Hypercom v0.2.1
Hypercom is a local bridge into Vanguard Galaxy plus a web app that runs beside the game: your armory, your
ship's gear and the station's shop on a second screen (or a phone), with an optimiser that judges your whole
battery rather than one gun's headline. Ship Optimizer ships inside it — one download for both.
Requires BepInEx 5. Install by extracting the zip into your game folder, or by handing it to a mod manager
such as Vortex — the zip has BepInEx\ at its root. Unofficial mod, not by or affiliated with the developers.
Questions and bug reports: Discord.
Permanent download link, always the current version:
https://github.com/Fulgan/VG-plugins#hypercom
Changed since 0.2.0
A fix release, almost all of it from playing a long save: an 8,000-item armory found a lot of things that work
fine on a fresh one.
Selling a lot of things at once
- Selling a long list took minutes and looked frozen. Every row was its own request, and each one waited
for a frame — 7,891 items was over two minutes of that. The whole list now goes out as one request and takes
a couple of seconds, and the game shows how far it has got while it works. - Sold items now reach the station's shop. They were only being put on the shelf when the game allowed them
to be bought back; everything else was sold into nowhere. - The station's shop panel updates when a sale fills it. The goods were there, but the open panel kept
drawing the list it had when it opened — typing in its search box was the only way to see them. - Boosters are no longer skipped with "slot 25 now holds Combat Power I, not Combat Power I". The check was
comparing an item's internal name against the one you were shown, and for a booster those differ. The same
check guards buying, where it was refusing ammo and materials for the same reason. - A big sale no longer makes the app reload your inventory dozens of times, and the shop list no longer
drags the game down afterwards — what you sold is held back until you ask for it, with "show N you sold" in
the shop header.
In-game messages
- Every notification the mod has ever sent was invisible. It was created hidden and never shown, so buys,
sales and hires happened in silence. They appear now — and are readable, having first appeared in black on a
black banner.
The sell list
- Common gear and most boosters were invisible to it. Anything that rolled no substats was treated as
though it were not equipment, so a rule that said to sell it did nothing and it survived every sale. - Editing a rule no longer switches it off. It left the rule set for as long as the editor was open, so a
sale run while editing ignored it. - A rule that names activities no longer sweeps up your modules and boosters without saying so — "no
activity (modules, boosters)" is a value you can tick, and so is "none" for a field an item simply has none
of. - "level vs mine" compares against your level, not against the highest-level item you own.
- A relative-level rule now reads as a sentence — "level is at least 10 levels below mine" — and every word of
it can be changed where it stands. "at or below mine" and "exactly mine" need no number at all. - The rule editor takes the room it needs, the field picker is no longer cut off, comparisons can be flipped in
place, and the split's groups are nested and sorted the way the rule groups them.
Gear suggestions
- A "+25% Precision" roll was being valued as +0.25 Precision. Percentage rolls are now read against the
pool they scale, and a "+% Combat Power" substat counts at all. - Modules are judged by what they do to your battery, not by their headline stat. A scanner with more
Precision that gives up pooled Combat Power, a crit aspect and a reactor bracket is no longer an upgrade on a
combat ship — while armour, aspect slots and draw still decide between two modules the damage model rates
equally. - A reactor swap counts the power budget it changes. A smaller reactor is not an upgrade when the load it
leaves you with costs the reactor bonus on every pool. - An empty aspect slot is valued by what you could put in it, and rolls your ship cannot use — Drone Power with
no drone bay, Salvage Power on a ship that neither salvages nor carries a salvage gun — are ignored.
Full notes for every release: RELEASE-NOTES.md.