Version 1.5.11

-> Abyss ships should now have default autofit variants to select from.
-> Ordnance Overwrite no longer effects missile weapons.
-> Punitive Cryostation now gives officers with a max level of 7 instead of 5.
-> "Maintaining Momentum" now has a shorter duration on larger hulls.
-> Nerfed Maverick to a 25% buff instead of 33%.
-> Decreased the amount of weapon drops from the abyss.
-> Fixed another issue with the Mass Interface skill.



Version 1.5.10

-> Fixed an issue that bloated save size.
-> Fightersystem Alterations no longer have the fighters show some text when activated.

Version 1.5.9

-> Punitive Cryostation should no longer consider mercenaries for the maximum amount of officers in the fleet.
-> Fixed "Mass Neural Interface" applying a 100 times multiplier for range instead of a flat 100 increase.
-> Potentialy Fixed an issue that made the archivist guide you towards places that you already found.



Version 1.5.8

-> Added a bar event that helps with finding some of the relics content.
-> Improved the officer picker for the skill stations to look visualy nicer and feel better to interact with.
-> increased the size of some of the small relics stations by 50% to make them easier to spot.
-> Fixed the "Refurbished" hullmod from being applicable to a ship that already has it.
-> Fixed an issue where abyssal ships aquired with a crew conversion & no automated ships skill could not recover the ship.



Version 1.5.7

-> Fixed a bug with "Keeping Momentum" and nerfed it a slight bit.
-> Fixed Assembly Station having more options than just ships.
-> Fixed a crash with the augmented skill



Version 1.5.6

-> Downscaled the FP of abyssal fleets and made them have more randomness in fleet size.
-> Certain relic stations now spawn more than once.
-> "Augmented" skill no longer completely negates the Automated Points cost of a ship.
-> Fixed an issue where Fleets defending an abyssal fracture were stronger than they should have been.
-> Fixed a crash with a skill when transfering between ships.



Version 1.5.5

-> Added 3 new exploration stations to "Relics of the Past"
-> Added 3 new alterations
-> Added 2 new artifacts



Version 1.5.4

-> Fixed a crash happening with the abyss + relics of the past being loaded at the same time. If you loaded a save with both, opening the abyss map would crash.



Version 1.5.3

Added "Relics of the Past" expansion to the configs (active by default)
Adds more procgen content to ruined systems, as of now it does not have a lot of content yet.

-> Fixed an issue where certain objects like cryosleepers and motherships may have generated twice in a system.
-> Fixed some things not scaling correctly during procgen.



Version 1.5.2

-> Fixed an issue that caused some debug code to be active.



Version 1.5.1

-> Fixed crash with Roiders



Version 1.5.0

-> Added "The Abyss" (Beta)
The Abyss is a new and large-scale area to explore. It comes with a variety of unique ships, weapons and loot.

-> Removed Chiral and Outpost systems.
-> Removed Modular Weapons.
-> Mini-map configs were moved to a new tab.
-> Removed some joke options.



Version 1.5.0 DiscordBeta11

- Humpback/Haddock have been decreased to 600/700 range.
- Humpback/Haddock effects now take longer/more weapons to build up, but their total effectiveness remains the same.
- Increased humpbacks projectile speed and turn rate a bit.
- Improved weapon descriptions a little.



Version 1.5.0 DiscordBeta10
Only available on the unofficial starsector discord server until its in a more polished state. 

- Abyssal ships now have a new hullmod that buffs energy weapons.

- "Abyssal Exploration" event is no longer repeatable.
- Reduced the points required for the "Abyssal Exploration" Event.
- "Into the Depths" event stage now adds +1 to the burn speed at which the fleet is considered moving slowly while in the Abyss.
- "Ressourcefullnes" has been replaced with "Persistance", which reduces damage taken from Abyssal storms.
- The last two milestones have been combined in to one instead.

- Added descriptions to all weapons.
- Added "Seadragon DEM Rack" weapon.
- Gave haddock and humpack blasters their own weapon effects.
- Recolored Asterias and Asterina to give off a more "Kinetic" feel.
- Added missing tags to weapons, should prevent them from appearing in the wrong places and makes autofit possible.
- lots of other weapon fixes & balance changes i am to lazy to list.

- added another hull alteration.

- Improved morkoth sprite.
- Added graphics-lib normal maps for ships.
- If progressive s-mods is installed, alterations now ignore the max-smod limit.
- The unique AI cores can now be turned in to colony officials.
- AI Conversion can be used on Capitals now, but requires 50% more supplies a month.
- Fixed aboleths system breaking if the player pilots one and another aboleth is deployed as well.
- Fixed Abyssal ships being able to spawn with smodded Safety Overrides.
- Fixed some spelling.



Version 1.5.0 DiscordBeta9
Only available on the unofficial starsector discord server until its in a more polished state. 

- added 8 weapons to the Abyssal faction
- remade all ship loadouts and added some more variety (no more reaper spam)
- probably completely unbalanced so make sure to ping me for dumb stuff.

- revamped the "Abyssal Crew Conversion" Alterations to now be just one hullmod, with the core integration being a seperate option that now requires you to use either core.
- derelict Abyssal ship wrecks now spawn in the Abyss.
- wrecks from the Abyssal faction can be recovered with the Abysal Crew Conversion Alteration if the player doesnt have the automated ships skill.

- added two more hull alteration.
- improved a few sprites, notably replacing the aboleths phase glow with an revamped version.
- hardmode now has slight player fleet scaling, which should make fighting them with overleveled fleets slightly more fun. The scaling however is rather limited.

- several balance changes.
- Abyssal fleets have a slightly lower sensor range now.
- reduced the drop rates of instrument items and slightly reduced the drop rates of alterations.
- fixed artifacts not applying to ships added to the fleet after the artifact has been activated.
- fixed the mod accidentaly overwriting the radiant description.
- fixed Abyssal core hullmod description missing on ships with dmods.
- possibly fixed some of the ship glows appearing in combat if the ship isnt deployed.



Version 1.5.0 DiscordBeta8
Only available on the unofficial starsector discord server until its in a more polished state. 

- improved the trigger that checks if your currently being targeted by a fleet when your salvaging things.
- might have fixed some odd fleet behaviour.
- some hullmod balance changes.
- fixed some shipsystem ai bugs.
- fixed a bug that made Abyssal fleets able to be positive in rep.



Version 1.5.0 DiscordBeta7
Only available on the unofficial starsector discord server until its in a more polished state. 

This patch mostly reworks & rebalances most shipsystems for the Abyssal ships. They should now provide a bit more variety and have a stronger presence.

- reworked shipsystems.
- fixed an ui element being off by like 10 pixels.
- improved some alteration descriptions.
- fixed one of aboleths hardpoint mounts being set as a turret.
- tweaked drop chances a bit.



Version 1.5.0 DiscordBeta6
Only available on the unofficial starsector discord server until its in a more polished state. 

NOW REQUIRES LUNALIB 1.8.1

- reworked hull alterations, they can now be added through the refit menu instead of rightclicking the item.
- alterations that previously did not require an smod-slot now do.
- slight alteration balance changes.
- made combat photospheres less bright in combat and in low level systems.
- reverted the combat background change, as it had some issues.
- changed front the hardpoints on the merrow to be universal now.



Version 1.5.0 DiscordBeta5
Only available on the unofficial starsector discord server until its in a more polished state. 

- buffed lower level zone fleets
- low level Abyss zones can now have photospheres.
- Abyss darkness now has an in-combat effect.
- photospheres now render in combat.
- battles close to photospheres are now a bit brighter.
- combat background now moves similar to how it does in the campaign.
- fixed some hullmods being dropped from fleets that shouldnt be dropped.



Version 1.5.0 DiscordBeta4
Only available on the unofficial starsector discord server until its in a more polished state. 

- fixed a crash that happened occasionaly with some of the ships



Version 1.5.0 DiscordBeta3
Only available on the unofficial starsector discord server until its in a more polished state. 

- fixed a crash with certain hullmods
- fixed some items to not work correctly if the ship they are used on has dmods.
- fixed some descriptions showing up where they shouldnt
- fixed nex config not applying
- adjusted amount of officers in fleets a bit more.



Version 1.5.0 DiscordBeta2
Only available on the unofficial starsector discord server until its in a more polished state. 

- Abyss can now generate on existing saves when loading in to one with the Abyss setting active.
- slightly increased fleet sizes and amount of officers per fleet.
- changed aboleth OP from 150 to 160
- fixed sellprice of some items.



Version 1.5.0-DiscordBeta1
Only available on the unofficial starsector discord server until its in a more polished state. 

-> Added "The Abyss" (Beta)
--> The Abyss is a new and large-scale area to explore. It comes with a variety of unique loot and fleet encounters.
--> The Beta is still missing relatively much content, and feedback for anything in it is appreciated.

-> Removed Chiral and Outpost systems.
-> Removed Joke options before they become to stale.
-> Fixed bug that made slipstreams not show up on any map if the mini-map was enabled.
-> Improved performance of the mini-map.



Version 1.4.2

-> Added close button to the Modular Weapons panel.
-> Reduced how much time unlocking a modular weapon modifier takes.
-> Fixed Modifiers not saving.
-> Fixed a crash that happened when interacting with tritach outposts



Version 1.4.1

-> Fixed a crash that occured when loading a save in hyperspace with the mini-map enabled.



Version 1.4.0

Likely not save compatible with prior versions.


General
-> Added "UI" Config Tab
-> Moved "Modular Weapons" to its own config tab.
-> Added "Mini-map" config, which allows replacing the campaign radar with a mini-map.

-> Fixed Skills not appearing
-> Fixed one of the skills breaking a save.


Modular Weapons

-> You can now enter a simulation from the weapon design screen, allowing you to playtest weapons before finalizing them.
-> Weapons now have a crafting cost. 
-> Modifiers now need to be unlocked through battles.
-> Added a small "tutorial" screen.
-> Added more modifiers.
-> All Bodies have been changed to mimic the stats and looks of vanilla counterparts.
-> Bodies now change the weapons sound.
-> The designs selection now splits in to a "Finished Design" and "Unfinished Designs" list
-> The "Guidance" modifier will now cause projectiles to home on to projectiles & fighters if the weapon is set as point-defense
-> Added a devmode config which allows ignoring modifier unlocks and crafting costs.
-> Improved modifier descriptions.
-> Fixed refit screens flux cost being wrong for builds with limited ammo.
-> Fixed "Acidic Payload" getting stronger over time.



Version 1.3.4

-> Updated to 0.96a
-> Temporarily removed "Improved Misc" config options.

Modular Weapons (Beta):
-> All saved weapons will be wiped when updating (but hey atleast (probably) save compatible). This will also most definitly be the case for most future updates for the beta.

-> Adjusted the UI to display modifiers in a more readable manner.
-> The weapons should no longer show up in markets or at the arms dealer

Known Issues:
- Learned skills will currently not show up in the skill menu, they do however function.



Version 1.3.3

Modular Weapons (Beta):
-> All saved weapons will be wiped when updating (but hey atleast (probably) save compatible). This will also most definitly be the case for most future updates for the beta.

-> You can now select a weapon body.
 -> Weapon Bodies Determine:
 - Size
 - Base Stats
 - Max Capacity
 - Sprite (Still just recolors)
-> Bodies are very much not balanced at all, i really just selected values at random for the moment. They mostly exist for playtesting as of now.

-> Made some slight UI improvements to make it easier to read.
-> Renamed "Effects" to "Modifiers"
-> Renamed "Budget" to "Capacity"
-> Unnamed Weapons now have a number next to their name instead of all of them having the same one.
-> The stat panels now show a lot more stats.
-> Fixed weapon flux/sec display in the refit screen (for real this time)
-> Removed "Defense Protocol", "High Value Munition" and "Burst" effects as they are now redundant.
-> Changed some modifiers to make them fit in line with bodies.

Version 1.3.2

Modular Weapons (Beta):
-> All saved weapons will be wiped when updating (but hey atleast (probably) save compatible). This will also most definitly be the case for most future updates for the beta.

-> Added 4 new effects.
-> Switched some calculations to how vanilla does them to make it less prone to errors.
-> The fire-glow around the weapon now matches the selected color.
-> Improved trail visual.
-> Recolored the weapon to gray to be less distracting.
-> Reduced OP from 20 to 14 (Wasnt actually supposed to be at 20 lol)

Other:
-> Fixed a skill not applying to frigates.



Version 1.3.1

Modular Weapons (Beta):
-> All saved weapons will be wiped when updating (but hey atleast (probably) save compatible)

-> Added a few new effects.
-> Added 4 more design slots.
-> Several balance adjustments. Not actually balanced, but there should be more options than just going for Burst now.
-> Flux useage should now show on the refit screen.
 - It still wont be perfectly accurate and there are some issues in the way of making the refit screen show the actual values.
-> Effects are now sorted based on Type and then also based on Cost.
-> Merged Quickloader and Autoloader.
-> Explosion effect now changes its size based on projectile size.

Misc:
-> Fixed an issue that caused some config changes to not be loaded on save reload.



Version 1.3.0 (Requires Lunalib 1.6.0 or higher)

>Added Modular Weapons (Beta)
Modular Weapons can be enabled from the configs. They are currenlty unbalanced, untested and unfinished, so they arent quite recommended if you want a quality playthrough, but feel like messing with a fun new thing.

How they work:
Once enabled, if you enter/reload a save, you will get the "Weapon Forge" ability. Use it to open the design screen. In there you can select different stats with a budget restraint for a weapon. Once you have something that you like, you can hold the "Finalize" button to finish the design. Once created, it cant be changed anymore for the entire duration of the save. Some may not like it, but it has its reason for API limitations that i am facing (Worst case you can still reload a prior save). Now you are able to craft the weapon and equip it. 

The Lunalib Debug menu also has a snippet that lets you reset all modular weapons, which would let you go around the "Modify once per save" Restriction.

Other:
-> Fixed a crash with lunalib, now requirs version 1.6.0 of it.
-> Fixed a crash related to the chiral system having no hyperspace anchor



Version 1.2.0

A decently sized patch that should improve the feel of outpost systems and adds some fun new content to them.

-> Outpost systems may now include a new station with some custom loot.
-> Outpost systems now only take up one system instead of an entire constellation (which it previously filled with filler).
-> Updated the config descriptions to match how chiral and outpost systems function now.
-> Outposts may spawn with the same faction multiple times now.
-> The Loot from outpost planets now doesnt give blueprints that the player knows by default anymore.
-> Fighting fleets in the outpost systems now has a way lower rep impact.
-> The secondary shipsystem hullmods can now only be applied to frigates, destroyers and cruisers.
-> The secondary shipsystems now require a story point to be installed.
-> Possibly fixed a rare crash.



Version 1.1.0

Important: This mod now requires the "Combat Activators" Library Mod, and to avoid bugs it requires the 1.0.2 version or above

-> Integrated "Combat Activators" mod.
-> Added a new bit of exploration content for the chiral system
-> Added a bar event that gives you the chiral systems location.

-> Outposts now generate after remnants and ruins, to ensure that they will never take any space reserved to them.
-> All chiral ships have have front-shields instead of omni shields, and have slightly reduced speeds.
-> Fixed some wrong ship data for chiral ships.
-> Fixed a station in the chiral system not being hostile
-> Fixed a mistake in the chiral hull hullmod description.
-> Might have Fixed a rare crash during the chiral system generation.
-> Fixed some planets generating twice in the chiral system.



Version 1.0.4

-> The Skeleton has been nerfed



Version 1.0.3

-> The Skeleton Appears
-> Added more version checker data.



Version 1.0.2

-> added configs allow you to modify the amount of hullmods and ship blueprints being dropped from salvaging.
-> changed the System Count Modifier to use a Radio-Button instead (The config will reset upon updating)
-> changed the icon for the mod in the settings panel.



Version 1.0.1

-> Updated to the latest Lunalib version.
-> Moved some configs to another tab.



Version 1.0

-> Reworked Chiral Theme and added more content towards it.
-> Streamlined the outpost planet interaction.
-> Removed the blackmarket theme, as it was kind of limiting by design and didnt feel like it really fit in to the procedual aspect.
-> Chiral themes now generate over another theme instead of taking up a constellation fully to themself.
-> Added a config options for enabling silly/joke content, which currently adds one thing if enabled.
-> Slightly nerfed Improved-Misc.
-> Fixed an issue that caused Improved-Misc to sometimes not work correctly.