Releases: qcwxezda/Starsector-Progressive-S-Mods
Releases · qcwxezda/Starsector-Progressive-S-Mods
Progressive S-Mods 1.0.0
- Updated the XP tracker hullmod icon using an asset provided by Serenitis in 2022
- Added LunaLib support (note: not every setting is in LunaLib, those that aren't still read from the json)
- Added setting to condense XP gain text
- Changed Global.getCombatEngine() to CombatEngine.getInstance(), which creates the combat engine if it doesn't exist.
Should fix those rare strange cases where Global.getCombatEngine() is mysteriously null.
Progressive S-Mods 0.11.3
- Hotfix for a crash related to missing ship data when installing 0-cost hull mods
Progressive S-Mods 0.11.2
- Added direct download and changelog to version file
- Pressing "show recent" now scrolls to the bottom of the interface
- Fixed inability to increase s-mod limit when DP penalty is 0
- Fixed already built-in mods not being removable under certain circumstances
- Fixed duplicate UI elements causing extreme slowdown
Progressive S-Mods 0.11.1
- Fix NPE if unapplicable reason is null
Progressive S-Mods 0.11.0
Author: chdcl
- Revamped build-in UI
- Increasing s-mod limit now applies a modifier to Stats.MAX_PERMANENT_HULLMODS_MOD
- Allow fractional SP costs when increasing s-mod limit, with the fractional remainder being refunded as bonus XP
Progressive S-Mods 0.10.2
- Change: DP penalty now only applies to player ships; now only applies to s-mod slots added via this mod's interface
- Balancing: Reduce default DP penalty to 6% per additional S-Mod
- Fix: correctly award XP for damage dealt by drones (as long as DRONE_MOTHERSHIP is set properly)
Progressive S-Mods (0.10.1)
- Made recent built-in list size a setting, default size 10 -> 20
- Recent built-in list is now sorted alphabetically
- Fix NPE on hull mods with null unapplicableReason
- Fix no_build_in being disregarded regardless of setting
Progressive S-Mods 0.10
Major features:
- Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Default is 8% of base DP per additional S-mod. Doesn't affect maintenance or recovery costs. Also applies to NPC fleets that exceed their limit.
- Add support for enhancing existing built-ins
Other:
- "no_build_in" is no longer ignored by default in the mod settings
- Change XP costs to be based on default deployment point values rather than modified ones
- Add support for ships that start with more s-mods than usually allowed, setting the initial limit accordingly
- Replace "show all" with "show recent" that shows the last 10 recently built-in hull mods (on any ship)
- Show s-mod bonuses and penalties in the build-in and remove screens
- Reduce default base XP cost to increase S-mod limit by 20%, but increase the scaling by 25%
- Fix issue with "Maximum of 2 non-built-in 'logistics' hullmods" preventing build-in
- Fix issue where default fleet inflater would ignore average s-mods parameter due to no_build_in rule being added to every hull mod
Progressive S-Mods 0.9
- Change Starsector version to 0.96a-RC6, make sure nothing broke
- Change hull mod selection interface to use the new buttonPressed callback rather than binary searching on every list item every frame.
- Change temp ship name for hull mod compatibility checking to backing fleet member name
Progressive S-Mods (0.8.7)
- Now sets every hull mod to NO_BUILD_IN on game start rather than setting max-built-in-mods to -999. This should fix issues with i.e. extreme modifications (but note that it no longer grays out the build in button on the refit screen).
- Fix: no longer ignores the no_build_in field in the mod settings
- Small fix for Sutopia's Concord mod
- Changed the ship-spawning method AGAIN