Version 0.5.0 (2025-05-17)
- Military Custom Bounty:
 - reworked difficulty logic to allow faster scaling and scale past vanilla difficulty
  - in general, taking the biggest bounty increases difficulty, and taking the smallest bounty decreases it
  - difficulty maximum can be set in luna settings
- Defense Mission:
 - removed an inflate call in reportBattleOccurred and prevents invasion fleets from being deflated instead
 - can now change invasion probability in LunaLib
- Escort Mission: removed an inflate call in reportBattleOccurred and prevents trade fleets from being deflated instead


Version 0.4.7 (2025-04-06)
- Defense Mission: fixed a crash involving non-vanilla station industry class and added more exception guards
- updated game version to 0.98a-RC7


Version 0.4.6 (2025-03-29)
- Defense Mission: fixed a visual issue where station has 0 fleet points


Version 0.4.5 (2025-03-28)
- Defense Mission: invasion fleet faction is now more likely to match ship variants
- Escort Mission: re-enable missions from small trade fleets from Pirates/Path/your faction and adjusted trade profit
- Scavenger Trading:
  - improved traded intel by showing more precise location if visible on map
  - nerfed how much value you get by trading commodities by 30%
- recompile for Java 17 and compatibility workaround for 0.98a-RC5


Version 0.4.4 (2025-03-07)
- Defense Mission:
  - remove generated fleet from system so you can't bump into them
  - added configurable limit to the maximum size of the invasion fleet
  - stopped generating fleets with 0 burn
- Escort Mission:
  - reduced trade profit if destination is in the same system
  - adjusted mission reward when faction is at war
- Procurement/Cheap Commodity missions: added a workaround to hopefully prevent NPE with Star Lords


Version 0.4.3 (2024-04-27)
- Defense Mission: makes it less likely that the officer does not match ship faction; updated invasion window logic
- Scavenger Trading: relaxed the criteria for eligible commodities such that lobster is now eligible
- added LunaLib as a required dependency to avoid confusing players


Version 0.4.2 (2024-02-18)
- Defense Mission;
  - reduce effective station FP by 10%
  - guard against MagicFleetBuilder exceptions
- Procurement/Cheap Commodity missions: fixed bug where the same mission can be taken consecutively
- Escort Mission: add pirate strength option in Luna Settings
- fixed a possible NPE


Version 0.4.1 (2024-02-03)
- updated version to 0.97a-RC6
- fixed a bug where the modSettings.json values are not being loaded if LunaLib is not enabled
- Escort/Defense Mission: increased importance of created contact
- trade missions (Escort/Cheap Commodity/Procurement) now affects the market by 120 days to match vanilla change
- Scavenger Trading: ignore salvage location if you already have an intel for it


Version 0.4.0 (2024-01-27)
- Defense Mission: added a console command to reset difficulty and clear spawned fleets
- Escort Mission:
  - added more description for mission failure reason
  - trade fleet being completely destroyed no longer reports the wrong failure reason and properly reduces reputation
  - now works correctly for commodities with cargo size greater than 1
  - can now grant trade contact to player faction
- added version checker support
- added Luna Settings support from LunaLib as an optional dependency
- made trade contacts more useful by modifying vanilla cheap commodity / procurement missions for contacts:
  - can now reliable get such missions from contacts
  - quantity is now determined by market surplus/shortage; doing the mission resolves the surplus/shortage
- integrated Scavenger Trading, Pick Your Ships, Force Auto Resolve into this mod; please do not enable 0.4.0 or later
  versions of this mod with the above
- Scavenger Trading: can now trade credits for salvage locations


Version 0.3.3 (2023-11-04)
- Defense Mission: fixed a bug preventing invasion fleets from being changed due to PRNG seed reuse
- Escort Mission: now take commodity size (cargo space) into account when computing deliveries
- VIP Mission: prevent save scum


Version 0.3.2 (2023-10-08)
- Defense Mission:
  - pirate station king created by the mod now has underworld tag instead of military
  - some setting tweak
- Escort Mission:
  - make mission name match name of trade fleet
  - small trade fleets are no longer eligible for the mission
- all
  - updated version string for MagibLib, but older version should still work
  - updated SDK to 1.8


Version 0.3.1 (2023-07-14)
- Escort Mission:
  - take mothballed ships into account so pirate is not much stronger than convoy plus player ships
  - add options to adjust strength of pirates


Version 0.3.0 (2023-07-13)
- add new VIP mission to distress calls to make it worthwhile; can choose +1 story point as reward
- Escort Mission: cancel the mission if source/dest factions became hostile, but still allow outstanding deliveries to be completed


Version 0.2.2 (2023-06-30)
- Defense Mission:
  - made fleet generation more robust


Version 0.2.1 (2023-06-24)
- Defense Mission:
  - fixed a crash where the enemy fleets runs out of assignments before engaging in battle


Version 0.2.0 (2023-06-22)
- New mission: Escort Mission: escort a mercantile convoy, while fighting off pirate fleets and carry additional commodities for more profits
  - turn EmAddAllIntel off if you don't want to see more trade fleet departure intel
- Defense Mission:
  - add DmEnemyIgnoredByOtherFleets option so allied fleets won't chase after enemy fleets, making it more likely that they will make it to the station
  - reordered things, *hopefully* fixing the issue where enemy fleets would chase each other. Cannot be sure as I cannot reproduce this issue.
  - turning DmUseHiddenFactions off now skips your own faction


Version 0.1.1 (2023-05-31)
- fixed issue where enemy fleets from unaccepted missions can take over the local comm relay, etc


Version 0.1.0 (2023-05-29)
- new mission: Repair Mission to reduce the disruption days of station industry; useful when you fail your defense mission
- Defense Mission:
  - add settings to scale enemy fleet size by faction and uses it to nerf omega fleets
  - add option to skip generating enemies from hidden factions (omega, Lion's Guard, etc)
  - increased reputation penalty for failing missions to match vanilla missions
  - when you accept a mission in a different system (possible with Stellar Networks), how many days you have to arrive
    is now determined by your speed and distance instead of being hard coded.
  - reduces rewards when station is a big part of your fleet and marginally reduced rewards overall


Version 0.0.4 (2023-05-26):
- fixed a crash that can happen on markets without an existing station commander, like on player colonies
  - more likely with mods that reorders bar events, like More Bar Missions


Version 0.0.3 (2023-05-25):
- fixed a divide by 0 bug when your fleet plus station are too small
- in mission offer increase fleets to show up to 10.


Version 0.0.2 (2023-05-21): - adds a workaround for an issue with Stellar Networks; sometimes the player fleet is empty when you call a contact remotely
- adds more variety to enemy fleets size
- adds a blacklist in modSettings.json for players and other mods to blacklist factions from enemy fleets generation
- increased reward by 25%
- recompiled for 0.96a-RC10


Version 0.0.1 (2023-05-18):
- enemy difficulty should now be more consistent
  - fixed a bug in fleet generation making it harder to generate fleets with the correct size
  -  switched to using effective strength instead of fleet point for reward and difficulty computations
       -increases credit rewards as a side effect
- removed faction impact on enemy fleet's real faction (almost always the pirates)
- add some supplies to enemy fleets since they drop very little sometimes


Version 0.0.0 (2023-05-17):
- initial release
- not tested with faction mods but I don't see why it wouldn't work
- different factions have different fleet strength per fleet points (omega is especially bad), so the enemy can be much harder then expected
