0.7.4:
- (New game only) Fortified caches are less likely to spawn in the same system as each other.
- (New game only) Reduced the default number of fortified cache spawns by ~33%.
- You can now order your second-in-command to handle fortified caches if your fleet is much stronger (2.5x the fleet points, modified by officers, S-mods, and d-mods).
- Added high-tech skins for light mining blaster and mining laser mk2 (ultra blaster is already a neutral color and doesn't need a skin).
- Bloom torpedoes: damage 650 -> 600, HP 800 -> 700.

0.7.3:
- Chaos pulser:
    - Halved inaccuracy, hardpoints now negate the jitter effect
    - Efficiency back to ~0.9
    - Reduced max damage to 400
    - Reduced average damage
    - OP 25 -> 24
- Mining laser mk2, Light mining blaster, Ultra blaster
    - Changed mount type from energy to hybrid
    - (You're welcome, whoever was complaining on GitHub and forums about this)
- Voidcannon: OP 8 -> 10
- Spreadfire cannon:
    - damage/shot 75 -> 85
    - seconds/reload 2.5 -> 3
- Mortar screen: halved spread per shot
- Light vulcan: OP 1 -> 2
- Megabloom projector:
    - ammo 12 -> 10
    - max speed 200 -> 225
    - damage 1000 -> 900
    - secondary explosions now inherit primary explosion's damage modifiers
- Bloom auto/launcher:
    - damage 750 -> 650
    - secondary explosions now inherit primary explosion's damage modifiers
- Needle driver:
    - explosions now inherit base projectile's damage modifiers
- Ion storm GMLRS: ammo 300 -> 200
- [REDACTED]:
    - ammo regen 1/40s -> 1/30s
    - refire delay 30s -> 10s
- [REDACTED]:
    - flux efficiency 1.2 -> 1
- [REDACTED]:
    - slightly reduced speed
- Fixed a rare crash that could happen with [REDACTED]'s ship system with an extreme combat speed multiplier, like x12.

0.7.2:
- Utilities:
    - Removed a check that caused utils not to work on RAT settlements.
    - Added support for MIRV sub-projectile hitpoints.

0.7.1:
- Utilities:
    - Now shows base and updated missile HP.
    - Now shows base and updated OP cost for weapons.
        - Note: since bright orange highlight is used to denote "can equip, but OP cost is increased", the color of "cannot equip" has been changed to dark orange.
    - Now works on title screen missions.
- Adjusted a variant to compensate for adjusted OP costs in 0.98.
- Replaced usages of the (deprecated in Java 17) Class.newInstance method.

0.7.0:
- Recompiled for Java 17
- Updated to game version 0.98a.
- Made some stuff invisible_in_codex.

0.6.7:
- Electron-class torpedo: hard capped total damage to 5000
- Bloom autolauncher: flux/shot 1500 -> 1000
- Paralyzer rocket launcher:
    - Ammo 100 -> 80
    - Damage 160 -> 150
    - Nominal EMP damage 500 -> 100, arc damage unchanged
- Stinger swarm battery: ammo 280 -> 210
- Ion storm GMLRS:
    - Proj speed 500 -> 400
    - Now has 300 ammo cap, doesn't recharge
    - Removed flux cost
    - OP 24 -> 20
- Void ray:
    - DPS 1250 -> 1500
    - Removed hard flux effect
    - Removed 30% extra damage from sustained fire
    - When converged and hitting hull or armor, beam now deals between 1000 and 2000 frag DPS depending on target's armor at point of contact
- Added a reputation plugin that forces no reputation change from cache defender fleets.
- Handled possible (but which should never happen) cyclic station-module chain.
0.6.6:
- (New game only) slightly reduced fortified cache spawn rate
- Megabloom projector: reduced secondary explosion delay by 20%
- Void ray:
base damage 1750 -> 1250
flux cost 550 -> 500
damage now slowly increases by up to 1.3x when beam is converged
- Graviton array:
beam speed multiplied by 3
max ammo 9 -> 10, gain 5 ammo at a time
- Chaos pulser:
flux/shot 210 -> 200
- Boltstorm:
reduced spread by 25%
- Needle driver:
Damage 220 -> 180
DPS 122 -> 120
fire rate 1/1.8s -> 1/1.5s
efficiency 1.6 -> 1.5
- Fixed/adjusted some variants
- Fixed issue with getBeamWeaponFluxCostMult being applied twice
- Fixed rare crash with rail ballista if refit screen was queued to be opened before loading finished
0.6.5:
- Fixed unintentional hard dependency on Particle Engine
0.6.4:
- Updated some sprites
- Updated some visuals
- All bolt weapons: lowered volume, reduced projectile size
- Boltgun: DPS 70 -> 80
- Bolt Repeater: Ammo 20 -> 30
- Light Mining Blaster: each bolt now does 50 scripted damage to armor
- Needle Driver:
linger time 12s -> 15s,
fire rate 2s -> 1.8s,
max damage 400 -> 500, max attachments 16 -> 20
- Ultra Blaster: fire rate 1/5s -> 1/6s
- Ion Storm GMLRS: added 250 EMP damage on hit, EMP arc damage 500 -> 1000,
now only has a chance to spawn an arc on hull/armor hits depending on number of previous hits within 3 seconds,
fire rate 1/25s -> 1/20s