
--------------------------- Known issues -----------------------------

None

--------------------------- Notes -----------------------------

None

--------------------------- Changelog -----------------------------
1.0.b
Adjusted - Severely nerfed spawn rates for Borealis, Rhea and Kingslayer
Fixed - Crash when starting a new game with nexerelin

1.0.a
Added - Forked and updated the mod to 0.98a
Added - Frozen Heart now has a custom station sprite
Added - [IndEvo] Frozen Heart now fires missiles at you
Added - Codex integration for the whole mod
Adjusted - New frozen heart description
Adjusted - Complete file restructuring
Adjusted - Reworked most descriptions
Adjusted - Cleaned up the tips file
Adjusted - Reworked Aged R&D Facility sprite
Adjusted - Renamed Aged R&D Facility to Worn Research Module
Adjusted - Took a zero off the sales price of the prototype BP packages (2.1m -> 210k)
Adjusted - Cache/Blacksite fighting defence fleets no longer impacts reputation
Adjusted - Bumped Kesteven faction profile quality to 4 in exchange for officer quality to compensate for loss of nanoforge
Adjusted - Asteria now orbits exactly opposite of the gas giant
Adjusted - Severely nerfed the Kesteven "outpost station"
Adjusted - Severely nerfed the campaign presence of Asteria
Fixed - Asteria no longer has a shorter orbit time than the other planets in Arcadia (no more planet overlap)

Confirmed issues
- Trying to use a story point to skip the "your fleet is not powerful enough" check just straight up doesn't work
- The Operation Lifesaver quest fleet spawns in target-adjacent systems if no suitable loc can be found, this is not communicated in any way

Unconfirmed issues
- Volatile Flux Injector spazzing out and not applying



--------------------------- Pre-Fork Changelog -----------------------------

Version 0.6.2d
SAVE COMPATIBLE
Fixes:
- Fixed a major bug in Throne's Gift xp calculation that caused you to get way too many points
- Fixed first Eliza dialog not showing up on markets with multiple entities

Version 0.6.2c
SAVE COMPATIBLE
- Removed AI-Gen content, you might end up with some blank portraits due to this

Balance changes:
- Changed Converted Hangar augment. Now gives an additional fighter bay (Cruisers and up) and reduces fighter OP cost by 50%
- Volatile Flux Injector now incompatible with Safety Overrides

Fixes:
- Fixed Throne's Gift and HELLSPAWN spawning way too many event fleets
- Fixed a minor issue in Throne's Gift XP tracking past hitting max lvl
- Fixed a rare crash with the first Kesteven quest, when it could not find any R&D facilities
- Fixed Helios bounty getting stuck and spawning infinite wrecks in some rare scenarios

Version 0.6.2b
SAVE COMPATIBLE

Fixes:
- Fixed custom background event fleets sometimes doing strange "warping" movements
- Fixed a crash with custom background fleet spawning logic
- Fixed a possible crash if both Nex and LOST_SECTOR are enabled for the first time on a save at the same time
- Fixed a crash if LOST_SECTOR is enabled for the first time on a save without Nexerelin

Version 0.6.2a
SAVE COMPATIBLE
New Stuff:
- Unique Nex background that can be unlocked by beating the Kesteven questline
   - Throne's Gift

Balance changes:
- Sunburst DP reduced to 70->65
- Kingslayer base burn reduced to 7->6, added built-in Augmented Drive Field

Fixes:
- Fixed a rare but severe crash with the Unlimited Production Chip condition
- Fixed being unable to gain any relation with LP
- Kesteven actually know large ballistics now
- Volatile Flux Injector bonus is now applied correctly (slight nerf)

Version 0.6.1d
- Updated for 0.97a

Balance changes:
- Critical Point Protection increased S-mod Penalty 10%->30%
- Volatile Flux Injector increased S-mod Penalty 25%->33%

Fixes:
- Fixed possible memory leak (thanks Sundog)
- Fixed Space Time Anchor causing ships to take massive damage from beams
- Fixed rare campaign crash with the hintManager
- Frost system fleets actually prevent you from disengaging
- Fixed some unique ships having hidden fleet tooltips forever
- Fixed Eliza's fight sometimes making you hostile to Independents
- Fixed faction specific elimination contracts caring about hostilities leading to uncompletable contracts

Version 0.6.1c
-ONLY save compatible with 0.6.xx versions-

Fixes:
- Fixed random campaign crash in fleet target finding logic

Version 0.6.1b
-ONLY save compatible with 0.6.xx versions-

Fixes:
- No longer incompatible with newest Ind.Evo release

Version 0.6.1a
-ONLY save compatible with 0.6.0x versions-

New Stuff:
- Added Critical Point Protection hullmod
   - Kesteven hullmod that lets you armor tank squishy ships
- Added a fun encounter for those with Automated ships   

Balance changes:
SHIPS
- Prosperity reduced flux dissipation 1000->900
- Nighthawk reduced flux dissipation 600->550
- Kingslayer swapped large composites to ballistics, reduced max OP 330->320, reduced top speed 40->35
- Sunburst base burn increased 6->7, swapped all universals to synergies
WEAPONS
- BastionCracker Torpedo Tube OP cost lowered 10->8
- BastionCracker Torpedo OP cost lowered 2->1
- Modular Huginn wing OP cost lowered 22->16
- Bite ALG OP cost lowered 9->8
- Surge Plasma Scatterer increased base range 450->600
- Mega Flux Rocket Pod reduced max ammo 12->9
- Giga Pulse Cannon dps reduced from 444->404
MISC
- Volatile Flux Injector increased cap bonus 50%->67%
- Added a fun surprise to the Frost system, if you have IndEvo
- Blacksites with multiple fleets are now harder

Fixes:
- Fixed a rare crash with Inertial Supercharger
- Fixed S-Mod removal and Fleet size requirement skip options using 2 SP instead of 1 SP
- Fixed Sunburst consuming cores while mothballed
   - Also should no longer show up in Midnight's store
- Fixed some AI fleets being able to retreat when they shouldn't
- Fixed the Peacekeepers bounty not despawning in some cases, For real this time
- Fixed some CR tooltip texts
- Massively improved Kesteven's weapon selection - their autofits should no longer suck ass
- Improved AED AI, have fun :)

Version 0.6.0d
-ONLY save compatible with 0.6.0x versions-

- Fixed the Peacekeepers bounty not despawning in some edge cases
- Mysterious signals intel is now removed when you find the source
- Compressed some BG music, saving like 30mb of your precious RAM

Version 0.6.0c
-ONLY save compatible with 0.6.0x versions-

- Fixed a possible crash when blacksite fleets couldn't find a random market

Version 0.6.0b:
-ONLY save compatible with 0.6.0x versions-

- Some visual changes and updates

- Reduced Mega Flux Rocket Rate Of Fire to 14s->17.5s

- Fixed a crash when hitting ESC on certain parts of the mothership fleet dialog

Version 0.6.0a:
-BREAKS SAVES-

- 2 new Enigma / (Pt) ships 
   - Warfare-Class Destroyer - Heavy Gunship
   - Widow-Class Frigate - Gunship
- New custom bounty
   - Sunburst-Class Mothership
- Added "contract" contact missions for Kesteven, complete tasks for credits
   - Recovery - recover items from enemy fleets to complete
   - Elimination - destroy specific enemy ships or factions ships to complete
- Proc-gen objective defense "event" 
   - Defend a station from enemy fleets to get big loot
- Added 2 "hidden" role-play endings for the questline   
- Updated Exotica support
   - Enigma ships can now spawn with two different unique upgrades - Temporal Conduits, Space Time Anchor

- Reduced Kingslayer armor 1,600->1,500, and flux cap 16,000->15,000
- Reduced Nighthawk flux cap 11,000->10,000
- Reduced Prosperity armor 1,600->1,500
- Increased Mercenary shipsystem cooldown between charge uses 2s->5s 
- Reduced Sovereign DP & supplies/mo to 35->32
- Reduced Keres Storm Cannon sustained dps 112,5->100
- Increased Tremor missile damage 350->375
- Increased Bite ALG base range 350->400, Increased charge regen from 6s->5s
- Increased Temporal Paradox cooldown 15s->17.5s
- Increased Volatile Flux Injector s-mod penalty 15%->25%
- Abyssal tech type renamed to Void
   - Void ship Cruiser and Destroyer phase upkeep reduced, frigate is unchanged
- Reduced shipsystem base range of Causality and BF Pulse 
   - Now scales with shipsystem range modifiers (like Sys-Ex)
- Installing SO on Enigma ships now has a CR malus

- Fixed game freeze when joining battles against Kesteven/Enigma (Finally, this one was FUCKED)
   - Also fixes disappearing ships / impossible to end battles
- Fixed a possible crash when raiding a certain market
- Fixed a possible crash with the Inertial Supercharger hullmod
- Fixed a rare crash when using the artifact exchange
- Fixed a rare crash when starting the main questline
- Fixed Enigma not being hostile to some factions
- Fixed jank with fleets not supporting the player against Enigma
- Fixed r&d facilities and other entities sometimes having ridiculous orbit speeds
- Rewrote all Prototype weapon and hull descriptions
- Small additions and changes to questline dialog
- Added the ability to skip fleet size requirements with story points during the questline
- Made some fleet Intercept AI more fair
- Improved wandering Enigma fleet behaviour
- Stalker Enigma fleets are now more aggressive against NPC factions
- Enigma ships will now reveal their hidden stats if you use them in combat
- Made some edge case quest failure states more clear
- Made questline ending intel clearer
- Enigma AI captains now correctly have all elite skills, like other AI captains

Version 0.5.1a

- Reworked Stasis system 
   - Now fires an interceptable projectile that explodes in an area effecting all ships, Reloaded with system use

- Prosperity, reduced max flux 32,000->30,000
- Nighthawk, reduced armor 1,050->950
- Devilcatcher, reduced armor 850->800
- Kingstork, reduced armor 500->450, reduced top speed 125->120
- Dragontail, reduced armor 450->400, reduced max flux 3,400->3,200

- Fixed a crash with prototype/enigma hulls
- Fixed a rare crash with the Freya EMGL
- Fixed a rare crash with cache core quest dialogue
- Fixed a possible major crash with Kesteven exile event
- Fixed a nullPointer with Nicholas quest dialogue
- Fixed Outpost spawning in Sentinel system and made random bounties not spawn there
- Fixed Enigma AI portraits to match the correct level of AI core
- Fixed being able to do unintended interactions with Frozen Heart market
- Fixed Frozen Heart comm directory having random entries
- Fixed being able to use Kesteven services after getting the *other* questline ending
   - Other ending now also caps your max relationship with Hegemony and Kesteven
- Fixed S-Mod removal giving 100x the bonus XP (oops)   
- Fixed Bite ALG and BF Pulse lightning chaining to phased targets
- Kesteven bar intel event fixed, it will now work consistently giving either warning beacon systems or survey ship/mothership systems
- Kesteven hullmods no longer can be received as drops. Instead received as quest rewards / bought directly.
- Derelict proc-gen Enigma cruisers spawn considerably less often
- Adjusted Nex dispositions for Kesteven
- Adjusted Enigma fleet spawning

Version 0.5.0g

- Fixed ship-systems not working correctly when using high levels of speedUp (4x+)

Version 0.5.0f

- Fixed a rare crash with prototype glows
- Fixed a rare crash with null markets in the sector
- Plasma Burst canister Cannon, added EMP damage
- Prot ships base shield reduced to 60* degrees
- Final Overdrive changes
   - Reduced charge-up to 2s, does not activate if ship is overloaded or venting
- Updated Temporal Paradox visuals and sfx
- Fixed rare miscalculations with player and ship stats in augmented weapons	

Version 0.5.0e

- Fixed a crash that could happen if a market has null factionID
- Fixed a crash with the EMflak system and OnHits
   - Fixed flask mines not working properly (it was always doing max damage)
- Fixed some dormant Enigma fleet captains not actually being AI cores
- Weapon changes:
   - Giga Pulse Cannon
      - very slightly reduced rof, becomes somewhat inaccurate after the first shot
   - Plasma Burst Canister Cannon
      - reduced op cost to 28, reduced rof
   - Surge Plasma Scatterer
      - reduced op cost to 12, buffed flux/dmg to 0.6, reduced rof slightly
   - Mega Flux Rocket Pod
      - reduced op cost to 12
- New and improved trail fx by Nia
- Improved blast wave effects, new fx sprite also by Nia
- Prot ships have new and improved shield fx
- Mass Targeting Array and Projectile Deterrence Field system range is now effected by Systems Expertise
- Mercenary buffed shield efficiency to 0.8, increased top speed to 75
   - Dramatically increased system effectiveness
- Reduced the amount of proc-gen stuff spawned slightly (around 20%)
- Added Megaport and Spool to Asteria
- Fixed Kesteven markets not having any officials if added mid-save

Version 0.5.0d

- Fixed a severe crash with a quest fleet
- Inertial Supercharger now has a S-mod penalty/bonus
   - Frigate, Increases the damage taken by weapons by 50%
   - Destroyer, no effect
   - Cruiser/Cap, Increases projectile velocity by 10%
- Volatile Flux Injector now has a S-mod penalty
   - Increases EMP damage taken by 15%
- Added support for Exiled Space
- Outpost spawning logic improved in cluttered sectors
- Outpost system is now correctly surveyed when spawning mid save
- Changed around how often and when Enigma fleets spawn
- Reduced r&d facility loot slightly (around 20%)
- Fixed r&d facilities rarely spawning in core systems
- Made some custom bounty intels clearer

Version 0.5.0c

- Fixed a crash with a quest fleet
- Fixed a crash with AOE damage
- Fixed bugged dmg with some AOE dmg onHits
- Fixed some [REDACTED] officers not actually being AI cores
- Made some hullmod descriptions cleaner and clearer
- Changed Bastion-Cracker dmg calculation against modular station and ships
   - Deals more dmg now against stations and modular ships

Version 0.5.0b

- Fixed a crash with a fleet spawner
- Fixed a crash with outpost gen
- Disengaging with special maneuvers now works properly against some fleets
- Kesteven intel bar event now correctly gives a warning beacon system
- Fixed various minor issues in fleet logic

Version 0.5.0a

- Released
- Updated localization files
- Removed Eternity-class
- Removed amogus