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Balance: tweak marauder builds, and remove later game content from them #9819

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merged 8 commits into from
May 2, 2024

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Hurleveur
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@Hurleveur Hurleveur commented Feb 15, 2024

Balance

This PR addresses part of a problem described a bit in issue #7763

Summary

The synd shield regen is too easy to acquire from these ships, giving you even less incentive to play checkmate and causing issues if we want to rebalance them, due to how easily and early they're available.
For consistency we also removed the electron guns.

In order to compensate for removing those, I added a smidge more Hai technology to some marauder builds - it could be done more so later on if we feel like this is a good decision. (rn its only 2 small shield gen, one battery and a small a big AM)

Some marauder ships also had a bunch of outfit space left over after the battery buff, and this fills it up, whilst making them and some others a tad bit more original as well.

Testing Done

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@Hurleveur Hurleveur added the balance A ship or weapon that seems too powerful or useless, or a mission that seems too easy or hard label Feb 15, 2024
@Hecter94
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Note that, if this gets merged, it would be a good idea to look at the availability of Syndicate Regenerators in checkmate and see if they need to be made available earlier now that they're no longer obtainable via Marauders.

Also I think you should mention in the PR description that you're giving Hai tech to some of the marauder ships in lieu of campaign specific unlocks.
This seems fine to me, but I believe it's worth a mention in the description.

@Zitchas
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Zitchas commented Feb 15, 2024

I wouldn't remove all the synd regenerators. They are supposed to already exist, right? But making them a lot less common is good.

To be honest, I have always found it weird how uncontrolled weapons tech is in human space, and how willing everyone must be to export everything in bulk to everyone.

ziproot

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@Hurleveur
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Hurleveur commented Feb 15, 2024

Those are just improvements to the builds to make them more original. ig I could stick this only to what it has to be, but we didnt do many of those changes, it's mostly testing the waters. (this one is so the engine version actually makes uses of its extra engine space)

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Makes sense to me

@Hurleveur
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Hurleveur commented Feb 15, 2024

I wouldn't remove all the synd regenerators. They are supposed to already exist, right? But making them a lot less common is good.

The big issue is that so long as a single one remain before they're sold the argument can be made that they should have X stats, because they're not truly a campaign unlock. So instead of having just a few of them I'd rather have them completely unavailable (and unlock them earlier), and have actual hai regenerators instead, that act very similarly anyway. (this also shows hai regenerators are a thing accessible by humans before the synd ones come out)

@Quantumshark
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I'm a little confused as to why other changes are being made (such as the engines marauder arrow losing its anti-missile turret) that aren't related to otherwise unobtainable content.

The change to the engines marauder arrow was made because it wasn't actually using the extra engine space it had over the regular marauder arrow. I'm also not sure how helpful an anti-missile is on something that fast - in the unlikely case that it does hit a missile, the AM isn't going to get time to shoot that missile down.

@alexrovw
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This looks really good and aligns with what I was saying on Discord. I'm going to hold off on approval until I get to playtest to compare these ships to their old models in combat, but I'm very happy to see this change.

@xX-Dillinger-Xx
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Is this to address issues for 1st time players?
The reason I ask, is that I don't recall when I became aware that 'farming' was even a thing, the first time I played. I'm pretty sure it was after I finished the FW storyline. Now for the repeat player starting a new pilot, this issue becomes irrelevant anyway, because repeat players are just going to go straight to where ever they can get the best tech, then come back to play the campaigns. I would assume that most players just head straight for Hai, or Remnant space ASAP.
On a side note, you refer to a branch of the FW campaign as 'checkmate', and that the current issue discourages players from playing 'checkmate'. I've played a few times and still I'm still not sure where the branch off occurs. Sure, I could go rooting around in the games files but from within the game, new players have no idea there is even a choice to make. You all keep forgetting, you all know the story lines and what happens where and when etc. etc.

@Zitchas
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Zitchas commented Feb 16, 2024

On a side note, you refer to a branch of the FW campaign as 'checkmate', and that the current issue discourages players from playing 'checkmate'. I've played a few times and still I'm still not sure where the branch off occurs. Sure, I could go rooting around in the games files but from within the game, new players have no idea there is even a choice to make. You all keep forgetting, you all know the story lines and what happens where and when etc. etc.

The main break point is when going to pick up the Syndicate defector, and the syndicate shows up demanding you turn them over. If you trust the defector, then you go on to reconciliation. If you trust the Syndicate, you go the checkmate route.

And yes, I agree. A lot more attention should be paid to first-time experience, and a lot less to "how people metagame and/or wiki-walkthrough their umpteenth playthrough."

The point does stand that making this equipment rarer in marauder fleets does make acquiring it in the reconciliation branch a bit more rewarding; but I don't really think it's that major of thing. I also don't feel like super-duper shield regenerators really fits the Syndicate as an overal bonus to siding with them.

Honestly, I'd more expect them to either fork over a bigger salary (they've got more money than any other human faction, really.) and/or have their ships and outfits available to the player at a steep discount. Call it fleet support or something, for people that want lots of disposable ships rather than solo/few powerful ships. I'm sure as a community we should be able to come up with some rewards that actually caters to the commercial might of the Syndicate rather than just boiling it down to "get X special tech if you pick A, or get Y special tech if you pick B." That might be easier to balance, but it is a lot more boring and unimaginative. The syndicate is known primarily for political power and wealth. What would fit those? (Reduced penalties for pirating ships aka political favors could be another one...)

@Hurleveur
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Hurleveur commented Feb 16, 2024

Ideally when we're done revisiting the marauder ships first time players woudnt see any difference, it'd just be that a bit of hai tech is put in there instead of these weapons, and the builds are more varied.
In fact it'd hint at smth beyond human space for those that might not have found that out yet

@xX-Dillinger-Xx
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xX-Dillinger-Xx commented Feb 16, 2024

I'm going off topic again, so sorry. I'll try to keep it short.

The main break point is when going to pick up the Syndicate defector, and the syndicate shows up demanding you turn them over. If you trust the defector, then you go on to reconciliation. If you trust the Syndicate, you go the checkmate route.

I can't remember which time I did what, but 1 time I turned over the defector, 1 time I did not. I was unaware this was such an important decision and that it had big implications either way. I did notice the story was different but I really didn't think why or when it changed. I mentioned this before, there are a few points during the game that the player reaches a fork like this. Should there be some sort of hand holding at these points. Maybe a dialogue. " They want me to hand over the defector. Let me think, If he is a defector that means ....... But if he's telling the truth that means....." I can't recall the details to fill in the ....... but you get the idea.

And yes, I agree. A lot more attention should be paid to first-time experience, and a lot less to "how people metagame and/or wiki-walkthrough their umpteenth playthrough."

It's almost like there needs to be 2 different games LOL. One for first timers and one for repeat players. AND NO I'm not suggesting that, just thinking out loud.

@ziproot
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ziproot commented Feb 16, 2024

That reminds me, have we done a poll of reconciliation vs checkmate since the first rework?

@Hecter94
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I was unaware this was such an important decision and that it had big implications either way. I did notice the story was different but I really didn't think why or when it changed.
Should there be some sort of hand holding at these points.

The main difference is that in the reconciliation route, you make a truce with the Republic by rescuing a Syndicate defector and go to war with the Syndicate.
In checkmate, you keep the Syndicate as an ally by turning over the defector and continuing your war against the Republic.

The two options you're given are:
"I say we rescue the defector, even if it means war with the Syndicate."
"I say we let the Syndicate have the terrorist, and focus on winning the battle against the Republic."

This spells out quite succinctly what the choice you're making is and what the consequence of that choice will be; I don't see a need for any additional "handholding."

However, as you mentioned, this is getting off-topic for the PR, so let's keep the conversation relevant to the proposed changes.

@Hurleveur
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If this PR doesnt add enough to compensate for the loss of shield gens, I could add another Diamond shield gen to a ship, and a set of hai engines to another

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Seems correct.

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Small notes on a couple builds, mostly I think if we're switching these to include AMs, we should go with Chameleons instead of the Human ones.

It not only helps show another piece of Hai tech, but -without- including them it ends up seeming like those Ion Cannons are easier to smuggle out.

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@xX-Dillinger-Xx
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I've been keeping quite but I feel I need to point out that you may be solving one issue but creating another. Sorry, Hurleveur and anyone else working on this.

  • You call the S-270 and S-970 generators Syndicate generators.
    • Nowhere in the game are they referred to as Syndicate produced.
    • I assumed they had something to do with pirates, because they were only found on Marauders.
    • I never made the 'S' connection because Syndicate outfitters sell the same "D" series as the rest of human space.
    • They are also never installed on any Syndicate ships before or after picking sides.
  • You claim removing them becomes an incentive to join the Syndicate.
    • If you remove all of them, I'll never know they even exist before I pick sides and in fact may never know, if I choose the Republic.
    • In order to be an incentive, I need to know they exist and I need to know, or at least assume, they are going to be available from Syndicate outfitters.
  • you want to hint at the existence of Hai tech but not unique Syndicate tech.
    • I don't see the logic.
    • Won't players just start farming Hai tech instead? If that happens the Syndicate gens become irrelevant, along with some other human tech. There goes the balance again.

TL:DR
I like the idea of hinting to more advanced tech, if the whole goal is to prevent "farming" these generators or anything else too early:

  • make them unplunderable until later in the game
  • or make them very rare
  • ( my preference) or make the Marauder pirates harder to steal from with a higher chance of self destruct. Players should have to work for it.
  • but just don't hide them

@bene-dictator
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bene-dictator commented Mar 7, 2024

From the perspective of story, I can't address your other comments at the moment. Hope I don't come off as being too harsh.

You call the S-270 and S-970 generators Syndicate generators.
Nowhere in the game are they referred to as Syndicate produced.

In the Checkmate Branch, the player is given access to the regenerators and ionic afterburners in human outfitters on Syndicate planets, which Katya says is new technology developed by the Syndicate:
"Also," says Katya, "as their own expression of gratitude, the Syndicate members of Parliament have offered to make some of their new technology, developed during the war, available to us at an affordable price."

They are also never installed on any Syndicate ships before or after picking sides.

The Syndicate ships you fight in Alioth after you pick the Reconciliation path and when you fly through Syndicate space to Mutiny in Gienah with Raven are Mk.II Syndicate ships, which have on them Ionic Afterburners and S-series Regenerators.

I assumed they had something to do with pirates, because they were only found on Marauders.

This is fair, but it makes no sense why the technologically advanced Navy doesn't have this while the apparently galaxy-wide Marauders are willing to hand them over to you as long as you can plunder them. (The Syndicate is known to keep technology hidden from the Republic – for example, the jump drives and the cloaking device.)

You want to hint at the existence of Hai tech but not unique Syndicate tech.
Won't players just start farming Hai tech instead? If that happens the Syndicate gens become irrelevant, along with some other human tech. There goes the balance again.

I suppose it's a fair point, but you can just buy Hai tech if you know where to go. The fact that pirates have Hai technology is a focal point of the Hai Reveal line, however.

It does somewhat lessen the significance of the Silverhawk bounty in the Free Worlds prologue.

@Hurleveur
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Hurleveur commented Mar 7, 2024

@xX-Dillinger-Xx let me explain why I opened this PR:
The issue is that balance wise, we want to adjust these generators - they're too good (better than hai shields? wtf, but anyway).
If they're available early on by plunder that means we'll have to make them worse than if they only become available as a story unlock.

Removing all of them is simply easier, and completely resolves the discussion. (unplunderable isnt an option, very rare is subjective, harder to steal isnt enough and touches other stuff)
Hinting at other alien species existing is more important than at synd tech (which, like you said, it wasn't even doing).

Checkmate not being favored is not really a problem for the first playtrough where you don't know what's coming much either way (tho I'm down for hinting at these tech, but that'd be another PR, plz open an issue or smth if you feel like it btw).
The issue is that when you look at what you get both story and outfit wise it isnt worth it to go the checkmate route. I think it should be more rewarding in terms of outfits than it currently is, hence this PR that tweaks marauder builds so these generators can remain ok, and are synd exclusive.
Then, as Hecter said earlier:

Note that, if this gets merged, it would be a good idea to look at the availability of Syndicate Regenerators in checkmate and see if they need to be made available earlier now that they're no longer obtainable via Marauders.

In which case it'd be more interesting to go checkmate than it currently is (which is, very little).

@ziproot
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ziproot commented Mar 7, 2024

The Syndicate ships you fight in Alioth after you pick the Reconciliation path and when you fly through Syndicate space to Mutiny in Gienah with Raven are Mk.II Syndicate ships, which have on them Ionic Afterburners and S-series Regenerators.

Is there a reason why they only use the S-class regenerators in a specific part of Reconciliation?

@xX-Dillinger-Xx
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Most of my comments above pertain to new players. For repeat players, very little of anything we are discussing matters because repeat players are just going to go straight for even better tech.

I still think hiding, i.e. removing, them completely, is a mistake.
If I'm standing on one side of a raging river and see a pot of gold on the other, I have an incentive to cross the river, even if it is difficult. If I don't see anything, there is no incentive to cross.
We are exposed to lots of unobtainable Republic ships, and we can assume that joining them may allow us to purchase them at some point. So, we have an incentive to join the Republic.
After you remove Synd. gens. we won't be exposed to anything that creates an incentive to join the Syndicate. Even with the "S" gens. currently being exposed, they don't create an incentive, because they aren't clearly identified as Syndicate.
I would consider the simple existence of currently identified but unobtainable items as an incentive to keep looking for a way to obtain them. e.g. side with the Syndicate.

I go back to this, if the whole goal is to prevent abusive "farming", why not just make "farming" less attractive? If I understand this correctly, the concern is players having access to outfits that are OP for the point of the story they are currently at. How is swapping the Synd. generators for Hai generators going to solve that? They are almost equal. Even worse, is adding Hai AM, which will be OP, which then makes human AM obsolete too early. This will encourage "farming" for them. Now we're right back where we started.

@ziproot
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ziproot commented Mar 8, 2024

For repeat players, very little of anything we are discussing matters because repeat players are just going to go straight for even better tech.

That is why this PR being merged is unlikely. From what I could tell from the campfire chat, the devs don’t think this matters, as the main reward is nuclear missiles, and regenerators aren’t that useful when compared to alien tech that you almost immediately get upon beating the main campaign.

The big changes the devs are planning on I think involve nerfing cloaking as an ability by making it temporary rather than permanent and only breaking missile locks.

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Hecter94 commented Mar 8, 2024

Most of my comments above pertain to new players. For repeat players, very little of anything we are discussing matters because repeat players are just going to go straight for even better tech.

Not necessarily. I, for one, make it a point to play through FW prior to gaining access to any additional tech. I'm sure I'm not alone in this, either. While I do not doubt that some new players and some returning players will go straight to better tech, that doesn't make the point meaningless.

After you remove Synd. gens. we won't be exposed to anything that creates an incentive to join the Syndicate. Even with the "S" gens. currently being exposed, they don't create an incentive, because they aren't clearly identified as Syndicate. I would consider the simple existence of currently identified but unobtainable items as an incentive to keep looking for a way to obtain them. e.g. side with the Syndicate.

The "incentive" for choosing reconciliation or Checkmate isn't the reward you will gain from the respective campaigns. At least for a new player, there's also no indication that a cloaking device will be your reward for reconciliation or that nukes will be your reward for Checkmate, so neither of those factors into the thought process. The choice is made because the player is forced to make a choice, and they have to go with what they feel is right at the point where they make the choice.

Ideally, the promise of a reward won't factor into the decision, leaving it as a dilemma that needs to be resolved purely based on what the player feels is the correct choice of action. Providing incentives via rewards, therefore, cheapens that decision by relegating it to a mere gameplay choice.

If I understand this correctly, the concern is players having access to outfits that are OP for the point of the story they are currently at.

Not quite; the main concern is ensuring players don't feel penalized for making the "wrong" choice when they choose to follow the Checkmate or reconciliation branch.
To ensure that there is no objectively wrong choice, the rewards given by the two branches should be relatively equal, which is currently not the case. Nukes are obsoleted relatively quickly and aren't very reliable in combat, nor are they particularly strong, and since the Regenerators aren't limited to just the Checkmate route, it would be entirely possible to find that one of the rewards for the choice you made is something you already have access to, which makes that reward feel like not a true reward.

Compared to the cloaking device, it seems reasonable to conclude that Checkmate could use a bit more going for it and making one of its current rewards an exclusive reward could be an option to assist with that.

How is swapping the Synd. generators for Hai generators going to solve that? They are almost equal.

Syndicate generators are decently better than the Hai generators. With the S-970 generating 3.73 shields per outfit space and the Hai Diamond Regenerator only generating 3.06 shields per outfit space, the S-970 is approximately 22% more space efficient, which causes mechanical and thematic issues that I won't get into here. Swapping them would, therefore, allow earlier access to better shield generators while keeping the even better shield generators as a unique campaign-specific unlock.

Even worse, is adding Hai AM, which will be OP, which then makes human AM obsolete too early. This will encourage "farming" for them. Now we're right back where we started.

Hai AM is generally equivalent to, or slightly worse than, Human AM.

See this chart, which plots their effectiveness (in average expected kills per second) against each missile type:

image

The Heavy Anti-Missile Turret is consistently better than the Chameleon Anti-Missile against almost every missile type while being substantially better against the weak missiles in the Free Worlds campaign.
Meanwhile, the Bullfrog is roughly equivalent to the Anti-Missile Turret against most missile types, with the Anti-Missile turret pulling ahead against weaker missiles again.

Of course, the Chameleon and the Bullfrog are slightly smaller than their human counterparts. However, for the Heavy Anti-Missile, at least against most human missiles, even if you adjust for size, it still works out to be more efficient per unit of space, and both turrets are more efficient usages of a hardpoint.

Effectively, they are about equivalent, with the Heavy Anti-Missile Turret being slightly better than the Chameleon against weak missiles but otherwise trading space efficiency for hardpoint efficiency, and the Anti-Missile Turret likewise trading space efficiency for hardpoint efficiency compared to the Bullfrog.

Overall, I certainly wouldn't say that one obsoletes the other or that one is substantially more powerful than the other.

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xX-Dillinger-Xx commented Mar 8, 2024

Not quite; the main concern is ensuring players don't feel penalized for making the "wrong" choice when they choose to follow the Checkmate or reconciliation branch.

Well, players can't form an opinion on whether their choice was "wrong" until after they re-play and choose the opposite branch.

That is why this PR being merged is unlikely.

Well if that's the case. I'll just leave this alone.

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Hurleveur commented Mar 8, 2024

I dont see how this would point towards the synd having the tech, as it stands (an s in the name? Not enough)
That's smth thats missing and should be added separately.

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Fwiw I had always assumed the S-class shield generators were of Hai origin, because they look very similar to Hai shield generators. Is that intentional? If not it might be good to adjust their image.

I've also always thought it odd that they're better than Hai generators - I think their generation should be dropped 10-20% so that they're still far better than other human shield tech but a little worse than the Hai tech. Which gives players a juicy reward for finding their way out of Human space!

Funnily enough I had no idea that they were Syndicate tech that you get from some split in the mission string, I've somehow missed that entirely despite playing through many times.

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Yeah the S shields probably are hai inspired, but the original numbers on those were an error, I think (like, literally), but with this PR merged they could only be nerfed by a reasonable amount due to being a real campaign reward, instead of being made irrelevant, I hope

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Funnily enough I had no idea that they were Syndicate tech that you get from some split in the mission string, I've somehow missed that entirely despite playing through many times.

Your not the only one. That's why I suggested to change their description.

@Quantumshark Quantumshark added the waiting on dev A developer needs to do something, e.g. reviewing, merging, resolving disputes, etc. label Apr 21, 2024
@Amazinite Amazinite merged commit e57e8e4 into endless-sky:master May 2, 2024
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@Amazinite Amazinite removed the waiting on dev A developer needs to do something, e.g. reviewing, merging, resolving disputes, etc. label May 2, 2024
@Hurleveur Hurleveur deleted the marauder-builds branch May 3, 2024 06:24
Zitchas added a commit to Zitchas/endless-sky that referenced this pull request May 18, 2024
* feat(enhancement): Allow ships to define their center of rotation (endless-sky#9423)

* feat(balance) Nerf Shield Refactor Module (endless-sky#9447)

* ci/cd: Run integration tests without OpenGL (endless-sky#9466)

* chore: Migrate to C++17 (endless-sky#8996)

Co-authored-by: quyykk <quyykk@protonmail.com>

* feat(ui): Added keyboard navigation to the preference and plugin panels (endless-sky#9581)

* fix(ui): Better switching from mouse to keyboard navigation in plugins menu (endless-sky#9610)

* feat(artwork): Unique projectile & hit effect for Ionic Turret (endless-sky#9596)

* feat(enhancement): NPCs can be given a "restricted" personality to follow their government travel restrictions (endless-sky#9412)

* refactor: Resolve some C++17 todo items (endless-sky#9613)

* ci: Make the integration tests a bit more deterministic (endless-sky#9546)

* ci: Use C++ instead of the test_parse scripts (endless-sky#9449)

* refactor: Rename confusingly named variables in Engine (endless-sky#9522)

* feat(mechanics): Make escorts only pathfind through systems that the player has visited (endless-sky#6127)

* fix(build): Fix compilation error on SDL before v2.0.22 (endless-sky#9609)

* fix(typo): Correct grammar around payment replacements (endless-sky#9619)

* feat(ui): Shop keyboard navigation remembers selected column when moving between differently sized rows (endless-sky#9617)

* fix(typo): Typo in "Pookie, Part 3" (endless-sky#9625)

* ci: Don't cancel commits to the main branch (endless-sky#9618)

* ci: Allow and run integration tests on every platform (endless-sky#9607)

* feat(enhancement): New minable payload attributes and prospecting weapons (endless-sky#9397)

* fix(typo): Fix uses of "v" vs "w" in Skadenga + some other tweaks (endless-sky#9622)

Ser -> Captain
`<destination>` -> `<stopovers>` in a mission dialog.

* feat(content): Insert joke about black box in Sheragi quest line (endless-sky#9589)

* feat(ui): Allow "u" and "e" to be used as "Buy/Sell All" shortcuts on the trading panel (endless-sky#9623)

* feat(content): A new set of bounty jobs where the bounty ship enters the source system (endless-sky#9532)

* fix(artwork): Adjust brightness of Core space on map sprite (endless-sky#9434)

* feat(content): Sell Typhoons from Lovelace Labs outfitters shortly after their release (endless-sky#9629)

* feat(enhancement): Create flotsam tractor beams (endless-sky#9398)

* fix(content): Fixed outdated event condition in FW Bloodsea missions (endless-sky#9636)

* feat(content): Diversify the Assisting Merchants boarding missions (endless-sky#9446)

* feat(enhancement): "Shrouded" systems that can't be seen unless in visible range (endless-sky#9396)

* feat(content): Add large Swiftsong Hai transport jobs (endless-sky#9575)

* feat(mechanics): Adjust scaling of scan times with increasing number of scanners (endless-sky#9552)

* feat(ui): Add scrolling to the plugins page for both the plugins list and the selected plugin description (endless-sky#9603)

* fix(mechanics): Consider rings entirely contained within a mask as colliding with it (endless-sky#9644)

Fixes a bug where flotsam could skip past the collection radius around the edge of a sprite and get stuck in the middle of it.

* fix(typo): Add missing punctuation in FW (endless-sky#9646)

* fix(content): Correctly account for whether the player attacked Greenrock in the FW campaign (endless-sky#9647)

* feat(content): Small wording tweaks in the intro missions (endless-sky#9649)

* fix(typo): Pluralize "drive" in mission text (endless-sky#9651)

* feat(content): Change how Sayari refers to humans when translating for the Wanderers (endless-sky#9654)

* fix(ui): Ensure that all steps of the player's travel plan are visible (endless-sky#9624)

* feat(enhancement): Allow projectiles to penetrate through ships, dealing damage multiple times (endless-sky#6276)

* feat(content): Add a carrier variant option for the Kestrel (endless-sky#9653)

* feat(content): Gegno Intro Content Adjustments (endless-sky#9652)

* fix(content): Coalition mission grammar/consistency changes (endless-sky#9633)

* feat(content): New mining-focused ships and outfits (endless-sky#9621)

* feat(content): Add a new pirate territory to the South, including new ships, outfits, and more (endless-sky#9597)

* fix(shader): Fix a shader compilation error that can occur on older OpenGL versions (endless-sky#9667)

* fix(content): Add a location filter to the "remnant cafeteria" news so that they can display (endless-sky#9666)

* fix(typo): Remove erroneous article (endless-sky#9664)

* fix(content): Change Lunarium rescue jobs distances to prevent location overlap (endless-sky#9660)

* refactor(ui): Convert ShopPanel to using the new ScrollVar for its scrolling panes (endless-sky#9645)

* feat(enhancement): Added a message log panel for reviewing past hails and status messages (endless-sky#9246)

* feat(content): You can now ask the Quarg about the Coalition after having joined the Heliarchs or Lunarium (endless-sky#9538)

* feat(content): Change the Ringworld Debris: Quarg conversation to be more vague about the Ringworld's fate (endless-sky#9672)

* fix(ui): Fix segmentation fault when opening the message log (endless-sky#9675)

* fix(typo): Fix various typos (endless-sky#9677)

* fix(ci): Output the reason why an integration test failed if it failed because of a segfault (endless-sky#9678)

* feat(content): Add missions where you transport a Hai film crew to Darkrest (endless-sky#9606)

* feat(content): Add a mission transporting a group of Hai college students to Darkrest (endless-sky#9601)

* feat(content): Add a mining tutorial mission to the Sparrow intro quest (endless-sky#9163)

* fix(typo): Gegno planet description improvements (endless-sky#9680)

* feat(enhancement): Add an action that can be triggered when encountering an NPC (endless-sky#9049)

* feat(input): Tie the state of the caps lock to the state of fast-forward if caps lock is used as the fast-forward key (endless-sky#9676)

* fix(content): Fix location filters for Hai Film Crew missions (endless-sky#9681)

* fix(typo): Fix typos in various missions (endless-sky#9683)

* fix(content): Disable the Gegno Intro if the player has not met the Quarg yet (endless-sky#9684)

* feat(ui): Add a tooltip for the message log key (endless-sky#9685)

* fix(content): Correctly restrict offering of the Hai wormhole warning mission if you've started the Hai Reveal storyline (endless-sky#9688)

* fix(mechanics): Always face the flight direction on takeoff (endless-sky#9687)

* fix(ui): Reset zoom modifier if "Landing zoom" setting is off (endless-sky#9686)

* feat(mechanics): Variants can now add licenses on top of a base model using a licenses node in "add attributes" (endless-sky#9682)

* fix(content): Mention all possible missing objectives in the on visit dialog of "Remnant: Void Sprites 3" (endless-sky#9694)

* fix(content): Add proper location attributes to Clink and Mutiny (endless-sky#9695)

* fix(content): Add missing Nest mining variant (endless-sky#9702)

* fix(typo): Convert various single quotes to double quotes and put punctuation inside quotations (endless-sky#9708)

* fix(segfault): Fix a segfault on losing your ship during boarding (endless-sky#9718)

* fix(mechanics): Only add variant licenses to the base attributes of the ship (endless-sky#9724)

* docs: v0.10.5 changelog (endless-sky#9668)

* docs: 0.10.5 credits and docs update (endless-sky#9725)

* fix: Steam workflow test parsing (endless-sky#9726)

Co-authored-by: M*C*O <mcofficer@gmx.de>

* chore: Update version numbers for 0.10.6-alpha (endless-sky#9727)

* fix(docs): Correctly update remaining version numbers for 0.10.6-alpha (endless-sky#9732)

* docs: Add "GOG" as an option for "Game source" in the bug report issue template (endless-sky#9730)

* feat(content): Reduce the spawn rate of Astral Cetaceans (endless-sky#9712)

* feat(content): Reduce size and spawn rate of Embersylph (endless-sky#9711)

* fix(content): Fix reference in 'First Contact: Gegno Vi' (endless-sky#9744)

* fix(typo): Missing spaces in boarding mission phrases(endless-sky#9736)

* feat(content): Edit descriptions for Hai stations (endless-sky#9698)

* fix(content): Give required crew to the Javelin and Gatling Turrets (endless-sky#9778)

* fix(content): Check correct conditions in Gemini Shipyards jobs (endless-sky#9798)

* fix(typo): Gemini -> Geminus (endless-sky#9800)

* feat(balance): Give Dreadnoughts back their fourth torpedo launcher (endless-sky#9795)

* fix(ui): Fix the padding between lines in the ship info display (endless-sky#9788)

* refactor: Remove unused ShopPanel::Search declaration (endless-sky#9784)

* feat(content): Mention abandoned Navy bases on planets during Checkmate (endless-sky#9782)

* feat(content): Make Lasher Pistols more defensive than offensive (endless-sky#9779)

* Docs: Rename feature request template (endless-sky#9775)

* feat(ui): Reset the scroll speed of the credits if it was previously set to 0 (endless-sky#9774)

* feat(content): Adding hails about dumping cargo for pirates (endless-sky#9758)

* fix(typo): Various typo fixes (endless-sky#9752)

* fix(content): Uninhabited systems & Kaus Borealis switch sides throughout the FW campaign (endless-sky#9748)

* fix(ui): Render animated sprites in the hail panel correctly (endless-sky#9767)

* fix(content): Add the ramming personality to the timer ship so that it doesn't avoid damaging itself (endless-sky#9751)

* fix(typo): Move apostrophe in Solifuge description (endless-sky#9807)

* fix(typo): Typos in Southern Fiance 2 and Gegno: First Contact (endless-sky#9808)

* fix(content): Remove second "on complete" in "Lunarium: Combat Training 2" (endless-sky#9816)

* fix(typo): Various typos and wording style changes (endless-sky#9812)

* fix(typo): Grammar adjustments in various Lunarium missions (endless-sky#9793)

* fix(ui): Add missing color definitions for message log colors (endless-sky#9831)

* fix(docs): Correct some copyright entry orders and file patterns (endless-sky#9731)

* List less specific file patterns in stanzas before more specific ones.
  * For example, 'images/land/*' is less specific than 'images/land/mars*' and so its stanza should be listed first.
* Replace some spaces in file patterns with '?' as file patterns cannot contain spaces.

* fix(ui): Correct message log colors (endless-sky#9836)

* feat(content): Add `lingering` to Gegno Protolith Fleet (endless-sky#9804)

* docs: 0.10.6 changelog and docs update (endless-sky#9803)

* fix(typo): Fix typo in changelog (endless-sky#9837)

* docs: 0.10.7 alpha versions (endless-sky#9839)

* chore(CI): Update Github Actions versions (endless-sky#9821)

* feat(CI): Stricter copyright checking (endless-sky#9750)

Certain warnings will now be considered to be errors.

* fix(CI): Fix edge case in code style checker (endless-sky#9789)

* feat(content): Give the harvest personality to Unfettered fleets (endless-sky#9810)

* feat(balance): Reduce the chances of finding Bactrians in random pirate fleet spawns by half (endless-sky#9699)

Also removed Bactrians from Hired Gun fleets and as a pirate job target.

* feat(enhancement): Autocondition for testing if you can land on a given planet (endless-sky#9716)

* fix(content): Earth day jobs no longer offer unless you can land on Earth (endless-sky#9715)

* feat(balance): Nerf the Unfettered medical jobs (endless-sky#9232)

* feat(UI): Include messages when hailing other ships in the message log (endless-sky#9787)

* fix(content): Make TMBR 3a dialogue choice order consistent (endless-sky#9806)

* refactor: Improve load panel tooltip timestamp generation (endless-sky#9773)

No longer make use of manual memory management.

* fix(typo): Add missing word in "Bounty Hunting (Small, Hidden)" (endless-sky#9845)

* feat(enhancement): Added a "fused" weapon tag that causes projectiles to explode at the end of their life (endless-sky#9822)

* feat(enhancement): Added tags that stop projectiles from colliding with different object types (endless-sky#9823)

* feat(ui): The shop now has tooltips for viewing your unabbreviated credits and the names of your ships without needing to select them (endless-sky#9825)

* fix: Don't consider "Parsing: <file>" output when in debug mode as errors when test parsing (endless-sky#9855)

* fix(crash): Fix game crash on short error messages (endless-sky#9869)

* feat(mechanics): Remove the forced-default disabled hails from Government (endless-sky#9866)

* feat(mechanics): Disabled hails are now sent passively (endless-sky#9858)

* feat(enhancement): Add a "quiet" personality that prevents passive hails but still allows direct hails (endless-sky#9857)

By contrast, mute blocks all hails with a ship.

* feat(content): Add a mission transporting a Hai to Unfettered space (endless-sky#9753)

* feat(content): add Unfettered-related Hai news (endless-sky#9756)

* feat(content): Add missions about Hogshead referencing Boaty McBoatface story (endless-sky#9770)

* fix(content): Add blocked message to Hai Film Crew 3 (endless-sky#9886)

* fix(content): Add missing indent, remove unnecessary labels and gotos to Mafia Extortion mission (endless-sky#9875)

* fix(ui): Don't draw name tooltips for ships hidden under the shop sidebar footer (endless-sky#9883)

* feat(content): Add Coalition culture conversations (endless-sky#9790)

* refactor: Style updates to Armament (endless-sky#9842)

* feat(content): Add new human merchant hails about mining asteroids (endless-sky#9769)

* fix(content): Fix overlapping stars in Umbral system (endless-sky#9889)

* feat(balance): Cut Wanderer sun reactor energy capacity in half + -20% energy generation on the biochemical cells (endless-sky#9743)

Wanderer sun reactor energy capacities were doubled back in 0.9.15. The Wanderer sun reactors were already dominant before their energy capacity was increased, and they have remained dominant due to not losing out as much relatively to the energy capacity buff that was given to other outfits. Reverting the energy capacity buff gives other reactors and battery outfits more breathing room.

In that same update, biochemical cells received a 10x energy capacity buff. This pushed them into the realm of being great batteries with some energy generation rather than a weak energy generator with some energy capacity, although the combined effect has ended up being a bit too strong. As such, reduced the energy generation by 20% as opposed to reverting part of the energy capacity buff to keep them in their niche while not being too overpowered.

* feat(AI): NPC scan and surveillance personality behavior changes (endless-sky#9714)

* fix(content): Fix attribute on Vyrmeid lifeform (endless-sky#9898)

* fix(ship): Variant ships correctly inherit display names from base ships (endless-sky#9897)

* fix(UI): Use singular "ship" in messages when recalling/deploying a single ship (endless-sky#9908)

* fix(docs): Fix errors in the copyright file (endless-sky#9853)

* fix(syntax): Rename variable to avoid ambiguity with std::queue in some versions of clang (endless-sky#9907)

* feat(ux): Hide unknown system names in the escort HUD (endless-sky#8816)

Escorts located in systems that the player hasn't visited don't leak the system name in the UX, and instead show "???" instead of the actual system name.

Co-authored-by: Amazinite <jsteck2000@gmail.com>
Co-authored-by: Nick <quyykk@protonmail.com>

* feat(ui): Allow multiple pages of controls (endless-sky#9913)

Also splits the interface control on a separate page to separate them from the gameplay controls.

* fix(ci): Don't check for leading/trailing spaces in substitutions defined in missions (endless-sky#9915)

* build(IDE): Support CodeBlocks no longer stand-alone, but only through CMake (endless-sky#8095)

* fix(content): Give Cruiser in "FWC Cebalrai 1B" Combat Drones instead of Lances (endless-sky#9919)

* fix(mechanics): Fix ship parenting on takeoff with fighter flagship (endless-sky#9905)

* feat(CI): Check copyright with a linter (endless-sky#9882)

* Refactor: General purpose TaskQueue instead of SpriteQueue. (endless-sky#6928)

Use a general purpose TaskQueue instead of SpriteQueue.

Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>

* refactor(content): Refactor the Argosy Hijacking mission (endless-sky#9901)

* feat(ui): Conditions to word-form numbers in conversations (endless-sky#8798)

Allow converting conditions to word form numbers in conversations.

* feat(mechanics): Disabled fighters and drones will no longer be hit by stray projectiles (endless-sky#9760)

This greatly increases their odds of survival after being disabled.
Explosions will still damage them.

* feat(mechanics): Separate delayed and non-delayed shield generation and hull repair attributes (endless-sky#9771)

* feat(ui): A help message for managing multiple ships in the outfitter (endless-sky#9910)

* feat(content): Create more passenger jobs requiring keystones in Hai space (endless-sky#9872)

* fix(ui): Correctly handle arrow keys with no item selected in the shop (endless-sky#9929)

* feat(content): edits to Unfettered missions (endless-sky#9757)

* fix(content): Add new "CCOR Logistics" fleet for non-combat ships (endless-sky#9932)

* fix(ui): Align plugin checkbox clickzones correctly (endless-sky#9922)

* fix(mechanics): Fix mission distance calculations with different settings (endless-sky#9921)

* feat(content): Add more human news referring to Korath attacks in the Core (endless-sky#9928)

* fix(internal): Improvements to fix crashes when loading/unloading images (endless-sky#9941)

* fix: Fix custom port button name when using "add port" (endless-sky#9946)

* feat(content): Reworked the distribution of outfits in southern and pirate outfitters (endless-sky#9944)

* fix(content): Allow quantum keystone jobs to offer properly (endless-sky#9936)

* feat(UI): Added a preference to turn off the sobel filter on your flagship and target ship in the HUD (endless-sky#9942)

* fix(content): Update New China and Geyser to have outfitters and tribute fleets that match their region (endless-sky#9939)

* fix(copyright): Fix the attribution of various copyright entries (endless-sky#9900)

* feat(UI): Rotate interface images (endless-sky#9943)

* feat(balance): Cut the asteroid scanner's price in half (endless-sky#9947)

* feat(content): Conspiracy theorist spaceport news (endless-sky#9937)

* ci: Run CI workflows when their configuration file is changed (endless-sky#9945)

Modifying a CI workflow file now triggers every job inside of it. This is to make sure that any changes to the file are caught by CI instead of being skipped and requiring a separate (temp) change to trigger the jobs in question.

* feat(content): Add logbook entries for Alastair Korban (endless-sky#9938)

* fix(parsing): Corrected the parsing of the initial player rep grandchild node in Government (endless-sky#9954)

* feat(enhancement): Added a control for toggling the turret tracking setting (endless-sky#9916)

This control by default isn't mapped to anything, but is available for people to map if they wish to use it.

* fix(typo): Replace two mentions of "Burthensider" with "Burthenian" (endless-sky#9955)

* feat(content): Remove facilities from evacuated Wanderer worlds (endless-sky#9931)

* feat(enhancement): Allow boarding (repair or capture) ships with a fighter flagship (endless-sky#9741)

* fix(content): Remove duplicate Korath phrase (endless-sky#9962)

* fix(content): Clarify the description of the Far Osk 27 (endless-sky#9976)

* fix(content): Remove outfit scanning capabilities from Grey's person ship (endless-sky#9983)

* feat(balance): Reduce the requirements for unlocking the Kestrel the first time (endless-sky#9988)

* chore(docs): Fix typo in and add Hungarian language description to Unix metadata file (endless-sky#9990)

* fix(content): Block "Lunarium: Questions" from completing while assisting the Heliarchs (endless-sky#9985)

* fix(ui): Use "strftime" instead of "put_time" to correctly generate save file timestamps (endless-sky#9975)

* feat(content): Various improvements to human hails (endless-sky#9865)

- Adds three new civilian hails (two on zero-g cricket and one on the Quarg, derived from a previous hail).
- Adds one new variation on a Navy hail.
- Removes one hail but integrates its text into another hail set and adds some more to them (as those "in Soviet Russia"-type jokes were happening too often).
- Revises some other hails & cuts down on some truly absurd variations.
- Adds some new variation to a bunch of other hails.
- Adds new sets of pirate disabled hails and makes the pirate governments use those hails.

* fix(content): Reword Deep's description (endless-sky#9982)

* fix(copyright): List correct attributions for Unsplash images (endless-sky#9459)

* fix(ui): Draw distance to the selected system after mission markers (endless-sky#10003)

* fix(UI): Ships with "disables" personality ask for help disabling, instead of destroying, their enemies (endless-sky#10011)

* fix(typo): Fix various typos (endless-sky#10001)

* fix(typo): Correct indentation in "Ask Quarg About Coalition Late" (endless-sky#10012)

* fix(ui): Suppress missions require landing in the next system messages from failed missions (endless-sky#10014)

* Enhancement: conditional links (endless-sky#7987)

* fix: Remove outdated watchdog (endless-sky#10023)

Watchdogs are no longer used within tests; remove from recently merged test as well.

* fix(content): Add back instances of "ser" and explain what it means in the Skadenga and Stones of Our Fathers missions (endless-sky#9989)

* feat(content): Update the descriptions of two Sestor worlds after the factories are shut down (endless-sky#10016)

* feat(content): Add some additional mentions of how Tele'ek's Molt is progressing to the last few missions in Wanderers Middle (endless-sky#10005)

* fix(typo): Fix two typos (endless-sky#10019)

* feat(build): Link GLEW::glew instead of GLEW::GLEW in CMakeLists.txt (endless-sky#9978)

* feat(build): Simplify CMake build on Linux and MacOS (endless-sky#9950)

* fix(typo): Remove unnecessary speech mark (endless-sky#10029)

* feat(content): Add mention of the CCOR in a FW pirate recon mission (endless-sky#10006)

* feat(content): Outfitters near Earth and the Dirt Belt stock Kraz and Delta V after the war begins (endless-sky#10021)

* feat(content): remove pirates from Ildaria (endless-sky#9809)

* feat(content): A short set of missions involving the Wanderers and Mereti (endless-sky#9979)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: Lorenzo.BdO <81255699+LorenzoBolla@users.noreply.github.com>

* feat(content): More new human planets and stations, update Kraken Station landing image (endless-sky#9917)

* feat(content): Add new uninhabited landable planets to existing systems in Human space (endless-sky#9879)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: ziproot <109186806+ziproot@users.noreply.github.com>
Co-authored-by: Amazinite <jsteck2000@gmail.com>

* feat(balance): Revert old human missile initial velocity changes + additional tweaks (endless-sky#9973)

* feat(balance): Reduced the Heavy Rocket's damage while increasing its blast radius (endless-sky#9912)

Reduces the damage dealt by heavy rockets from 1060/900 to 790/670, and increase their blast radius from 50 to 90. This is a drop of about 25% to damage, and an increase of 80% to blast radius.

The description of heavy rockets notes that they're primarily effective against groups of fighters, and this change leans further into that, making them more clearly distinct from the Torpedo, the premier anti-HW weapon for small ships.

* feat(content): Make the "Remnant: Cognizance 4" mission description more helpful (endless-sky#10017)


Co-authored-by: mOctave <73318970+mOctave@users.noreply.github.com>

* feat(balance): Tweak Marauder loadouts, including removing campaign unlocked outfits (endless-sky#9819)


Co-authored-by: Quantumshark <thedup.adg@gmail.com>

* fix(typo): Minor spelling in cognizance (hanger -> hangar) (endless-sky#10037)

* fix(content): make the <npc> substitution in Wanderers: Mereti: The Plant 5 point to the right npc (endless-sky#10036)

* feat(content): Changes to Pre-war Missions (endless-sky#9924)

* [Mechanic] Disabled Self-Repair (endless-sky#9846)

Co-authored-by: EjoThims <JEIPH@MAC.COM>

* feat(balance): Toned down the missile strength and turn rate of the Firelight (endless-sky#10038)

* fix(content): Don't offer the Terraforming missions at non-sensical times (endless-sky#10027)

* feat(balance): Give the Quicksilver +20 weapon capacity & a Capybara Reverse Thruster

* feat(content): Sell normal blaster weapons on pirate planets (endless-sky#10034)

* feat(enhancement): Game actions can now play music with a `music` node (endless-sky#10008)

* fix(content): Fixed an inconsistency in variable names used by Patir Mystery and Cognizance (endless-sky#10028)

* Feat(mechanics): Cloaking flexibility with additional attributes (endless-sky#7025)

Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-Authored-By: Nick <85879619+quyykk@users.noreply.github.com>
Co-authored-by: Peter van der Meer <peter.vd.meer@gmail.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>
Co-authored-by: warp-core <warp-core@users.noreply.github.com>
Co-authored-by: Zitchas <32169904+Zitchas@users.noreply.github.com>

* fix(typo): "cloaking shield" -> "cloaking shields" (endless-sky#10047)

"cloaking shield" -> "cloaking shields"

* feat(content): Bringing a lost dog to its owner on Glory (endless-sky#9961)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>

* fix(content): Syntax in Lost Dog missions (endless-sky#10050)

* feat(cloaking): Update some cloaking tooltips (endless-sky#10052)

* fix(content): Don't select Graffias as a target for Free Worlds "Scouting Run" jobs (endless-sky#10053)

* feat: Ability to limit turret firing arc (endless-sky#7094)

* Introduce a capability to limit the rotation of a turret.

Co-authored-by: Hurleveur <94366726+Hurleveur@users.noreply.github.com>
Co-authored-by: oo13 <ooyooxei+gh@gmail.com>
Co-authored-by: OOTA, Masato <ooyooxei+gh@gmail.com>
Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>
Co-authored-by: tehhowch <tehhowch@users.noreply.github.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>

* feat(code): Ensuring label and line positions adapt to Weapons box positioning (endless-sky#10059)

Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>

* feat(content): Core Pirate Ship Variants with Tractor Beams (endless-sky#9772)

* fix(mechanics): Properly check if a mission is failed (endless-sky#10015)

* feat(content): Prevent "Deep: Interrogation" from offering during the main campaign (endless-sky#10055)

* fix(content): "Remnant: Continue Research" no longer offers if you've completed the missions after it (endless-sky#10056)

* feat(ui): "Fancy" cloaked ship outlines (endless-sky#9642)

* feat(content): Various improvements to some pirate jobs (endless-sky#9740)

* "Drug Running" missions are now "infiltrating";
* Added (and used) generic aborted phrases for pirate slave jobs;
* Failing or aborting a pirate slave job causes a reduction in reputation with the "Pirate" government;
* Many jobs now have a minimum travel distance of 4, instead of 3, to prevent them from involving travelling between the Men system and a CCOR world, as this route does not involve any territory hostile to pirates. Affected jobs:
  * "Cargo Smuggling", "Bulk", and "Stealth (South)" variations,
  * "Drug Running", and "Stealth (South)" variation,
  * "Slave Transport", and "Bulk" variation,
  * "Escort Illegal Cargo" South variation, and
  * "Escort Stolen Vessel" South variation;
* The targets NPCs in "Eliminating Law Enforcement" jobs have been given the "marked" personality;
* Alphabetized the list of personalities for the target NPCs in "Eliminating Competition" jobs;
* Various jobs will only place NPCs in systems neighbored by a non-Pirate system. Affected jobs are:
  * "Eliminating Law Enforcement" Core and South variations,
  * "Raid on Merchants" North and South variations, and
  * "Cargo Theft (South)"; and
* Various jobs will only offer from systems neighbored by a non-Pirate system (that is, they will no longer offer from CCOR worlds). Affected jobs are:
  * "Eliminating Law Enforcement (South)",
  * "Southern Pirate Defense",
  * "Cargo Theft (South)", and
  * "FW Assassination".

* feat(content): Adjust Imo Dep Minables & Add Hai Mining fleets (endless-sky#10057)

* feat(content): Added derelict ships that can randomly spawn in some human systems (endless-sky#9039)

---------

Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>
Co-authored-by: Arachi-Lover <82293490+Arachi-Lover@users.noreply.github.com>
Co-authored-by: Nick <quyykk@protonmail.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: Daniel <101683475+Koranir@users.noreply.github.com>
Co-authored-by: Hurleveur <94366726+Hurleveur@users.noreply.github.com>
Co-authored-by: mOctave <73318970+mOctave@users.noreply.github.com>
Co-authored-by: Alex Rov <98854112+alexrovw@users.noreply.github.com>
Co-authored-by: Amazinite <jsteck2000@gmail.com>
Co-authored-by: Ezra Alvarion <ezraalvarion71@gmail.com>
Co-authored-by: Quantumshark <thedup.adg@gmail.com>
Co-authored-by: Daeridanii1 <20879740+Daeridanii1@users.noreply.github.com>
Co-authored-by: roadrunner56 <65418682+roadrunner56@users.noreply.github.com>
Co-authored-by: Unordered Sigh <116329264+UnorderedSigh@users.noreply.github.com>
Co-authored-by: thewierdnut <9004013+thewierdnut@users.noreply.github.com>
Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: The-Legendary-M <130106565+The-Legendary-M@users.noreply.github.com>
Co-authored-by: Saugia <93169396+Saugia@users.noreply.github.com>
Co-authored-by: opusforlife2 <53176348+opusforlife2@users.noreply.github.com>
Co-authored-by: warp-core <warp-core@users.noreply.github.com>
Co-authored-by: LepRyot <88047246+LepRyot@users.noreply.github.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>
Co-authored-by: williaji <70952724+williaji@users.noreply.github.com>
Co-authored-by: Timothy <tcollett+github@topazgryphon.org>
Co-authored-by: ThrawnCA <shell_layer-github@yahoo.com.au>
Co-authored-by: ziproot <109186806+ziproot@users.noreply.github.com>
Co-authored-by: M*C*O <mcofficer@gmx.de>
Co-authored-by: Max Horn <max@quendi.de>
Co-authored-by: Oversurge <42477777+AlexBassett@users.noreply.github.com>
Co-authored-by: neurotrope <137111201+neurotrope@users.noreply.github.com>
Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-authored-by: AvianGeneticist <64111606+AvianGeneticist@users.noreply.github.com>
Co-authored-by: xxxyyyqqq12345 <xxxyyyqqq12345@gmail.com>
Co-authored-by: Brendan Jones <16049594+brendanjones@users.noreply.github.com>
Co-authored-by: ovari <17465872+ovari@users.noreply.github.com>
Co-authored-by: Cromha <87318892+OcelotWalrus@users.noreply.github.com>
Co-authored-by: Peter van der Meer <peter.vd.meer@gmail.com>
Co-authored-by: enot888 <168086319+enot888@users.noreply.github.com>
Co-authored-by: Lorenzo.BdO <81255699+LorenzoBolla@users.noreply.github.com>
Co-authored-by: Anarchist2 <60202690+Anarchist2@users.noreply.github.com>
Co-authored-by: a4358 <a43582@gmail.com>
Co-authored-by: Azure_ <42621251+Azure3141@users.noreply.github.com>
Co-authored-by: lumbar527 <125756761+lumbar527@users.noreply.github.com>
Co-authored-by: eebop <68796004+eebop@users.noreply.github.com>
Co-authored-by: Nick <85879619+quyykk@users.noreply.github.com>
Co-authored-by: Dane <90231647+SpearDane@users.noreply.github.com>
Co-authored-by: 1010todd <19187937+1010todd@users.noreply.github.com>
Co-authored-by: oo13 <ooyooxei+gh@gmail.com>
Co-authored-by: tehhowch <tehhowch@users.noreply.github.com>
Co-authored-by: Petersupes <77224539+Petersupes@users.noreply.github.com>
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balance A ship or weapon that seems too powerful or useless, or a mission that seems too easy or hard
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