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Releases: qcwxezda/Starsector-Progressive-S-Mods

Progressive S-Mods 1.0.0

04 Apr 18:23
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  • 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

09 Mar 16:39
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  • Hotfix for a crash related to missing ship data when installing 0-cost hull mods

Progressive S-Mods 0.11.2

07 Mar 22:06
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  • 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

07 Mar 00:21
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  • Fix NPE if unapplicable reason is null

Progressive S-Mods 0.11.0

06 Mar 16:35
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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

05 Nov 22:41
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  • 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)

10 Jun 02:37
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  • 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

11 May 02:47
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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

05 May 18:45
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  • 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)

17 Apr 18:13
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  • 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