Version 0.12.2d

* Remove starting Waystations from the Luddic Path planets (they help accessibility in general but also enable shortages of commodities they shouldn't care about)
* Salvation: Change final stage if player gets caught with Shroud hullmods; fix autoresolve strength modifiers not working; tweaks
* Add an auto-mine ability
* Derelict Empire now hostile to player at start (previously inhospitable); gets clearer faction names
* Player faction's diplomacy traits can be set in its diplomacy profile
* Add a bullet point to offensive fleet intels for rep change (if any)
* Add some new settings in LunaLib
    * Fleet event filter
    * NPC operative activity toggle
    * Multiplier for diplomacy trait effects on dispositions
* Fix crash when autoresolving battles against some stations
* Request market intel correctly handles player transferring market through other channels
* Fix a hot and cold condition being applied to Cethlenn instead of their intended planets
* Fix crash with new game dev start from unskipped intro
* Modding changes
    * Add Domain Claimant, Domain Loyalist and Domain Rebel diplomacy traits
    * Fix owning-faction market condition only applying to colonies that didn't exist at start
    * Fix `InvasionIntel` child classes not obeying `abortIfNonHostile`


Version 0.12.2c

* Fix post-fleet-event relationship losses being 100 times larger than intended and applying to counter-invasions
    * This latter issue resulted in factions becoming hostile to themselves
* Fix ground battle AI not finding fire support targets


Version 0.12.2b

* Fleet pools start at 100 points
* Operative action fixes
    * Properly handle combination of event filter level and intel queue settings (this also applies to diplomacy intel)
    * Fix some covert actions still not being reported to their manager 
    * Fix action time penalty for having excess operatives also applying to NPC factions
* Fix gaining extra skill point at start under certain conditions
* Fix recognition event crash if reaching market size >8
* Modding: VassalManager.vassalize returns the alliance it creates


Version 0.12.2

(changes since beta 0.12.1x are prefixed accordingly)

### Gameplay ###
* Broadly replace invasion point system with a new 'fleet pool' (and 'ground pool') system
    * Fleet pool is spent on largely the same things as before, a few more Nex things that create fleets, and vanilla patrols
    * A high fleet pool will increase the fleet size multiplier of the faction's markets somewhat, negative values will greatly reduce it (down to 0.5 times)
    * Fleet pool accumulation isn't penalized from being at peace or having multiple ongoing events in the sector
    * Invasion settings in files or the mod settings menu should generally still work as expected
    * Invasion grace period default 90 -> 180 to account for differences in when points start accumulating
* [post-beta] Add a setting for global invasion/raid cooldowns
* Autoresolved combat for faraway invasions/raids will damage participants
* Strategic AI enhancements
    * Try to increase accessibility if needed for exports, and transfer fleet points to other factions if they're fighting people we don't like
    * When cancelling a build action, don't abort any actually ongoing constructions
    * 'Make peace' action increases in priority based on current war weariness
* Add Siege Bombardment Mode fleet ability
    * While active, the nearest ground battle where player is an attacker will not end even if no attacker ground units remain
    * Uses Fire Support ability every time it comes off cooldown
    * This is intended to automate the 'pre-bombardment' tactic for players who use it
* Reduce swinginess of peace/war states
    * Ceasefire time 150 -> 240
    * Recent war (no ceasefire) time 120 -> 180
    * Diplomacy events that lead to war try to push relations below the -50 threshold
* Fleet requests can have the fleet faction set
* Override vanilla's ship quality manager
    * Now always uses highest quality available regardless of output
* NPC offensive fleet actions can lower relations between the involved factions
* [post-beta] Automated ships can be stored if the market faction does not ban AI cores
* Add a certain major event for colonies (currently cosmetic, will be used with future diplomacy features)

### UI ###
* Resort and reword the fleet-related (and other) settings in mod settings menu
* Add parameter autocompletes for most console commands
* Breakdown of modifiers to maximum faction relations can be seen in a few places
* `keepSModsForRecoveredShips` setting now accessible in LunaLib ingame menu
* [post-beta] Text formatting for operative procure equipment action
* [post-beta] (maybe) Fix displayed reason when blockade aborted

### Fixes ###
* Fix some bugs when custom starts inappropriately remember last selected background
* Various fixes to blockades, including a huge bug in size calculation
* Fix strategic AI not being reset on faction elimination -> respawn
* Fix skill points from starting level not being removed on returning to previous screen
* Fix starting operative count not being properly reset on Ensign/Lieutenant starts
* Fix war weariness not incrementing from failed invasions/raids/etc. as intended
* Fix fleet requests being able to circumvent markets going to commissioner (now can/have to use Andrada option)
* Showdown mission handles sequence break if player skips spawning the straggler
* [post-beta] Fix Showdown being able to target IndEvo artillery stations for real
* Ensure transponder is not required to dock at player-ruled markets, including outposts
* Add further safety to player special task group recovery cost
* Fix some vanilla dialog text for explored ruins on gas giants potentially not being used

### Modding ###
* Add a VassalManager class
    * Vassals are forced to ally with their overlord 
    * ...but aren't counted as alliance members for a few things (in particular voting rights and relationship checks for factions quitting alliances)
    * ...and won't independently try to start wars
    * Factions will not currently enter/leave vassal state unless scripted to
* Fix covert actions not being reported to manager and listeners
* Add an alliance event listener
* Add a scroller to create ground unit buttons
* Add some support for ground units having an equipment commodity but no personnel commodity
* [post-beta] Add noRandomStartLocation faction config tag
* [post-beta] Fix alliance invalid factions list not being `public`

### Misc ###
* Remove some unwanted logging messages
* Lower volume of several sounds


Version 0.12.1e

* Remnant raids will stop after completing Remnant quest chain (can ask contact to turn them back on/off)
* Player special task groups can have one more officer (to account for commander)
* Player special task group on independent mode will automatically revive lost ships when there are enough of them
* Instigate rebellion actions stop if market is of own faction
* NPC base strikes won't target bases marked as important
* Nex fleet actions appear in Colony threats intel filter if targeting a player-governed colony
* Fix crash if Princess of Persea quest skip is enabled in random sector
* Fix VIC Stolas start not being available if intro is skipped
* Fix some NPC industry upgrade behavior
* Fix random sector crash from markets exceeding size 10
* Colony expeditions (in particular player-requested ones) won't go to abyssal systems
* Change how invasion fleet size mult is applied to individual fleets 
    * This fixes unexpected behavior with very small/large multipliers
* Derelict Empire V2 colonies are moved back to main econ group if they decivilize (previously this only happened on capture)
* Fix potential div0 in undersupplied market concern
* Strategic AI: fix detection of whether industries under construction fulfil the build industry action, remove a case where it might delete existing industries
* Operative SP uses are recorded in player history intel
* Tweak logic for a certain scene in Salvation
* Add a tooltip to independent faction start


Version 0.12.1d

* Fix AotD-related crashes in sector generation
    * As a side effect, NPC factions will not build the advanced fuel industry
* Fix duplicated system count slider in random sector
* Fleet request maximum size specified in settings.json (default 2000, was 1500)


Version 0.12.1c

### Gameplay ###
* Add 'procure equipment' operative action
* Illegal goods can be targeted for Destroy Commodity Stocks action
* When a player market is taken by someone else, storage fees are waived for 90 days
* Freshly captured markets won't be targeted for offensive action by unrelated third parties for 75 days
* Add a global size offset setting for random sector colony generation
* Independents (except mercs) don't send fleets to bother player over build station missions
* Kanta's Protection should stop aggressive actions by pirate strategic AI if enabled
* Adjust some faction colonization chances and diplomatic attitudes for lore accuracy
* Adjust some vanilla planets' conditions for lore accuracy
    * Culann gets a Cryoarithmetic Engine and Hesperus gets a battlestation
* Two alliances can't merge if they both have permanent members
* Don't allow building outposts in deep space locations
* NPC mining fleets are smaller in general
* Fresh NPC colonies build defenses as intended

### UI ###
* New game settings are saved between application runs
* Reduce volume of victory sound effect
* Add a 'fully randomized start'

### Fixes ###
* Strategic AI fixes
	* Greatly reduce memory usage for saving
	* Commissioning faction won't cede player-governed colonies to third parties
	* Fix errors in computing/predicting output of industries
	* Fix AI using covert actions when prohibited by the faction config
	* Build industry action auto-fails if not started in 120 days
* Fix crash if something tries to create an alliance in code with deprecated alignment
* Fix crash from Fragments mission picking system with no jump points
* Fix alliances being confused about the direction of merger
* Faction directory: safety for out-of-bounds market size
* Disabling care package restores old free starting blueprint

### Modding ###
* Refactor industry generation for AotD support
* Fix colony expedition requests being able to circumvent AotD pre-collapse defenders or commission colony limits
* Add config settings for Remnant raid size and whether factions create new colonies outside core worlds
* Fix crashes if another mod removes Alpha Site or the Nameless Rock
* Mission "Salvation" no longer gives TASC planetkiller if that mod is enabled (since item no longer exists)


Version 0.12.1b

* Rework the own faction setup dialog into a 'care package' that also appears in free start
* Fix rebellion's suppression fleet request only allowing allied markets as origin
    * Also now works from commissioning faction (and not from outposts)
* Fix new game crash when not running LunaLib
* Fix Remnant quest skip crashing in random sector
* Fix Abyssal Space Oddity quest skip not giving Threat detection
* Fix strategic AI build heavy industry action not checking for market's industry capacity
* Ideological alignment actually deprecated now


Version 0.12.1

Thanks to b277a, roflsian, JamesTripleQ and Lukas04 for their pull requests in this update.

### Changes from beta 0.12.0x ###
* Derelict Empire V2 planets are larger and better-defended, developed and supplied
* DE V2 works correctly in random sector (identical to V1)
* Random sector: fix bonus AI cores applying to random structures instead of the ones they were supposed to
* Fix battle background wormholes appearing in codex

### Gameplay ###
* Alliances will stop League, Diktat and Church colony crises
* Expanded options for random colonies at game start
    * Can have up to 250 colonies
    * Can set maximum size of these colonies (uniform distribution)
* Add a Derelict Empire V2 scenario
    * Random colonies outside the core worlds belong to Derelicts
    * Compatible with non-random sector
* Faction strategic AI can request that player return a claimed market
* Factions that would not normally sat bomb can do so if two sat bombings have occurred in the Sector 
    * This only detects sat bombing by player or through Nex NPC faction events 
    * Previously: factions would be allowed to sat bomb player specifically if player had ever sat bombed
* Add config option to disable rebellion smugglers on player markets
* NPC buy ship offer will no longer give 1 SP per S-mod by default; instead it gives the same bonus XP as scuttling the ship, with 100% BXP converted to 1 SP 
    * Can be changed in ingame settings
* On faction elimination, the faction ceasefires with relevant enemies 
    * Does not apply to player faction
* Galatia and Magec gates pre-scanned when skipping At The Gates
* Random diplomacy events will try not to break ceasefires (but can still end wars)
* Add a slider for starting operatives on new game
* Player can request suppression fleets in rebellion intel
    * Only for player, commissioning faction or allied markets
* Outposts can't be built in random abyss systems (Limbo will still work)
* Unrest added from ground battles capped at 15

### UI ###
* Incoming invasion/sat bomb intel has a button to quick-request a defense fleet
* Special task groups can be ordered to revive their dead ships or disband entirely at a specific location
* Can transfer command pre-battle to the flagship player had at start if encounter, even if it's automated
* Conquest missions can take player-governed planets
* Setting for colony expeditions only after Galatia are now in LunaLib menu
* Faction directory can accommodate more entries per page
* Introduction to Nexerelin will be skipped for recurring players
* Remove occasional redundant pages in paginated dialogs
* Relief and colony fleet requests can have their strengths customized if so desired

### Bugfixes ###
* Fix NPC factions being able to force-pull player into their alliance when alliance offers are disabled
* Fix Remnant raids not occurring
* Fix Silverlight (R) not having its tags
* Fix crash on loading a new game save with Scythe of Orion skip
* Fix Remnant and Hyperspace Topography quest skips not working in non-random sector
* Fix False Idols skip not removing story protection properly
* Fix blockades potentially sticking in strategic AI forever
* Fix fleets affected by the Follow Me ability not joining ongoing battle
* Fix respawn fleets being capped by faction production
* File Drawer Problem: Fix pirate base not spawning if game was reloaded after accepting mission
* Fix ReloadNexConfig command not reloading Luna settings
* Fix a temporary memory leak on new game
* Fix devmode fast start crash
* Fix LeaveAlliance command needing exact ID match
* Fixes for strategic AI's war weariness concern
* Rebellions can occur on independent markets and not on Derelict Empire markets
* Try to fix infinite loop in Usurpers dialog when faction max relations with Diktat are too low

### Misc ###
* Default settings: strategic AI on, NPC sat bombing off
* Add quest skip option for Abyssal Space Oddity
* Add Remnant mission achievements
* Add sector defender mode to settings.json
    * When enabled, invasions can only be launched by or against hostile-to-all factions

### Modding ###
* Strategic AI can be enabled or disabled for specific factions with `useStrategicAI` in config (will do nothing if player has strategic AI disabled)
* `reportPlayerOpenedMarket` and `reportPlayerAbandonedColony` are called following outpost build/dismantle respectively
* Deprecate Ideological faction alignment
* Punitive expedition setting moved to fleets tab; false by default


Version 0.12.0c

* Improve checks for whether NPC fleets are close enough to deploy/support ground battle units
* Joining Persean League leaves player's existing alliance, if any
* Buy ship bar/contact offer shouldn't ask for IBB boss ships
* File Drawer Problem: notify mission failure on attacking Mauve; fix convo with wrong person if retrying mission
* Abyss map label will adjust its position based on sector size
* NAT Investigators in Sectorpol colony crisis will explain reason for their presence when asked
* Refactor market builder to better handle AotD, fix market upsize bonus in random sector no longer working
* Story skip polish/fixes
* Fix GUI bug in random sector faction toggle
* Ground battle intel no longer shows loot that's actually just existing storage contents
* Tariff mults configurable in Luna mod settings menu
* Retroactive fix for rebellion support fleet AI crash covers more cases
* Fixes in the 0.12.0b reuploads
    * Fix crash with certain custom starts (e.g. The Infernal Machine and Notre Dame)
    * Fix diplomacy rep limit crash


Version 0.12.0b

* Rebellion smugglers marked as smugglers and have low rep impact
* Add 250 point option to Hyperspace Topography skip
    * This is just enough for Reverse Polarity in 0.98
    * Default-skip-story setting will enable this option
* Academy quests: Handle case where Kallichore or Coureuse but not both are skipped
* New game dialog remembers last selected background within the current session
* Contain aggression concern raises the priority of actions based on the target's infamy
* Diplomacy AI module shows infamy
* Fix special task group revive cost calculation being too low
* Fix Shrouded Dweller and Threat not being hostile at start
* Fix commodities disappearing from storage after market capture
* Fix Catalytic Core and Synchrotron planet filters not working
* Re-fix player special task group ships losing their variants
* Fix displayed 'excuse' for satbombing a satbomber
* Max points in new game own faction setup now configurable in settings.json


Version 0.12.0

* Add False Idols to story skip system
    * Includes fix for the quest not being accessible if using Knight Errant skip
* Remnant final mission fixes
    * Fix Silverlight's shards randomly flying over stuff when they shouldn't (it was kinda cool looking but not intended behavior)
    * Loosen some distance checks to reduce potential cases of mission failing to generate
    * Fix a couple of dialog bugs
    * Silverlight now codex-unlockable
* Fix an exploit with selling to, raiding and then conquering a market
* Fix fleet events during rebellion getting stuck
* Fix multiple operatives on internal security mode doing the same action
* Fix ceasefire offer's intel tag
* Fix non-fatal NPE when talking to Hannan about potential League membership
* Fix how conquest mission creator filters out zero-reward missions
* Number of blueprints available at Prism blueprint trader now configurable in settings.json

Version 0.11.3y

* Fix Threat not spawning
* Fix rare crash and incorrect text in rebellion intel
* Temporary fix for right-click on shroud special item crash
* Lost scientist mission still works if pirate base failed to spawn
* Tweaks to starting background descs and handling of codex entries

Version 0.11.3x

* Compatibility with Starsector 0.98
* Add operative counterinsurgency action
* Player can request blockade fleets
* Add hyperspace topography "quest skip"
* Rebellion events will have smugglers running arms to the rebels (reverse suppression fleet, basically)
* Add a "contain aggression" strategic AI concern
* Factions avoid negative diplomatic events if war weariness is too high and strategic AI is off
* Update deep hyperspace clearing on sector generation to match vanilla (halved radius)
* Open market will buy automated ships if AI cores are legal in faction; military market will always buy
* Location of respawn event bases no longer hidden
* Add two achievements
* Add a standardised system for printing faction descriptions in new game dialog
* Add a toggle for NPC colony growth 
* Fix ground battle crash when market has no industries and no Population & Infrastructure 
    * Will still crash if there is not at least one industry-like present
* Fix Arroyo comms check for final Remnant mission
* Try to fix neutral fleets sometimes joining battles when they shouldn't
* Fix an unidentified mod conflict that would make invasions unavailable
* Fix raid fallback for invasionOnlyRetake factions for real
* Hegemony inspector custom bounty can't spawn around hidden markets