagingProjectileAPI.isFading()
    • ArmorGridAPI:
      • int [] getCellAtLocation(Vector2f loc)
    • MutableShipStatsAPI:
      • MutableStat getBeamDamageTakenMult();
      • MutableStat getMissileDamageTakenMult();
      • MutableStat getProjectileDamageTakenMult(); // non-missile, non-dps
      • MutableStat getEnergyDamageTakenMult();
      • MutableStat getKineticDamageTakenMult();
      • MutableStat getHighExplosiveDamageTakenMult();
      • MutableStat getFragmentationDamageTakenMult();
    • HullModEffect:
      • void advanceInCampaign(FleetMemberAPI member, float amount)
      • void advanceInCombat(ShipAPI ship, float amount)
    • Added BuffManagerAPI (to manage temporary ship stat modifications in the campaign)
    • FleetMemberAPI:
      • void setStatUpdateNeeded(boolean statUpdateNeeded);
      • BuffManagerAPI getBuffManager();
  • Only one instance of a HullModEffect will be created per application session, rather than one per call to any method
  • Removed FogOfWarPlugin, use EveryFrameCombatPlugin instead (see com.fs.starfarer.api.impl.combat.EscapeRevealPlugin for example, in starfarer.api.zip)
  • Removed BattleObjectivesEffectsPlugin and FleetPointsFromBattleObjectivesPlugin, both are no longer used. See data/config/battle_objectives.json for new way of working with objectives.
  • Added ScopeDescription.ALL_FIGHTERS
  • Drones will now fire at targets under fog of war (only an issue with very long-range drones)

Bugfixing:

  • "Deflection" (Evasive Action level 10 perk) now correctly reduces damage taken instead of doubling it. Ouch.


Changes as of July 27, 2013

Hyperspace

  • Travel consumes fuel based on the distance travelled (i.e. sitting in place does not consume fuel)
  • Fleets that run out of fuel drift towards the nearest star or gas giant and automatically fall into its gravity well
  • Hyperspace jump point/gravity well generated by the star can only be used if you have a high navigation skill, places the fleet in a random location near the star


Miscellaneous:

  • Added ring systems (i.e. around gas giants and such), purely visual
  • Scuttling a ship now yields a bit of fuel in addition to supplies
  • Messages (about supply convoy arrivals and such) only shown while within that system
  • Updated missions to work w/ new deployment/combat mechanics:
    • Turning the Tables
    • Wolf Pack
    • Hornet's Nest
  • Optimized save file size (roughly 2x smaller for the same amount of game data)
  • Lowered sound volume for weapon impacts doing minimal damage
  • Added placeholder planet interaction dialog (shows planet graphic, can't do anything except "Leave")
  • Added map icon for jump points
  • Resupplying AI fleets will now restock fuel as well
  • AI has some rudimentary knowledge about hyperspace (will pursue through jump points if close enough, will move through jump points if the destination it's headed to isn't in-system)
  • Increased after-flameout flameout immunity time for fighters to 10 seconds (was 3)

Modding:

  • StarSystemAPI:
    • addRingBand() - for creating ring systems based on custom textures
  • Added "isGasGiant" parameter to planet definitions in planets.json
  • Added version of StarSystemAPI.autogenerateHyperspaceJumpPoints()
    • Optionally auto-generates system entrances at gas giants
    • Optionally auto-generates two-way jump point on the fringes of the system
    • (Both of the above could also be done manually)
  • Weapons not in any group will still have their EveryFrameWeaponEffectPlugin.advance() called
  • Added to SectorAPI:
    • List<String> getAllEmptyVariantIds();
    • List<String> getAllFighterWingIds();
  • Added to settings.json:
    • maxArmorDamageReduction: armor damage reduction cap
    • dpsToHitStrengthMult: used to compute vs-armor "hit strength" for beam weapons
  • onHitEffect now works for missiles, plasma shots
  • proximity fuse behaviorSpec now works on plasma shots
  • proximity fuse behaviorSpec now supports onHitEffect (see flak_shot.proj for commented-out example)
  • Added WeaponAPI.getSprite() - returns SpriteAPI for the current weapon frame. Can be used to enable additive blending (glowy weapon sprite animations), adjust sprite color/transparency dynamically, etc
  • Made ship hull styles fully moddable (shield color, explosion color, etc)
    • Configured in data/config/hull_styles.json
    • Can add new, fully-custom styles
    • Can set custom engine/shield/etc sounds per style in sounds.json (see "engine_loop" for an example, can use custom style IDs there)
  • Engine styles:
    • Can now be specified directly under "style" (i.e.: "style":"midlineFlare", as opposed to "style":"CUSTOM","styleId":"midlineFlare"). Old way still works.
    • All vanilla engine styles can be overridden using engine_styles.json
    • Styles for LOW_TECH, MIDLINE, and HIGH_TECH extracted to engine_styles.json (as examples)
  • Added to ShipAPI:
    • void setSprite(String cat, String key)
    • ShipEngineControllerAPI getEngineController()
    • ShipEngineControllerAPI:
      • Enables using decorative weapons-as-custom-engine-glows, among other things
      • Methods:
        • boolean isAccelerating();
        • boolean isAcceleratingBackwards();
        • boolean isDecelerating();
        • boolean isTurningLeft();
        • boolean isTurningRight();
        • boolean isStrafingLeft();
        • boolean isStrafingRight();
  • Ship and fighter AI is now fully moddable
    • Added ModPlugin.pickShipAI(FleetMemberAPI member, ShipAPI ship)
      • Can set a specific AI based on the ship, possible to create a custom AI for a single ship in the campaign or in a mission, for example
    • AI must implement ShipAIPlugin interface
    • Can give commands to the ship using ShipAPI.giveCommand() (which is what the player input/current AIs do)
    • Requires full implementation. The basic functions a general-purpose AI should perform are:
      • Maneuvering
      • Weapon fire, active group selection, autofire toggling
        • Flux venting
        • Respecting the fog of war, map bounds
        • Retreating (picking the right map edge, using travel drive, etc)
      • Front/omni shield, phase cloak use
      • Obeying assignments from the command system
        • CombatFleetManagerAPI.getAssignmentFor(ShipAPI ship)
      • "Locking" the controls for retreating, out-of-CR ships (boolean ShipAPI.controlsLocked())
      • Ship system usage
      • Fighter return to carrier, landing/taking off, wing formations etc
        • Fighter landing requires using:
          • ShipAPI to manage landing animations
          • FighterWingAPI to figure out whether/where to return
          • FighterLaunchBayAPI to actually land
    • Does NOT have to handle weapon autofire; can just toggle groups on/off
    • Quite possible I missed something "special" that the core implementation does.
  • Drone AI is now fully moddable
    • Added ModPlugin.pickDroneAI(ShipAPI drone, ShipAPI mothership, DroneLauncherShipSystemAPI system)
    • Needs to implement ShipAIPlugin interface
    • Responsible for all manevering/firing/etc and following drone system orders and spec
  • Weapon autofire AI is also fully moddable
    • Added ModPlugin.pickWeaponAutofireAI(WeaponAPI weapon)
    • Can be specified per-weapon
    • AI must implement AutofireAIPlugin interface
    • Basic concerns for a general implementation are what to fire at, when to fire, target leading (considering captain/crew skill), avoiding friendly fire, respecting weapon hints from weapon_data.csv, etc.
    • Added numerous methods to API to give enough info for the AI to do its work
  • Added:
    • FactoryAPI.createCargo()


Bugfixing:

  • Fixed campaign fleet AI bug relating to picking random locations to patrol


Changes as of July 11, 2013

Hyperspace:

  • Jump points/wormholes for travel between star system and hyperspace
  • Travel through hyperspace to another system, same as in-system travel
  • Added new star system ("Askonia")
  • More details to come in the form of further patch notes and/or blog post

Fighter mechanics changes

  • Fighters return to carriers individually rather than as a whole wing
  • Replacement fighters are added one at a time by flight decks
  • Wing can not be taken out of combat unless it has no fighters left and no replacements are being prepped
  • New assignment: fighter rendezvous, wings wait there to regain full strength
  • Bombers will wait to regain full strength at "rally strike force" (if available)
  • Replacements cost CR, can not be produced when CR drops to 0.
  • No more direct supply consumption by fighter repairs, instead supplies are consumed by CR recovery
  • In the campaign:
    • Fighter wings can not be lost if there are any ships with a flight deck in the fleet
    • Without a ship with a flight deck, fighter wing losses can not be replaced even out-of-combat
    • Damaged fighters are repaired immediately (and at no cost), regardless of whether a flight deck is available
  • Hangar space removed

CR-related:

  • Weapons/engines being disable no longer affects CR. Instead, taking hull damage does.

Miscellaneous:

  • "Transfer Command" now starts close to the destination ship if the flagship hasn't been deployed yet, allowing for a quick initial command transfer
  • Ships being delivered to stations are actually mothballed and present in the fleet; participate in retreat-style battles if a convoy escorting these is attacked
  • Ships delivered to stations will randomly replace ships already at the station if the total number exceeds 50, items delivered to stations will randomly replace stacks already present at station if the total number exceeds 100
    • Ensures the inventory doesn't stagnate
    • Increased amount of cargo and ships delivered to stations
  • Added "maximum burn" stat to ships; determines travel speed
    • Lowest value in fleet is used
    • No penalty for having many ships
      • Temporarily removed "Coordinated Maneuvers" skill
    • Added maximum travel speed to fleet tooltip in travel screen

Modding:

  • Expanded RepairTrackerAPI with logistics-related stuff
  • In-combat repairs can no longer go above 100%
  • Fixed bug with WeaponAPI.setPD(false) not working for weapons that have the PD hint
  • Fleets delivering ships will drop off all "mothballed" ships at the station
    • Old-style delivery (using getMothballedShips()) still works
  • Adjustments to CampaignPlugin:
    • Methods that select a plugin for a particular task (battle creation, autoresolve implementation, interaction dialog, etc) now return a priority alongside the implementation
    • Highest-priority plugin gets used
    • Seven priorities, lowest to highest:
      • CORE_GENERAL - used by core only
      • MOD_GENERAL - mods overriding general behavior (i.e. "default planet interaction")
      • CORE_SET - used by core only
      • MOD_SET - mods overriding behavior for a subset of entities, i.e. "interaction with jungle planets")
      • CORE_SPECIFIC - used by core only
      • MOD_SPECIFIC - mods overriding behavior for a specific entity, i.e. "interaction with Corvus IIA" or "interaction with mission target", etc
      • HIGHEST - should only be used by mod compilations to resolve conflicts between component mods
  • InteractionDialogPlugin
    • Added methods to highlight text in tooltips/set highlight colors
  • Rows starting with a '#' in .csv files will now be skipped
  • Custom orbits (create a custom implentation of OrbitAPI, then use SectorEntityToken.setOrbit())
  • Added:
    • BaseLocation:
      • addEntity()
    • FactoryAPI:
      • createCircularOrbit()
      • createJumpPoint()
    • SectorEntityToken:
      • setOrbit()
    • SectorAPI
      • setCurrentLocation(), other related stuff
      • void addScript(EveryFrameScript script) - scripts that run every frame.
    • JumpPointAPI
    • StarSystemAPI:
      • getLightColor()
      • setLightColor()
      • initStar() - removed color paramater, use PlanetAPI.getSpec() and PlanetAPI.applySpecChanges() instead
    • PlanetSpecAPI - dynamically adjust various visual properties of planets after they're added to the campaign


Bugfixing:

  • Fixed crash caused by double-clicking on the command shuttle in the command UI
  • Fixed issue where selecting a carrier and right-clicking on an enemy ship to order an attack would not work


Changes as of May 24, 2013

New fleet management:

  • New stat: "logistics", expresses maximum supply consumption that can be handled effectively
    • Supplies consumed by: ship maintenance, crew, marines, repairs, being over capacity in fuel/cargo/personnel
    • Logistics stat limited by number of personnel in the fleet
  • New stat: maximum repair capacity, how many supplies per day can be spent for repairs
    • Player can adjust actual value to anything from 0 to the maximum
  • Logistics rating - from 100% to 0%, 0% at double the maximum consumption
    • Reduces maximum CR for all ships by up to 50% at 0% LR
  • Ships at maximum CR only consume 10% of the maintenance cost in supplies, but the full value is counted against the logistics rating
  • Accidents now based on low logistics rating instead of being over capacity, overall severity reduced
  • Supplies cost increased 20x
  • New fleet member settings:
    • Mothball: maintenance cost reduced to a minimum, provides no fuel/cargo/etc capacity, starts at 0% CR when restoring to full capability
    • Logistical Priority: designated ship(s) get crew and supplies for repairs first. Both are evenly distributed, first between priority ships, then the leftover between the rest of the ships.
    • Maximum crew level: sets the maximum level of crew to use on a given ship, if possible (i.e. if it's set to "green" and elite crew is all that's left, elite crew will be used.)
      • Crew being understrength reduces both current and maximum CR, but does not automatically mean a ship can't be deployed into battle
  • New fleet screen UI (work in progress)
  • Fleet points removed from the campaign (remain as "deployment points" in combat)

Miscellaneous:

  • Revamped "Load Game" dialog
    • Improved how the items look
    • Added indicator for iron mode
    • Added two levels of mod compatibility warnings if the game detects a mismatch between the enabled mods and the mods used by the save
    • Shows tooltip with detailed mod breakdown (enabled at last save, ever enabled for save, currently enabled) for each save
    • Games with warnings and severe warnings re: mod compatibility are auto-sorted to the bottom of the list. Aside from that, most recent saves are on top.
  • Fleet deployment dialog: can right-click to set status directly from "deploy" to not deploy (useful for ships that would otherwise cycle through "deploy", "deploy left", etc)
  • Changed behavior of "all" button in deploy dialog - now sets all ships to "deploy", have to press "deploy" to actually deploy them. Useful for flanking deployment assignments in pursuit scenarios.
  • Sensor Array now provides a 10% damage bonus to all weapons (was: 25% range bonus)
  • Updated admiral AI to work with new battle mechanics
  • Renamed log file to "starsector.log"
  • "Second in command" option (autoresolve) no longer available to the player (possibly a temporary measure, depending on things)
  • Added brief system description to ship tooltip
  • Added tooltip delay to settings
  • Added messages/sound cues warning of 1) CR starting to lower due to extended deployment and 2) CR reaching malfunction levels

New boarding mechanics:

  • Goal is to make boarding a way to acquire new types ships rather than to acquire *more* ships, thus the risks associated with boarding are very high - on average, should be more than the cost to buy the same ship
  • Boarding takes place as a series of choices in the new encounter dialog
  • Both marines and crew can be used to board, marines are much more effective
  • At the end of the encounter, one of the losing side's ships disabled in any of the engagements has a chance to be repaired by its crew. The winning side has a number of options:
    • Board it: requires picking a number of combat-ready ships for the job - only the crew capacity of these may be used for boarding), and one of:
      • Hard dock: best chance of success, high chance of losing ALL ships in the boarding action to a self-destruct. As harsh as it sounds.
      • Launch assault teams from a distance: low chance of success, requires more marines to succeed, high chance of enemy escaping
    • Engage with nearby ships: enemy ship will either be disabled, destroyed, or manage to escape
    • Let it go: enemy ship will be able to escape
  • If the player loses a battle, similar mechanics for the AI kick in (though at this point it will always pick the "engage" option)
  • Increased marine cost 10x
  • Fighter wings can not be boarded

Ship AI:

  • Fixed issue where a retreating ship being pursued would go off the map on the left or right border and then proceed to retreat while out of bounds

Modding:

  • Added SettingsAPI.getDescription(String id, Type type) for retrieving entries from descriptions.csv
  • Added SectorAPI.getPersistentData(), used for saving arbitrary data in the savegame
  • Replaced MutableCharacterStatsAPI.getFriendly/EnemyShipRepairChance() with getShipRepairChance() due to changing mechanics
  • Expanded ShipVariantAPI. Combined with FleetMemberAPI.setVariant(), should be enough to allow mods to dynamically create custom variants.
  • Fixed bug where the order in which weapon firing offsets were specified did not work correctly for recoil with multiple barreled weapons (recoil would always go right-to-left instead of in the firing order)
  • Fixed bug where script to be called on completion of a GO_TO_LOCATION_AND_DESPAWN assignment neved got called
  • Fixed combat crash caused by ships w/o any weapons at all
  • Autoresolve algorithm changed, is now fully moddable


Bugfixing:

  • Fixed autofire targeting bug (was not properly determining which target is closest to current weapon facing)
  • Fixed visual Doom artefacts
  • Fixed rare crash when clicking on retreating ship in the command view
  • Fixed bug where icons for weapons with barrels above the main turret would render below the turret sprite
  • "Reset" button for missions now actually works


Changes as of March 23, 2013

Ship AI:

  • Fixed issue that was causing ships to drift in a slightly wrong direction sometimes (they'd consider a velocity "close enough" to the desired one when it really wasn't)

Miscellaneous:

  • Added new combat map generation code
    • Larger maps, objectives farther from borders
    • Number of objectives ranges from 2 to 4, no more 5-objective maps
  • Control group management can now be done in the fleet deployment dialog
  • Decorative, background parallaxing planet added to campaign battle depending on where the battle takes place
  • Missions only: removed random post-battle capture

Battle mechanics:

  • In an "escape" scenario, pursuing frigates and fighter wings can be deployed on the flanks (clicking on them cycles through "deploy", "deploy left", and "deploy right")
  • Deployed but non-combat-ready ships (possible in "escape" scenario):
    • Have their controls locked and try to retreat off the top of the map
    • Can not be commanded or transferred command to
    • Do not benefit from the 0-flux speed boost
  • Exiting mid-battle:
    • Finishes the battle as a victory if the enemy is in full retreat
    • Exits to main menu from campaign otherwise, unless iron mode, in which case it exits the game
    • Never results in battle being auto-resolved

Modding:

  • Added FluxTrackerAPI.isEngineBoostActive()
  • Added AnimationAPI.get/setAlphaMult()
  • Core implementation of BattleCreationPlugin now resides in the api jar in an impl package
  • Added Global.getCombatEngine()
  • Added Global.getLogger(Class), returns log4j logger for that class
  • Ammo regen timer only starts when ammo is below full
  • Planets can be marked as "background", will move around depending on where on the map the view is, can define the area that maps to the full extent of the map
  • When loading JSON files, errors will now report correct line number (instead of always being line 1)
  • strings.json now merged when multiple mods supply the file
  • Added SettingsAPI methods to get strings from strings.json, get/set dev mode state, get color from settings
  • ModPlugin now has the following methods:
    • void onApplicationLoad() throws Exception;
    • void onNewGame();
    • void onEnabled(boolean wasEnabledBefore);
    • void onGameLoad();
    • void beforeGameSave();
    • void afterGameSave();
  • Mods can add things to existing games (using the "onEnabled" method)
  • generators.csv is now deprecated, use ModPlugin.onNewGame instead.
  • Added "newGameCreationEntryPoint" to "plugins" section in settings.json
  • Mods can now register implementations of the CampaignPlugin interface, with the following:
    • String getId();
    • boolean isTransient();
    • boolean isMod();
    • InteractionDialogPlugin pickInteractionDialogPlugin(SectorEntityToken interactionTarget);
    • BattleCreationPlugin pickBattleCreationPlugin(SectorEntityToken opponent);
  • Mods can create custom dialogs on interaction with any entity, i.e. a planet, a fleet, or an asteroid
  • Added CampaignUIAPI interface, moved addMessage methods from SectorAPI there, added some other methods to it, added SectorAPI.getCampaignUI(), deprecated all SectorAPI.addMessage methods
  • Mods can present a custom dialog to the player at any time via CampaignUIAPI.showInteractionDialog(). The dialog is highly flexible.
    • Core fleet interaction dialog uses the same interaction dialog (code for plugin can be seen in com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl)
    • Allows custom UI widgets to some extent
  • OpenGL rendering, ability to bind loaded textures (can load new textures by adding them to the "graphics" section of settings.json)
    • Custom input processing
    • Example implementation of of custom UI widget in com.fs.starfarer.api.impl.campaign.ExampleCustomUIPanel
      • All it does is grab the sprite for the Wolf and render it at the mouse coordinates on top of a quad background
  • Added BaseModPlugin and BaseCampaignPlugin - provide default impls of all methods, extend those classes rather than implementing the respective interfaces to minimize impact of new methods being added to the interfaces (since default impls of those will be added to the Base*** implementations)

Bugfixing:

  • Fixed bug where gaining experience while having 0 crew would result in a divide by zero
  • Fixed bug that caused some issues during sound loop playback under some very specific circumstances



Changes as of March 13, 2013

Combat readiness ("CR"):

  • Added to create tighter link between combat and campaign layers
  • Each ship has a rating between 0 and 100%, maximum affected by crew level/skills/supply availability
  • Affects damage taken, speed/maneuverability, turret turn rate
  • Particularly low CR results in not loaded missile racks and random weapon & engine malfunctions
    • Random malfunctions only occur at a very low CR rating and are crippling, so deploying ships at that CR level is a tactic of last resort
  • Ships with extremely low CR may not be deployed for combat, unless escaping, in which case their controls are locked to forward movement and their shields/weapons are inactive
  • Recovering CR takes time and consumes supplies, making it less economical (and risky, should an unexpected battle occur afterwards) to deploy an overwhelming force against an enemy and hopefully leading to more even battles even if the player's fleet outnumbers the enemy
  • Frigates (and potentially a few destroyers) have a limited "peak readiness" time in combat, after which CR begins to drop to represent combat stresses on the ship. The goal here is to prevent indefinite kiting tactics from being effective - frigates are now on a timer to do their job.
  • CR reduction due to combat, occurs after combat:
    • Per-ship deployment cost (higher of base deployment cost, or CR used up after peak readiness has passed)
    • Extra CR lost by retreating ships, but only if the engagement was lost
    • Extra CR cost for using missile weapons in combat, based on ammo remaining
    • Extra CR cost for suffering a flameout of weapons being disabled by damage
  • Combat effects of CR (current, will likely change):
    • No deployment below 10%
    • Chance of malfunction below 20%
    • Reduced missile ammo at below 30%, missile weapons at 0 ammo at 10%
    • Penalty to speed/damage taken/rate of fire below 50%, bonus above 60%
      • +-10% speed, +-10% damage taken, +-25% rate of fire
    • Ship system goes offline at 0%
  • Maximum and current CR affected by fraction of crew complement, ships can be deployed with less than their skeleton crew, though their CR will be lowered


Campaign battles mechanics:

  • Take place as a series of engagements, that is, a single "battle" may involve several head-on engagements and a pursuit of one side's remaining ships
    • Only two battle types are a head-on engagement by the two fleets, or one fleet escaping and the other in pursuit
  • After a head on engagement, winning side picks one of three options:
    • Harry the retreating enemy forces: reduces the CR of any enemy ships left in reserve, reduces pursuit range if enemy tries to escape
    • Send out salvage teams: increases salvage (supplies, fuel, weapons, etc) recovered from wrecks from the previous engagement
    • Stand down: deployed ships recover CR (amount equal to deployment cost), but can't pursue if the enemy retreats, and allows the enemy to disengage regardless of their fleet size. Can still "harry" (see below).
  • When one side tries to disengage, the other side has the following options (availability of these depends on results of prior engagements):
    • Pursue: forces an "escape" style battle
    • Harry the retreating enemy forces: reduces the CR of all enemy ships
    • Let them go: ends the encounter with no penalty for the enemy fleet
  • Side that won the last engagement can disengage with no risk, regardless of the size of their fleet

Battle mechanics changes:

  • Ships enter battle with "travel drive" engaged, moving at high speed for several seconds, and retreating ships engage travel drive a few grid squares away from the border (both work to reduce the amount of time spent fighting near a border, or trying to chase a ship across it)
  • Maps are bigger, with objectives farther away from the borders
  • Battle objectives no longer provide fleet points, only ship bonuses
  • Conceptually, objectives are no longer present on the battlefield to begin with, but are deployed by your ships at suitable locations. (The objective sprites are not to scale.)
  • Default battleSize increased from 100 to 200
  • Changes to how escape works:
    • The escaping side has to have at most 80 fleet points worth of ships (otherwise, can't "escape" and must engage in a head-on battle)
    • All of the escaping ships start out deployed partway up the map and must retreat off the top border of the map
    • All civilian ships and carriers are automatically given the "Retreat" order (may be countermanded)
    • Pursuing forces deploy on the bottom or sides of the map to chase down escaping ships
    • "Escape" map is fairly long vertically


Ship AI:

  • Improved aim against moving targets with hardpoint weapons at high crew accuracy levels, better at actually executing the mathematically-correct firing solution. Most visible with fast ships circling each other.
  • Marginally improved logic for detecting danger for deciding whether to lower or raise shields
  • Reduced incidence of ship deciding to turn away from its target to take some potential (and not incoming) hits on armor

Miscellaneous:

  • Player can retreat their flagship by pressing "enter" when within 2000 pixels of the retreat border and facing towards it. Retreat popup dialog is gone.
  • X button in the top right corner and Alt-F4 now close the game
  • Scrollbars are now draggable/clickable/etc
  • Phase Skimmer will now face towards the mouse cursor when it comes out of the skim, unless there's a target set, in which case it'll point towards the target. Phase Teleporter behavior is unchanged.
  • Added "shield arc" indicator to refit screen
  • Combat aptitude now raises maximum CR for piloted ship instead of providing a damage bonus
  • Increased top speed and acceleration for most frigates
  • Pre-combat ship tooltips now only show essential information, can be expanded to show full information by pressing F1
  • Added "Battle size" setting to gameplay settings screen, range is from 100 to 500 with the default at 200. (Other changes to the gameplay make this an ok setting to adjust without disturbing balance ... overmuch.)
  • "Fleet points" are now "Deployment points" and only matter for deploying ships in battle (campaign-level details TBD)
  • Adjusted deployment points values for all ships and fighter wings - reduced for a few frigates, raised slightly for larger ships
  • Ships traveling over their top speed (due to zero-flux coasting, for example) will automatically engage maneuvering thrusters to slow down
  • Flux bar now shows some activity when the flux level is at 0 while flux is being generated and dissipated at a faster rate
  • Removed default keybinding of Alt-A/D for strafe

Modding:

  • Battle objectives are now fully moddable (see data/config/battle_objectives.json)
  • Backgrounds smaller than 2048x2048 now work properly
  • Fixed bug with setOwner() not working on beam projectiles (pulse laser shots, etc)
  • "alwaysAnimate" now works for beam weapons, too
  • WeaponAPI.getCooldownRemaining() now returns 0 when a weapon is firing or charging up, instead of the full refire delay
  • Added to ShipAPI:
  • void setRenderBounds(boolean renderBounds);
  • Added to BoundsAPI:
    • void clear();
    • void addSegment(float x1, float y1, float x2, float y2);
    • void addSegment(float x2, float y2);
  • Added SpriteAPI (utility for rendering in custom UI panels)
  • Added to SettingsAPI:
    • SpriteAPI getSprite(String filename);
    • SpriteAPI getSprite(String category, String id);
    • InputStream openStream(String filename);
    • String loadText(String filename);
    • JSONObject loadJSON(String filename);
    • JSONArray loadCSV(String filename);
    • float getScreenWidth();
    • float getScreenHeight();
  • Added ModPlugin interface:
    • void onApplicationLoad()
    • more likely to come here (for save/load/new game management by mods)
  • Malformed mod_info.json no longer stops the game from starting, any errors reading it are still logged
  • Added engineGlowMaxBlend parameter to ship system modifications, governs how far towards the engineGlowColor the engine's default color is shifted at max system effect level
  • Added to MutableShipStatsAPI:
    • MutableStat getWeaponMalfunctionChance();
    • MutableStat getEngineMalfunctionChance();
    • MutableStat getMaxCombatReadiness();
    • StatBonus getCRPerDeployment();
    • StatBonus getPeakCRDuration();
    • StatBonus getCRLossPerSecond();
    • MutableStat getBaseSupplyUsePerDay();
    • MutableStat getBaseRepairRatePercentPerDay();
    • MutableStat getBaseRepairCost();
  • Removed MutableShipStatsAPI.getRepairTimeBonus() - its effects can be fully accomplished using other stats
  • Added to WeaponAPI:
    • void disable();
  • Combat readiness effects in combat fully moddable (see the "plugins" section in settings.json)
  • Removed battleSize from settings.json, added minBattleSize and maxBattleSize that control the range of the settings slider instead
  • Added:
    • EngagementResultForFleetAPI
    • CrewCompositionAPI
    • A bunch of other stuff

Bugfixing:

  • Fixed bug with sounds still playing at a very low volume if the volume was set to 0
  • Engine hum sound loop will no longer continue playing if an engine is disabled while active
  • Added some manual cleaning of allocated direct buffers to speed things along. End result *should* be a reduced chance of OutOfMemory errors.
  • Fixed bug with two sounds playing at once when decreasing maxed out skill in character screen
  • Fixed bug where drones would sometimes be unable to keep up with the ship that launched them
  • Fixed but with decorative slots occasionally making their way into weapon groups (i.e., Sensor Dish on the Onslaught)
  • Fixed bug that allowed phase ships to fire while cloaked if prevented from uncloaking by overlapping with an object
  • Firing arcs no longer show up on disabled/destroyed ships
  • Fixed "white background after a while" bug (only affected some video cards, apparently)
  • Holding "C" and "S" at the same time no longer results in the ship decelerating twice as fast as normal
  • Fixed Burn Drive AI bug where it was only looking 1000 units ahead for missiles, as opposed to the entire burn distance
  • Fixed Fortress Shield AI bug where it would stop trying to aim the shield while the system was on
  • Fixed bug where activating Maneuvering Jets immediately after a flameout would trigger another flameout

Starsector 0.54.1.aEdit

This version is out - you can download it here.

Note: these do not reflect a lot of design and prototyping work that's been going on behind the scenes, as those aren't ready to be discussed quite yet, and won't be in 0.54.1a at any rate.

Changes as of January 04, 2013

Miscellaneous:

  • Changed game name to "Starsector"
  • New sounds for character screen, UI buttons

Modding:

  • Added to ShipAPI:
    • List<ShipAPI> getDeployedDrones();
    • ShipAPI getDroneSource();

Changes as of January 03, 2013

Miscellaneous:

  • Redesigned character tab/skill UI (screenshot)
  • Sound FX (except for UI ones) no longer play in the title screen (in preparation for having a music track there)
  • Replaced some UI sound effects, new sound effects for the command UI
  • Tachyon Lance:
    • Reduced base EMP damage and flux cost
    • Now applies EMP-emitter-like effect to target ship, causing widespread system failures
  • Ion Cannon: now has a chance to apply a similar cascading EMP effect on hit
  • Added Prometheus-class supertanker (shows up in Hegemony convoy occasionally)
  • Aurora: changed shields to Omni, 180 degree (same as Odyssey)
  • High Energy Focus: changed to increase damage by 50%, increase weapon and engine damage taken by 100%, can keep shields on, 5 seconds active/5 second cooldown, no flux cost
  • New graphics for Light and Heavy Neelder - more in line with the style of the hulls they tend to be mounted on
  • Whiteout from explosions will no longer hide dialog windows
  • Tutorials:
    • Should no longer crash if enemy ships are destroyed before they're supposed to be
    • Can use left/right arrow keys to navigate the instructions
    • The two Wasp wings in the command tutorial are now much harder to kill, so they won't die and make the "escort Hammerhead" step un-achievable
  • Added a few values to settings.json:
    • undecoratedWindow - set to true to turn off the caption bar and borders around the window, if running in windowed mode.
    • windowLocationX, windowLocationY - starting location of the window, so it doesn't always have to be in the center of the screen. Useful with twinview or when using undecorated windows, which are more difficult to move.

Modding:

  • Added "alwaysAnimate" option to .wpn files - plays weapon animation regardless of whether the weapon is firing
  • Added "DECORATIVE" weapon slot type (doesn't show up in weapon groups/can't be fired, can be assigned "weapons" using the "builtInWeapons" field in the .ship file)
  • Added BeamEffectPlugin (specify implementation class with "beamEffect" in .wpn file, see tachyonlance.wpn for example)
  • Added OnHitEffectPlugin (specify implementation class with "onHitEffect" in .proj file, see ioncannon_shot.proj for example)
  • Added EveryFrameWeaponEffectPlugin (specify implementation class with "everyFrameEffect" in .wpn file, see sensordish.wpn for example)
  • Fixed bug with CombatEngineAPI.getAsteroids() not working
  • Added CombatEntityAPI.setAngularVelocity()
  • Added ViewportAPI - provides methods to convert between screen and world coordinates (useful for interpreting mouse clicks, for example)
  • Added to CombatEngineAPI:
    • ViewportAPI getViewport()
    • float getMapWidth()
    • float getMapHeight()
    • CombatEntityAPI spawnAsteroid();
    • CombatEntityAPI spawnEmpArc() // picks its own target, can set range/sound/visual parameters
  • Added to MutableShipStatsAPI:
    • StatBonus getEnergyWeaponFluxCostMod()
    • StatBonus getBallisticWeaponFluxCostMod()
    • StatBonus getMissileWeaponFluxCostMod()
    • MutableStat getBeamWeaponFluxCostMult()
  • Added to SectorAPI:
    • List<StarSystemAPI> getStarSystems() // returns just the one atm
  • Added to WeaponAPI:
    • float getArcFacing()
    • float getArc()
    • void setCurrAngle(float angle)
    • AnimationAPI getAnimation() (provides direct control over playing the animation, if any)
  • Added to ShieldAPI:
    • boolean isWithinArc(Vector2f point)
  • Added to FleetMemberAPI:
    • String getHullId()
    • MutableShipStatsAPI getStats()
  • Added to CargoStackAPI:
    • CargoAPI getCargo()
  • Weapons with recoil will no longer enter the "out of ammo" visual state if they have regenerating ammo

Bugfixing:

  • Fixed ship AI bug that caused it to fire off lots of missiles at phase ships (due to those being technically unshielded)
  • Fixed bug with shield-to-shield ship collision detection (some collisions were missed and resulted in shield-hull collisions instead)
  • Fixed bug that allowed the reinforcements dialog to be opened while in full retreat by pressing 'G' in the combat screen
  • Fixed bug that would not allow autopilot to override the "hold fire" setting
  • Fixed bug where using "Transfer Command" without deploying your flagship first would result in not getting your character's bonuses to piloted ships for the rest of the battle
  • Adjusted calculation for size of friend-or-foe indicator in the command UI
  • Fixed bug with character skills not immediately affecting non-combat-related stats on the campaign level
  • Certain type of ship info tooltip is no longer too short (has the correct amount of space to fully fit the hullmods on a ship)


Changes as of December 16, 2012

Miscellaneous:

  • Can right-click to decrease skills in the character tab, instead of having to hit reset
  • Refit screen: now shows phase cloak upkeep/activation instead of shield data for phase ships
  • Switched "Hardened Shields" and "Frontal Shield Generator" hullmods in the Applied Physics skill
  • Guardian PD:
    • Fixed bug with it not acquiring new targets rapidly enough, despite being a PD weapon
    • Reduced OP cost to 22
    • Increased the number of charges to 10
    • Reduced damage and flux generation by a third

Ship AI:

  • Fixed bug that frequently prevented the AI from firing missiles on an overloaded or venting enemy ship
  • Adjusted Sabot firing range to account for 2nd stage projectile
  • Improved overload avoidance from incoming kinetic damage
  • Turning away from an enemy frigate will no longer automatically cause it to close in
  • Improved logic for deciding when to vent
  • Will set unguided missiles in turrets to autofire if the ammo count is high enough

Modding:

  • .skill files are now merged with the core files by default instead of replacing them
  • Beam and burst beam weapons can now be animated (but the glow sprite can not, must remain the same for all frames)
  • New instances of every CombatEnginePlugin are now created per battle, rather than single instances persisting throughout the entire game
  • Added CombatEngineAPI.isInCampaign()
  • Added MutableCharacterStatsAPI.addXP(long xp)
  • "length":0 now works properly for ballistic projectiles
  • Skill and aptitude spreadsheets can now be fully replaced by mods
  • Added SectorEntityToken.setFaction(String factionId)
  • Fixed bug with BeamAPI.didDamageThisFrame() and BeamAPI.getDamageTarget() not working at all
  • Added to FluxTrackerAPI:
    • void setHardFlux(float minFlux);
    • void setCurrFlux(float currFlux);
  • Added ShipAPI.getShipTarget()
  • Added ShipVariantAPI.getDisplayName(), some other methods
  • Added CombatEntityAPI.setOwner(int owner)
  • Added CombatEntityAPI MutableShipStatsAPI.getEntity()
  • Added DerivedWeaponStatsAPI (for things like dps, sustained dps, etc), WeaponAPI.getDerivedStats()
  • Added WeaponAPI.getShip()
  • Added CombatEntityAPI.getAngularVelocity()
  • Added WeaponAPI.getLocation();
  • Fixed spawnProjectile() not working if the ShipAPI argument was null.
  • Added CombatEntityAPI.setFacing()
  • Added ShipAPI.getSystem()
  • Added ShipAPI.getWingLeader()
  • Added ShipAPI.isWingLeader()
  • Added DamagingProjectileAPI.get/setSource()
  • Added WeaponAPI.setAmmo()
  • Mission list can now be empty in total conversions

Bugfixing:

  • Fixed terrible, terrible bug where some fleetwide ship stats bonuses (armor, hull, & flux capacity) would show up on the tooltip but not actually apply in combat. Piloted-ship-only bonuses worked fine.
  • Fixed bug that resulted in a crash when choosing the "more info" option on a variant that was exported and subsequently loaded.
  • Fixed multiple pinging sound bug when mousing over some disabled buttons in the various trade screens
  • Fixed bug allowed certain character bonuses to remain after assigning skill points and then pressing "Reset"
  • Fixed bug that erroneously removed the "Front Shield Emitter" and "Omni Shield Emitter" hullmods from a design when any other hullmod was removed
  • Fixed bug where entering the simulator (or combat) and quickly going back to the campaign would result in the combat track playing in the campaign
  • Fixed bug with save date being displayed incorrectly on non-English-locale machines
  • Fixed display bug on ship tooltip showing an incorrect (doubled) travel speed bonus
  • Fixed skill tooltip showing "aptitude level reached" when in fact it wasn't, but there were no more skill points
  • Fixed tooltip bug where damage by beam weapons was incorrectly shown as multiplied by the number of barrels the beam weapon has (only affected Guardian PD System)
  • Fixed bug where the engine boost bonus from "Maximum Power" wouldn't update on transferring command, until the bonus was lost and then regained
  • Fighter wings ordered to retreat will no longer cancel the retreat to instead repair at a carrier
  • Fixed bug involving tooltips for items partially hidden from view inside a scrollable area

Starfarer 0.54aEdit

This version is out - you can download it here.

Changes as of November 19, 2012

Modding:

  • Extracted some common methods into CombatEntityAPI interface. MissileAPI, ShipAPI, and AsteroidAPI all derive from it.
  • More enhancements to the API (list below not all-inclusive, just some highlights). Can:
    • apply damage to entities
    • get entity bounds, get the ship armor status
    • add particles / visual explosions to engine
    • add floating text and floating damage text
    • play UI and in-engine sounds and loops
    • spawn missiles and other projectiles
    • Some very basic sample code in data.scripts.plugins.TestCombatPlugin
  • Mods can now load JAR files with code (instead of requiring all code to be compiled by the game).
    • To use, add to mod_info.json:
      • "jars":["file1.jar","file2.jar"],
    • After that, any scripts in the mod can use stuff from the jars
    • Anywhere the data files refer to a class by name, the game will attempt to look it up in one of the loaded jar files first. So, things like sector generation, ship system stats, etc can be completely inside a jar.
    • Anywhere where a class is loaded based on a .java file being inside a particular folder (i.e. various engine plugins) still requires a .java file there, even if it's just a stub calling into code from a jar file
    • Missions could actually be implemented inside a jar if the package name matches the mission folder
    • Classes in the jars need to be compiled for Java 6
  • Added data/config/title_screen_variants.csv to specify which ships show up on the title screen
  • Fixed bug with WeaponAPI.setCooldownRemainingTo() not working right for burst beam weapons
  • Starting ships and background questions are specified using data/scripts/plugins/CharacterCreationPluginImpl. player.faction is no longer used for that (but still used for other things)
  • Total conversions can now remove ships from the core game, so they aren't loaded and don't show up in the Codex, the campaign menu, the title screen, etc. To do this, the total conversion has to:
    • Replace:
      • data/missions/mission_list.csv
      • data/world/factions/player.faction
      • data/world/factions/factions.csv
      • data/campaign/sim_opponents.csv
      • data/config/title_screen_variants.csv
      • data/hulls/ship_data.csv
      • data/hulls/wing_data.csv
    • Include a faction with id "neutral" in its factions.csv (simply adding a line with "data/world/factions/neutral.faction" is fine)
    • Include a ship with id "shuttlepod" in its ship_data.csv
    • Provide a data/scripts/plugins/CharacterCreationPluginImpl that generates faction-specific starting ships
    • Provide a custom generators.csv that does not reference any of the core factions and ships.
    • Alternately, if a TC wished to replace the ships for all the core factions with other ships, it could do this instead of simply removing the core factions.
    • Total conversions can also remove core weapons from the game by replacing data/weapons/weapon_data.csv and removing all references to the weapons (i.e., all core ships, variants, campaign cargo/items, etc)
  • Added "utility" flag to mod_spec.json. Utility mods can be used alongside total conversions.


Changes as of November 15, 2012

Command UI:

  • Regular ships assigned to a strike assignment will act the same as when assigned to engage
  • Ships/fighters assigned to escort a fighter wing will now escort the carrier while that wing refits, and will resume escort duty once it takes off
  • Intercept can now be assigned on any enemy ship. Still takes lighter ships (frigates, fighter wings) by default, but other ships can be assigned manually.
  • Fighters are not auto-assigned to "Harass" because their weapons don't generally have the range to make this successful
  • Updated assignment descriptions/tooltips to match new mechanics

Ship AI:

  • Improved behavior of escorting ships when faced with overwhelming firepower
  • Improved bomber attack run logic

Campaign:

  • Losing ships in combat gives bonus XP, if the fleet has more than 5 fleet points worth of ships
  • Losing a battle gives double XP for that battle, if you fleet was worth more than 5 fleet points

Modding:

  • Added InputEventAPI
  • Added to MissionDefinitionAPI:
    • void addPlugin(EveryFrameCombatPlugin plugin);
    • void setBackgroundSpriteName(String background);
    • void addFleetMember(FleetSide side, FleetMemberAPI member);
  • Added EveryFrameCombatPlugin:
    • void init();
    • void advance(float amount, List<InputEventAPI> events);
  • All implementations of EveryFrameCombatPlugin under data/scripts/plugins will be automatically added to every battle
  • Added to CampaignFleetAPI:
    • MutableCharacterStatsAPI getCommanderStats();
    • LocationAPI getContainingLocation();
  • Added BattleCreationPlugin
    • Implementation under data/scripts/plugins/BattleCreationPluginImpl.java
    • Called to create any campaign battle the player takes part in, uses existing MissionDefinitionAPI
    • Can selectively add EveryFrameCombatPlugin implementations to the combat engine (using MissionDefinitionAPI.addPlugin)
    • Mods overwriting this file will be incompatible with each other (i.e., only one active mod can change the way the battlefield is created)
  • Can add custom ship system AI (warning: it requires a decent understanding of Java)
    • See fastmissileracks.system for commented-out example:
      • #"aiType":"CUSTOM",
      • #"aiScript":"data.shipsystems.scripts.ai.FastMissileRacksAI",
  • Added ShipSystemAPI, FluxTrackerAPI,AssignmentTargetAPI, CombatAssignmentType, made enhancements to ShipAPI, WeaponAPI, ShieldAPI

Miscellaneous:

  • Optimized some ship movement and weapon targeting AI performance (roughly 5-10% improvement in overall frame rate)
  • Revamped fleet command tutorial
  • Revamped combat tutorial, split into "basic" and "advanced" portions
  • Improved Sabot missile tracking - much less likely to get total misses now
  • F11 ("hide HUD") now also hides friend-or-foe indicators around ships
  • New graphics for Gauss Cannon, Railgun, and Storm Needler

Bugfixing:

  • A phased ship overloaded or venting will come out of phase regardless of whether it's on top of another object or not
  • Fixed bug with drones continuing to target a disabled ship if the player kept it as the ship target
  • Fixed bug where keyboard turn controls would take precedence and disallow keyboard strafe controls (did not affect mouse-turning in strafe mode, only Q/E strafing)


Changes as of October 23, 2012

Command UI:

  • Giving a direct order to the flagship now turns on autopilot
  • Changes to assignments/AI behavior:
    • Overall better about proceeding to assignment instead of getting stuck fighting whatever is nearby
    • Intercept: assigns up to 2 frigates/fighter wings, more focused on chasing the target, less likely to be distracted (unless faced with overwhelming firepower).
    • Control/Capture: Automatically updated to call in comparable forces to match what the enemy has in the area.
    • Harass: ship will attempt to stay at longest-range non-missile weapon range and keep away from the target
    • Engage: bombers and support fighters assigned to engage a target will behave as if on a strike assignment - i.e, make a concerted effort at an attack run without getting distracted.
    • Removed "Patrol" and "Rally Fire Support"
    • Added Rally Task Force - functions much as fire support did before, but a catch-all for any custom group of ships. Only draws ships that are directly assigned to it.

Ship AI:

  • Will close in to use short-range weapons when it identifies that the target is vulnerable
  • Fixed bug that would sometimes cause the AI to try to flank the target when there are no other friendly ships in the vicinity. Should fix a lot of "not going for the kill" cases.
  • Won't back off to vent if it's got the upper hand
  • Will attempt to help nearby ships in trouble
  • Fixed bug where ships would attempt to flank the enemy when the only nearby friendly ships were escorting the ship, and so would not separate from it to flank
  • Bombers better about heading back for repairs after an attack run

Music:

  • Added ambient battle track (by Stian Stark)

Miscellaneous:

  • Drastically reduced Apogee sensor drone roam range
  • Automatically shows deployment dialog if all your ships are destroyed/retreated but you still have reserves
  • Turned off performance metrics in non-dev-mode
  • Reduced base command points to 3
  • No longer shows a message regarding what enemy ships are deployed at the start of battle (still does in dev mode, though)
  • Slightly more varied deployment strategies
  • Various adjustments to missions (fleet compositions, command points, displayed difficulty). Some specifics:
    • Forlorn Hope: added 3 more bomber wings and an Onslaught to the enemy forces
    • For the Greater Lud: replaced Eagle with Dominator (the former is nearly impossible to hit with bombers due to the Maneuvering Jets).

Bugfixing:

  • Fixed bug that occasionally caused fighter icons to disappear from the command UI
  • UI sound volume is now properly set to the saved value when the game starts


Changes as of October 13, 2012

Character:

  • Added stat bonuses to aptitudes (e.g., simply having the "Leadership" aptitude provides a small fleet point bonus)

Command UI:

  • Retains the "assignments" concept and works generally as before, but adds the ability to create assignments/assign ships to existing assignment by using a more standard control scheme. Original control scheme still works, too.
  • Can select multiple ships (shift-click, double-click, left-click-and-drag for a box select, etc)
  • Control groups (Ctrl-1, etc), persistent between battles in the campaign
  • Right-clicking when ships are selected creates a (hopefully) appropriate assignment, or assigns the units to an existing one
  • Can pan the view by moving the mouse to the edge
  • Right-click and drag also pans the view, as before
  • Simplified assignment suitability calculation, now almost entirely based on ETA to the target (with special consideration for civilian ships, carriers, and bombers)
  • Adjusted default keyboard shortcuts for assignment creation, to reflect that they're no longer presented in a separate context menu but as part of the overall command UI
  • Removed "standing orders" menu
  • Flagship and current target are now shown in the command UI
  • Command points adjustments (tentative - specifics are still under consideration, these are all liable to change. Just here to provide an idea of how it works in the dev version as of right now):
    • Assignments created while paused still cost 1 CP which will be refunded if the assignment is cancelled before unpausing - this is exactly as before.
    • Right-click-assigning ships to a refundable assignment is free
    • Creating an assignment for a specific ship (or group of ships) via right click (i.e., select fighter wing, right click on objective) costs 1 CP, regardless of the number of ships involved

Hullmods: Resistant Flux Conduits now provides a 50% EMP resistance (down from 75%) and increases the flux vent (not dissipation) rate by 25%, increased OP cost slightly

Miscellaneous:

  • Disabled ships repaired after battle now lose their hull mods and vents/capacitors
  • Ion Cannon: increased range (500 -> 600), reduced flux per shot (120 -> 80), reduced OP cost (7 -> 6)
  • Improved ship armor schematic graphics, especially for fighters (smoother, not pixelated)

Modding:

  • Added to MutableShipStatsAPI:
    • MutableStat getVentRateMult()
  • Added to FleetMemberAPI:
    • String getId() - returns unique id for this fleet member
  • Added to ShipAPI:
    • String getFleetMemberId() - ID of fleet member this ship corresponds to. Can be null.
  • No more "weaponAssignmentSuitability" in .system files, to reflect command UI/mechanics changes
  • Added "hints" column to ship_data.csv
    • Possible values: CIVILIAN and CARRIER
    • Used to tell the AI how to behave with a given ship. A ship is considered civilian if it either 1) is flagged as "CIVILIAN" or 2) has less than half of its ordnance points spent.

Bugfixing:

  • Some burn drive AI fixes
  • Fixed bug in command UI where changing the zoom level and using right-click to pan the view would cause the view to jump


Changes as of September 21, 2012

Hullmods:

  • Augmented Engines no longer has flux dissipation penalty, engines take 2x longer to repair instead
  • New hullmods:
    • Dedicated Targeting Core (restricted, but always-unlocked version of the ITU)
    • Blast Doors
    • Unstable Injector

Character skills:

  • Power Grid Modulation (perks: Predictive Breaker Network, Safety Override)
  • Coordinated Maneuvers (perks: Advanced Formations)
  • Advanced Tactics (perks: Special Ops)
  • Command Experience (perks: Making Do)
  • Fleet Logistics
  • Applied Physics
  • Flux Dynamics (perks: Miniaturized Capacitors, Miniaturized Vents)
  • Construction
  • Field Repairs
  • Navigation
  • Missile Specialization (perks: Autoloader Reprogramming, Increased Yield)

Miscellaneous:

  • Reduced fleet point cost of the Doom to 17
  • Adjusted phase cloak mechanics a bit
    • Phase cloak can be deactivated while in a partial overlap with another ship
    • Force pushing overlapping ship away is much stronger when the overlap is greater
  • Improved character creation process
    • Some background choices
    • Initial skill and aptitude assignments
    • Iron mode
  • Ship tooltip now shows size of bonuses/penalties to various stats, in addition to highlighting them in red/green

Modding:

  • Starting player fleet now works differently - have to edit CharacterCreationPluginImpl to adjust it, no longer uses the definition from player.faction
  • Character creation process is entirely moddable
  • Added MutableCharacterStatsAPI
  • Added to settings.json:
    • "startingFleetPoints"
    • "startingCommandPoints"
    • "baseFriendlyShipRepairChance"
    • "baseEnemyShipRepairChance"
  • Added to MutableShipStatsAPI:
    • MutableStat getCrewLossMult()
    • MutableStat getHardFluxDissipationFraction()
    • StatBonus getFuelMod();
    • StatBonus getFuelUseMod();
    • StatBonus getMinCrewMod();
    • StatBonus getMaxCrewMod();
    • StatBonus getCargoMod();
    • StatBonus getHangarSpaceMod();
    • StatBonus getMissileMaxSpeedBonus();
    • StatBonus getMissileAccelerationBonus();
    • StatBonus getMissileMaxTurnRateBonus();
    • StatBonus getMissileTurnAccelerationBonus();
    • MutableStat getProjectileSpeedMult();
    • Added SettingsAPI.getScriptClassLoader();

Bugfixing:

  • Fixed bug in phase skimmer/teleporter AI - was not properly evaluating missile danger at destination.


Changes as of September 12, 2012

Character skills:

  • Each skill can be increased from 0 to 10
  • No more synergies
  • Each skill has a core effect that goes up with the level of the skill, and up to two "perks" that are generally unlocked at skill level 5 or 10. Perks provide a fixed bonus that does not scale with the level of the skill. Some skills may lack perks for now and receive a boosted core effect instead.
  • Tentatively implemented the following skills and perks:
    • Ordnance Expert (perks: Secured Magazines, Optimized Assembly)
    • Damage Control (perks: Compartmentalization, Rapid Response Teams)
    • Target Analysis (perks: Precision Fire, Active Frequency Detection)
    • Evasive Action (perks: Evasion, Deflection)
    • Helmsmanship (perks: Maximum Power, Dynamic Stabilization)
    • Gunnery Implants (perks: Neural Diagnostics, Weapon Proprioception)
    • Mechanical Engineering (perks: Effective Maintenance)
    • Computer Systems

Ship AI:

  • More accurate with hardpoint-based weapons
  • Improved missile and collision avoidance logic
  • Fixed bug in Phase Skimmer AI that would occasionally let it teleport right in front of friendly ships
  • Fortress Shield using ships won't lower shields at high flux quite so readily when engaging the Fortress Shield is a better alternative
  • Fixed firing logic bug when weapons with wildly different stats ended up in the same alternating weapon group
  • Fixed bug where ship wouldn't fire if the enemy shield efficiency was too good, even if the soft flux generated by firing could be readily dissipated
  • Fixed bug in phase cloak AI where it would overestimate ship explosion range

Fighter AI:

  • Improved wingman behavior:
    • Varying degrees of independence (bombers - none ("stay on target!"), interceptors - lots)
    • Will target and individually avoid incoming missiles
    • Will spread out to flank/catch target in crossfire
    • In general, more natural-looking flight patterns and dogfights
  • Improved engine visuals (less flickering due to rapid thrust adjustments)

Miscellaneous:

  • Added tooltips and icons to hullmods in the refit screen
  • Small strike weapons (i.e., AM Blaster) will no longer try to target missiles if the ship is fitted with the Integrated PD AI hullmod
  • Phase cloak now generates hard flux and ships can dissipate soft flux while phased
  • Increased Heavy AC ammo to 300 (from 200)
  • Decreased Heavy Mauler ammo to 200 (from 300)
  • Dimmed default text color somewhat
  • Improved logic for when to auto-assign weapon groups to better detect the case when the player forgot to do it (won't do it for variants loaded from disk or ones where the player edited weapon groups)

Modding:

  • Fixed bug where increasing the shield unfold rate by an extreme amount would lead to dimmer shields
  • System definitions no longer require an "outOfUsesSound" sound.
  • "BALLISTIC_AS_BEAM" projectiles can now have a "PROXIMITY_FUSE" behavior
  • Projectile graphics now rendered at correct aspect ratio based on the width of the trail, regardless of its length
  • Mods are now able to properly override weapon projectile files
  • CampaignClockAPI.getElapsedDaysSince() now returns fractional values instead of rounding to whole days
  • Added "specialWeaponGlowWidth" and "specialWeaponGlowHeight" to .wpn definition - specifies flux damage bonus or system effect glow size (uses defaults if unspecified). Adjusted several ballistic weapons to use this.
  • Removed unused "tier" column from hull_mods.csv, added "unlocked" column. Mods flagged with "TRUE" will be available without needing a skill to unlock them.
  • Mutable ship stats, added:
    • MutableStat getCombatEngineRepairTimeMult()
    • MutableStat getCombatWeaponRepairTimeMult()
    • MutableStat getHullRepairRatePercentPerSecond()
    • MutableStat getMaxHullRepairFraction()
    • StatBonus getEffectiveArmorBonus()
    • StatBonus getHitStrengthBonus()
    • MutableStat getDamageToTargetEnginesMult()
    • MutableStat getDamageToTargetWeaponsMult()
    • MutableStat getDamageToTargetShieldsMult()
    • MutableStat getEngineDamageTakenMult()
    • MutableStat getWeaponDamageTakenMult()
    • MutableStat getAutofireAimAccuracy()
    • MutableStat getMaxRecoilMult()
    • MutableStat getRecoilPerShotMult()
    • MutableStat getRecoilDecayMult()
    • StatBonus getOverloadTimeMod()
    • MutableStat getEmpDamageTakenMult() (@Deprecated getFluxDamageTakenMult())
    • MutableStat getZeroFluxSpeedBoost()
    • MutableStat getZeroFluxMinimumFluxLevel()

Starfarer 0.53.1aEdit

This version is out - you can download it here.

Changes as of August 16, 2012

Content:

  • New graphics for Thermal Pulse Cannon

Modding:

  • Improved error message when there's a problem with a weapon slot id. Example:

"Ship hull [jumper] variant [jumper_standard]: slot id [WS0001] not found for weapon [ioncannon]"

Bugfixing:

  • A ship with 0 maximum armor will no longer cause autoresolve hangs (only affects mods)
  • Fixed rare bug with drone launching AI where drones wouldn't be launched in some rare circumstances


Changes as of August 13, 2012

Ship AI:

  • Improved friendly fire detection
  • Removed a case where a frigate would try to flee in a situation where it was not a good idea
  • Fixed up a few cases where a ship would turn away from the enemy without a good (armor related, or otherwise) reason
  • Fixed really old bug with missile avoidance (would try to avoid dumbfire missiles fired by itself...)
  • Fixed bug with incoming damage evaluation that was ignoring whether certain projectiles could actually hit the ship, leading to unnecessary evasion, shield raising, etc
  • Phase teleporter and skimmer using ships better about not teleporting in front of friendlies
  • Should no longer waste quite as many missiles on undefended targets like the Buffalo Mk.2

Content:

  • Added new system: "Terminator Drone"
    • Single high-tech drone armed with a Burst PD Laser and an IR Pulse Laser
    • Has multiple hull mods to enhance its effectiveness
    • Equipped with specialized, high-frequency/short range phase skimmer
    • Uses the phase cloak for defense
    • The launching ship is equipped with a mini-fac that allows it to slowly produce replacement drones during combat
  • Tempest: changed system from "Active Flares" to "Terminator Drone". Set hangar space to 0.
  • Improved pulse laser projectile graphics (changes made for all similar weapons in the game)
  • Onslaught now has two free, built-in Thermal Pulse Cannons instead of the two forward-facing large hardpoints

Modding:

  • Added "built in" weapons:
    • Fixed per hull, can not be removed or replaced, can be seen in the refit screen, doesn't cost any OP
    • type:"BUILT_IN", "mount" can be the standard range of values
    • Specified in the .ship file, like so: "builtInWeapons":{"WS 016":"tpc", "WS 017":"tpc"}
  • Fixed bug where a mod couldn't change a vanilla ship system ("spec of class *** already exists" error)

Balance:

  • Improved Sabot 2nd stage accuracy
  • Increased some of the Onslaught's weapon arcs

Miscellaneous:

  • Ship tooltip shows values to two decimal places where appropriate
  • Sabot 2nd stage can no longer hit friendly ships when "flamed out"

Modding:

  • Phase Cloak and Phase Skimmer/Teleporter and related AIs now properly work with drones
  • Rate-of-fire stats (getEnergyRoFMult(), etc) now affect burst beam burst delay

Bugfixing:

  • Fixed bug with some shield hullmod effects being shown on fleet member tooltip before while the mods were still pending completion


Changes as of August 09, 2012

Ship AI:

  • Improved Phase Cloak AI
    • More aggressive about unphasing to use PD on incoming missiles
    • Much better about avoiding overload from staying phased too long
    • Fixed bug that cause it to stay phased when not threatened, in some circumstances
  • Improved detection of impending enemy ship explosions (more accurate radius estimate)
  • Knows to prefire a bit when enemy ships are coming out of phase
  • Will use the phase skimmer to move away from a dangerous target more often
  • Fighters will take armor status into account when deciding whether to return to a carrier
  • Improved broadside AI (better at keeping a broadside towards the enemy)
  • More conservative with firing off low ammo missile strike weapons (i.e. torpedoes) - won't instantly use all of them on the first target
  • More likely to strafe while backing off to vent
  • Improved the logic for determining whether the missiles fired against a venting or overloaded ship are likely to hit
  • Phase skimmer and teleporter using ships will no longer overreact by teleporting away from relatively harmless asteroids
  • Teleporter-using ships more aggressive about pursuing fleeing ships
  • Phase cloaked ships can pass through solid objects (ships, asteroids) at low flux, but get pushed away as their flux goes up (was: always get pushed away from solid objects while phased)
  • More likely to close in for the kill on a vulnerable shipp instead of backing away
  • Larger ships keep shields up longer before dropping them to take some hits on armor

Content:

  • Added "Front Shield Emitter" that converts omni shields to front while increasing the deployment speed and arc and reducing the upkeep cost
  • Added "Elite" Enforcer variant. Shows up in the Hegemony SDF.
  • Added phase ships and Hyperion variants to random battle
  • Adjusted stock Aurora and Odyssey loadouts

Balance:

  • Afflictor: increased phase cloak activation cost a bit, reduced upkeep cost
  • Front shields now raise twice as quickly
  • Maneuvering Jets: removed all flux cost, stacks with 0-flux speed boost, added 5 second cooldown (was 0)
  • Phase Teleporter: increased cost to 20% of base flux (up from 10%), reduced cooldown to 0 (down from 3 seconds)
  • Hyperion: increased fleet point cost to 15 (from 8 )
  • Phase Skimmer: reduced charge regeneration to 1 per 10 seconds (down from 1 per 5 seconds)
  • Omen: reduced shield efficiency somewhat, increased shield upkeep
  • Reaper torpedoes: increased hitpoints to 500 (takes 3 Flak shots to take down instead of 2)

Miscellaneous:

  • Added "x" button to close game launcher (Escape still works, too)
  • Maneuvering Jets and Burn Drive can no longer be activated if the ship's engines are disabled, and will be turned off if active when a ship's engines are disabled
  • Antimatter Blaster: increased damage to 1200 (from 1000)

Modding:

  • API additions:
    • ShipHullSpecAPI.getHullId()
    • ShipAPI.getVariant()
    • ShipVariantAPI.getHullMods()
    • CargoAPI.getQuantity(CargoAPI.CargoItemType type, Object data)
  • Drone system with multiple launch points defined on the ship will cycle through the launch points instead of launching from all of them at once
  • Adding a phase cloak as a system (as opposed to shieldType=PHASE) no longer causes an error, but that should not be necessary because...
  • Added "defense id" column to ship_data.csv which can be used to specify the id of the phase cloak system to use, allowing for different types of phase cloaks to be added
  • Added data/config/engine_styles.json for shared custom engine styles. Can use "styleId" to point to a style in this file instead of specifying a full style using "styleSpec"
  • A PHASE_CLOAK system specification no longer requires glow layers (phaseHighlight and phaseDiffuse) to be specified (note that the vanilla phase cloak still requires them)
  • Removed HullModEffect.applyEffectsAfterShipCreationFirstPass() - instead, applyEffectsAfterShipCreation() is guaranteed to be called in the order that the hull mods were added. In particular, due to hull mod dependencies (via isApplicableToShip) this guarantees that FrontShieldGenerator.applyEffectsAfterShipCreation() will be called before any shield-modifying hull mods.
  • Added "convergeOnPoint" to beam weapon spec to allow mods to replicate the effect of the Guardian PD System

Bugfixing:

  • Fixed bug where threat from a ship system (i.e. the EMP Emitter) was not assessed correctly, leading a ship to keep the shields down in some circumstances
  • Fixed bug where a system might be used to carry out a maneuver that was no longer relevant to the ship's orders (example: phase-skimming forward right after being assigned to escort duty)
  • Fixed bug with flare systems erroneously showing up in weapon convoys
  • Apogee's sensor drones now have their ion cannons
  • Accelerated Ammo Feeder effect now correctly applies to weapons that need to charge up to fire (e.g. Railgun)
  • Full Escort command takes the intended amount of ships now (the amount went down unintentionally in 0.53a)
  • Fixed some issues with the lock-view-on-target feature
  • Fixed view jumping when autopilot uses the Phase Teleporter while the UI is in "show video feed" mode
  • Fixed bug with Fast Missile Racks not working properly when triggered in the middle of a missile burst
  • Fixed bug where activating phase cloak during a weapon burst reset the burst cooldown
  • Fixed bug where reactivating the phase cloak while still in phase (but coming out, and able to fire) did not incur the activation cost
  • EMP Emitter can no longer hit the command shuttle
  • Fixed bug where the flux damage bonus and the High Energy Focus damage bonus was being squared for blaster and pulse-type energy weapons

Starfarer 0.53aEdit

This version is out - you can download it here.

Changes as of August 02, 2012

Ship AI:

  • Is aware of conserving flux when firing against particularly effective shields
    • Most visible when facing active Fortress Shields, but also applies when firing HE or fragmentation weapons at shields
  • Will always raise omni shields in the direction it intends, instead of sometimes raising it in the wrong direction and then swinging it to face the threat
  • Knows to lower and re-raise omni shields if they're pointing in the wrong direction, instead of swinging them over (which takes longer)
  • Fixed bug that would sometimes cause the AI to inexplicably lower shields. Probably.
  • Will not automatically lower shields when autopilot is engaged
  • Improved missile avoidance
  • Ships without shields will be more careful about avoiding missiles
  • Improved logic that determines when it's ok to go in against a more powerful ship and when to pull back (multiple ships do a better job of trading off damage between each other)
  • Frigates with at least a medium-sized weapon will never be considered "civilian", regardless of their loadout. (Prevents Hound from becoming very defensive/evasive with certain non-stock loadouts)
  • Adjusted missile panic fire to occur earlier for shieldless (and cloakless) ships. Mostly affects the Buffalo Mk.2 - it's more likely to get rid of all its missiles before exploding.

Content:

  • Added Phaeton-class medium tanker
    • Found in a few factions' fleets and convoys, not available for sale
  • Added chance of Hyperion spawning in some Tri-Tachyon fleets
  • Added "Front Shield Generator" hullmod that adds a basic shield to shieldless ships

Command UI:

  • Adjusted fire support suitability calculation - ships that are better for an assault role will no longer get assigned to fire support (i.e., just because your Conquest has 2 MIRV launchers, it won't get lumped in with the Vigilances).
  • Adjusted carrier group suitability calculation - ships like the Venture and Odyssey will no longer be assigned.

Modding related:

  • Added SectorAPI.getPlayerFleet() method
  • Extracted some common methods into a FleetDataAPI, added methods:
    • FleetDataAPI CargoAPI.getMothballedShips()
    • FleetDataAPI CampaignFleetAPI.getFleetData()
  • Updated to new version of Janino (break and continue in loops will compile now)
  • Added CargoStackAPI, CargoAPI.getStacksCopy()
  • Modded-in combat music /should/ work now
  • Added a few methods to the HullModEffect interface to support figuring out which mods are applicable to which hull and the addition of shields.
    • Any mod that adds hull mods will need to be updated - the classes implementing HullModEffect will not compile

Miscellaneous:

  • Improved Codex UI
  • Added ship systems to Codex
  • Hullmods that are not applicable to a ship will be disabled in the hullmod selection dialog (for example, shield mods for a ship w/o shields).

Bugfixing:

  • Fixed campaign movement bug that would cause you to overshoot your destination if you clicked on empty space
  • Fixed bug that allowed you to center the view on a target even if that target was no longer visible through the fog of war
  • Fixed bug where flagship display for a mission wouldn't update right after the flagship was refitted


Changes as of July 24, 2012

Admiral AI:

  • Knows to engage enemy fire support ships when they become a significant danger

Ship Systems:

  • Fortress Shield: generates hard flux but allows soft flux dissipation while it's on, allowing ship to take a "breather" in combat when its flux is high from weapons fire
  • Maneuvering Jets: removed cooldown, added flux cost

Content:

  • New mission: "Ambush" - showcases phase ships
  • Added phase ships to some Tri-Tachyon and independent fleets
  • Phase ship hulls available for sale at Tri-Tachyon HQ
  • Omen hulls available for sale at Tri-Tachyon HQ
  • New ship: Mule-class Combat Freighter (screenshot)
    • Added to some Hegemony, Pirate, and Independent fleets
    • Available for sale at the Hegemony Orbital Station

Modding-related:

  • Removed redundant "API" suffix from some functions in the Global class
  • Added createFleetMember() method to Global.getFactory()
  • Greatly expanded CampaignFleetAPI and FleetMemberAPI (thanks for bugging me about it and putting together a list of methods, LazyWizard)
  • Cost to activate/keep on the phase cloak is now set per ship, in ship_data.csv ("phase cost", "phase upkeep" columns - expressed as fraction of ship's base flux capacity)
  • Added following methods to MutableShipStatsAPI:
    • getPhaseCloakActivationCostBonus()
    • getPhaseCloakUpkeepCostBonus()

Miscellaneous:

  • Ship tooltip now shows phase cloak info (if applicable)
  • Ship tooltip shows what active system a ship has
  • Upgraded to LWJGL 2.8.4
  • Fortress Shield and Phase Cloak apply sound effect filter when on

Bugfixes:

  • Fixed ship AI bug where it wouldn't fire any weapons in an alternating group if the total flux cost to fire all weapons in the group was too high
  • Fixed bug where fighters with a weapon that regenerated charges would go back to refit when charges ran down to 0


Changes as of July 14, 2012

Ship AI:

  • Adjusted strafing/pursuit algorithm to help avoid a situation where two ships will circle each other ineffectively for a long time. This result in a significant AI quality improvement overall:
    • Better aim with forward-facing weapons
    • Better aim with guided *and* unguided missiles - in particular, AI frigates can now use Reaper torpedoes effectively
    • More aggresive engagements when appropriate
  • Improved tactical response to being kited
  • No longer tries to flee from frigates or fighters, since that generally doesn't ends well
  • Improved collision avoidance - ships should more reliably go around each other when their destinations cause them to cross paths

Added Phase Cloaking:

  • Replaces shields on phase ships (right click to phase in/out)
  • Phased ships can be seen, but not hit
  • No flux dissipation, builds a percentage of base flux per second - can't stay phased indefinitely
  • Costs a percentage of base flux to activate
  • Ship overloads if the phase cloak maxes out the flux level
  • Can't unphase inside a solid object (but will overload)
  • Can't fire while phased
  • Three new phase ships: one cruiser and two frigates
  • See blog post for more details: http://fractalsoftworks.com/2012/07/09/the-evolution-of-phase-cloaking/

Weapon/balance changes:

  • Phase Beam: increased range by 100 units
  • Phase Charge Launcher: renamed to "Proximity Charge Launcher", increased ammo to 30, increased launch speed, reduced rate of fire from 1/second to 1/3 seconds, reduced damage
  • Tachyon Lance: reduced range and damage by 50%. Increased EMP damage by 50%. No longer goes through fighters.

Ship Systems:

  • Changed Fast Missile Racks to generate flux per use, drastically reduced cooldown

Miscellaneous:

  • Added per-system icons to in-combat ship status display
  • Missile engine glow will now gradually diminish a couple of seconds before it flames out, giving some warning that it's about to happen

Bugfixes:

  • Ship AI no longer tries to avoid an (impossible) collision with the transfer command shuttle pod
  • Fixed potential game freeze if two fleets with ships with no attack capacity whatsoever engaged in an autoresolved battle
  • Fixed bug where autofiring missile weapons didn't properly recognize when friendly fire is NOT a danger
  • Fixed bug where switching weapon groups quickly would sometimes cause the weapon arcs for the wrong group to be displayed


Changes as of June 11, 2012

Ship Systems (along with tentative ship assignments):

  • Flare Launcher - launches flares that distract the guidance systems of incoming missiles and PD weapons. Any missile hitting a flare will be destroyed.
    • Hound, Dram, Valkyrie, Buffalo Mk.II, Atlas
  • Active Flare Launcher - similar to the above, but flares lock on to and track incoming missiles
    • Shuttle, Tempest, Buffalo
  • Burn Drive - temporarily engages the drive used for system travel. Massive speed boost for a fixed time, can't turn or use shields (but can fire), risk of full engine flameout on significant collision.
    • Tarsus, Enforcer, Dominator, Onslaught
  • Maneuvering Jets - activates extra thrusters to greatly improve ship maneuverability (acceleration/deceleration, turn rate, turn acceleration/deceleration)
    • Falcon, Eagle, Conquest
  • Fast Missile Racks - rapidly reloads any cooling-down missile weapons
    • Vigilance, Condor, Venture
  • Fortress Shield - drastically improves shield efficiency at the expense of a constant flux buildup and inability to fire weapons
    • Paragon
  • High Energy Focus - boosts energy weapon damage by 50%, increases damage taken by 50%, can't use shields
    • Sunder, Aurora, Odyssey
  • Phase Teleporter - teleports anywhere (to cursor location) within a significant range (~1500 pixels)
    • Hyperion
  • Phase Skimmer - teleports a fixed, short distance along the ship's current velocity vector
    • Wolf, Medusa
  • Point Defense Drones (high tech) - small, fragile drones armed with LR PD Lasers
    • Astral
  • Point Defense Drones (midline) - small, fragile drones armed with Light MGs
    • Gemini
  • Sensor Drones - drones armed with ion cannons that also increase the sight radius and weapon range while deployed
    • Apogee
  • Accelerated Ammo Feeder - doubles ballistic weapon rate of fire for a fixed duration
    • Brawler, Lasher, Hammerhead
  • EMP Emitter - targets missiles and nearby ship's weapon and engine subsystems, dealing a lot of EMP damage (and some energy). Mostly neutralized by shields.
    • Omen

Balance:

  • Increased Pilum missile hitpoints
  • Updated Flux Coil Adjunct hullmod to provide double the capacity bonus
  • Reduced single-shot Reaper torpedo launcher cost to 2 OP (from 4)
  • Improved Buffalo Mk.2 speed and maneuverability significantly
  • Improved Buffalo top speed

Ship AI:

  • Knows about coasting at a higher speed attained from the zero flux engine boost (or by other means)
  • Fixed bug that was causing a capital ship with omni shields to overestimate its nimbleness
  • Fixed bug that caused a ship to think it was venting when its target was (resulting in backing off from venting enemy ships)
  • Will try to avoid colliding with smaller friendly ships that have their engines disabled
  • More conservative with strike weapons (such as torpedoes), less likely to waste them on enemy shields
  • Improved shield AI to be aware of incoming projectiles, even when the weapon that fired no longer seems a threat
  • Will vent when at relatively low flux, but unthreatened
  • Improved logic for deciding which side to turn towards enemy for broadsides
  • Knows about ship systems

Miscellaneous:

  • Toned down ship explosion whiteout, fixed case where it would stay washed out for too long
  • Various performance optimizations
  • Updated weapon tooltip to show sustained flux/second value instead of burst
  • Optimized weapon code to do less work for weapons that are off-screen
  • Improved collision checking algorithm to minimize chances of projectiles passing through without doing damage (was only happening when the frame rate dipped)
    • Bombing runs and fighters firing at a ship while directly on top of it will no longer hit the bounds, but rather other points inside the hull
  • Missiles can no longer hit the launching ship if they fizzle out, UNLESS they've left the ship's bounds at some point

Controls:

  • Removed key binding for raising flux on purpose
  • "F" now the default key for using the ship's system
    • For drones, F cycles through "recall"/"deploy around ship"/"free roam" modes
  • "Q" and "E" now bound to strafe left/right without turning

Content:

  • Added "ECCM Package" hullmod that gives missiles a chance to ignore flares and improves missile tracking and engine performance
  • Unique icons for every hullmod

Modding-related:

  • Can now specify custom engine glow color and contrail data (see data/shipsystems/proj/flare_standard.proj for example)
  • Added new MutableShipStats:
    • getEccmChance() - chance for missiles fired by ships to ignore flares
    • getMissileGuidance() - governs improvement to missile tracking AI and engine performance
    • getSightRadiusMod() - fog of war radius the ship can see through
    • getMissileRoFMult() - rate of fire multiplier for missile weapons
    • getBallisticRoFMult() - rate of fire multiplier for ballistic weapons
    • getEnergyRoFMult() - rate of fire multiplier for energy weapons
  • Increased rate-of-fire capped at 20 shots/second. Weapons firing faster than that are unaffected.
  • Fixed some issues with incorrect UI colors being used (wrong color for hangar space bar, crew bar in ship tooltip)
  • Fixed bug that was causing some very large modded ships to not be properly zoomed out in the refit screen

Bugfixes:

  • Fixed bug where a ship could be "too good" for a destroyer escort assignment
  • Fixed flickering issue when fleet was parked directly over the sun
  • Fixed Sunder variant that went over the flux vents cap
  • Saved custom ship loadouts designed in missions no longer erroneously show up in the campaign variant manager
  • Fixed bug that caused some animations to not be properly cleaned up after every battle
  • Fixed accident chance erroneously showing up from being over capacity hangar space
  • Fixed bug where hullmods would not be applied when a ship is refitted for a mission
  • Fixed bug where burst lasers could still use up charges by trying to fire while the ship is overloaded/venting
  • Fixed bug that resulted in incorrect "current" weapon being shown in weapon picker (refit) dialog after an undo

Starfarer 0.52.1aEdit

This version is out - you can download it here.

This release is a bugfix/hotfix release for 0.52a, and so doesn't contain any significant new features.

Changes as of May 06, 2012

Ship AI:

  • Carriers and fire support ships stay out of trouble better, don't get distracted from moving to the designated rally point

Admiral AI:

  • Won't immediately retreat if it was willing to engage in battle on the campaign screen

Miscellaneous:

  • Tabbing out while in fullscreen mode will turn off the sound
  • Added extra row to reserves list in the fleet deployment dialog
  • Weapon flux/second numbers in the refit screen now list the sustained (not burst) flux use for charge-based weapons
  • Plasma Cannon and Antimatter Blaster now generate flux when they fire (instead of as they charge), and will no longer try to fire when there isn't enough flux
  • Crash stack trace now appears at the end of the logfile, instead of before the performance data

Modding-related:

  • Fixed bug where missiles with the RENDER_LOADED_MISSILES_UNLESS_HIDDEN flag would not render in the weapon icon
  • Fixed bug with separateRecoilForLinkedBarrels (it now works)
  • MIRV warheads can now deal EMP damage - use "emp":<value>
  • Changed code structure to avoid ConcurrentModificationException coming up when adding new orbital stations or planets under some conditions
  • Made cargo/refit/fleet grid color changeable by mods
  • Added to StarSystemAPI:
    • List<CampaignFleetAPI> getFleets();
    • List<SectorEntityToken> getPlanets();
    • List<SectorEntityToken> getOrbitalStations();
    • List<SectorEntityToken> getAsteroids();
  • Added to CampaignFleetAPI:
    • FactionAPI getFaction();
    • Vector2f getVelocity();
  • Generics are now used in the API to show parameter/return value types more clearly, still can NOT be used in scripts (JANINO limitation)


Bugfixes:

  • Fixed bug where suspended repairs would still continue to use up supplies
  • Fixed fleet speed computation bug when the slowest ship in the fleet is a fighter
  • Fixed issue with mod list not having enough vertical space to display all the mods properly
  • Fixed bug that was causing deployed ships to sometimes take extra damage in the post-battle calculations
  • Fixed intermittent bug with cargo capacity not updating when picking up part of a stack
  • Fixed crew movement bonus displayed on the tooltip (was showing 2x the actual bonus)
  • Fixed bug with damaged fighter wing returning to carrier over and over again when there aren't enough supplies for repairs
  • Fixed bug that was causing the random mission to be re-rolled on exiting the refit screen
  • Fixed bug that let you sell/mothball your last ship
  • Fixed bug with checking to see if ship hulks are in the way before firing
  • Fixed bug that could cause your fleet to end up with multiple ships tagged as flagship
  • Fixed bug where it was possible to switch tabs in the UI in the same frame as taking another action (such as picking up an item)
  • Fixed bug where if you were out of supplies, buying more and then repairing at the station didn't work
  • Fixed bug that caused player ship to not fire some turret-based weapon groups when on auto-pilot
  • Fixed crash after loss in combat simulation when entered from the mission refit screen (not campaign)
  • Fixed crash on pressing "more info" on a custom ship variant that has been exported

Starfarer 0.52aEdit

Here's the list of changes made in the dev version since the 0.51a release.

Standard disclaimer: it's probably missing a few small things here and there that I didn't write down.

Not save-compatible with the 0.51a release.

Changes as of April 30, 2012

Miscellaneous:

  • Fighter repairs:
    • Fleets with carriers (ships with flight decks) repair fighter wings immediately outside of combat (costs supplies)
    • Repairing fighters in combat costs supplies
      • When out of supplies, fighters will still be repaired, but lost fighters will not be replaced
  • Increased stack sizes for supplies/fuel/crew/marines to 1000
  • Improved itemization somewhat (more light weapons and missile pods delivered by convoys)
  • Changed behavior of UI tab shortcuts - they will now close the current tab, EXCEPT in the trade UI. Let's see how that feels.
  • Added option to repair your fleet at non-hostile orbital stations. Still costs supplies, but not credits.
  • Autofiring weapons will prefer the ship's target (if set, and if not a PD weapon with a missile or fighter in its arc)
  • Reduced Thumper damage and flux cost
  • Added icons for most hull mods (in hull mod selection dialog)
  • Campaign fleet rendering optimization: will now only show up to 20 ships in any given fleet in the campaign view


Changes as of April 26, 2012

Ship AI:

  • No longer "cheats" by being able to see through fog of war while in Search & Destroy mode
  • Fighter wings returning to a carrier will try to avoid enemy ships throughout their return
  • Improved choice of strafing direction to better avoid being flanked
  • Escorting ships a bit more defensive, less likely to get themselves killed
  • Will use omni shields against multiple threats instead of just the biggest one, when possible
  • Has higher-level tactical awareness and tries to avoid being swarmed
  • Improved escort behavior yet again - *much* less likely to get in the way
  • Made aware of when a ship's best firepower is a broadside (either due to overall loadout or temporarily disabled weapons)

Weapon balance:

  • Railgun: reduced rate of fire
  • Heavy Autocannon: increased damage
  • Arbalest Autocannon: increased damage

Ship balance:

  • Aurora: reduced shield efficiency
  • Conquest: increased flux capacity and dissipation, greatly reduced shield efficiency
  • Hammerhead: increased arc of medium hardpoints to 10 degrees (up from 5)

Modding-related:

  • Mods in the mod selection dialog now listed in alphabetical order
  • Made many more colors used in the game available for modding (in settings.json)
  • Improved logging so you can see which file is being loaded before a potential error can occur
  • Added support for mods to add their own music
  • Opponents that can be picked for the simulation available from the refit screen can be set in data/campaign/sim_opponents.csv
  • Added the following fields to the descriptor.json for a mod:
    • "author" - displayed alongside the description
    • "totalConversion":"true" or "false" - makes it so that selecting this mod unselects everything else, and selecting another mods unselects this one - i.e., you can't combine this mod with other mods
    • "replace" - a JSON array of filenames for files that the mod replaces entirely, instead of merging with data from the base game. Useful for a total conversion that may want to entirely replace the list of missions (so that the vanilla missions don't show up at all), the player.faction, or the list of available simulation opponents. Example: "replace":["data/missions/mission_list.csv",] - will replace mission list with ones from mod.
      • Only needed for .csv and .json files that would otherwise be merged by the game

Command interface:

  • Improved quality of picks for light escort, destroyer escort, and capture assignments

UI improvements:

  • Added "Run Simulation" option to the refit screen (deploys current variant, lets you pick some opponents)
  • Trade UI changes
    • Presents the tabbed UI, allows to switch between different tabs while trading
    • Can refit ship while docked with station and purchase weapons from station from the refit screen
  • Added "refit ships" option to orbital station dialog
    • Ship refitted at a station are fully fitted immediately and do not need to wait a few days for hullmods to take effect
  • Updated look and feel of refit UI to match the rest of the UI better
  • Added tooltip with detailed ship stats to refit UI (hover over OP bar to see)
  • Added arc indicator to weapon list in weapon group dialog (so you can tell which weapon is which in cases where it's ambiguous)
  • Can set groups to have autofire toggled on automatically before battle
    • Stock variants adjusted to set groups to do this where appropriate
  • Opening the refit tab when coming from the fleet tab pre-selects the moused over ship
  • For UI consistency, pressing TAB no longer closes the map when on the map tab
  • Added detail of what crew level does to tooltip
  • Saves zoom level in the campaign, and zoom level and view location in the campaign map
  • Added tooltips for fuel/cargo/personnel/fleet points/hangar space with breakdown of related information
  • Ammo counter now shows 4 digits

Miscellaneous:

  • Improved mod selection dialog (more space, more readable font)
  • Optimized rendering performance of fleets in the campaign screen
  • Added an abandoned storage facility in orbit around the sun-scorched world of Covrus I
  • Missions: ships can now be refitted for each mission
  • Optimized save file format a bit (takes about 25% less space)
  • Fixed issue with ships bumping into each other at spawn if a faster ship ended up behind a slower one
  • Added music/SFX volume controls (under the in-game settings menu)

Bug fixes:

  • Fixed autoresolve bug that was causing fighters with hullmods to have sky-high hitpoints
    • This would also cause the game to stutter due to auto-resolves taking far longer than expected
  • Fixed issue where wrong tooltip would show up in the refit screen for ships with weapons that are close together


Changes as of April 12, 2012

Ship balance changes:

  • Eagle: improved top speed and maneuverability, improved turret coverage (in particular, the 3 small frontal turrets overlap)
  • Falcon: improved top speed and maneuverability, improved turret coverage
  • Sunder: improved flux capacity and dissipation significantly, improved turret coverage
  • Brawler: increased flux capacity and dissipation, improved shield efficiency, improved shield coverage
  • Xyphos: improved shield arc
  • Longbow: changed shield to omni-directional
  • Dagger: changed shield to omni-directional, removed PD laser
  • Broadsword: reduced flux dissipation rate (only a factor in *very* prolonged firing)
  • Thunder: reduced number of ships in wing to 2, reduced fleet point cost to 7

Hull mod balance changes

  • Reduced cost of capital-sized Augmented Engines and Advanced Optics

Weapon balance changes:

  • Increased the beam speed for all beam weapons significantly
  • Increased ammo counts for most ballistic high-explosive weapons
  • Sabot SRM: reduced the accuracy of the 2nd stage projectile
  • Significantly increased the launch speed of the Reaper torpedo launcher line of weapons

Command interface:

  • Ships that are the target of an escort command will not be assigned to escort duty themselves
  • The Intercept assignment will now cause the assigned ships to pursue their target in a single-minded manner - making it both more effective and more dangerous for the ships carrying it out
  • Ships ordered to retreat will now attempt to avoid nearby enemies first
  • Support fighters (at this point, just the Longbow) will go along on Strike assignments
  • Changed "Light Escort" and "Destroyer Escort" to only ever accept one ship. Using a direct order to assign a specific ship to escort duty will assign the originally-picked ship elsewhere.

Admiral AI:

  • Fully re-vamped
  • Picks from several strategies to use
  • Makes better use of available orders (in particular, escort)
  • Less susceptible to defeat in detail

Ship AI:

  • Improved friendly fire danger detection for weapons that fire long bursts (Tachyon Lance, Plasma Cannon, Heavy Needler, etc)
  • Will detect when disabled ships are blocking the way and will not fire
  • Will fire guided missiles in odd-angled slots (such as the Apogee's or the Buffalo Mk2's side-pointed ones) without needing to face the enemy
  • Improved logic for spreading ships out when multiple ships fight a single enemy
  • Will now consider the seriousness of an incoming missile threat when deciding whether to shield against it or against incoming weapons fire
  • Better about when to vent
  • Less likely to spend all Sabot-class missiles immediately
  • Now considers incoming damage and its likelihood to overload shields
    • Note: this greatly affects the balance of the Broadsword. Some example matchups with the new AI behvaior:
      • Assault Enforcer vs 3x Broadsword Wing: Enforcer wins with full hull and armor in good shape
      • Attack Medusa vs 3x Broadsword Wing: Medusa loses a tough fight (its armor isn't good enough, and a reliance on shields makes it weak vs the Broadswords)
      • Standard Lasher vs 1x Broadsword Wing: Lasher wins, but it's a tougher fight
  • Will turn to take incoming damage on intact armor when appropriate
  • Non-fighters will no longer try to flee from fighters
  • Increased flux level at which AI considers enemy ship to be vulnerable to missiles - was set a bit low, leading to too many missiles wasted
  • Decoupled collision avoidance from turning - AI can now keep facing an enemy while avoiding collisions
    • This improves the survivability for ships with front shields drastically
  • Improved escort behavior - less likely to get in the way, better about surviving and staying in formation
  • Auto-firing weapons a bit more lenient about thinking they're aimed correctly. Example: both Apogee's medium side turrets will fire at a target in front.
  • Fixed bug that caused the AI to not fire the Thumper
  • Fixed bug that caused the AI to improperly evaluate the weapons range of its target
  • Fixed bug that caused the AI to think frag damage wasn't terrible vs shields
  • Fixed error in logic that was causing an occasional unnecessary lowering of front shields

Content:

  • Added music (written by Stian Stark, one track so far)
  • New graphics for the Hellbore and the Hephaestus Assault Gun
  • New graphics for Flak, Dual Flak, Light Assault Gun
  • Added new large ballistic weapon: "Mark IX Autocannon"
    • Adjusted several variants to use it, made available in campaign (pirate base)

Miscellaneous:

  • Changed fleet speed calculation
    • Based on slowest ship in the fleet
    • Size based penalty only caused by ships not sufficiently faster than the slowest ship, and capped at 20%
    • Fighter speed penalty weighted by hangar space (0 when not over)
  • Missiles no longer "cheat" by being able to acquire targets through fog of war
  • Increased the amount of credits gained from combat by 30%
  • AI fleets will dump excess resources and go back to base to resupply when necessary
  • Added button to auto-generate weapon groups for a variant. Also happens if you forget to create the groups.
  • Leaving a battle midway through when some enemy ships are retreating will result in the auto-resolve counting them as retreated instead of deployed
  • Ship names and ship name prefixes are now faction-specific
  • Some significant rendering optimizations
  • Removed Brawler as starting ship
  • Optimized ship tooltips (eliminates minor hiccup when showing mission detail screen, ensures ship tooltips are always up-to-date)
  • Significantly optimized rendering of ship damage decals
  • Combat map with 5 objectives can now get 2 Nav Buoys tops
  • Increased memory available to the game to 512MB

Modding related:

  • Ship refit screen now automatically adjusts the minimum zoom level to make bigger ships fit the screen
  • Added "GUIDED_POOR" ai hint for weapons to indicate that it should be aimed when possible, but *can* be fired unaimed
  • Added ability to specify faction-specific ship name prefix and source of ship names (can be added to data/strings/ship_names.json)
  • Fixed bug that caused planets.json from multiple mods not to be merged correctly
  • Fixed bug that caused multiple missiles on a HIDDEN mount to be rendered too close together
  • Added "RENDER_LOADED_MISSILES_UNLESS_HIDDEN" tag to force HIDDEN weapons to hide externally-mounted missiles

Bug fixes:

  • Fixed bug that would cause fighters to always go to the nearest carrier, even if all its flight decks are occupied
  • Fixed bug that would force-set the speed of a ship to its maximum when it's decelerating, instead of adjusting it gradually
  • Fixed bug that would sometimes cause a ship to go off the map without retreating, preventing a battle from ending
  • Fixed crash bug resulting from a damaged ship with no weapons (and an empty weapons group) being deployed


Changes as of 3/26/2012

Features:

  • Added "Accidents" mechanic to handle fleets over various limits
    • It's assumed that the fleet can improvise various containers/fuel cells/life support systems etc to go above its standard capacity
    • You can go up to 50% over capacity at the cost of increased supply use to maintain all the improvised solutions
    • Going over 50%, or running out of supplies, carries the risk of an accident
      • An accident causes a loss of stuff handled by the capacity in question (i.e., cargo for being over cargo capacity), in addition to a loss of other items that are over capacity (i.e., a minor cargo-related accident can cascade into a huge loss of over-capacity fuel)
    • Accident severity depends on how much over capacity you are / how long you've been out of supplies
    • Accident consequences go all the way up to the loss of a ship
    • Accident consequences stay consistent upon reloading the game, so save/loading until you get a favorable result isn't an option
  • Increased amount of supplies gained from scuttling your own ships and salvaging disabled ships after battle

Ship AI:

  • Autofiring PD weapons should switch off from ships to target incoming missiles and bombs
  • Will select a non-autofiring group to make sure it doesn't override autofire unintentionally
  • Ships with forward-facing shields more careful about backing away instead of turning tail to run
  • More inclined to ignore beam damage that it can just absorb with shields
  • Improved calculation to determine whether a ship is civilian - now relies on OP cost of equipped weapons

Admiral AI:

  • Reduced likelihood of retreat

Ballistic weapon balance changes:

  • Light Assault Gun: increased range, projectile speed, improved accuracy
  • Light Autocannon: increased projectile speed, reduced accuracy
  • Light Dual Autocannon: increased projectile speed, reduced accuracy
  • Light Mortar: increased range, projectile speed
  • Light Machine Gun, Light Dual Machine Gun, Heavy Machine Gun, Flak Cannon, Dual Flak Cannon: increased projectile speed
  • Vulcan Cannon: increased projectile speed, increased ammo
  • Arbalest Autocannon, Heavy Autocannon: increased projectile speed, reduced accuracy
  • Railgun: increased projectile speed, improved accuracy (perfect, in line with the Hypervelocity Driver and the Gauss Cannon)
  • Heavy Mauler: increased range, projectile speed
  • Assault Chaingun: increased range, projectile speed
  • Gauss Cannon: increased flux cost
  • Hellbore Cannon, Mjolnir Cannon, Hephaestus Assault Gun: increased range slightly, increased projectile speed

Energy weapon balance changes:

  • LR PD Laser: increased range, improved turn rate
  • Graviton Beam: increased range
  • Phase Beam: increased range (for now)
  • High Intensity Laser: increased damage
  • Tachyon Lance: increased flux cost
  • Burst PD Laser, Heavy Burst Laser, Guardian PD Laser: these now use ammo ("charges") that regenerate. Charges regenerate slower than the fire rate of the weapons, allowing a front-loaded burst of damage before slowing down to fire at the regeneration rate (rather than the actual rate of fire).
  • Autopulse Laser: Uses the same "charge" mechanic as the above, with an expanded "clip" of 15 charges. No longer fires in a burst, only while the fire button is held down.

Hull mod balance changes:

  • Doubled the effect of Flux Capacitors (200 flux per, up from 100)
  • Integrated Point Defense AI: reduced OP cost
  • Expanded Magazines: reduced bonus to 50%
  • Advanced Optics: reduced turret turn rate penalty to 40% (from 50%)

Modding-related:

  • Added "separateRecoilForLinkedBarrels" parameter to projectile weapon definition. Makes recoil be regenerated for every barrel fired in LINKED mode.
  • Fixed bug with getEntityByName where it would sometimes return null for an orbital station (only when called inside generate()).
  • Fixed bug where having multiple engine flames on a missile would cause each flame after the first to be progressively dimmer
  • Fixed bug where a MIRV splitting into missiles with proximity fuses would do no damage
  • Added ammo optional regeneration for weapons ("ammo/sec" in weapon_data.csv)

Miscellaneous:

  • Added UI element that breaks down all the effects affecting your ship (nebula, flux damage boost, engine boost, etc)
  • Fighters and frigates no longer benefit from Nav Buoy and Sensor Array bonuses (presumably, their on-board computers aren't up to the task)
  • Added 5th weapon group, adjusted some stock variants to make use of it
  • Burst weapons in an "alternating" weapon group now properly alternate
  • Added some PD Lasers to the Hegemony station's inventory
  • Crew and marines now consume supplies (0.01 per day each)
  • Added Resistant Flux Conduits to Assault Brawler
  • Game should auto-detect display refresh rate correctly, instead of assuming it's 60
  • Moved Tri-Tachyon base to fifth planet, where it was supposed to be
  • Reduced amount of crew killed when a ship takes hull damaged
  • Increased the amount of crew in all the faction fleets
  • Increased chance of uncrewed ship to be sabotaged by the enemy (instead of captured) to 90% (up from 50)
  • Increased chance of for each weapon of a surrendering ship to be sabotaged to 80% (up from 50)
  • Reduced chance to capture fighters in auto-resolve battles to better match normal battles
  • Fighter drones fight at the "regular" experience level, instead of "green"
  • Capital ships and cruisers no longer assigned to "Harass"

Bug fixes:

  • Fixed bug where burst laser type weapons would do an incorrect amount of damage
  • Fixed bug where occasionally a nearby ship would not be assigned to an Intercept, in favor of one further away (most prominent with nearby Tempests)
  • Fixed bug where deleting a savegame would sometimes not work
  • Fixed bug where holding down the left mouse button to move in the campaign screen would not give the fleet its maximum speed unless the cursor was far enough away
  • Fixed bug with fleet stats (such a travel speed) not being updated correctly when hull mods take effect
  • Fixed bug where combat would end while both sides had some ships in play
  • Fixed load game crash when the player is going to engage another fleet in the next frame after the game is loaded
  • Fixed bug with not re-calculating whether ships should be considered civilian when they're refitted
  • Fixed omni shields bug where it would point behind the ship
  • Fixed bug where the player would get one battle auto-resolved behind the scenes if they happened to engage two fleets in a single frame
  • Fixed ship tooltip not updating stats properly when fleet members were moved around for crew reassignment
  • Fixed rare crash when clicking on fighter wing in command UI just as it is being destroyed
  • Fixed bug that caused the effects of hull mods to apply to campaign related stats immediately, rather than after refit completion
  • Fixed bug with "load game" progress bar flashing
  • Fixed bug with crew assignment that would occasionally result in more uncrewed ships than was correct
  • Fixed bug where small missile weapons would get the "PD" flag from the Integrated Point Defense AI hull mod

Starfarer 0.51aEdit

This version is out and can be downloaded here.

Here's the list of changes made in the dev version since the 0.5a release. It's probably missing a few small things here and there that I didn't write down.

Changes as of 3/7/2012

Not save-compatible

Content:

  • Added two new orbital stations: "Hidden Pirate Base" and "Tri-Tachyon Corporate HQ"
  • Added Tri-Tachyon and Pirate convoys
  • Changed available inventory on all three stations
  • Added another type of pirate fleet (small-medium sized), made pirate scouts a lot more rare
  • All hulls that can be bought now come with no weapons

Modding:

  • Some mods may be broken - a few scripts moved from data.scripts.world to data.scripts.world.corvus, so any dependencies on those need to be updated
    • Going forward, it's not a good idea for mods to depend on scripts from the base game. They're not part of the API, and can/will change very frequently between releases. It's better for mod code to be independent of those - for example, make a copy of BaseSpawnPoint.java, if your mod depends on it, and put your copy into another directory (say, data.scripts.world.<your mod name>).
  • JSON files are now merged recursively (possible to add, say, a portrait to a faction, a new fleet type, or a new starting ship - without conflicting with other mods that do the same)
  • Multiple weapons can now share the same projectile spec without having to have the same damage/range/projectile speed stats
  • Added empty hull variants (auto-generated on startup). Id is <hull id>_Hull - for example, wolf_Hull or onslaught_Hull

Ship AI:

  • Ships with front shields more careful about incoming missiles
  • Improved bomber attack run aiming
  • Fighter wings will go to repair & refit earlier

Hull mods:

  • Augmented Engines: 25% flux dissipation penalty
  • Integrated Targeting Unit: reduced cost, range bonus is 10/20/35/50%, depending on hull size
  • Advanced Optics: also reduces turret turn rate by 50%
  • Insulated Engine Assembly: also increases hull integrity by 10%
  • Armored Weapon Emplacements: also increases ship's armor rating by 10%
  • Resistant Flux Condutis: also increases flux dissipation by 10%


Miscellaneous

  • Refit screen:
    • Increased max zoom level for smaller ships
    • Added tooltip on mouseover for mounted weapons
    • Added text indicating slot type and size for empty slots
  • Increased the Hammerhead's armor a bit
  • Reduced the difficulty of "Turning the Tables" to account for AI changes
  • Can now export multiple variants of the same hull (in the refit screen)
  • When buying/selling items, you can just drop the stack in the station's inventory without having to find an empty slot
  • The losing fleet gets a temporary speed bonus on the campaign map, and the winning fleet gets a slight penalty
  • Changed some stock variants to use new weapons and to take better advantage of hull mod changes
  • Can now lay in a course by clicking an entity (or location) on the map
  • Added fleet list (with tooltips) to the trade screen, so you can see what types and quantities of weapons are need
  • Added weapon slot types and numbers to ship tooltips
  • Improved performance of weapon arc rendering (mostly showed up as a frame rate drop for groups with multiple Tachyon Lances)
  • Fleets can now deploy reserves when the enemy controls all objectives
  • Ships that surrender have at least a 50% chance to sabotage their weapons
  • Ships that surrender because they didn't have enough crew to be combat-ready have a 50% chance of being sabotaged (disabled) by their crew before capture
  • Case where either of the fleets doesn't have enough crew to deploy any ships is now handled
  • Changed how crew assignment works - a ship only needs a portion of its crew to be experienced, to reflect the relative importance of elite personnel in key positions. The rest of the crew is filled with the least experienced crew available. The percentages of experienced crew needed are as follows:
    • Fighters: 100% (Broadsword Wing: 5)
    • Frigates: 100% (Wolf: 15)
    • Destroyers: 50% (Hammerhead: 25)
    • Cruisers: 30% (Dominator: 60)
    • Capital ships: 20% (Onslaught: 100)
  • You can now designate which ship you want to be your flagship on the Fleet tab, instead of it always being the first ship


Changes as of 2/29/2012

Balance changes:

  • Fighters
    • Talon - increased armor
    • Dagger - increased armor, hitpoints, and top speed. Armor and hitpoints are still very low.
  • Frigates
    • Wolf - reduced top speed
    • Hound - increased top speed and armor, increased turret arc to offer much more coverage
    • Lasher - increased armor, reduced top speed
    • Brawler - increased armor
    • Vigilance - reduced top speed
    • Tempest - reduced top speed (equal to Hound's)
  • Destroyers
    • Medusa - reduced top speed (still fastest destroyer)
    • Enforcer - increased armor and top speed, extended coverage of side turrets
  • Cruisers
    • Falcon - increased top speed
    • Eagle - increased top speed
    • Dominator - increased top speed (very slightly)
  • Capital Ships
    • All capital ships - increased top speed
  • Weapons
    • Assault Chaingun, Heavy Mauler, Hellbore Cannon, Hephaestus Assault Gun, Mjolnir Cannon - increased range


Modding-related:

  • Certain settings can no longer be changed by mods (see data/config/settings.json for details). "devMode" is the main one here.
  • Made "PD" flag work for missiles
  • Fixed "getEntityByName" function

Command system:

  • Added "Recon" task for scouting a waypoint (sends a nearby fast ship)
  • Added "Engage" assignment that functions like "Assault" but against an enemy ship destroyer-sized or larger
  • Removed "Harass" as a valid assignment from enemy fighters or frigates - functionally too similar to "Intercept"
  • Added "Full Escort" task that assigns several ships/wings (2-3) to escort duty
  • Ships carrying out escort duty will try to stay close to the ship being escorted
  • Ships carrying out escort duty will position themselves to intercept incoming missiles and fighters
  • Only ships close to the speed of the target will be assigned to escort duty, to ensure they can keep up

Improvements to admiral AI:

  • Won't keep carriers/fire support ships in the back when the relative fleets are small
  • Won't order a full retreat so easily
  • Will use the new Escort assignments

Ship AI improvements:

  • Fixed bug that was causing most ships to think it was a good idea to circle the target in close quarters instead of engaging head on
  • Will use shields to protect against collisions
  • Made heavily damaged ships avoid asteroids they otherwise would not try to avoid
  • Increased wariness of interceptors faced with PD weapons
  • More careful about not colliding with ships it's attacking
  • More careful about getting close to ships that are very powerful
  • Ships with front shields are more careful about exposing their sides to enemy fire
  • Carriers and civilian ships are better about keeping away from combat ships
  • Ships now properly treat other ships about to explode as a threat
  • Improved omnidirectional shield AI
  • More prone to using limited-ammo missiles vs frigates (to reflect the missiles' improved tracking AI)
  • AI better about spreading ships out
  • Improved flanking logic (better about picking which direction to flank in)


Miscellaneous:

  • Ships lose most of their weapons when repaired and/or boarded. Surrendered ships lose weapons based on how damaged they were. The goal here is to make weapon drops more meaningful and create a stronger connection with your ships.
  • Removed the effect of personalities on the captain's preference for certain tasks, for now - results were too unpredictable without feedback as to what's happening and why. Captain personality still affects small-scale tactical behavior.
  • Storm Needler now uses new rotating barrels graphics
  • Added new medium missile weapons - Sabot SRM Pod, Harpoon MRM Pod, Salamander MRM Pod, and Annihilator Rocket Pod.
  • Ships that you don't have enough crew to deploy are skipped when assigning crew so that they don't take up crew needlessly
  • Repair rate no longer depends on how much crew you have on a given ship (still depends on total, fleet-wide crew amount)
  • Adjusted combat map size (generally a bit smaller), removed battles with only 3 objectives - it's now 2, 4, or 5
  • Changed retreat and surrender mechanics
    • Retreating ships have a chance to surrender based on how damaged their hull is
    • The chance is always lower than the chance to repair a disabled ship - letting a ship retreat never gives better odds
    • Retreating ships take some extra damage, unless the fleet had the "Escape" tactical goal
    • Ships left in reserve are treated as retreating, unless the tactical goal is "Escape", in which case they're all automatically captured
      • This means that any ships without enough crew to deploy can never escape and will always be captured
  • Added fast-forward button (speeds up the campaign game 2x, bound to Shift by default)
  • Changed travel speed to be the lower of "slowest ship's speed" and "average minus fleet size penalty"
  • Changed travel speed to be tiered, to avoid protracted chases where one side is just slightly faster than the other
  • Made retreat chances in autoresolve battles depend on the speed of the enemy ships

Bug fixes:

  • Fixed issue w/ UTF-8 characters and save games not working
  • Fixed bug that allowed the duplication of any type of cargo in the trade screen
  • Fixed bug where your inventory would sometimes not scroll in the trade dialog
  • Fixed crash bug for non-English locales
  • Fixed bug where hitting "reset" on the ship trade screen would sometimes leave copies of ships behind
  • Fixed bug where all crew in a disabled ship would survive to resist boarding attempts
  • Fixed bug in ship tooltip showing fleet points instead of ordnance points
  • Fixed crash when selecting "scuttle" and then clicking on an empty grid cell.
  • Fixed bug where drones do not get repaired due to having no crew
  • Fixed bug where picking "Escape" vs "Defend" would not let your fleet disengage
  • Fixed "more info" crash when a ship had some empty slots that were nonetheless assigned to groups
  • Fixed bug that caused StarSystemAPI.getEntityByName to not work
  • Fixed various ship variant/hull inconsistencies (small missile slot on Condor, etc)

Starfarer 0.5aEdit

Renaming what was 0.35a to 0.5a to reflect the amount of stuff being added.

Latest changes (as of 2/13/2012, final update):

Campaign

  • Added crew advancement. Crew level affects:
    • accuracy of the ship's aim (autofire for player's ship, both autofire and otherwise, for AI-captained ships)
    • movement speed and ease of maneuvering (acceleration, turn rate, etc)
    • damage taken (to represent better maintained damage control systems, better repaired armor, etc)
    • Added per-fighter damage tracking and repairs. Hangar space is required to repair fighters.
  • Added basic campaign map (TAB to bring up)
  • Fleets get a movement speed bonus (up to 2x) when traveling far away from planets and asteroids
  • A metric ton of playtesting, balancing, etc

Miscellaneous

  • Sound - changed distance function (more distant sounds drop off in volume quicker)
  • Added rank insignia to ship icons in command UI and deployment dialog
  • Added way to set crew rank for ships in mission definitions
  • Changed random mission - now gives you control of a random capital ship, and the sides are even strength.
  • Added new mission - "Forlorn Hope" - featuring the Paragon battleship
  • Added difficulty levels (damage taken is set to HALF by default), options to show/hide various floating text
    • Mission score reduced by half when playing with half damage on
  • You can zoom out one more level (and zoom in one less) while piloting cruisers and capital ships
  • Added button to deploy all ships into battle, if fleet points allow it

AI

  • Improved AI aim - both autofire and manual. Aim quality depends on crew XP level.
  • Improved missile guidance AI
  • better aware of what weapons are dangerous (weighs whether they're pointed at the ship vs how long it takes to raise shields)
  • aware of flanking, will try to do it if possible
  • interceptors better at avoiding point defense capable ships
  • more sophisticated retreat behavior - figures out when it's not doing well, even if the relative forces deployed would indicate otherwise


Latest changes (as of 1/31/2012):

Base starsystem implemented:

  • Goings-on focused around an orbital station (buy/sell weapons, ships, crew, etc)
  • Factions: Hegemony, Independent, Pirates, Tri-Tachyon
  • Loading/saving campaign games
  • Character creation screen - just name & portrait for now
  • Added campaign menu that lets you load/save/adjust settings/etc while in campaign mode w/o going back to the main menu
  • Cargo transfer UI
    • Click to pick up a stack
    • Ctrl-click buys/sells/transfers full stack
    • Shift-click picks up 1 item, subsequent shift-clicks pick up one more each
    • Shift-click-drag-release adjusts quantity slider (on stacks > size 10), subsequent shift-clicks pick up one more each
  • Ship refit
    • Takes time to finish depending on the extent of changes made to the variant
    • Ship can still be deployed in battle (with new weapons) before refit is finished, but will not have any of the hull mods
  • Ship repairs
    • Ships are repaired gradually
    • Rate is based on amount of crew (both present on the ship, and surplus crew in the fleet)
    • "Automated Repair Unit" hullmod now also affects out-of-combat repairs
    • Repairs cost supplies
    • Repairs can be suspended/resumed to manage supply use

Modding-related

  • Icons for ships are no longer required (using mipmapped ship sprites instead)
  • Added "UNIVERSAL" weapon slot type

AI tweaks

  • Improved decision process involved when turning autofire on/off - now considers flux usage of group vs available flux
  • AI considers damage type and whether its attacks will hit shields when deciding which weapons to fire for more weapon types
  • Ship with disabled weapons is more likely to vent (might as well vent while weapons are down and can't be used)
  • Ship with very low hitpoints and under threat is less likely to vent or lower shields (don't bring shields down at a critical time)
  • Improved missile firing decision logic

Balancing

  • Did an extensive balancing pass over weapons and ships with the goal of encouraging the use of kinetic weapons vs shields and HE weapons vs armor
    • High explosive damage now does 200% damage vs armor (up from 150%)
    • High explosive weapons do less damage across the board, by about 20%
    • Normalized shield absorption around the average value of 1 (used to be 0.5)
    • Increased ship flux capacity and dissipation rate across the board by ~1.5x
    • Increased weapon flux cost across the board by ~2x
    • Other per-weapon changes too numerous to list

Miscellaneous:

  • Small battles (8 or less ships total) don't have objectives and start with both sides fully deployed and close to each other
  • Combat map generation - size and battle objectives present are determined by the sizes of the opposing fleets and their selected strategies (attack/defend/escape)
  • Added "strafe without turning" control mappings, initially set to Ctrl-A/D and Alt-A/D
  • Improved/added various tooltips: for ships, combat assignments, hull mods, etc
  • Updated ship tooltips in mission briefing screen
  • Improved look of context menu and assignment indicators in command interface
  • Updated fleet deployment dialog to look more in line with new UI elements
  • Adjusted fleet point calculation at the start of battle so that each side can always deploy at least their flagship
  • Limited maximum number of flux vents and capacitors to 10/20/30/50 based on ship size
  • Added "Flux Distributor" hullmod, improves flux dissipation (stacks with vents, less efficient)
  • Added "Flux Coil Adjunct" hull mod, improves flux capacity (stacks with capacitors, less efficient)
  • Wolf frigate - modified hull so that all 3 energy turrets can point forward
  • Changed "ALTERNATING" weapon group mode to automatically switch weapons while the left mouse button is pressed
  • Ships can be scuttled for supplies (amount recovered depends on ship damage level)
  • Increased asteroid hitpoints significantly to make them more useful for hiding behind in combat
  • Changed autofire behavior - switching to autofiring group temporarily suspends autofire mode and lets you control it manually. Switching to another group resumes autofire.
  • Selecting a weapon group that your ship doesn't have allows all other groups to auto-fire (i.e., group 4 if ship only has 3 groups set up)
  • Fixed bug where missiles spawning from a disabled ship were flagged as neutral and wouldn't be targeted by PD
  • Right-clicking when shields are coming down will always bring them back up, previously click would be disregarded


Latest changes (as of 12/11/2011)

Campaign mode:

  • Single star system with several planets, moons
  • Can engage an enemy fleet, with both sides picking a strategy prior to battle (attack/defend/escape)
  • Use marines to board enemy ships after battle
  • Salvage disabled ships and cargo after battle
  • Cargo management - a single UI to manage fuel, crew, supplies, weapons, marines, and other cargo
  • Fleet management - control how ships get assigned crews
  • Refit ships using the weapons that are available
  • Ships require sufficient crew to be deployed for battle (crew experience not tracked/used quite yet)
  • Persistent ship damage after battles, including locational armor damage
  • Combat autoresolve - let your second in command fight the battle, or exit a battle midway through to autoresolve the rest

Weapons:

  • Missiles with limited ammo (10 for small, 20 medium, 30 large) never autofire - it's pretty much never a good thing when it happens
  • Changed Assault Chaingun to use animated spinning barrels
  • Added Heavy Mauler weapon using old Assault Chaingun graphic
  • Added Heavy Blaster medium energy assault weapon
  • Added Mining Blaster medium energy assault weapon
  • Added Thumper weapon - low-tech medium chaingun, rapid fire, frag damage
  • Added Salamander missile - heatseeking, knocks out engines with a strong EMP pulse


Miscellaneous:

  • Added two new high tech capital ships - the Odyssey and the Paragon
  • Improved weapon tooltips in the refit screen
  • Shift + click increases the rate at which new vents/capacitors are added/removed in the refit screen
  • Using mipmaps (LOD textures) for smoother zoomed-out graphics and ship icons
  • New Shuttle graphics (this ship only shows up in the Last Hurrah mission)
  • Changed message font to be more readable
  • Improved fighter movement to look more natural
  • "Strike" assignments now only use fighters and frigates - larger ships are excluded.
  • Added "Intercept" assignment available on enemy fighters and frigates. Assigns fast, nearby craft. Interceptors are especially preferred. "Harass" (which prefers ships with medium-range weaponry) is now only available on enemy ships of destroyer size and above.
  • Renamed "flux damage" to "EMP", no longer raises target ship's flux, but ignores armor and disables weapons and engines.
  • Fixed ship AI bug that was causing it to be a bit too concerned with avoiding collision with a ship it was directly engaging
  • Some AI improvements re: not firing off too many missiles vs a near-dead target and not using emp weapons against shields
  • Slightly increased the turn rate of some large ships (Onslaught, Dominator)
  • Increased the flux capacity of all ships by roughly 50%. Flux dissipation rate is unchanged. The goal is to reduce the frequency (and increase the committment) of venting and give shields a bit more longevity under fire.
  • Converted Ion Cannon and Gauss Cannon to use standard weapon controls (i.e., left click to fire, instead of hold to charge and release to fire). This wraps up converting all former pulse weapons to the standard control model.
  • Shift + mousewheel now scrolls through lists very quickly
  • Added music
  • Countless other minor improvements


Latest changes (as of 09/17/2011)

Made weapons and engines damageable:

  • Weapons take damage when the hull is hit near their location. Some weapons can't be damaged due to being set very far from the edges - for example, some middle turrets of the Onslaught. Most can be, however.
  • Disabled weapons (or engines) can't be damaged further and come back online after ~10-20 seconds, depending on weapon size and relevant ship hull mods
  • Hardpoint weapons are much more durable than turrets
  • Flux-inducing weapons such as the Ion Cannon are particularly effective at disabling weapons and engines as the flux damage component ignores armor
  • Engines are disabled individually, gradually reducing ship maneuverability and speed
  • Disabling larger engines has a proportionally larger effect
  • Disabling engines can also cause the ship's facing to drift in one direction or another, depending on the location of the disabled engine
  • When over half the engines are down, a complete "flameout" occurs and the ship loses all ability to maneuver for ~5-20 seconds, depending on size
  • Several new hull mods that let you change various related properties - Insulated Engine Compartment, Armored Weapon Emplacements, Flux Breakers, Automated Repair Unit
  • Fighters with disabled engines can crash into ships. Admiral Piett seemed indisposed and could not be reached for comment.

Added to modifiable ship stats:

  • flux damage taken
  • health modifier for weapons
  • health modifier for engines
  • repair rate modifier

Miscellaneous:

  • Added flux generation displays to weapon groups dialog, main refit screen.
  • Added hull/flux/top speed/flight decks displays to main refit screen
  • Made "weapon groups" button glow if there are weapons changes to remind you to tweak the groups if needed. Added because I keep forgetting.
  • Optimized the way beam weapons do damage. Should result in decent performance increase when many of those are in play.
  • Fixed bug that caused beam weapons to do 2x the intended damage when a ship's flux level was high.
  • Reduced the damage bonus from flux level to energy weapons to 50% (from 100%)
  • Increased the range of assault weapons across the board
  • Improved Hellbore Cannon and Light Mortar projectile speeds

Converted some pulse weapons to use the standard control scheme (more to come, like Gauss Cannon):

  • IR Pulse Laser
  • Pulse Laser

Added new weapons:

  • Heavy Needler
  • Multi-Needler
  • Frag Bomb Bay (with proximity fuse)
  • Cluster Bomb Bay


Latest changes (as of 09/11/2011)

  • Added ship refit screen:
    • Refit every ship in your fleet (install weapons and hull mods)
    • 50+ weapons
    • Available hull mods:
      • Heavy Armor
      • Reinforced Bulkheads
      • Augmented Engines
      • Auxiliary Thrusters
      • Expanded Magazines
      • Expanded Missile Racks
      • Integrated Point Defense AI
      • Integrated Targeting Unit
      • Hardened Shield Emitter
      • Stabilized Shield Emitter
      • Accelerated Shield Emitter
      • Extended Shield Emitter
      • Advanced Turret Gyros
      • Advanced Optics
    • Save, load and rename ship variants
    • Balanced ordnance points values for ships and weapons
  • Modding-related:
    • All hull mods are implemented in a mod-friendly way
    • Exposed the following ship properties for modification via scripts:
      • max speed, acceleration, deceleration, max turn rate, turn acceleration
      • flux capacity, flux dissipation
      • hull/armor/shield damage taken multipliers
      • energy/ballistic/missile/beam weapon damage dealt multipliers
      • shield upkeep, shield absorption, shield turn rate, shield unfold rate, shield arc
      • energy/ballistic/missile/beam weapon range bonuses (flat & multipliers)
      • armor/hull bonuses (flat & multipliers)
      • energy/ballistic/missile ammo bonuses (flat & multipliers)
    • Extracted WeaponAPI from core - a step towards letting scripts to do more with the game
  • Gameplay:
    • Strike craft will now route through a nearby "Rally Strike Force" assignment before accepting a "Strike" assignment. Naturally, only comes into play when "Rally Strike Force" assignments exist. The effect is to be able to set up flanking strikes without continuous micromanagement.
    • Ships assigned using a direct order via "Assign Task..." no longer count against towards the total strength of ships given to the assignment, except for "Capture". The effect is that directly assigning a ship to a task is less likely to cause other ships to be reassigned away from it.
    • Increased priority of "Harass" assignment
    • Changed scrolling lists to use the right mouse button for scroll & drag to be consistent with the combat map. Mousewheel still works, too. Also changed mousewheel scrolling to be faster and more smooth.
    • Added "Hold Fire" toggle that temporarily stops all autofiring groups from firing. Default key binding is X.
    • Turrets in inactive groups track the mouse now, letting you switch to a different group more easily (it'll already be pointing in the right direction when you switch, instead of having to wait).
    • Can now target ships while in a video feed from a friendly ships (formerly, attempting to do so would terminate the video feed)


Previous changes

Gameplay

  • Added new "Control" assignment. Gets automatically created after a successful "Capture" and converted back to "Capture" if the objective is lost. Is never assigned any ships.
  • Command points are refunded if an assignment or direct order is given and then immediately cancelled while the game is still paused
  • Ship assignments are updated immediately when created or direct orders are given, so you can see what's assigned where without needing to unpause
  • "Capture" assignments are more sensitive to how quickly a ship can get to the target objective (much less likely to reassign to a faster, but farther-away ship).

Content

  • Added new starry background to the mix

Modding

  • Fixed bug with loading CSV files where it would not handle double quotes in the first row

Starfarer 0.35aEdit

Update - the preview version of the 0.35a release is out, and you can get it here.

The preview version, in a nutshell:

  • New fleet control scheme
  • Codex with info on ships/fighters/weapons
  • Fleet command tutorial
  • Mods need to be updated with "gameVersion":"0.35a" in the descriptor to show up in the list.
  • Right-click and drag now pans the map around, instead of left. Left-clicking is wholly reserved for interaction with objects. This will trip you up. I apologize Smiley

The full patch notes are below.


Latest Changes (updated on 8/19/2011)

  • Wrapped up fleet command changes, discussed in detail here
  • Content:
    • New ships: Medusa, Aurora, Dominator
    • New fighters: Warthog, Gladius, Thunder, Longbow, Trident
    • Cult of Lud captains in missions now have suicidal personalities
    • Revamped missions to showcase new ships and gameplay. The names are the same, but the missions are all quite different.
  • New hand-painted backgrounds, stars
  • Codex interface - accessible from main menum, "more info" on context menus, mission briefing, and mission results
  • Improved font rendering, added new font for improved readability of larger blocks of text.
  • Improved fog of war rendering, increased fog of war resolution
  • Changed the way the exe is generated for windows, hopefully avoiding some AV false positives
  • Mods need to be updated with "gameVersion":"0.35a" in the descriptor to show up in the list.
  • New csv loader - supports multiple lines within strings in a row, and double quotes in strings (escape as ""). Mostly useful for descriptions.csv
  • Balance changes:
    • Improved Onslaught - converted some small turrets into medium, improved all-around coverage
    • Improved Conquest - side-facing hardpoints converted to turrets, changed slot types & sizes, made faster. Overall, more powerful and easier to use
    • Lots and lots of weapon balance changes - mostly bringing weaker weapons up to par
  • Added captain personalities
  • Fighters more likely to return to carrier when hitpoints are low
  • Added two new fighter classes. Assault - stays close to target like interceptors, but doesn't have a preference for engaging fighters like interceptors do. Support - tries to strafe around the target without making direct attack runs.
  • Added friend-vs-foe indicators around ships and missiles (red diamond for enemy, blue circle for neutral, green square for friendly in map view only)
  • To prevent any incompatibility problems due to extensive control changes, controls are now reset to defaults when running the new version of the game for the first time.
  • Fixed AI bug that caused bombers to be too cautious with bombs, and too cautious in general. They're a lot more deadly now.
  • All dialogs can now be dismissed by right-clicking outside the dialog. Pressing Escape still works, too.
  • Ships use full color icons - should be placed in ships/icons/color/icon2_<hull id>.png


Full list of changes, broken out by category, below:

Content

  • Codex interface - accessible from main menum, "more info" on context menus, mission briefing, and mission results
  • New fighters: Warthog, Gladius, Thunder, Longbow, Trident
  • Cult of Lud captains in missions now have suicidal personalities
  • Revamped missions to showcase new ships and gameplay. The names are the same, but the missions are all quite different.
  • New hand-painted backgrounds, stars
  • Codex interface - accessible from main menum, "more info" on context menus, mission briefing, and mission results
  • New High Intensity Laser and Annihilator Rocket Launcher graphics (screenshot, featuring the Aurora, which is also sporting the new PD burst lasers for good measure)
  • Added new ships - Medusa, Aurora, Dominator - screenshot
  • Added Heavy Burst Laser, medium energy point defense weapon
  • Added PD Burst Laser weapon

Gameplay & Balance Changes

  • Wrapped up fleet command changes, discussed in detail here
  • Finished functional changes to the war room/fleet control interface. You can now create assignments for your fleet to carry out, instead of micromanaging the details. Blog post with details forthcoming.
  • Improved Onslaught - converted some small turrets into medium, improved all-around coverage
  • Improved Conquest - side-facing hardpoints converted to turrets, changed slot types & sizes, made faster. Overall, more powerful and easier to use
  • Lots and lots of weapon balance changes - mostly bringing weaker weapons up to par
  • AI improvements:
    • Revamped collision avoidance AI - much better at avoiding collisions and also aware of the ship's tactical goals (i.e., won't avoid a collision to wind up in front of an enemy Onslaught's main battery)
    • Missile avoidance similarily improved. Use of shields vs missiles also improved, especially for omni-directional shields.
    • Maneuvers to avoid being surrounded and to cause enemies to get in each other's way
    • Maneuvers to avoid crowding friendly ships that are between it and the target
    • Large ships will attempt to vent flux and get movement/turn bonus to better face threats trying to stay behind them
    • Interceptors are more wary of PD weapons
    • Improved friendly fire avoidance - AI is more aware when friendly ships might move into the path of a shot, but currently isn't
    • Won't vent flux when it's in a good position to do damage- i.e., when the enemy is venting or overloaded
    • Perceives ships that are almost done venting flux as a threat
    • Won't turn off autofire on PD groups when flux is high but enemy missiles are nearby
    • More judicious about using too many missiles on a low-hull target - won't waste all of them on overkill
    • Large ships aren't so easily distracted by smaller ones
    • Less paranoid about the threat posed by enemy missile launchers
    • Closes in to effective non-missile weapon range instead of relying on missile weapons entirely
    • If a ship outranges the enemy, it will close in to just beyond effective enemy range to take advantage of as many weapons as possible.
    • Improved strafing to stay away from enemy ship's firepower
    • Increased propensity to fire strike weapons against appropriate targets (notably, the Apogee will use its AM blasters now)
    • Alternating weapon groups now properly distinguish whether the ideal weapon to use requires aiming or not. (notably, the Apogee will use its MIRV launcher much better)
    • More intelligent about using kinetic-damage weapons vs shields
    • Added captain personalities
    • Fighters more likely to return to carrier when hitpoints are low
    • Fixed AI bug that caused bombers to be too cautious with bombs, and too cautious in general. They're a lot more deadly now.
    • Added two new fighter classes. Assault - stays close to target like interceptors, but doesn't have a preference for engaging fighters like interceptors do. Support - tries to strafe around the target without making direct attack runs.
  • Added "burst" beam weapons. A burst beam fires for a set duration - usually about a second - and then has to cool down before firing again. No weapons using it (yet), most likely candidates are PD weapons - the burst damage is front-loaded, so among other things, this allows for weapons that can easily shoot down some incoming missiles but have low overall DPS.
  • Improved the effectiveness of armor vs beam weapons overall. This includes non-energy-damage beam weapons such as the Graviton Beam, and does not include energy damage non-beam weapons such as the Pulse Lasers.

Modding-related

  • Mods need to be updated with "gameVersion":"0.35a" in the descriptor to show up in the list.
  • New csv loader - supports multiple lines within strings in a row, and double quotes in strings (escape as ""). Mostly useful * for descriptions.csv
  • Ships use full color icons - should be placed in ships/icons/color/icon2_<hull id>.png
  • Sound effects are now moddable - the contents of sounds.json will be combined the same way spreadsheet contents already were
  • In weapon_data.csv, "burst size" is the burst duration, and "burst delay" is the burst cooldown.

Misc Features & Improvements

  • Added friend-vs-foe indicators around ships and missiles (red diamond for enemy, blue circle for neutral, nothing for friendly - both in map and combat view)
  • To prevent any incompatibility problems due to extensive control changes, controls are now reset to defaults when running the new version of the game for the firs
  • All dialogs can now be dismissed by right-clicking outside the dialog. Pressing Escape still works, too.
  • Improved font rendering, added new font for improved readability of larger blocks of text.
  • Improved fog of war rendering, increased fog of war resolution
  • Changed the way the exe is generated for windows, hopefully avoiding some AV false positives
  • Changed ship variant names to differentiate between "Close Support" or "Fire Support" roles, in preparation for upcoming war room changes.
  • Doubled default amount of panning. Instead of expanding the pan range, the 'Z' key now centers view on target - regardless of how far it is.
  • Changes to controls - pressing 'R' will now set/clear target as appropriate, instead of using a separate key for clearing the target.
  • The new default mapping for pause is spacebar.
  • Entering the war room always pauses the game and leaving it always unpauses.
  • Exiting the war room no longer turns off autopilot. It now stays on until it's explicitly toggled off or manual control of the ship is performed.
  • Performance tweak - planets render about 100 times faster. No, really.
  • Improved look of armor grid display

Bug Fixes

  • Fixed bug where sometimes an incorrect resolution would be used in windowed mode
  • Fixed bug where the keyboard would get into a state where it thought the Alt key was
  • Fixed bug that caused the AI to occasionally turn off shields and keep them off even while under fire
  • Fixed bug where AI would sometimes point omni shields away from the desired direction when first raising them
  • Fixed bug where game would hang if it tried to load a non-existent image.
  • Fixed bug with unknown key bindings showing up as "<unset>". Now show up as "unknown_123" etc.

Starfarer 0.34aEdit

Edit: 0.34a is out! You can download it from a link on this page.

This list contains everything that's been changed since the previous release. I'll be updating it continuously as work progresses, so stay tuned!

To accomodate the growing size of the patch notes, I've updated the format - you can easily see the latest round of updates in the first section.

Full list of changes, broken out by category, below:

Content

  • Added new mission: "The Wolf Pack" - medium difficulty, the attack on an escaping convoy
  • Added new mission: "Coral Nebula" - hard difficulty
  • Added new mission: "Nothing Personal" - impossible difficulty
  • Modified "The Last Hurrah" - player fleet has some new ships (Brawler and Vigilance class), increased difficulty overall (enemy Onslaughts are much better fitted).
  • New set of backgrounds (4 more!) Specified per mission, existing missions updated to use different backgrounds.
  • Added Brawler-class Gunship & Vigilance-class frigate (screenshot)
  • Added new medium (for real this time!) mission, "For the Greater Lud" (features both the Brawler and the Vigilance)

Gameplay & Balance Changes

  • Balance changes to the Conquest:
    • Changed large turret type to Energy
    • Changed loadout used in "The Last Hurrah" - put Autopulse Laser turrets in large turrets, added dual flak cannons to broadsides giving some situational point defense
    • Overall, more tactical possibilities and interesting loadouts
  • Balance changes to the Onslaught
    • Greatly increased max flux (dissipation rate remains about the same)
    • Expanded two medium turret arcs to give better coverage behind the ship
    • Increased armor and hull values
  • Reduced maneuverability of the Atropos torpedo - faster destroyers can sometimes avoid it by maneuvering
  • Improved Mjolnir cannon - does more damage, costs more flux per shot
  • Adjusted shield damage absorption values:
    • Shields improved overall
    • Higher-tech ships tend to expend less flux per point of damage absorbed, but even lower-tech ships are more efficient than before
    • Fixed frontal shields tend to be more efficient, but have a higher upkeep cost
  • Increased the range of fire support beam weapons slightly
  • Flux generated due to absorbing beam damage with shields can now be dissipated without bringing shields down. This applies to non-energy beams (such as the Graviton Beam) and does NOT apply to non-beam energy weapons (such as the Pulse Laser).
  • Related AI change - it now recognizes when a beam weapon is harmless (due to being fully dissipatable) and will not be afraid of one
  • AI improvement - does a better job of directly pursuing the enemy vs angling off during an approach, depending on whether they're threatened
  • AI improvement - does a better job of committing to temporary attack or retreat instead of waffling, in some cases
  • AI improvement - ship behavior varies between more cautious/daring, within a range defined by their personality
  • Friendly dumbfire projectiles (such as bombs) can't hit each other anymore. Up til this change, attack runs by several bomber wings were a bit more explosive than intended.

Modding-related

  • Moved saves/screenshots/mods dirs up one level for windows, to the top level of the bundle for Mac, left in same place for Linux.
  • Mods can be packaged up and installed by unzipping in a "mods" directory. More details on that, as well as some sample mods, soon here.
  • Added interface (to the launcher) that allows you to select which mods to enable. Multiple mods can be enabled at the same time. If there are conflicts (say, two mods change the stats of the same ship), the first mod on the list takes precedence.
  • A mod can add new missions
  • A mod can also add new ships and weapons - not officially supported because file formats are likely to change a bit, but it works. New ships/weapons can be used inside missions defined in the same mod.
  • Renamed some columns in ship_data.csv (sorry! Smiley)
    • energy regen -> flux dissipation
    • max energy -> max flux
  • Changed "shield upkeep" value in ship_data.csv to be expressed as a fraction of the "flux dissipation" value for easier adjustment
  • Error in MissionDefinition no longer crashes the game and gives you an error message instead of the mission description
  • Improved spreadsheet loading code - should be able to handle CSV files saved with OpenOffice etc
  • Converted mission list to CSV format (now mission_list.csv)
  • Source code for the modding API now comes with the install (starfarer.api.zip)
  • Added alphabetic render order sorting based on the weapon slot id

Misc Features & Improvements

  • Added "colorblindMode" config setting (in data/config/settings.json)
  • Added missile/bomb indicators to radar ribbon
  • Made flux bar flash when over 90%
  • Improved admiral AI - better about keeping carriers out of direct combat
  • Admiral AI is now aware when its mission goal is to escape, acts accordingly
  • Retreating ships can be ordered to cancel the retreat order and do something else
  • Added customizable control mappings (screenshot)
  • Increased maximum amount of zooming that can be done using the mousewheel (up to 2x in each direction)
  • After exiting the mission, the game goes back to the mission selection screen instead of the main menu. So that you can try again more quickly after suffering a crushing defeat.
  • Changed omni shields to be toggled on/off with the RMB instead of requiring the RMB to be held. In related news, frigates are fun to fly again.
  • Clicking on a ship in the fleet lists in the upper right now selects that ship in the warroom
  • Game now remembers launcher settings (resolution, fullscreen, sound on/off)
  • Shows an error message if the game fails to start - mostly useful for debugging while modding
  • Added feedback to warroom order buttons - they flash and make a sound when activated with the keyboard shortcut, same as when they're clicked
  • Improved display of current orders in the warroom - fighters returning to refit, battlegroup set to Search & Destroy
  • Autopilot button flashes when it's on
  • Added "shield upkeep" value to ship tooltip
  • Made mission list scrollable (mousewheel, or click and drag - same as ship list post-battle)
  • Added credits screen

Bug Fixes

  • Fixed bug where ship AI would crash into friendly ships while trying to move away from the map border
  • Fixed bug where weapon burst would finish firing after the ship was destroyed or finished being overloaded
  • Tutorial section w/ fighters now ends if it takes too long (if the fighters run away, for example)
  • Fixed AI bug where it would fire a missile salvo with an unnecessarily long delay between firing successive turrets
  • Fixed bug where the game would play in fast-forward if video card vsync was forced off. In related news, sales of hillbilly chase music on iTunes plummeted today.
  • Fixed bug where "deploy reserves" button would be disabled if your forces control all objectices (the 'G' shortcut still worked, though)
  • Fixed bug where on-screen target reticle would stay up for ships that were no longer visible through fog of war
  • Fixed the "invisible fighter" bug (sometimes, a fighter would remain in the playing field, invisible and unhittable, but still targetable by the AI)
  • Most likely fixed this (hard to describe) bug. Likely Intel driver bug, coded around it.
  • Fixed bug with fighters being forced to auto-retreat after flying too far off-map
  • Cleaned up alpha values in custom mouse cursors - hopefully fixing "white square cursor" bug on ATI cards on Linux
  • Fixed victory music bug (would finish playing at the start of next mission)
  • Fixed bug where the quit dialog could show up multiple times if the Escape key was pressed really, really fast
  • Improved code that detects available display resolutions (previously, would detect none in some cases, leading to a crash on startup). Also added "resolutionOverride"/"forceAspectRatio" settings to config for some odd cases where no valid resolution is reported.
  • Fixed duplicate shuttle pod icon bug
  • Fixed cursor bug - changes red/green state more reliably
  • Fixed bug where transferring command can disable the AI of the ship being abandoned
  • Fixed bug where AI would still follow a group leader when the group leader was assigned to another group

Alpha Release (April 29, 2011)Edit

  • Very first release

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