Version 0.11.1

### Changes from beta 0.11.0x ###
* Strategy AI fixes/adjustments
    * Don't start wars with negative diplomacy actions if war weariness too high
    * Try to fix offensive fleet actions being used against non-hostile markets sometimes
    * Add a setting for hiding strategic AI of other factions from intel
    * Strategy AI doesn't try to build stuff on player-governed markets (unless AI faction is player)
* Rework ceasefire prevention check, should be more reliable now
    * Factions should not ceasefire if military action between the two sides is ongoing, counting allies
    * Invasions, raids etc. will not block ceasefire if still in the initial planning stage
* Silverlight DP 80 -> 75 (make it a little easier to use without neural link)
* Academy stipend can be disabled in new game settings
* Personal intel tracks planets surveyed, and shows officer deaths if Price of Command mod is running
* Officer death setting: survival chance also uses crew loss mult modifier
    * Destroyed ships still have an officer survival chance if crewLossMult < 1
* Raids no longer attack hidden markets in the target system
* Fixes
    * Fix custom starts being broken by new backgrounds feature
    * Fix non-transponder cargo scan still checking for heavy arms while commissioned/allied
    * Random sector/own faction doesn't put markets on NOT_RANDOM_MISSION_TARGET entities (like Sentinel)
    * Fix error from merc fleet gen plugin not being restored on game load
    * Fix transmitting update when a rebellion suppression fleet is defeated
    * Fix 'alliance offer to own commissionee' bug
    * Fix logic for when lower relations action chooses to show min relations
	* Fix a rare crash with strategic AI raids
	* Try to prevent cases of covert actions targeting self or friendly
* Salvation mission points player more directly to Arroyo
* Wiping out independents no longer removes them from market transfer list
* Show daily invasion point increments in diplomacy profile and strategic AI intel
* [Modding] Reduce priority of our reputation action response plugin, and don't run it unless the action is one we care about
* [Modding] Ground battle features, fixes
    * Delegate some GroundUnit functionality to a new, customizable GroundUnitPlugin
    * Buttons to create ground unit types can be tied to a player memory key, will be hidden if not present
        * This also applies to the commodity amount display for the commodities those units use
    * Fix ground units using a bunch of hardcoded stats instead of reading from config

### Gameplay ###
* Develop strategic AI to a releasable state
    * This is a "new" gameplay feature that seeks to make NPC factions act in a more goal-directed manner
    * Can be enabled in settings (default off)
    * Mods can modify or add their own strategic 'concerns' and 'actions' to the system
* Add a new personal background system in new game dialog, by Lukas04
* Add a new Remnant story mission, "File Drawer Problem"
* Rearrange order of Remnant story missions
    * Fragments and File Drawer Problem require Welcoming reputation
    * Showdown requires Friendly reputation and completing either of the two previous missions
    * Salvation requires Cooperative reputation and completing Showdown, will also disable File Drawer Problem once completed
* Gameplay improvements to some Remnant missions
    * Notably, Showdown will have strength scaling on both sides to account for variability in the size and number of patrols each nexus has
    * Also try to fix janky behavior by the ally fleet in Salvation
* Invasion points are still generated in peacetime, at 25% the base rate
* Invasion point stockpile capped at about 180 days' worth of output for that faction (but will not be less than the points needed to trigger an invasion/raid event)
    * Pending a potential broader overhaul of resources available to NPC factions
* Lower ground battledrop cost mults for ground defenses 
    * Ground def 1.5 -> 1.25
    * Heavy batteries and planetary shield 2 -> 1.5
* Prism checks no-sell tag for weapons as well
* Enhanced vanilla systems adjustments 
    * Tigra City has sparse ore and poor farmland instead of moderate ore
    * Eventide has midline instead of high tech battlestation
* Pirate/Pather commissions will mitigate the Hostile Activity contributions from their respective factions
* Player special task groups get a 20% discount on operating expenses
    * Revive costs unchanged
* Selling survey data to a faction will increase its chances of being picked for colony expedition
    * Faction loses its bonus after being successfully picked
* Add a new game setting to disable having neighbors in own faction start (non-random sector only)
* `invasionPointsPerPlayerLevel` default set to 1 (was previously 1.5, or 2 after being rounded by LunaLib ingame menu config)
    * Also fixed value not being read from config file
* Buy ship offer shouldn't pick a Sierra ship
* Pirate activity on NPC markets won't target non-hostile markets
* Remove Luddic Path's factional market condition (+10% accessibility)
* Factions vote yes on alliance vote if their current relationship is the same as the target one
* Can offer RAT abyss cores to the hypershunt discovery encounter

### UI ###
* Invasion point stockpiles are shown in diplomacy profiles and strategy AI intel items
* Faction directory can also print all markets with revanchist claims
* Player auto-move in ground battles has option to allow deploying new units from orbit
* Counter-invasion intel also appears in colony threats
* Ground battle defender strength estimate accounts for modifiers
* Lower sound effect volumes for ground battle outcomes

### Text ###
* Add a bit of gameplay info to "Showdown" and "Salvation" briefing dialogs
* Fix a diplomacy setting description being under the wrong setting
* Fix ceasefire offer intel missing its title

### Bugfixes ###
* Fix crash if have active patrol package but no hostile activity intel
* Fix a brawl mode crash
* Fix ceasefire offer crash if relations are already at max
* Fix a crash that could happen when checking a market's original owner
* Fix crash when using military base starting bonus with own faction start
* Maybe fix fleet event crashes if star system has no jump points
* Crash safety for special task group generation
* Fully fix the issue with special task group ships sometimes losing their variant and requiring a restore
* Fix ground defenses being disabled by ground combat sometimes
* Fix some bugs/exploits with AIM merc companies
* Try to fix recruit operative action sometimes failing
* Fix repeat relations setting not working with lower relations action
* Fix own faction start potentially having both patrol HQ and military base if starting on a moon
* Make random sector's Kanta's Den get appropriate memory flags
* Fix admins disappearing from comm board in faction ruler mode
* Fix heavy industry transfer-and-raid exploit when time isn't advanced
* Fix The Usurpers quest still trying to start in random sector
* When playing music in personal info intel, try to make it go away when done
* Can't loot an industry in ground battle more than once (fixes defender infinite sell–loot exploit)
* Fix AIM anti-piracy package being purchasable when it shouldn't be, if viewing T&C first
* Remove relationship syncing from Derelicts

### User config ###
* Add setting for 'skip story' default to LunaSettings
* Add settings.json option to have no rep penalty with third parties for sat bomb
* Enable indirectly changing the min/max value of LunaConfig settings
    * If the value in settings file is lower than min or higher than max defined in code, settings value becomes the new min/max

### Modding ###
* Music tracks not specified in a faction file can be added to music picker in data/config/modSettings.json
* Custom start defs can be added and modified via code
* Arbitrary ground battle plugins can be defined, plugins can execute code on battle generation
* Mods should now be able to add their own operative actions (previously there was no way to add them to the orders dialog)
* Fix Nex_TransferMarket.NO_TRANSFER_FACTIONS being non-mutable
* Fix SectorManager's present factions list never actually losing elements

### Misc ###
* Add GraphicsLib maps for boss ship, by Himemi/Cieve-san

Version 0.11.0b

### Gameplay ###
* Update vanilla faction starting fleets to comply with doctrines (including ships added by SWP)
* When repeating operative action, update target faction if current market owner has changed
* Alicorn main projectile passes through missiles and fighters
* Silverlight no longer tagged as known to Remnants (does not apply to existing saves)

### Bugfixes ###
* Fix a crash in Remnant mission 'Salvation' if it couldn't find an orbit for station
* Remove autofit goal variant for boss ship that would crash the game if used (may not apply to existing saves)
* Fix null pointer in operative travel order dialog when an operative has no market
* Fix null pointer if a market decivilizes while NPC covert action is ongoing
* Workaround some weird crash with nonexistent special item when computing industry value
* Fix Luddic Path base manager replacement when adding to existing save
* Fix planet desirability detection for random sector/own faction planet picking
    * Also adjust some condition valuations for desirability
* Maybe fix variant breakages in player special task groups
* Safety for invalid ground battle ability visual panels
* Fix some missing admins in Derelict Empire or from expedition-founded colonies

### Modding ###
* Some handling for Ashes of the Domain mod
* Nex_MarketCMD calls `NexPostShowDefenses` after `showDefenses`
* Fix ground battle's faction bonus subplugin not handling integers (or strings)


Version 0.11.0

Does not include changes in beta 0.10.6y-z

### Gameplay ###
* Add Remnant mission 4, with a unique boss ship (recoverable after end of mission)
    * Available at cooperative relations with contact after starting mission 3
* Hostile activity integration
    * Operatives disrupting a cell will reduce activity by -20
	* Special task groups anywhere, and requested defense fleets in a player system, contribute to hostile activity reduction
	    * Only largest defense fleet event counts; all STGs count but with diminishing returns from the sum of their strength
	* Talk to an AIM representative to buy an anti-piracy patrol package (reduction equal to 15% of current hostile activity progress for 3 months)
	* Operatives' internal security mode will find pirate bases involved in Hostile Activity
* Player can choose to defy the outcome of an alliance vote (ignore the vote if it passes, at a cost to relations with allies)
* Patrols won't care about player transponder if player is system owner
* Respawn invasion events have a 1000x revanchism mult when picking targets
* Starfarer mode colony growth mult 0.5x -> 0.75x
* Buy ship mission returns the AI core if selling an automated ship
* Militia Power UNGP rule: Rugged Construction ships do not count as military for Militia Power 
* Add a new Luddic Church merc company; adjust some of the others
* Random sector: Add Kanta's Den, add a few pilgrim fleets
* Sindrian Diktat has Devious trait

### GUI ###
* Add a "Personal Info" intel item (allows setting player honorific and interaction music)
* Add a 'Personal' intel tab and move some things to it, including insurance
* Add more settings to Luna menu
* Militia Power UNGP rule displays breakdown in tips screen 
* Add arrows to fleet request screen
* Add a warning if player is over officer limit after taking ships from special task group

### Bugfixes ###
* Fix Nex loading wrong Luna settings value for fleet request cost
* Fix crash due to procure ship action unlocking storage in wrong place
* Remove old Nex override for Pather tithe check (no longer desirable)
* Block The Pilgrim's Path and The Usurpers events in random sector
* Fix player being able to trade with a market immediately after starting invasion
* Fix bug where defying vote cost 5 relation points instead of 10
* Fix player stats tracker persisting between different saves
* Fix non-ally diplomatic victory not working
* Properly handle pirate/Pather base manager replacement when adding Nex to existing save
* Remnant missions: try to make things not pick IndEvo artillery station when they want a nexus
* Ground battle: Fix being able to loot items when no troops onsite
* Maybe fix financial report for player special task group being split after game load
* Fix Sierra interactions with latest SotF
* Fix some lingering instances of `$market`
* Fix a minor memory leak on new game

### Modding ###
* Fix various issues where ground battle unit defs were still relying on old hardcoded system
* AIM mercenary fleets improvements
    * Merc ships can now have names specified
	* Merc officers can have personality set
	* Free skeleton crew is based on ship's actual min crew, not the hull spec's

### Misc ###
* Add a couple of Scythe of Orion interactions when player has relations with Remnants
* Update random sector entity image picker