Version 0.0.11-
-Slight buff to the Celestial's speed and flux capacity, should keep up with other remnant ships now
-Added automated ship and rugged tags to several Derelicts that were lacking it
-Fixed the Poltergeist having more armor than the Onslaught
-Severely reduced the frequency of Lunar, and most mutant drone spawns
-Significantly reduced spawns of Pirate Derelicts
-Increased DP cost of the Rampart(P), fortress shields shouldn't come that cheap
-Removed the non-functional borer wing from the Trojan
-Half-assed unfinished integration with HMI and SOTF

Version 0.0.12
-Decimator nerfed, large mounts are no longer composites. I am sorry for ruining your fun, but it has now been moved to the pseudo-capital spawnlist to compensate.
-Marche removed from normal spawnlists for now, felt underpowered and not particularly distinctive
-Fixed a capitalization error that caused crashes on Linex
-Forts and Decimators will no longer appear in Cryosleeper encounters, no more easy fights.
-The Silo(P) has been sigificantly reworked, it should now be a bit more balanced and significantly less ugly.
-The Berserker(P) is probably more ugly, but a lot less undercosted now. It has had its' ill-gotten fighter bay taken away and isn't allowed to go 'oops all missiles' anymore (what was I thinking with this anyway???)
-The Stockpile(P) is also significantly less ugly now.
-Changed name of Poltergeist to Ghost.
-Disabled Derelict Pirate Bases for the time being, ATDD+ does this better anyway, may re-activate later when there is an appropriate station for them to use
-Fixed several ships who's mounts became misaligned.
-Catapult's DP was raised by 1, this is more significant than it sounds.
-Arsenal should hopefully no longer be in the pool for the Indevo BP lotteries
-Changed shield efficiency on Dreadnought from 1 to .8, this is a massive buff I swear
-Added another gun to the Bore, it is uglier but should be modestly less of a meme now.
-Reduced the angle on the Lunar's rearmost set of large guns, it can no longer converge all six of its weapons at once, and its' system was changed from temporal shell to plasma jets. It is no longer a press button to win ship hopefully.

-Partial implimentation of HMI integration. This was delayed due to a desire to get above changes out, sorry.

-Began work on a small submod containing SOTF-based content. This technically does not (currently) require DEX as a prerequisite, but it does require SOTF. This is not yet avalible because as of right now it is litterally just one ship of dubious quality.

Version 0.0.13
-Compatability for Version .96
-1 (one) new ship: the Redstone, an Orion Drive-powered explorer with a suspiciously good armiment.
-Decimator now uses LIDAR instead of Accelerated Ammo Feeder.
-Catapult now uses LIDAR instead of Accelerated Ammo Feeder.
-Several capital/boss ships now have special defensive systems

Version 0.0.14
-WARNING PROBABLY NOT SAVE COMAPTIBLE IF YOU HAVE DERELICTS IN YOUR FLEET
-Reworked the Redstone, less gun but now the guns are less awkard.
-Experimental changes with the Castle, now uses Extended Missile Racks instead of Autoforge. This will probably be eventually replaced with a custom hullmod.
-Reworked the Arsenal, it is now a three-part modular ship, and should hopefully hit hard enough to justify its' DP.
-Reworked the Trepart, less gun but its hopefully much more interesting now
-Guardsman now has Manuvering rather than Plasma jets, as originally intended. The same has been done with the Pallisade and Fullisade. Oops.
-Reduced attack range on the Legionary and Spartan, which should hopefully make the AI more able to deal with them.
-Reduced spawn frequency for the Derelict (P) hulls, also reduced shield efficiency for the lot of them to 1 instead of .8. More nerfs may follow.
-Fixed a variety of oversights with the Derelict(P) hulls that should generally resolve their more egregious absurdities.
-Added a new Derelict (P) hull (yaaay), a hacked capital-scale Battlement equipped with high-tech energy weapons and a powerful energy shield.
-Lowered spawn frequency of the Torus, it should now be the unicorn hull it was meant to be instead of a regular annoyance.
-Removed a significant number of composite mounts from many hulls, these are now ballistic mounts. Should reduce the amount of missile spam derelicts bring to fights.
-Reduced defensive stats of the Dreadnought somewhat across the board, should be more in-line with its' prototype status now instead of just 'onslaught but better'
-Retouched the sprites on most of the carriers, the last of the Explorarium's lightbulbs burnt out, so all the bays are pitch-black now.
-Dummied out the Remnant BP. It was never really within this mod's scope, and Nex provides a similar utility. This can be undone by simply uncommenting the BP in sepcial_items.csv
-Removed the Arsenal, Castle, Guardian and Survey Mothership from the Derelict BP. This uses a few vanilla overwrites to work, and may disrupt some spawning mechanics. Please report if any issues appear.
-Since ATDD+ has not been updated to .96, the still very much placeholder 'Derelict Base" mechanic has been re-enabled, just as before, this can be disabled by simply changing "makesPirateBases" from "true" to "false" in the derelict faction file.

Version 0.0.14c
-The majority of sprites have been swept for floaters. Please report any floaters you discover in your playthroughs.
-An error in the variant file for the Redstone's bow plate has been corrected, preventing crashes when mousing over the ship.
-Capitalization errors that caused crashes on Linuex have been fixed (hopefully).

Version 0.0.14d
-Fixed a missing weapon slot on the Tartar that caused crashes for some users.

Version 0.0.14e
-Nerfs to the cost, DP, monthly mantinence, and cargo space of Pirate derelicts, in an effort to bring them more in line with vanilla non-AI ships of similar capability. These are mostly experimental changes In Persuit Of A More Perfect Balance, please report any balance considerations you have.

Verison 0.0.15- Christmas Update
-Added the Viaduct drone, a massive capital-scale fuel tanker meant to keep massive superships flying over extreme distances. Found extremely rarely in derelict fleets, and infrequently stolen by independents and scavengers.
-Reimplemented the Marche drone, a frigate with big dreams of being a heavy destroyer. Packs a major punch and can show up even in light derelict fleets, look out!
-Added the new Blockade drone, a tough destroyer that is effectively an upscaling of the same 'flying armor plate' concept seen in the Barrier
-Fixed several mounts on the Arsenal being considered hardpoints despite... not being hardpoints.
-Fixed missing hullmods on the Bore (I swear I did this one before)
-Buffed the Decimator, it now has enough flux capacity and dissapation to fire most weapons it can be fitted with almost continuously, making it far more formidable
-Added the Galaxia, a massive transport ship that was used to carry tens of thousands of colonists to the Sector before the collapse, but was all but erased from history due to the unpleasant political implications it created for Domain successors. Found in similar circumstances as the Viaduct.
-Added the Antephaylax, an exotic experimental drone designed to counter early phase ships. It's dangerous to more than just phase ships, be careful!

Version 0.0.16- Gaze Into The Abyss
-These change notes are reconstructed as the originals were lost, keep that in mind if you find undocumented features.
-Compatability with version 0.97 of Starsector
-Updated the sprite of the Fort
-Updated the sprite of most Mutant drones, less kitbash, more trash.
-Added the Evergreen, a massive megafreighter found in similar circumstances to other super-supply ships.
-Added Heavy Ballistic Integration to the Battlement, a small band-aid to help it with its' OP problems
-Reworked the Berserker 2, now with added support missiles.
-Reworked the Bersillion, now with heavy ballistic capability.
-Added the Penitent, a Pather-modified Redstone with a taste for triple hammer barrages.

Version 0.0.17- Fair and Balanced
-Added the Wendigo, an unhinged AI-controlled phase ship based on the Grendel.
-Reworked the Barracks, now with a dramatically updated sprite, and large missile capability. The DP is now higher, to more accurately represent the ship's value.
-Raised the DP of the Viaduct, Evergreen and Galaxia to more accurately represent their combat power. Also reduced the likelyhood of these ships to appear in an independent fleet significantly.
-Increased the armor of the Battlement, Trepart and Dreadnought, to give them more survivability.
-Significantly reduced the base speed of the Redstone (to 55) and the Penance (to 45) in an effort to cut down on the number of capital ships wiped out by hyper-effective torpedo ram manuvers, also made the core module of both ships significantly less armored to encourage daring flanks around the armored prow. Also removed the Redstone from the Guardian encounter spawn list.
-Raised the DP of the Silo to 18, reduced hull HP to 7000 (was 8500), armor to 600 (was 675) and speed to 45 (was 65). All in an effort to put this monster back in its' intended role as a support ship.
-The Barracks(P) has recieved an update to mirror its' source hull.
-The Pallisade(P) has FINALLY had it's phase coil fixed. You will never belive what the issue was.

Version 0.0.17.1- Fairer and More Balanced
-Changed the ship-system of the Homestead from Reserve Deployment to Active Flares. No ship this cheap should be able to pull that many fighters from its' ass.
-Reworked the Siegetower, with a new updated sprite, better weapon mounts, and with a DP more befitting of a cruiser of its' status.
-Fixed an issue with certain high-end ships having free-spawning BPs. As these ships were never intended to have BPs at all, this has been fixed. No more [CLASSIFIED] in patrol fleets.

Version 0.0.18- Better Late Than Never
-Implimented version checker support on advice from someone on the Spaceport Corvus discord server.
-Fixed Viaducts and Evergreens being obtainable/usable without Automated Ships via Independent Markets. Also raised their DPs to 60 each, to make them less of a must-have for any autoship user.
-Fixed an issue with the Mothership not spawning in it's combat encounter.
-Buffed the OP of *many* ships to make them more usable. The majority of frigates and destroyers have gained about +10 OP
-Increased the DP of the Bailbond to 7
-Added more variants of many ships, and rebalanced the spawning of existing variants. Mjolnir drones should go back to being a rare sight now.
-Changed the Trench's system to Burn Drive, and gave it Damper Field as a defensive ability. This is intended to make its' supposed role as a compliment to the Rampart more... existent.
-Added several new strikecraft: The Panel Missile Bus, the Caravan Freight Corvette (and Bomber), and Combine Mining Drone (and Bomber)
-Reworked the Trojan dropship fighter, making it significantly more worth using.
-Reworked the Gangway drone with a new sprite and weapon loadout.
-Added a new ship: The Mirage, an experimental phase artillery frigate equipped with heavy weapons and a LIDAR array. Fun for everyone who loves phase frigates!
-Added a second new ship: The Buffalo(MINEX), an automated freight hauler that looks suspiciously similar to a certain overly common cargo ship, despite supposedly having no relation.
-Reworked the Battlement(P) into a rattletrap multipart ship if questionable structural integrity. Remember: Aim for the Wayfairer!
-Rebalanced the Rampart(P), its' system is now Accelerated Ammo Feeder instead of Fortress Shield. Arguably this defeats the entire point of its' original implimentation, but too many pirates with fortress shields is a known issue.

Version 0.0.20- Derelicts And Derelict Accessories
-The ONLY update that actually removes content from the mod*!
-All (P) and (C) variants, all Remnant ships, and all other non-Explorarium ships have been removed from the main mod, and placed in a new side-mod that features new content such as Dustkeeper Proxy variants of most ships.
-The sidemod does require SOTF to run, but I imagine this is not a serious issue in the vast majority of cases.
-The Dreadnought has been reworked in an effort to make it less transparently Just An Onslaught, but as this represented a fairly radical shift to the ship's appearence (and a more minor but still significant change in function), the original version of the Dreadnought has been preserved and will carry over in existing save-files, but will be inaccessible in the new version.
-Some other ships have also received resprites, such as the Wendigo and Garrison, though none as signficantly as the Dreadnought.
-Some changes to balance have been made, such as adding Ablative Armor and Distributed Fire Control to several ships, but overall balance should not be too heavily changed from the previous version.

Version 0.0.21- A Semblance Of Identity
- Added several new hullmods to certain ships in place of vanilla stand-ins. Troop-carrier drones now use the 'Automated Personel Carrier' hullmod, which allows them to carry crew while still behaving as an automated ship (though they will behave similarly to certain other automated ships with crew spaces), the Decimator drone now has 'Bombardment Platform' instead of Advanced Ground Support, which reduces bombardment costs, the Siege Tower has 'Landing Ship'- an even more powerful Advanced Ground Support, and various 'command' drones now have a unique hullmod to reflect that status.
- Redid a *lot* of sprites with more heavy shading in the hopes of making derelicts appear less 'flat'.
- Overhauled the Mirage-Class Phasic Artillery Platform, exchanging its' large hardpoint for a pair of mediums, bringing the total number of medium mounts on the vessel up to 4, and turning them into a forward-facing broadside.
- Added music to all derelict encounters. NOTE: This feature will likely not work if you run other mods that alter the derelict.faction file, this can be corrected by going into the copies of derelict.faction provided by those mods in data>world>factions, and replacing "music_none" with ""music_encounter_mysterious" wherever it appears.
- Probably reworked balance in some areas, but didn't document it at the time so I guess we're both going to find out what I thought was a good idea together.

Version 0.0.22- In Preperation For The Threat
-Basically just a glorified hotfix for .98 compatability and fixing issues with jaino-related nonsense

Version 0.0.23
-Added 16 New Weapons to the derelict faction, which can occasionally appear in pirate or independent fleets (they stole them, you see).
IMPORTANT DISCLAMER: The way the game handles debris particles (as opposed to nebula particles, which do not have this problem) means that some performance problems ARE expected with the Kessler Ejector. It is not a matter of if, but WHEN it will lag your game if too many particles are spawned by it. I have done what I can to minimize the number of particles spawned, but there will still be scenarios where you experience slowdown if too many kesslers fire at once, which will linger for about 40 seconds after the particles disappear. Please report performance drops due to this anyway, but all I can do is band-aid the problem.
-Added the Keep, a massive derelict dreadnought armed with a powerful spinal cannon.
-Added the Foxhole, a powerful frigate that really wants to be good late game.
-Significantly nerfed the Mirage and removed Phase Anchor from its default variant. I am so, so sorry.
-Resprited and rebalanced numerous ships, including but not limited to:
	-Arsenal- Reserve Deployment replaced with a new system called Crash Assembly, which spawns a Rampart.
	-Evergreen- (now named the Monolith) looks very different, but mostly functions the same.
	-Dreadnought- Armor value reduced to 1200 to be in line with vanilla content and reduce Damper Field-induced impotent rage.
	-Castra- Is now less Legion, and more Pegasus, exchanging fighter bays for two additional large hardpoints. Armor value reduced to 1200 for parity with Dreadnoguht.
	-Marche- Firing arc reduced on the large ballistic mount to be more in line with the Manticore. Removed from combatforsmallfleet spawning pool.
	-Probably more, I forgot to write these down as I did them
-Also most of the fighters look different (hopefully better) now.
-Fixed some issues with built-in hullmods. If semiautomated ships don't count as automated at this point I will be mad.