Starsector 0.96a (In Development) Patch Notes (轉(zhuǎn)載自Fractal Softwo
Changes as of February 01, 2023
Campaign:
Added "The Usurpers" story mission
Added "Knight Errant" story mission
Added "The Pilgrim's Path" story mission
Added "major events" system
Each event tracks progress, from player actions and other wise
Various things happen as the event progresses
Added Hostile Activity "major event"
Handles various hostile fleets found in systems with your colonies
Multiple causes for hostile activity (use of AI cores, presence of a pirate base nearby, etc)
Different causes have different resolutions
If hostile activity is unchecked, colonies suffer penalties and eventually a major negative outcome of some sort (e.g. a raid or an act of Pather sabotage), after which there is a lull
Goal is to give the player more of a warning before major negative events, and a choice in whether they want to handle the resolve the causes individually to avert the negative outcomes, or to just fight hostile fleets and get it under control that way, without addressing the causes
Added "Hyperspace Topography" major event
Various player actions improve their knowledge of hyperspace, unlocking new bonuses
Slipstream detection around colonies
Much more efficient slipstream travel
Increased speed in hyperspace
Added Planetkiller and "Hostile Activity" related mission
Adjusted the compositions of most faction fleets
For example, the new directed-energy missiles can be found on Persean League colonies
Factions now generally have capital ship(s) unique to them
And a more well-defined feel to the faction's fleets, overall
Specific weapons are now reliably found at specific faction markets/black markets
Music:
Added new exploration music track when exploring non-core systems
Persean League now has its own music
Industries:
Commerce now adds a low-value, system-wide bounty while the hostile activity level is high enough
Added text to make your contacts easy to identify in the comm directory
Pressing F11 to hide the UI will now also hide the fleet circles
Certain high-end bounty will no longer be repeatable by abandoning the mission prior to attacking the target
Added "Missions" tag to "Analyze Entity" and "Survey Planet" missions
Ship recovery dialog now shows normal and story point recovery in the same screen
Displays up to 24 ships of each type, gets wider instead of taller
"Ship repairs completed" messages will now stack when many repairs finish at around the same time
Custom production limits increased to 100 units, regardless of ship/weapon size
Made some adjustments to the "bonus XP for battle difficulty" calculation that reins in the bonus for having just a single combat ship
Waystations now pull in a small quantity of Volatiles and Transplutonics
Officers for hire/from promotion will generally not share portraits with the player's existing officers (not guaranteed, not a bug if they do share it)
Cheap commodity mission: remote pickup of legal goods variation now requires other colony to not be hostile to the player
Bonus experience quadruples XP gains at max level instead of doubling them as normal
The Luddic Path no longer requires a military base to launch a punitive expedition
Added credit rewards to certain main-story missions
Accidents from zero CR that result in ship loss no longer cause loss of interesting/special cargo if over capacity
Added honorific selector to new game screen (sir/ma'am/captain)
AI cores in Domain derelict fleets now use Ballistic Mastery instead of Energy Mastery
Salamander MRM will not be mounted on derelict drones during the tutorial
Contact bounty intel items are now tagged with the target's faction, in addition to the normal tags
Galatia Academy story missions: made minor additions to various obscure dialog options
Added new player-selectable portraits
Added new illustrations to various planets and situations
Significantly reduced impact of d-mods on NPC-vs-NPC fights and on the "danger-to-the-player" estimate
Combat:
Added option to disable screen whiteout for large ship explosions
Whiteout no longer obscures the command UI (still obscures ship combat UI)
Improved ship explosion visual effect
Termination Sequence: missile changed to not deal friendly fire damage when it explodes
When the ship is overloaded or venting, the raise shields/phase cloak command will be buffered if it was issued within 0.2 seconds of the overload/vent ending
Disabled weapons will be shown in red on the selected group's weapon list (*not* in list of all weapon groups)
Reserve Deployment, for ships with only one fighter bay, now:
At least doubles wing size (minimum +2 craft)
Fighter replacement rate reduction is 15% instead of 25%
Added message explaining what's going on and what to do when there's no flagship deployed and the player starts in the command shuttle
Also improved visibility/clarity of the "nothing is deployed" message
And added a similar prompt to transfer command when the flagship is destroyed
Command points are no longer refunded when the last order given during a pause is cancelled
(Fundamental problem in that the same sequence of orders and a cancel could be a legitimate order or a "never mind")
Improved visual effect for Reaper torpedo explosions
Miscellaneous:
Autofit:
Will no longer puts flux distributor/coil adjunct on ships that could spend the ordnance points on more vents/caps instead, even if the hullmod is in the target variant
Added warning when resulting variant has too few weapons or fighters to be effective
Added "useSoftwareMouseCursor" option in data/config/settings.json
Ordering an individual ship to retreat no longer requires a command point or opens the command frequency if that ship is out of peak time
Fixed screen scaling issue with TOP SECRET minigame
Linux startup script: added shebang
Increased max permgen size to 128m
Added explicit hull size designation to ship tooltips
Made background of refit screen a bit darker and less busy-looking
Added a "generate ship name" button to the refit screen
If the current name does not match the faction's ship prefix, it will update the name instead
Ships:
Added Apex-class Heavy Droneship
Added Nova-class Drone Battlecruiser
Added Pegasus-class Battleship (midline)
Added Executor-class Battleship (version of the Pegasus)
Added Invictus-class Dreadnought (low tech)
Added Retribution-class Battlecruiser (low tech)
Added Lion's Guard versions of several midline ships
Added Venture (P)
Replaced mining drone with large missile slot pointing backwards
Medium missile slots changed to ballistic
Added Manticore (LP)
Large slot changed to missile
Medium slots changed to ballistic
Replaced built-in rangefinder with Safety Overrides
Added Venture (LP)
System changed to Orion Device
Medium missile slots changed to composite
Brawler(LP): Increased deployment and maintenance cost to 6 (was: 5)
Brilliant:
Changed system to Plasma Burn
Reduced shield upkeep to 0.4 (was: 0.5)
Removed fighter bay
Fulgent: added built-in Energy Bolt Coherer (increases base non-beam energy/hybrid weapon range)
Apogee: increased deployment/maintenance supply cost to 20 (was: 18)
Eagle:
Reduced deployment/maintenance supply cost to 18 (was: 22)
Increased base flux dissipation to 700 (was: 600)
Increased speed to 60 (was: 50), slightly increased acceleration
Reduced base cost to 100k credits (was: 120k)
Vigilance:
Increased hitpoints to 1750 (was: 1500)
Increased flux capacity to 2500 (was: 2000)
Eradicator: increased deployment/maintenance supply cost to 22 (was: 20)
Eradicator (P): increased cost from 17 to 18
Legion: increased ordnance points to 300 (was: 260)
Legion (XIV) increased ordnance points to 310 (was: 270)
Gemini:
Removed built-in Civilian-grade Hull
Increased ordnance points to 85 (was: 75)
Increased top speed to 60 (was: 50)
Adjusted stock variant
Changed starting Wolf variant to have the Pulse Laser on autofire (thanks, ZiggyD!)
Hyperion:
Reduced mass to 200 (was: 300); affects ship/ship and ship/asteroid collisions etc
Added built-in Delicate Machinery
Phase Teleporter:
No longer requires 0-flux boost
Cooldown increased to 15 seconds (was: 10)
Medusa:
Increased ordnance points to 100 (was: 95)
Habringer:
Increased top speed to 100 (was: 80)
Reduced maintenance and deployment supply costs to 18 (was: 20)
Updated Conquest sprite
Various other old ship sprites adjusted/improved
Fighters:
Added Sarissa-class Support Fighter
Zero roam range, always tries to stay in front of parent ship
Armed with a Canister Flak system and two Light Autocannons
Weapons:
Hit glow from Burst PD Laser and Heavy Burst Laser now brightens more quickly
Hurricane MIRV:
Increased submunition accuracy
Reduced number of submunitions by to 7 (was: 9)
Added IR Autolance energy weapon
Medium mount, beam weapon, low ordnance point cost
Uses charges
Fragmentation damage at 1000 range
High burst but low sustained DPS
Added Gorgon DEM SRM (small), Gorgon SRM Pod (medium)
Missile fires a laser from a good distance away from the target
Added Gazer DEM SRM (small), Gazer SRM Pod (medium)
Missile fires a 10-second graviton beam from long range
Added Dragonfire Torpedo (medium), Dragonfire Torpedo Pod (large)
Missile fires an extremely high damage, bomb-pumped laster from medium-long range
Added Hydra MDEM (large missile)
Splits into 6 warheads that flank the target and fire medium-damage lasers from both sides
Added Pilum LRM Catapult (large missile)
Low ordnance point cost
Fires 6 Pilums; has a higher overall RoF and ammo regeneration than two medium Pilum LRMs
Added Jackhammer (medium missile)
Fires 3-shot bursts of Hammer-class torpedoes
Lower-than-usual ammo and OP cost
Changed Rift Cascade Emitter explosions to be affected by energy weapon damage modifiers instead of missile ones
Squall MLRS:
Reduced base damage to 100 (was: 250)
Base damage increased to 250 when impacting shields (this then gets doubled by the kinetic damage multiplier)
Breach SRM: missile and weapon sprites adjusted to look more at home on high-tech ships
Typhoon Reaper Launcher: increased ammo to 7 (was: 5)
Cyclone Reaper Launcher:
Reduced delay between the two torpedoes in the salvo to 0.25 seconds (was: 1)
Full cycle time remains at 10 seconds
Missile is accelerated to full speed prior to leaving the launch tube
Hephaestus Assault Gun: halved recoil
Added two new weapons (Kinetic Blaster and Gigacannon), only available to/from the Lion's Guard
Updated Swarmer SMR description to better suit its intended role
LR PD Laser: reduced ordnance point cost to 4 (was: 5)
Burst PD Laser:
Reduced ordnance point cost to 6 (was: 7)
Increased max charges to 4 (was: 3)
Heavy Burst Laser:
Reduced OP cost to 9 (was: 11)
Increased max charges to 6 (was: 5)
Increased damage by a little over 10%
Removed ability to ignore decoy flares
Graviton Beam: 1/2/3 or more full-strength beams hitting shields increases all anti-shield damage dealt to the target (including by other ships) by 5/8/10%
Ion Beam: reduced flux/second to 150 (was: 200)
Pulse Laser:
Improved flux efficiency to 0.8 (was: 1.0)
Added to base blueprint package
Mining Laser:
Reduced OP cost to 1
Mount type changed to HYBRID (can be mounted in ballistic, energy, and hybrid slots)
Mining Blaster:
Changed to use regenerating charges, maximum of 4
Damage changed to 200 damage per shot, plus 100 armor-only damage
Damage type changed to High Explosive
Flux/shot is 300
Mount type changed to HYBRID (can be mounted in ballistic, energy, and hybrid slots)
Tactical Laser: reduced flux/second to 60 (was: 75)
Proxmimity Charge Launcher:
(Previously, ECCM Package would actually reduce its range)
Added some inaccuracy to the direction of the launch
No longer affected by missile flight time and speed/acceleration modifiers
Hullmods:
Many hullmods now have special effects when built into the hull using a story point
As of this writing, there are 3 of those
Cheaper hullmods have stronger bonuses
Hullmods costing around 5/10/15/25 ordnance points generally don't have an extra effect
Hullmods costing significantly more have relatively light penalties
Logistics hullmods have a significant bonus regardless of their cost (since it's still a sacrifice in combat power)
Bonus XP granted by building hullmods in is now 75/50/25/0% for frigates/destroyers/cruisers/capitals
Changed Unstable Injector description to clarify that it does not affect missile weapon range
Faulty Automated Systems: now increases crew requirements by only 50% (was: 100%)
Ballistic Rangefinder: tooltip grays out the not-currently-applicable bonus
New hullmod: Defensive Targeting Array
Increases fighter damage vs missiles and other fighters by 50%
Reduces fighter roam range to zero
Costs 2/4/6/10 ordnance points
Neural Integrator and Neural Interface modspecs should not longer drop
Rugged Construction:
Now also reduces the supply cost to recover from deployment by 50%
Multiplicative with similar bonus from having d-mods on a hull
New hullmod: Missile Autoloader
Reloads small missile weapons only, a limited number of times, out of a shared pool
Weapons that cost more OP generally require more points to reload
Reload capacity larger for ships that have very few small missile mounts relative to their size
Does not affect small missile weapons mounted in other types of slots (e.g. synergy, etc)
Integrated Point Defense AI:
Cost reduced to 3/6/9/15 (was: 4/8/12/20)
Gives abilty to ignore decoy flares and +50% damage to missiles
Converting small weapons to PD is now the s-mod effect bonus
High Resolution Sensors: changed cost to 4/6/9/15 (was: 9/9/9/15)
Shield Shunt, Makeshift Shield Generator:
Now incompatible with each other
Shield Shunt can be built in (and has an extra armor bonus effect when built in with a story point)
Ballistic Rangefinder: rephrased some things in the tooltip for clarity
Ship AI:
Made some improvements in behavior of shieldless ships being too cautious about closing in to an enemy that's about to explode
Fixed issue that sometimes caused ships to vent while under actually-significant fire
Fixed issue where it was not seeing MIRV submunitions as dangerous for some calculations
Fixed issue that could cause it to fire non-anti-fighter kinetic missiles at enemy fighters
Fixed issue that could cause it to fire missiles (including torpedos) at overloaded fighters
Fixed issue that could cause phase ships trying to move to a location to unphase inside a friendly ship
More willing to fire anti-armor missiles (i.e. the Breach SRM)
More willing to keep autofire on for unshielded non-phase ships
Made aware of when missile hardpoints are off-center and willing to accept greater potential inaccuracy when firing these
Mostly affects torpedoes and similar, e.g. in the medium mounts on the Venture
Fixed issue where the AI would sometimes turn autofire off on a group when its weapons were mid-burst, sometimes causing the firing weapons to turn away from the target
Improved danger detection from mines
Added a little extra radius where the AI considers them "dangerous"
Aware of the presence of nearby enemy fighters and asteroids that might trigger the mine early
Fixed issue that caused the AI to actually just ignore own mines that triggered by proximity and not timeout
Fixed issue that caused the AI to ignore own mines that were drifting even slightly away from it
The Doom friendly fire (especially self-friendly-fire) issues *should* be resolved
The issue where the AI would continue to shield towards a phased Doom while getting hit by mines from behind should be resolved, as well
Fixed issue where it was sometimes setting escort-only fighters to engage, losing the 0-flux bonus for no reason
More willing to close in against about-to-explode enemies when shields are up and facing the right way
Increased importance of STRIKE weapons for deciding when to use High Energy Focus and similar ship systems, made other minor improvements to deciding when to use the system
Fixed issue that could cause ships to refuse to engage when given an eliminate order and some specific numbers/sizes of ships on each side
This also applies more broadly to the "reckless" personality, making it more aggressive
And to "Full Assault!" as well
Now aware of using phase cloak to recharge weapons/get rid of soft flux more quickly
The ship is a destroyer and its target is at least as big
The ship is a cruiser or a capital ship
Will do this as the primary tactic, instead of trying to phase through and get behind the enemy, if:
Phase Anchor enhances this tactic, but is not required to trigger it, except as a very occasional use by frigates (which still prefer to phase through the enemy, regardless)
Phase ships will occasionally make the risky decision to vent in an unsafe spot if they're under a lot of pressure, trying to disengage, and there are no nearby allies to hide behind
More willing to expend multiple torpedo type (i.e. STRIKE) missiles on an overloaded/venting target
Phase Teleporter:
Fixed issue where it favored going left in certain situations
Now prefers to go in the desired direction given what the ship is trying to do
Made some minor improvements in how ships interact when ordered to go to a single waypoint
Improved threat assessment (some ships that were realistically not a thread could be counted as one)
Improved facing selection when escorting a friendly ship; will turn towards a specific target under more circumstances
Modding:
Fixed issue with certain BuffManager buffs only apply in combat erratically
Added to SettingsAPI:
WeaponSlotAPI createWeaponSlot(String id, WeaponType weaponType, WeaponSize slotSize, String slotTypeStr, String nodeId, Vector2f nodePos, float angle, float arc);
Added to ShipHullSpecAPI:
void setDescriptionPrefix(String descriptionPrefix);
WeaponSlotAPI getWeaponSlot(String slotId);
Added to ShieldSpecAPI:
void setRingColor(Color color);
void setInnerColor(Color innerColor);
Added to WeaponSlotAPI:
boolean isWeaponSlot();
Added "unrestorable" tag to hulls and variants
Added to WeaponAPI:
float getRefireDelay();
Added USE_LESS_VS_SHIELDS weapon hint
For weapons with charges: autofire will not use more than 20% of charges against shields
Otherwise: will not autofire at shields at all
No effect on the AI if it's manually selecting the weapon to fire
Does not apply when the target is a fighter
Added "no_autofit_unless_player" tag to hulls and variants
Added CombatUIAPI.areWeaponArcsOn()
Added "playFullFireSoundOne" to beam weapons; will make sure intro sound does not fade out and finishes playing even if the beam stops firing
Added to WeaponSpecAPI:
void setBeamSpeed(float beamSpeed);
void setMaxAmmo(int maxAmmo);
void setAmmoPerSecond(float ammoPerSecond);
float getReloadSize();
void setReloadSize(float reloadSize);
Added ProjectileWeaponSpecAPI
float getEnergyPerShot();
void setEnergyPerShot(float energyPerShot);
float getRefireDelay();
void setRefireDelay(float refireDelay);
int getBurstSize();
void setBurstSize(int burstSize);
boolean isInterruptibleBurst();
void setInterruptibleBurst(boolean interruptibleBurst);
float getBurstDelay();
void setBurstDelay(float burstDelay);
float getMinSpread();
void setMinSpread(float minSpread);
float getMaxSpread();
void setMaxSpread(float maxSpread);
float getSpreadDecayRate();
void setSpreadDecayRate(float spreadDecayRate);
float getSpreadBuildup();
void setSpreadBuildup(float spreadBuildup);
boolean isAutoCharge();
void setAutoCharge(boolean autoCharge);
float getEnergyPerSecond();
void setEnergyPerSecond(float energyPerSecond);
boolean isRequiresFullCharge();
void setRequiresFullCharge(boolean requiresFullCharge);
float getProjectileSpeed(MutableShipStatsAPI shipStats, WeaponAPI weapon);
void setProjectileSpeed(float projectileSpeed);
boolean isSeparateRecoilForLinkedBarrels();
void setSeparateRecoilForLinkedBarrels(boolean individualLinkedRecoil);
Object getProjectileSpec();
float getChargeTime();
void setChargeTime(float chargeTime);
String getHardpointGunSpriteName();
void setHardpointGunSpriteName(String hardpointGunSpriteName);
String getTurretGunSpriteName();
void setTurretGunSpriteName(String turretGunSpriteName);
String getHardpointGlowSpriteName();
void setTurretGlowSpriteName(String turretGlowSpriteName);
String getTurretGlowSpriteName();
void setHardpointGlowSpriteName(String hardpointGlowSpriteName);
float getVisualRecoil();
void setVisualRecoil(float visualRecoil);
String getAccuracyDisplayName();
Check "instanceof" on a WeaponSpecAPI, then can cast to this
Methods:
FleetCreatorMission.createFleet() method now returns fleets without a MissionFleetAutoDespawn script being added to them
Added PlanetAPI.changeType()
Added to CargoAPI:
boolean isUnlimitedStacks();
void setUnlimitedStacks(boolean unlimitedStacks);
Added no_auto_penalty tag (hulls and variants); ship does not get the CR penalty from Automated hullmod
Ships with the "unrestorable" tag are no longer affected by the Hull Restoration skill
Added retain_smods_on_recovery tag (hulls and variants)
Fixed issue where a torpedo impacting a module's shield could damage the body of the ship
Added to SettingsAPI:
JSONArray getMergedSpreadsheetData(String idColumn, String path)
JSONObject getMergedJSON(String path)
Added to CampaignUIAPI:
float getMinZoomFactor();
float getMaxZoomFactor();
void setMinZoomFactor(float min);
void setMaxZoomFactor(float max);
List<WeaponSpecAPI> getSystemWeaponSpecs();
Added HubMissionWithTriggers.triggerSetFleetCombatFleetPoints() to allow directly setting fleet point value for fleet
Added "useOldShipExplosions" to settings.json to use original ship explosion visuals
Added combatExplosionNonFlashColorOverride" to hull_styles.json, controls the color of the ship destruction explosion - not the smooth particle flash, but the more irregular part underneath
Added to ShipAPI:
boolean isForceHideFFOverlay();
void setForceHideFFOverlay(boolean forceHideFFOverlay);
Allows force-hiding the friend-or-foe overlay
Note: the "module_no_status_bar" tag can be added to the variant to hide the hull/flux bars
Carriers whose fighter range has been modified to 0 for all wings will now always keep them "pulled back"
Added FactionSpecAPI
Added SettingsAPI.getFactionSpec(String id)
Added FactionAPI.getFactionSpec()
Added to IntelUIAPI:
void saveSmallDescScrollState();
void restoreSmallDescScrollState();
Added ScrollPanelAPI:
float getXOffset();
float getYOffset();
void setXOffset(float xOffset);
void setYOffset(float yOffset);
Added to TooltipMakerAPI:
void setExternalScroller(ScrollPanelAPI scroller);
ScrollPanelAPI getExternalScroller();
Only set if added using CustomPanelAPI.addUIElement()
IntelUIAPI.selectItem(null) should now hide the detail for any intel that was previously selected
SubmarketPlugin.getTariffTextOverride() and similar methods can now be implemented one at a time, implementing all of them is not required
Addressed ship module duplication/replacement issue caused by adjusting weapon groups from the "you haven't adjusted the weapon groups since making changes" help popup
Fixed issue with fighters from main body of station showing up on station tooltip
Added to WeaponAPI:
void setWeaponGlowWidthMult(float weaponGlowWidthMult);
void setWeaponGlowHeightMult(float weaponGlowHeightMult);
Added "cjkMode" to settings.json; enables special line-wrapping support for Chinese/Japanese/Korean fonts
Added weapon tags: reload_1pt through reload_6pt, and no_reload, to override default MissileAutoloader point values
Added to TooltipMakerAPI:
void setButtonFontOrbitron20();
void setButtonFontOrbitron20Bold();
void setButtonFontOrbitron24();
void setButtonFontOrbitron24Bold();
Added to ButtonAPI:
float getGlowBrightness();
void setGlowBrightness(float glowBrightness);
Added to MissileAPI:
MutableShipStatsAPI.getStats();
TextFieldAPI now extends UIComponentAPI
Added to ButtonAPI:
void setText(String text);
String getText();
Bugfixing:
Fixed issue with Hull Restoration's modification of ship recovery probability
Fixed issue with hullmods that can't be built in sometimes showing up as s-mods on derelict ships
Removed point-defense flag from Proximity Charge Launcher; will no longer auto-target missiles
Fixed issue where derelicts with s-mods would always have 3 s-mods instead of 1, 2, or 3
Added "irradiated" condition to Hanan Pacha
Fixed "retrain" option being available when you have no story points
Fixed issue that could cause the Targeting Feed ship system to not be used by the AI when using certain fighters against large ships
Fixed engine placement on the Prometheus Mk.II
Fixed issue where viewing a custom production report while the ship is already in your fleet could briefly reset its combat readiness to zero
Fixed issue with certain randomly generated missions still targeting locations they shouldn't
Fixed issue where it was possible to fire while using certain ship systems (like Fortress Shield) by pausing the game, holding down the fire button, and unpausing
Fixed issue where certain random missions could target the Cryosleeper and be uncompletable because it's impossible to salvage it
Fixed issue with Sabot SRM (Single) being available in the base blueprint package
Fixed issue where hull damage would be instantly repaired when a ship with undamaged armor (but damaged hull) was deployed into combat
Fixed issue where damage from some EMP arcs would receive damage modifiers from the wrong source
Fixed issue with bar/contact mission frequency
Fixed issue with ship weapons being about 20% cheaper to buy than intended
Fixed issue where it was possible to put the player character in command of an automated ship
Fixed issue that was causing the weapon-range effect of ECCM Package to not apply
Fixed "cheap commodity" mission never offering a local variation
Fixed a few consistency issues with ship recovery when replaying the same battle
Fixed issue with allied fleet flagship being reset when the player joins a battle
Integrated Point Defense AI no longer flags strike weapons as point-defense; they would not autofire at missiles anyway
Fixed issues where raid marine casualties were higher than intended due to including "increased defender preparedness" for multiple raids to the initial raid as well
Fixed rare bug that could cause certain slipstreams to look like that old scream meme
Fixed issue causing enemy ships to not be given retreat orders when on low CR
(Hopefully) fixed rare crash caused by the Tempest's ship system and anything similar
Fixed issue where the same station could be targeted for both a normal and a more difficult bounty
Fixed issue with stations targeted by a bounty not showing the "mission-important" marker
Fixed rare fleet command tutorial crash
Fixed ship recovery dialog ship tooltip sometimes not reflecting the effect of Crew Training and similar
Player will now retain the Janus Device (and any other mission-important items) when they lose their entire fleet
Fixed several issues with autofit requiring several applications to get all the hullmods onto the ship under some circumstances
Fixed issue where joining a battle with a friendly station sometimes resulted in the battle ending immediately with no option to pursue
Fixed issue where switching from the hullmod picker dialog to the built-in dialog while hovering over the OP bar caused the tooltip to remain on top of the UI until the game was reloaded
Fixed issue that caused off-screen fleet members in the pre-combat dialog to still show tooltips on mouseover
Fixed it being possible to get the Red Planet mission multiple times (though only completable once)
Fixed sprite blurriness in several weapon sprites due to odd-numbered width/height
Fixed blueprint intel mission not completing properly when blueprint was gained from a derelict by recovering it instead of salvaging it
Fixed issue with habitable moons sometimes appearing in Duzahk and other core systems (really, this time)