2.4.3
SAVE COMPATIBLE

Fixes a crash with mining station, again

2.4.2
SAVE COMPATIBLE

AOTD users can now use tenebrium cells to apply shrouded beacon
Fixed sanctified station still spawning fleets even if luddic majority is inactive
Axial overclocking now increases turnrate by 300%

2.4.1
SAVE COMPATIBLE IF YOU DONT HAVE ANY DEPRECATED AUGMENTS

Fixes a mining station crash
Bubble shield is no longer penetrated by plasma cannons
Bubble shield uses opacity instead of jitter to communicate damage

Removes all deprecated augments

2.4.0c
Finally puts the bug where augments wouldnt apply in combat to rest

2.4.0a
Another hotfix for a crash

2.4.0a
Hotfix for usage tag crash

2.4.0
SAVE COMPATIBLE - SOME AUGMENTS ARE DEPRECATED

Update for station refitting
    Deprecated a number of augments
    Refitted stations around the core worlds due to this

Manually fitted stations now spend whatever leftover OP they have in autofit
More factions know augments
The hidden boss now has different, more effective augments

Nerfed bubble shield - weaker, stays down for longer
New augment
    Mining station
        Using nex's mining mechanics
        Increases ore production based on nearby asteroids and dust fields
New shrouded augment
    Shrouded Beacon
        Attracts shrouded dweller ships
        Spawns near hostile ships
        Has a small chance to be hostile to the summoner
New SOTF augments
    Warmind Refit: Converts the station's AI core into a warmind
        Better skills, cyberwarfare
        Do NOT piss off the contingency while this guy is in charge of your station
    Aftermarket Defense Platforms
        Deploys weapon platforms around the station

Codex refactored, now save-persistant

2.3.2

Augments can now require mods
    Allows for a mod to define augments for *other* mods

Shield shunt will no longer crash the game, even if off windows
    Limited funcitonality, though



2.3.1a

Fixes a sanctified station crash

2.3.1

(Nex) Prism freeport now sells a lot of augments in the high tech shop
    Also sells merc blueprints
    Great place to find rare bps

AOTD Star citadels have +10 extra AP

Augments now only spawn via a whitelist of submarkets

New augments

    Sanctified Station
        10 AP

        Known by LP and LC

        -10% flux capacity

        If luddic majority active...
            -40% upkeep
            -1/-2 crew/supply demand
            +1 to all supply (hydroponics synergy)
            +15% station CR

            Spawns small defense fleets that orbit the station
                1 per size above 2
                3 = 1 fleet, 4 = 2...
                Uses LC doctrine and ships, but the market's quality
                Will only ever engage in combat if the station is engaged

Mote station is now midline
    High tech stations suck to fight tbqh

New lunsasettings option to enable viewing of AP to FP ratio in an augment's desc

2.3.0
PARTIALLY SAVE COMPATIBLE = PREGENERATED AUGMENTS WILL NOT UPDATE

Fixes a rare crash with drone AAF

AI Fighter uplink now tells you exactly what AI core is installed

New augments
    Backline Deployment
        Deploys the station near the defender's side of the battlefield
        Works really well with support outfit!
    Special modifications
        Diktat exclusive
        +4 AP
        High chance to spawn on diktat markets
        Reduces combat stats, but reduces hazard and increases AP by 4
    IDPAI
        Just IDPAI

Support outfit now applies to missiles
    A few other changes and buffs

AP is now displayed in the augment menu's header
The augment menu now sorts from applied, to unapplied
Clarified that you can use best of the best to increase AP

Reduced AP cost for many augments

Core world augments reworked to make use of new augments and augment values

Augments that increase AP are now applied before others so autofit works properly

Regenerative drone now doesnt apply to stations without drones

Increased the droprate of augments to compensate for the increased number of augments
Num of augments available in a submarket is now tied to the market's size; +1 roll per market size
You are now less likely to get augments from loot that you already know

New columns in the CSV - one for name color, one for an autofit plugin

2.2.1a
SAVE COMPATIBLE

Reverts my update to reflectionutils because I dont know how it works and its causing crashes

2.2.1
SAVE COMPATIBLE

Extreme modifications now has a high chance to be skipped during autofit
Fixes a bug where attack swarms would infinitely spawn
Drone-specific augments now check for drones instead of using a whitelist
Best of the best now gives +10 AP

Some AOTD update prep

Two new augments
    Macro Thrusters
        Lets the station move around during combat, albiet slowly
        7 AP
    Drone Weapon Overdrive
        Adds a subsystem to any drones launched from the station that doubles their firerate for a few seconds
        7 AP
        Known to many factions

2.2.0
SAVE COMPATIBLE

Axial overclocking AP: 8 -> 12
Heavy armor AP: 15 -> 12

SRU given to hege

[SECRET] no longer has stabilized shields, and no longer generates extra augments

Diktat now has volatile fuel injector, solar shielding (bugfix)

A few misc bugfixes

New augments

    Extreme modifications
        +10 AP
        Reduces defensive stats of the station, increases upkeep

    Shrouded
        Mantle
            On module lost...
            Shoves away nearby ships and destroys nearby hostile projectiles
                Hostile ships lose up to 20% of their engines for a period

            If module isnt armor...
                Also expulses mass, like the shrouded maelstrom
                Reduces flux by 40% for all modules
        Lens
            Same as the normal lens, except...
            Fires a lot faster
            Can actually hit friendly ships and missiles
        Thunderhead
            Basically the same as vanilla thunderhead, except it does more damage

        All learned the same way as learning the original hullmods

    Threat
        Fragment swarm
            Safe deal as normal - but with 225 fragments instead
        Fragment Coordinator & Secondary Fab
            Same as the hullmods

        Modular Augments
            Modular augments have multiple modes that alter their behavior and cost
            Unless otherwise specified, modular threat augments increase in cost, power, and fragment usage as their level increases

            Kinetic Fragments
                Same deal as the weapon
            Seeker fragments
                Ditto
            Swarm launcher
                Level 3 doesnt increase swarm cap, instead increases swarm combat effectiveness
            Defabrication Swarms
                Same deal as defabrication swarms
            Construction swarms
                Constructs a small garrison of threat ships

        Drops from threat battles

2.1.5
SAVE COMPATIBLE

Fixes incorrect weighting in station augments dropping from combat - should be far more common now

2.1.4
PROBABLY SAVE COMPATIBLE?

Selecting an augment no longer resets your position in the augment menu
Augments now have codex links
Augments now show what mod they are from - if correctly tagged
Augments now display what factions have them in their codex entries

Hardened/Stabilized shields blacklisted from hightech stations
    Just, way too strong

Fixed random save corruption due to lambda serialization
Fixed shield shunt not allowing armor modules to use the damper field
Fixed shield shunt AI in general, actually

Factions now learn your augments if you sell them to them
    Black market = pirates
Black market now takes from pirate augment pool PLUS the owner faction pool

2.1.3
SAVE COMPATIBLE

Update for Starsector 0.98-RC8

2.1.2
SAVE COMPATIBLE

Station augments drop from salvage again (broken since 2.0.0)

2.1.1
SAVE COMPATIBLE

Fixes a rare crash on app load
Fixes a rare crash on autoresolve

Fixes shield shunt (hopefully)

2.1.0
SEMI-SAVE COMPATIBLE - It wont crash, but some features will be missing

New augments
    Hardened shields
    Effiency overhaul
        Decreases upkeep

AWM made base_bp
Axial overclocking made base_bp

Tag logic fixed - standard augments now go to all factions (excluding player)

[REDACTED] now has higher weight for autoresolve

2.0.1
SAVE COMPATIBLE

Fixes version checker, finally

2.0.0
NOT SAVE COMPATIBLE!!

Augments refactored
    Now handled through data/campaign/SA_station_augments.csv
Basic autoresolve support
    Good augments BOOST your autoresolve score based on the augment's AP cost, but debuffing augments DECREASE your autoresolve score

AUTOFIT!!!
    Markets without predefined augments will be given random augments based on their pick weighting
        Military markets way more likely to get combat augments
        Civilian markets sometimes get logistics augments
    Additionally, factions are now dynamically given augment blueprints based on their known hullmod tags
        MODDED FACTIONS HAVE AUGMENTS

    A lunasetting, as well as a faction/market config, can disable this

Codex support

Stellar shielding now applies its corona resisting to nearby fleets as well
A few tweaks to the AP cost of various augments

Fixed logistics drones not working

1.2.3
Fixes a reflection crash

1.2.2
Update to Starsector 0.98
    Now compiled on Java 17 and Kotlin 2.1

Fixed regenerative drones crashing arty stations (IndEvo)

1.2.1
Fixes a crash with jump engine
    Please remove all instances of jump engine from your game before updating - might have to wait a few months too

1.2.0
SAVE COMPATIBLE

Finishes the mod_info.json description (lol I completely forgot about this)

The augment option is now greyed out if the market has no augments and cannot be modified
    Makes it more clear when you should hit J - and now, if you hit J, youll always get useful info

Fixes a bug where you could refresh the augments available on a market

ECM Package now applies it's defense rating even if the station is disrupted
ECM Package and structural repair unit both cannot be added while the station is disrupted

Augments now always show design type

Added a small breadcrumb for the secret
    Level 10, indie/tritach bars

New augments
    Jump Engine
        Very rare

        Adds a jump point on a tight orbit around the station
        Increases market accessibility by 20%

        The jump point cannot be added if the system has no jump points

1.1.4
SAVE COMPATIBLE

Fixes a bug where highressensors had the wrong ID
Adds a unit test to prevent this from ever happening again

Shield shunt can now be used off windnows, but the damper f ield does not appear

[SECRET] AP reduced to 15

1.1.3
SAVE COMPATIBLE

Regenerative drones now uses reflection rather than obf symbols, so it works off windows
Trimmed more hanging zeros

Tries to fix the highressensors crash

1.1.2
SAVE COMPATIBLE

Fixes the AI tweaks crash
Adds a way to add arbitrary augment budget to a market (MARKET_BONUS_BUDGET_MEMID)

Clarified something in the shield shunt description

1.1.1
SAVE COMPATIBLE

Hotfix for hydroponics crash

1.1.0
SAVE COMPATIBLE - RUN SA_genSpecialContent AND SA_generateAugments

Augments are now sold at markets
    A bit of backend refactoring had to be done for this, so if you have a dependency...
    stationAugmentData knownToAllFactionsByDefault replaced by a set of strings

Added a few new augments
    High Resolution Sensors
        Massively increases station vision range in-combat, and provides a boost to nearby fleet sensor strength in campaign
    Tactical Link
        Escort package but reversed
        Nearby ships receive maneuverability, speed, and weapon range
            Stacks with escort package, to very funny effect
    Logistics drones
        Rare
        Increases CR of fleets nearby the station, up to 15%
        Also, 10% extra accessibility
    Hydroponics basins
        Rare
        On ancrya by default
        +2 food production, +1 organics
        20 AP
    Structural repair unit
        Rare
        21 AP
        Halves the time it takes for the station to recover from being disrupted
        Must be found via looting

Added a secret to the far reaches of the sector
    And a secret augment...

getStationCampaignEntity can now defer to the primary entity itself

Some more QOL

1.0.4
SAVE COMPATIBLE

FIXES THE MOD!!!

A few minor tweaks

1.0.3a
SAVE COMPATIBLE

Hotfix for crashes

1.0.3
SAVE COMPATIBLE

Fixed reflection breaking on non-vanilla orbital stations

1.0.2
SAVE COMPATIBLE

Fixed a crash when using fighter temporal cores on a non-star fortress

1.0.1
SAVE COMPATIBLE

Fixed a bug where campaign-level effects would apply without the hullmod being applied
Fixed fighter AI uplink crashing
Rare augments made slightly rarer

1.0.0
SAVE COMPATIBLE

Full release

Shield shunt and regenerative drones are no longer available off windows (would crash the game otherwise)
Finally fixed UI performance

0.1.1dev

Removes a hard dependency on WWLB

0.1.0dev
PROBABLY SAVE COMPATIBLE?

Added new augments
    Reinforced bulkheads - Always known
        Also prevents modules from detaching or breaking apart
    Armored Weapon Mounts
    ECCM Package
    Automated repair unit
    Stabilized shields
    ECM Package
    Resistant flux conduits
        +20% ECM rating, +1.1x defense rating
    Nav Relay
        +20% Nav rating, +1 burn to nearby fleets
    Command center
        Infinite CP for defending fleets, +10% accessability
    Economic Conversion - Rare
        +1 industry on the market
        30 AP
        Worse flux and hull stats

Augments made cheaper across the board

Redid the distribution of augments across the core worlds

New lunasettings

0.0.2dev
NOT SAVE COMPATIBLE

Adds new augments
    Fighter temporal cores: +30% timeflow to fighters and drones launched by the station
    Volatile reactor fuel: Ever wanted to turn your station into a bomb? Now you can!
    Fighter AI uplink - Applies the station's AI core to fighers and drones

You can now get augments by fighting stations with them
Removed defense garrison - it just sucks and is unlikely to function

Augments now have icons
Augment blueprints are now blue to distinguish themselves

Augments somewhat more common

Fixed all the major bugs with the UI

0.0.1dev

Removed a hard dependency of WWLB