1.2.5

Fixed sometimes using up far more memory (RAM) than necessary for a while after reloading
Fixed deployment difficulty indicators not always being calculated correctly when mothballed ships are in the fleet
Added support for Hyperdrive: hyperspace remnants will now sometimes use hyperwarp to intercept the player


1.2.4

Fixed derelict domain drone bonuses not being applied when they fail to have the "derelict" tag as they should (no idea why that happens, but it does)


1.2.3

Fixed deployment screen difficulty indicator bug that would occur when trying to deploy beyond the DP limit
Changed default settings to no longer show battle difficulty notifications


1.2.2

Changed the range bonus for derelict domain drone automated defenses
	All bonuses are provided by a probe, ship, or mothership, and will not be applied when one of them is not present
	Reduced "rangeMultForAutomatedDefenses" from 2 to 1.5
	In addition to the range bonus, drones also have very high ECM, nearly guaranteeing a reduction of your own range
Changed: hyperspace remnant fleets no longer give up so easily when pursuing enemy fleets
Changed: hyperspace remnant fleets now have officers
Changed: increased radius of no-remnants area around the core worlds to give modded star systems a bit more breathing room


1.2.1

Added an error pop-up when used with old versions of Starsector
Changed: Increased default max size of hyperspace remnant fleets
Changed: Idling remnant fleets in hyperspace no longer move around
Changed: Remnant fleets of max size can now be encountered in hyperspace much closer to the core worlds
Changed: Settings are now loaded using getMergedJSONForMod, making it possible to override them with other mods (including personal tweaks mods)
Changed: Domain drones are now identified by whether or not they have the "derelict" tag rather than having the "Explorarium" manufacturere type
Fixed frigates not being properly detected for deployment by the difficulty indicator when flanking from the left during pursuit battles
Fixed partial station strength calculation to account for greater variation in station design and completeness
Fixed issue that caused the deployment screen difficulty indicator to be incorrect in battles involving a friendly station


1.2.0

Added a battle difficulty indicator to the deployment screen that updates as ships are selected/deselected for deployment
Added setting "officerXpMult" which is set to 0.5 by default, reducing XP gained by officers by half
Changed player's fleet strength estimation so that only the highest strength deployed in a single engagement of a battle is counted
Changed reload penalty cap from 100% to 80% 
Fixed battle difficulty not being calculated for certain types of battles, such as "Engage the orbital station"
Fixed strength estimation of incomplete pirate stations being far too high


1.1.8

Fixed possibility for retreating to result in an "impressive victory"
Improved accuracy of ship-strength estimation for non-player [REDACTED] ships, including those added by mods


1.1.7

Doubled the range of all derelict automated defenses, making them a relevant opponent
Added new option "rangeMultForAutomatedDefenses"
Fixed sometimes reporting an incorrect battle difficulty to starship legends after station battles


1.1.6

Fixed battle difficulty not being reset before battle in some cases
Fixed issue that would prevent mod integration variables from being set after battles against factions that have no enemies
Reduced log spam


1.1.5

Fixed a crash caused by joining an in-progress battle


1.1.4

Fleet danger indicators are now overriden by ruthless sector, and based on fleet strength calculation
Fixed battle difficulty failing to update for manual pursuit battles
Fixed battles against automated defenses not being handled by ruthless sector, other special encounters should be handled properly as well
Fixed an issue that was preventing the removal of a ruthless sector script, making affected saves unable to be opened without ruthless sector
Increased strength estimation for stations
Reduced "battleDifficultyExponent" setting from 2 to 1, making difficulty estimations much less polarized
Weapons and commodities (including supplies and fuel) dropped by [REDACTED] have been reduced by 50%
Added settings for adjusting credits and salvage looted from battle


1.1.3

Incremented game compatibility version to 0.9.1a


1.1.2

Fixed occasional spawning of swarms of [REDACTED] fleets (At least I'm pretty sure I did, please tell me if you find out otherwise)
The campaign notifications for Battle Difficulty and lost experience now highlight their values
Moved settings file from /data/config/settings.json to RUTHLESS_SECTOR_OPTIONS.ini for ease of access
Renamed "Difficulty Multiplier" to "Battle Difficulty" because I'm fickle and can't make up my mind


1.1.1

Fixed reload penalty increasing for each engagement instead of each battle, leading to erroneous save-scum penalties
Fixed an error that would occur during some dialogue interactions (the only symptom of the error was the error message)
A difficulty multiplier is now calculated when the player joins an ongoing battle
Officers are now estimated to increase the strength of their ships by 2.5% per level instead of 5%
The player is now estimated to increase the strength of their fleet by 1% per level instead of 2%


1.1.0

NEW FEATURE: Penalty for reloading after battle without saving (an anti-save-scum mechanic)
	The penalty reduces the difficulty rating (and xp/rep by extension) of the next battle you fight
	It increases by 20% (configurable) each time you reload without saving the results of a battle
	Saving the game will reduce the penalty by 100% (configurable) for each battle you've fought since the last save
	This feature will work even if you Alt-F4 out of an iron mode game
Improved accuracy of ship strength calculation
Fixed issue that frequently caused ships deployed during pursuit to count toward fleet strength
"Experience Multiplier" renamed to "Difficulty Multiplier", as it affects more than just experience gain
Improved error reporting
Added static meathods to ruthless_sector.ModPlugin meant for mod integration:
	getDifficultyMultiplierForLastBattle()
	getPlayerFleetStrengthInLastBattle()
	getEnemyFleetStrengthInLastBattle()
Impressive victories can now increase relations with the following modded factions:
	Neutrino Corp
	Junk Pirates
	P.A.C.K.
	ASP Syndicate
	ApproLight
	Immortal Light
	Foundation of Borken
	Celestial Mount Circle


1.0.2

Fixed error caused by an inconsistent setting id
Fixed error report system erroneously blaming crashes on New Beginnings
Modded faction IDs whitelisted for relations bonus:
	junk_pirates
	syndicate_asp
	pack
Modded faction IDs blacklisted for relations bonus:
	blade_breakers


1.0.1

Fixed issue preventing rep gains for impressive victories from occuring if XP gain scaling was turned off.
Resolved conflict with Tiandong Heavy Industries
Modded faction IDs whitelisted for relations bonus:
	sylphon
	dassault_mikoyan
	fringe_defence_syndicate
	adamantine_consortium
	archean_order
	trader_guilds
	scicorps
	interstellarimperium
	shadow_industry
	blackrock_driveyards
	al_ars
	sad
	noir
	Lte
Modded faction IDs blacklisted for relations bonus:
	cabal
	istl_snowgoose
	templars