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Releases: jaghaimo/starpocalypse
Releases · jaghaimo/starpocalypse
2.3.2
2.3.1
- Fix setting name of max s-mods (maximumPermaMods → maxPermaMods).
2.3.0
New pain... erm, functionality (#35)
- Remove blueprint packages from drop table - need to collect blueprints one by one.
- Make all recoveries require a story point (your own lost ships included). Also remove ships from debris field salvage.
- Change default number of s-mods available to the player to 0. Require a skill to be able to add one s-mod.
2.2.3
2.2.2
More bugfixes (#28)
- Fix Black Market suspicion resetting at each dock.
- Fix incorrect Black Market description (was not matching its new behaviour).
- Fix illegal commodities (usually drugs and organs) always being legal on Open Market.
- Add missing HMI factions to reputation change blacklist (
messandmess_remnants). - Add support for negation in legal list (
itemwill be always legal and!itemwill be always illegal). - New configuration: max tier and fleet points at which items and combat ships are considered legal.
- New feature: remove endgame ships (capitals) and cargo (tier3) from Military Markets.
2.2.1
- An unfortunate name change in
mod_info.jsonto assure correct load order (leading space). - Add fence cut (Black Market tariff, because you need someone to contact the underworld).
- Add all special colony items to raid protector.
- Add Industrial Evolution integration (raid protector and ship damager).
- Add various modded faction to
reputationBlacklist.csv. - Fix
nullin Shy Black Market description (now shows correct suspicion level). - Add Transparent Markets - even with transponder off, suspicion will still build up, but at half speed.
- Enable Shy Black Market by default.
- Fix F1 tooltip for commodities not showing regulated markets.
- Move
settingstodata/starpocalypsefor easier cross-mod compatibility.
2.2.0
New Submarket Implementation (#22)
- Rework submarket module using new listener and submarket plugins.
- Reuse military market rules to determine open market legality (tier1+ items and >5 FP ships are illegal).
- Add transparent markets - turning transponder off still builds-up suspicion level, but at half speed.
- Re-add shy black market (off by default).
- Temporarily break utility mod expectations (need to set
isUtilityto true to remove from save).
2.1.1
2.1.0
Refactor the mod and bring in more QoL changes (#19)
- Updated for 0.95.1a-RC6.
- Add
military regulationandmilitary contrabandblacklists. Blacklistingregulationmeans the item or ship will not be illegal any more, whilecontrabandblacklist means it will not be "moved" from Military to Black Market. Idea and implementation contributed by @matthewmessmer. - Replace
item removerwithraid protector- raiding for defined special items instantly sets player at war with the raided faction. - Shy Black Market took some self-confidence lessons and is no longer shy (removed this feature).
- Add random (min, max) number of d-mods to pristine ships
- Rework settings (also moved to
settings/) and configuration (also moved tostarpocalypse.json).
2.0.0
Update to 0.95.1a and introduce new pain (#10)
- Decrease quality of core world ships by taking away special goodies (e.g. nanoforges, synchrotrons).
- Add marines and special items (like hull modspecs) to military regulations and contraband.
- Remove independents (faction) from military regulations.
- Remove Black Market (submarket) from military regulations.
- Disable ability to trade on Black Market if the transponder is on (only for factions with military regulations enabled).
- Damage starting fleet members on new game.
- Reduce amount of logging that happens.