Changelog
0.1.1 “Sol” update
Changelog:
- Endless Sky related content
- Added Merchants, Pirates, Syndicate, Free Worlds, and Republic, alongside appropriate ships, weapons, and outfits
- Flamethrower not included as it did not reach sufficient quality standards
- Added heat mechanic
- Modded outfits increase energy regen cooldown, while special “cooling” outfits reduce energy regen cooldown
- Reduced energy regen cooldown globally (to 0.5s)
- Merchant starbases are friendly to the player
- Added Merchants, Pirates, Syndicate, Free Worlds, and Republic, alongside appropriate ships, weapons, and outfits
- Other content
- Added 1 additional yellow cell to Colossus and changed engine setup
- Nerfed the HLC, HC, and DR
- Added a few 4x4 modules
- Added Infesticore
- Changed tech tree requirements for some vanilla items
- Made Santa research-able
0.1.2 “Foundry” update
Changelog:
- Endless Sky related content
- Added missing tech for Falcon and Leviathan
- Reduced tech costs for various Merchant items
- Buffed Haulers and FW carriers
- Fixed plasma repeater image
- Buffed modded laser damage output
- Increased gatling gun cooldown period
- Changed damage types of several weapons
- Other content
- Added energy cooldown to vanilla generators
- Added health regeneration to Infesticore
0.1.3 “Alcyone” update
Changelog:
- Endless Sky related content
- Moved Particle Cannon to Syndicate tree
- Resized Protector to allow for larger weapons
- Reorganized engine placement in various techtrees to allow for easier unlocking
- Nerfed range for various missiles
- Increased rarity of certain ships to Special
- Halved push force of Particle Cannon ammo (0.02 -> 0.01)
- Nerfed certain 1vet and 2vet builds to reduce early game difficulty
- Reduced speed of Freighter and Manta 2vet
- Allocated weaker weapons to Berserker
- Replaced heavy lasers with beam lasers for most Pirate ships
- New content in progress - expect new faction in a few days
- Other content
- Compressed most images and reduced size of mod by ~33%
0.2.1 “Ultima Thule” update
Changelog:
- Endless Sky related content
- Added Hai as a faction, alongside appropriate ships, weapons, and outfits
- Fixed asymmetrical cell layout for Protector
- Fixed incorrect name for Nest and Auxiliary
- Fixed incorrect faction allocation for Plasma Repeater and Plasma Turret
- Fixed incorrect thrust/turn ratio for A120 and A125 atomic engines
- Replaced heavy laser with beam laser on Combat Drone
- Fixed tech for plasma weapons and proton turret
- Halved cooling duct effectiveness
- Increased energy cost for modded dronebays
- Reduced drone count and increased shield + hp on the Auxiliary
0.3.1 “Aventine” update
Changelog:
- Endless Sky related content
- Added Remnant as a faction, alongside appropriate ships, weapons, and outfits
- Reduced speed for Hawk 2vet and 1vet
- Fixed bad modifier for modded shields
- Fixed engine placement for Manta
- Remade values for shields
- Applied multiplier to regenerator shield and regen that has been previously applied to human shields
- Increased energy consumption for regenerators
- Added shield cooldown value to Hai and Syndicate regenerators
- Halved shield regen for all modded shield generators
- Added custom sounds for modded anti-missile devices
- Reduced the EMP value of the Hai Railgun by 80%
- Reverted damage nerf (25%) to Plasma Cannon and Plasma Turret
0.4.1 “Far’en Lai” update
Changelog:
- Added Exiles as a faction, alongside appropriate ships, weapons, and outfits
- Coalition implemented in the background and will be added in a later update.
- Increased energy consumption for Thermoelectric Cooler
- Nerfed the X1050 engines to make them not direct upgrades to the X1200/X1700 series
- Reduced certain Remnant ship tech costs by 5
- Added m3 versions of foci and reloader
- Fixed incorrect drones for Combat Drone and Dropship
- Reduced energy/shot for antimissile turrets by 90%
0.4.2 “Nenia” update
Changelog:
- Reduced push and pull force of Banisher and Grab-Strike by 80% and 50% respectively
- Reduced systems core count on Exile ships
- Fixed broken tech for Foci and Reloader m3
- Added slight tracking to Grab-Strike ammunition
0.4.3 “Far Monad” update
Changelog:
- Reduced push and pull forces of Banisher and Grab-Strike further
- Made Grab-Strike targetable by antimissile
- Reduced tech costs for various components across multiple factions
0.5.1 “Aki’il” update
Changelog:
- Added Ka’het as a faction, alongside appropriate ships, weapons, and outfits
- Reduced EC of systems cores by 20%
- Increased accuracy of thrashers
- Fixed broken Stack Core tech
- Added tech for Remnant engines
- Buffed energy storage of Chasm Battery by 10%
- Moved blaster and beam laser to Merchants
- Removed “hostile” attribute from Pirates
0.6.1 “Vara K’chrai” update
Changelog:
- Added Wanderers as a faction, alongside appropriate ships, weapons, and outfits
- Doubled range of Sidewinder, Meteor, and Javelin missiles
- Doubled fire rate of some torpedoes
- Added dual beam ammo images (made by Raul39) for some lasers
- Increased blaster projectile speed by 13%
- Renamed Nest again
- Set Skein to Rare
- Remade builds and cell layouts for some capital ships
- Increased size of all tier 5 engines to 4x5
- Quadrupled energy consumption and heat value for Crystal Capacitor
- Reduced Crystal Capacitor energy storage by 20%
- Reduced inaccuracy of various weapons
- Removed multishot feature from all turrets
- Added trail color to torpedoes and missiles
- Reverted damage nerf to human missiles
- Reduced grid size of Bactrian from 50 to 43 and remade builds accordingly
- Implemented additional anti-cheat systems** ** You are very much recommended to MAKE A BACKUP of your save before updating.
0.7.1 “Asikafarnut” update
Changelog:
- Added the Kor Sestor as a faction, alongside appropriate ships, weapons, and outfits
- Partially reverted nerfs to Banisher and Grab-Strike
- Changed weapon TUs on the Auxiliary
- Fixed broken engine flares for human ships
- Buffed ship layouts and builds for Wanderer ships
- Fixed bug with missiles not detonating
- Remade a few Republic and Syndicate ship builds
- Added “-Projectile Weight” modifier to various torpedoes
- Doubled fire rate of various missiles and torpedoes
0.8.1 “Sepetrosk” update
Changelog:
- Added the Kor Mereti as a faction, alongside appropriate ships, weapons, and outfits
- Buffed some Kor Sestor ships
- Removed golden FO 27 from TF109
- Halved mass of grab-strike projectiles
- Increased push and pull of grab-strike and some beam weapons by 50%
- Reduced Bactrian cost by 25
- Set Marauder Fury to Destroyer
- Increased damage and projectile count for Plasma Packet Cannon
- Made exclusive modules on the KIV 750, Model 1024, and Vareti’het removable
- Fixed incorrect veteran level for (modded) Scout 2vet
- Doubled range of all antimissile devices
0.9.1 “Ring of Power” update
Changelog:
- Added the Coalition and Heliarchs as a faction, alongside appropriate ships, weapons, and outfits
- Reduced tech cost of Falcon and Leviathan
- Reorganized tech placement of Merchant batteries and fuelcells
- Decreased EC and heat of Crystal Capacitor by 50% and 25%
- Modified anti-apk quest to check for a pair of AI only items on the Archon
0.9.2 “Ring of Friendship” update
Changelog:
- Fixed issue with missing Coalition and Heliarch ships
- Doubled velocity of Bombardment Cannon weapons
- Fixed issue with locked modules on 750 and 1024
- Fixed swapped tech for Orca plasma engines
- Reduced cost of FW reactors
- Renamed and resprited various commodities
- Remade cell layout for Vanguard
0.9.3 “Ring of Wisdom” update
Changelog:
- Made all modules 25 weight per slot
- Fixed incorrect modifiers for Syndicate regenerators
- Fixed missing tech for Gorge and Valley batteries
- Fixed missing tech for human AM turrets
- Reverted some Gatling Gun nerfs
0.10.1 “Queri” update
Changelog:
- Added the Quarg as a faction, alongside appropriate outfits and ships
0.10.2 “Alpha Centauri” update
Changelog:
- Increased model size of 349 and 512
- Updated model for Barb
- Reduced fire rate and increased energy cost per shot of Gatling Gun
- Added Gatling Turret to Pirates
- Fixed non-functional Gatling Gun tech
- Added Sea Scorpion and Ionic weapons to Hai
- Increased torpedo and missile fire rate by 25%
- Increased energy consumption of some missiles and torpedoes
- Moved Javelin missiles to Merchants
- Nerfed Bulk Freighter 1vet (heavy lasers -> laser beams)
0.11.1 “Deneb” update
Changelog:
- Added the Pug as a faction, alongside appropriate outfits and ships
- Arfecta accessibility will be provided in a future update
- Added unique image and icon for the Class C Freighter
- Changed tech placement of S270 and S970 regenerators
- Fixed broken tech for Falcon
- Changed shield regeneration
- Shield Regen cooldown is reduced to 0
- Shield regen values are reduced to 10% of total shield values
- Removed many outfits from smugglers
- Reduced Archon HP and Shield by 80%
- Added small shield cd penalty to Wanderer, Ka’het, Hai, Syndicate, and Quarg shield gens
- Added starbases for the human factions
- Added quad plasma turret to FW tree (above normal plasma turret)
To do: change IDs of nuclear missiles
0.11.2 “Pugglemut” update
Changelog:
- Fixed missing starbases
- Added more impact effects
- Added (mini) pod versions of some secondary weapons
- Doubled fire rate of secondary weapons with mini pod variants
- Resized full size missile launchers to 3x3
- Nerfed strength of Quarg Skylance and Quantum Shield by 25% and 20% respectively
- Added range modifier to anti missile turrets
0.11.3 “Tarazed” update
Changelog:
- Reverted nerf to Quarg weapons and shields
- Buffed the Plasma Packet Cannon (again)
- Submunition damage raised from 62.5 to 75
- Nerfed the Super Minelayer
- Primary submunition count dropped from 20 to 15
- Secondary submunition count dropped from 11 to 10
- Secondary submunition mass increased to 0.2
- Nerfed problematic Republic, Exile, Sestor, Mereti, and Quarg ships
- Removed and replaced some weapons, drones, and components from 1vet and 2vet builds
- Nerfed the Arfecta
- Removed half of its Gridfire count on 1vet and 2vet versions
- Halved its shield regen and energy storage
- Nerfed the Archon
- Reduced its shield and armor regen by 90%
- Buffed the Williwaw Cooling
- Size reduced to 1x1, cooling value reduced to -0.09 per square
- Resized nGVF-DD power cells to full 4x4 size
- Added list of heat values to documentation
0.12.1 “Valley of the Damned” update
Changelog:
- Added Emerald Sword and Black Diamond
- Added Kestrel
- Applied 3x multiplier for Sheragi reactor/engine thrust and steering
- Applied 1.5x multiplier for fission drive power gen
- Added starbases for Hai, Ka’het, and Coalition
- Slightly increased fire rate of pod weapons
- Added turrets to starbases
- Added new sprites for Bright Cloud and Dark Storm
- Added new sprites for Republic ships
- Added quests for acquiring Emerald Sword, Arfecta, and Kestrel (one-time)
- Reduced cost of existing Merchant weapons from 5 to 3 or 2
- Moved Javelin Launcher to Merchants
- Added Javelin Turret and Barrage Turret
- Fixed some early game builds
- Gave Rainmaker C, L, and T on top of its M slots
- Fixed a couple of ammo effects
0.12.2 “Zub” update
Changelog:
- Unlocked all components on Arfecta 0vet and Emerald Sword (except arfecta stats block)
- Fixed issue with Dragonflame Cannon not hitting due to improper ammo type
- Implemented new images for Bactrian
- Added Modified Boxwing, Marauder Bactrian, Modified Vanguard, and Ursa Polaris
- Unlocked Skylance and Gridfire turrets on the Ursa Polaris
- Made most stuff on old KIV 750s, Model 1024s, Vareti’hets, Arfectas, and Emerald Swords unlockable
- (I think this works?)
- Fixed prevously undiscovered issue with Heavy Rocket dealing more damage than it should have
- Doubled range of all anti missile devices
- Decreased energy cost of Plasma Packet Cannon by about 34% (energy per projectile from 34.8 to 25)
- Increased base cost of Minelayer munition from 3.6 to 9
- Decreased base cost of Super Minelayer munition from 50 to 40
- Added Inertial Neutralizer (located above the other inertial modules on the tech tree)
- Made Hurricane and stock Gunboat slightly faster
- Added starbases for Mereti and Sestor
0.12.3 “Rust” update
Changelog:
- Fixed issue with improperly displayed Dragonflame Cannon firing effect
- Reduced cost of many technologies
- Increased tracker damage by 25%
- Decreased tracker ammo weight by 60% (now more maneuverable)
- Doubled tracker fire rate
- Fixed broken Proton Turret and Inertial Neutralizer techs
0.13.1 “Viminal” update
Changelog:
- Added the Heron, the Ember Tear, and a corresponding capture quest
- The Heron can be encountered on Remnant territory with a 0.25 chance, similar to the Arfecta
- Added starbases for the Quarg and the Korath Exiles
- Added the Finisher Maegrolein and the Firelight Missile
- In the Coalition and Korath Exiles tech trees respectively
- Added firing effects to Torpedoes, Typhoons, and Finishers
- Modified the explosion effect for Piercers
- Nerfed many Mereti veteran builds
- Model 128 and above lost systems cores, armor, and energy production and storage
- Model 512 lost a Slicer
- Model 1024 lost 2 Slicers and 2 Disruptors
- Nerfed the larger Quarg builds
- Elderdragon lost 2 Skylances
- Elderdragon and Empyrealdragon lost some armor plates and shield gens
- Rebalanced the Heliarch Punisher
- Reduced shield and armor count on both veteran builds significantly
- Added inertial neutralizers to increase speed to around 5
- Added the Marauder Raider
- Remade the Pillager and the stock Raider with larger layouts
- Massively reduced the energy cost of the Finisher
- Tweaked the Ionic Afterburner
- Power dropped from 58 to 43.5
- Energy Consumption (passive and active) dropped from 10 to 9.125
- Tweaked the Bellows Afterburner
- Power increased from 58 to 153
- EC increased from 10 to 14.5
- Added custom button images for drone bays
- Modified Dragonflame Cannon to fit in superweapon slots
- Modified Emerald Sword superweapon slot to fit the 5x5 square with cut corners style
- Increased Skylance damage from 360 to 405 (+12.5% damage) and added 60 ion damage
- Fixed issue with missing hit effect for the Detainer
- Increased ion damage of various ion weapons 10fold
- Doubled ion damage of Ka’het Nullifier
- Changed “superweapons” to weapon type “X”
- Changed superweapon slots on the 750, 1024, Emerald Sword, and Heron to include X slots
0.13.2 “Sol Arach” update
Changelog:
- Added the Zubera, the Zambor, and the Zalgi to the Pug faction
- Removed the Arfecta from Pug base defenses
- Split the Coalition Civilians and the Heliarchs into different factions
- Heliarch Security Forces encounterable at 450+, Trisolar Coalition at 250+
- Existing Coalition research, tech, and bases will go to the Heliarchs
- Fixed issue with missing Marauder Raider tech
- Added shield cooldown values to generators, shields, coolers, engines, etc
- Values are identical to energy cooldown values
- Moved reactive armor to Free Stars tech tree
- Fixed misplaced barrels for the Heron
- Fixed issue with quests spawning outside of intended locations
- Reduced spawn rate of most special ship quests (25% -> 20%, 10% -> 7.5%)
- Added the Shooting Star and a “test” quest
- The ship will not be capturable until the next update for balance reasons
0.14.1 “Kasichara” update
Changelog:
- Updated graphics for Korath reactors and weapons, the Dagger, the Manta, Pug ships, Hai ionic weapons, and others
- Added the Navy Battleship (encounterable in Republic territory from 350 to 500 light years)
- Added the ‘nra’ret from the first wave of the Korath Expansion update as an Exiles tech tree ship
- Tweaked the damage output of the Banisher (11.1/s -> 14.8/s)
- Added the Blaze-Pike, Inferno, Expeller, Firestorm Battery, and Lagrange Heaver to Exiles
- Renamed various Exiles and Automata weapons
- Added twin versions of the blasters to Merchants
- Increased fire rate of blaster turrets to maintain viability (increase by 25%)
- Fixed an issue with the Firelight Missile being assigned to the wrong faction
- Removed KIV 750 and Model 1024 from starbase defense fleets and Automata tech trees
- Added KIV 750 and Model 1024 encounter quests (400 to 600 light years in Automata territory)
- Tweaked quest spawn rates again (20% for faction specific encounters, 10% for others)
- Modified Vanguard is now encounterable only in Syndicate territory
- Same with Marauder Bactrian and Merchant territory
- Appearance chance of the above two ships set to 20% to compensate
- Updated Kestrel with a stronger build based on the MZ author ship build
- Significantly increased energy cost of Firelight and Firestorm weapons
- Reduced cost of most tech tree capital ships (with caps from earlier factions receiving greater proportional discounts)
- Made most projectiles targetable by point defense active modules
- Outfitted 2vet of Dreadnought (FW) with Quad Plasma Turrets
0.14.2 “Buccaneer Bay” update
Changelog:
- Component changes
- Adjusted Beam Laser and Heavy Laser damage to use the same scaling equation as other laser weapons
- Added Ion Beam to Republic tech tree
- Increased energy consumption per shot of all anti-missile devices by 10x
- Ship changes
- Buffed the Heavy Shuttle with more red and yellow slots
- Remade the Blackbird to have 2 turret weapon slots
- Remade the Bulk Freighter to give it bigger turret slots but smaller gun slots
- Nerfed Sea Scorpion 2vet build
- Removed a couple of shield generators and cooling modules from the KIV 349 and Model 512
- Made the model scales of the Haulers slightly bigger
- Added a few blue slots to a few Republic ships
- Fixed weird engine trail placement on FW ships
- Modified the cell layouts of the FW hauler-carriers
- Replaced Barrage Turrets on Leviathan and Falcon with Heavy Laser Beam Turrets
- Gave Marauder Arrow 2vet Heavy Laser and 1vet Twin Modified Blaster
- Gave the Merchant Scout better engine slot placement
- Modified the Hovertank to give it omni slots
- Tech changes
- Shuffled around fuel cell and battery technologies in Merchant tech tree
- Shuffled around some technologies in Republic tech tree
- Reduced tech cost of heavy laser beams and quad blaster turret
- Global changes
- Increased default shield cooldown value from 0 to 0.5 (to match energy cooldown value)
- Fixed issue with missiles exploding when hit by any hitbox and not exploding when it should
0.14.3 “Durax” update
Changelog:
- Component changes
- Added the Teciimach Bay (and pod) to Remnant tech tree
- Added Liquid Sodium Cooler to Exiles tech tree
- Reduced size of Ka’het Primary Cooling from 16 to 9
- Increased spread of gatling guns
- Reduced weight of human plasma engines to match the 25 weight per cell standard
- Reduced energy cost for Firelight and Firestorm by 90%
- Doubled damage for Firelight and Firestorm
- Doubled range for Firelight
- Doubled fire rate of Javelin and Barrage Turrets
- Halved range of Javelin based rocket weapons
- Halved energy cost of 2x2 drones
- Adjusted health of various torpedo and missile type ammos
- to match their missile strength values from the source material
- Ship changes
- Tweaked the Modified Argosy and Manta cell layout
- Fixed an issue where one of the vanilla drones had no energy storage capacity
- Improved slot layout of Class C Freighter
- Modified the Splinter’s red slots to give 3 turret and 2 gun slots
- Buffed 1vet Quicksilver
- Removed drone buff components from all mod carrier ships
- to fit the “no drone / reload / damage boosters on mod ships” convention
- Increased drone count on the Auxiliary
- Tweaked some drones to make the slowest ones a bit faster and the fastest ones a bit slower
- Upgraded / tweaked weapons for some drones
- Finch: Javelin Pod -> Twin Modified Blaster
- This fixes an issue with the Finch not moving to attack when spawned
- Lance: Blaster -> Twin Blaster
- Finch: Javelin Pod -> Twin Modified Blaster
- Fixed issue with Pond Strider not appearing in Hai base defenses
- Reduced energy regeneration of Exiles ships
- Added the Shipper to the Exiles line-up and tech tree
- Tech changes
- Shuffled around weapon technologies in Syndicate, FW, and Republic tech trees
- Changed up the early sections of the Korath Exiles tech tree
- Added missing tech for torpedo, typhoon, rocket pods
- Added tech for HMLM3 and HMLM4 in Bushrak tech tree
- Reduced Particle Turret tech cost to 10 to match other turrets
- Global changes
- Made Pug faction hostile (enigmatic precursors do not need the player to do missions for them)
- Gave quest flavor text some more flavor
0.14.4 “Remote Blue” update
Changelog:
- Component Changes:
- Reverted the Ka’het primary cooling size change
- Reverted the friendly fire explosion change
- Added the Control Transceiver and Reasoning Node to Sestor and Mereti trees
- Added the Cloaking Device to the list of “rarely appears in smugglers” components
- Fixed missing image for button for Cool Breeze
- Tweaked damage and energy costs of some weapons to match source material latest updates
- Sunbeam Turret damage: 78.9 -> 81.6
- Electron Beam Turret energy cost: 18 -> 24
- Electron Beam energy cost: 9 -> 12
- Tweaked velocity of some projectile based weapons
- Bombardment Cannon: 12 -> 24
- Thrasher Cannon: 9 -> 18
- Thunderhead Missile: 8 -> 16
- Fixed the issue of improperly implemented range for anti-missile turrets
- Fixed missing shield cooldown value for Liquid Sodium Cooler
- Gave armor regeneration cooldown modifiers to all modules that generate or remove heat
- Reduced level of batteries and solar panels so that they can be crafted without stars
- Made most components with Special availability Rare
- Pug, Quarg, Sheragi, Coalition, and Ka’het components will now rarely appear in smugglers
- Fixed bad hit detection for a few superweapons
- Fusion Cannon: ImpactType: HitAllTargets -> HitFirstTarget
- Plasma Packet Cannon: moved push effect from projectile to explosion
- Dragonflame Cannon: reduced projectile speed, changed bullet prefab
- Dragonflame Cannon: added a spawn trigger on hit
- Gave most shield generators the Energy Recharge modifier
- Gave all passive coolers the Weight modifier
- Added Inteference Plating to Pirates tech tree
- Added Command Center to Exiles tech tree
- Added Research Laboratory to Remnant tech tree
- Updated sprites for the Thunderhead Launcher and Wanderer Anti-Missile Turret
- Subject to revert: remade the layout of these components to better fit their shape
- Plasma Core
- Double Plasma Core
- Liquid Sodium Cooler
- Extra Large Interference Plating
- Ship Changes:
- Added the Courier to the Exiles faction
- Gave Coalition Civilians a starbase
- Reduced shields, armor, and energy regen of all Automata ships
- Reduced energy regen of Wanderer ships
- Reduced shields and armor of Derecho and Hurricane
- Tech Changes:
- Added Mark 4 variants of vanilla satellites to their respective tech trees
- Moved Dark Storm to a more accessible location on the Wanderers tech tree
- Moved Barb and Ionic Afterburner to more accessible locations on Syndicate tech tree
- Slightly reduced cost of smaller Remnant engines
- Moved Bombardment Cannon and Turret to Coalition Civilians tech tree
- Moved D-67 and D-91 shields to FW tech tree
- Added the Asteroid Scanner as a proof of concept to the Merchants tech tree
- Scanner type weapons capture drones, missiles, and some projectiles near the ship when fired
- Other Changes:
0.14.5 “Smuggler’s Den” update
Changelog:
- Component Changes
- Reduced crafting cost of interference plating
- Made healing rays capable of auto-firing
- Made the vanilla fortification and frontal shield modules capable of auto-firing
- Made Fusion Cannon projectile not collide with other projectiles
- Gave names to these formerly AI only components:
- Medium Repair Ray
- AI Heavy Vampyric Ray
- Tweaked velocity of some projectile based weapons
- Bombardment Cannon: 24 -> 18
- Thrasher Cannon: 18 -> 13.5
- Thunderhead Missile: 16 -> 12
- Added the Ionizer to the Kor Sestor
- Halved healing power of Medium Repair Ray
- Ship Changes
- Tweaked some Ka’het builds
- Remade Automata builds to account for the reduced size of some outfits
- Made the 2vet Heliarch Punisher not have instant repair and regen
- Fixed bad faction assignment for Ka’het and Coalition Civilian starbases
- Fixed empty builds for the Courier
- Increased speed of Strong Wind veteran versions slightly
- Added the Blizzard to the Wanderers faction
- Added the FO Detainer and FO Ionizer to the Kor Sestor
- Nerfed the FL 14
- No longer has almost as much firepower as larger drones
- Renamed Doomstar to Object 279
- Renamed some Heliarch ships
- Tech Changes
- Added tech for Small and Medium Repair Rays in the Unknowns and Empire tech trees
- Rearranged Heliarch tech tree to not be as top heavy
- Other Changes
- KIV 750 and Model 1024 quests now correctly drop builds with unlocked superweapons
- Fixed issue with KIV 750 and Model 1024 encounters appearing on incorrect places
- Added a number of faction missions
- Pirates: destroy Merchant convoy (payout: various minerals)
- Pirates: destroy competitors
- Syndicate: cull pirates
- Hai: repel Unfettered Hai attackers
- Remnant: drive off Exiles raiders
- Wanderers: defend against Automata ships
- Heliarchs: provide Yottrite (payout: 1 million credits)
0.15.1 “Algenib” update
Changelog:
- Major Changes
- Added the Marauder Pirates as a faction, alongside their ships and outfits
- Marauder Pirates can be found past 175 light years
- Component Changes
- Fixed issue with Dragonflame Cannon having 0 energy consumption
- Made standard Gatling Gun and Gatling Turret less accurate
- Added Stabilized Gatling Gun to Marauder Pirates
- Ship Changes
- Tweaked cell layouts of Raven and Aerie
- Added the Screener drone to Kor Sestor
- Added turret sprites to the Arfecta
- Tech Changes
- Other Changes
- Added a background quest to give a star map every time the player arrives at a star
- Rewrote the tutorial mission to give a couple of cosmetic quest items
- Rewrote the tutorial mission to give the player a “loan” of 480000 credits
- Modified existing encounter quests to properly implement light year limits
- Corrected erroneous cooling values for Liquid Sodium Cooler in documentation
- Staggered impact effects to make them look less choppy
0.15.2 “Era’lgin’bl” update
Changelog:
- Major Changes
- Reduced Archon health and shield by yet another 90%
- Reduced Drak distance from 1000 to 750 in preparation for an upcoming remake of the faction
- Added the Kaltheim as a faction, alongside appropriate ships and outfits
- Component Changes
- Ship Changes
- Added the Fetri’sei to the Ka’het
- Given the Korath Sestor ships their unabbreviated names
- Added Korath Piercer Launcher to some Sestor 1vet builds
- Added Bombardment Cannon / Turret to Coalition 2vet builds
- Increased engine slot count of Heliarch Hunter
- Added more engine components to Heliarch Hunter builds
- Tech Changes
- Reduced Vareti’het research cost from 80 to 75
- Other Changes
- Fixed an issue where the deep space scanner mission interferes with special ship encounter missions
- Bug reported by Discord user aurora_7137
- Fixed an issue where the deep space scanner mission breaks when defeating enemies at a node
- Updated StartCondition from ArrivedAtStar to NewStarExplored
- (tentatively) Fixed an issue where the friendly Merchant starbase mission does not activate correctly
- Increased the image quality of Stack Core, Quantum Shield Generator, Heliarch Overclocked Shields, Large Co-generator, and S-970 Regenerator
- Images sourced from Endless Sky High DPI
- Fixed an issue where the deep space scanner mission interferes with special ship encounter missions
0.15.3 “Watchful Gravetender” update
Changelog:
- Changes
- Major Changes
- Reworked the Drak faction
- Added a number of living organism ships to the Drak faction
- Changed abandoned station faction to Drak
- Added descriptions to a large number of outfits
- Descriptions are visible to players using EH:CE or Inverse Mod
- Made the mod compatible with Event Horizon 0.10.2 Build 1469
- Changed level scaling to equal to light year * 0.5
- Reworked the Drak faction
- Skill and Perk Changes
- Increased regen perk bonus to 5% health per second
- Decreased weight reduction perk bonus to -75% weight
- Tweaked shield strength and recharge skills to 20% bonus per skill point
- Tweaked merchant and crafting costs to -13.3% per skill point
- Tweaked crafting LY requirements to 10LY per level
- Improved map travel speed and range skills to 100% and 25% per skill point respectively
- Improved exploration loot bonus skill to 25% more loot per skill point
- Increased fuel skills to +80 fuel per skill point
- Component Changes
- Fixed the missing autopilot feature on the Control Transceiver and Reasoning Node
- Made the Flamethrower work (at last)
- Increased weight per cell of all interference plating
- Ship Changes
- Added the Auxiliary (H) and Auxiliary (T) to the Republic of Earth
- Buffed the 2vet Raven (laser beams -> heavy laser beams)
- Nerfed the 2vet Flivver (reduced health, sidewinder pod -> laser beam)
- Nerfed the 2vet Modified Argosy (reduced health)
- Buffed the 1vet Marauder Fury (blaster -> mod blaster)
- Buffed the 2vet Marauder Fury (javelin pods -> heavy lasers)
- Buffed the 2vet Marauder Bounder (replaced 1 laser beam with heavy laser beam)
- Buffed the 1vet and 2vet Corvette (equipped with javelin and barrage turrets)
- Buffed the Rainmaker (+2 engine slots)
- Remade the 1vet and 2vet Rainmaker (equipped with javelin and barrage turrets)
- Remade the 1vet and 2vet Freighter (removed anti-missile, added shields to 2vet)
- Remade the 1vet Dreadnought (heavy lasers -> plasma turrets)
- Buffed the Mule (larger cell grid)
- Buffed the Vanguard (it can fit S970 shield regeneraotrs when expanded)
- Buffed the Lightning Bug (+2 engine cells)
- Added cells to these ships to make the cell layout match the ship image
- Corvette
- Bactrian
- Splinter
- Protector
- Flivver
- Hawk
- Sparrow
- Pug ships
- Fixed Sestor and Heliarchs starbases appearing in incorrect factions
- Added researchable variants of the Republic of Earth Navy Auxiliary
- Tech Changes
- Moved human shield tech to Merchants tech tree
- Reduced cost of Auxiliary (all variants) from 60 to 40
- Moved Interference Plating to Marauder Pirates tech tree
- Other Changes
- Decreased Korath Piercer projectile weight (0.15 -> 0.1)
- Increased velocity of Torpedo, Typhoon Torpedo, EMP Torpedo, EMP Deployer, Teciimach Torpedo, Javelin Rocket, Firestorm Missile by 100%
- Increased velocity of Finisher Torpedo by 50%
- Increased energy cost of Javelin Rockets by 100%
- Increased energy cost of Gatling Gun bullets by 25%
- Increased velocity of Ion Hail and Ion Rain projectiles by 33%
- Major Changes
0.15.3.1 “Australian Bloody Pissmas Miracle” update
Changelog:
- Changes:
- Major Changes
- Attempted to make Christmas eternal
- Skill and Perk Changes
- Component Changes
- Added missing shield regeneration cooldown values to some shields
- Reduced S-970 and Diamond Regenerator to 3x3 size
- Added Ruby Regenerator, Harasser Quadrail, Monolith Core, and Locust dronebay to Hai
- Fixed a bug with the Kelvin Beam Turret not having correct damage values
- Fixed an out of place hit effect on the Fusion Cannon
- Reverted a change to some ammunitions that caused the firing effect to stick to the ammo
- Added new explosion effects to the EMP deployer and the Finisher torpedo
- Ship Changes
- Added Tarantula and Phrynus to Hai
- Fixed an issue with the Leviathan 2vet having negative energy regen
- Fixed an issue with Heliarch ships appearing in Coalition territory
- Tweaked the Archon’s barrels
- Made the Marauder Bactrian require Marauder Pirates bases
- Remade some Hai builds using the new Ruby and Diamond Regenerators
- Tech Changes
- Rearranged the Hai tech tree
- Chameleon anti-missile and Water Bug moved to lower positions
- Ion Cannon now follows Sea Scorpion
- Rearranged the Hai tech tree
- Other Changes
- Fixed a broken quest
- Fixed an issue with Heliarch faction missions asking for iron instead of yottrite
- Major Changes
0.15.4 “Erabuthro” update
Changelog:
- Changes:
- Major Updates
- Added Bunrodea as a new faction, alongside appropriate ships and outfits
- Ported EH-ES-Mod to version 0.11.1 of Event Horizon
- Components
- Changed the stats for the following weapons
- Dragonflame Cannon:
- 400 dmg / 500 emp -> 4000 dmg / 5000 emp
- 160 ec -> 640 ec
- Fusion Cannon:
- 110 dmg / 50 emp -> 220 dmg / 100 emp
- 50 ec -> 100 ec
- Ka’het Nullifier
- 220 EMP -> 2200 EMP
- Reduced size to 3x3
- Changed slot type to T
- Dragonflame Cannon:
- Gave the Gatling Turret a new sprite and button icon
- Gave all weapons with “Drain Energy” stats an equal amount of “Drain Shield” damage
- Gave all components capable of passively restoring hull points the Repair Rate modifier
- Added the “Armor and Regeneration Mod” modifier to shield generators
- Changed the stats for the following weapons
- Ships
- Buffed the Star Queen
- Increased its cell layout size, reduced size class to Cruiser
- Remade its outfits with merchants shield generators
- Fixed an issue where its 2vet version was labeled as a 1vet version
- Added the Hai Lycosidae as a new special encounterable ship
- Adjusted the Vareti’het cell layout to match the changes to the Nullifier
- Reduced weight of Class C Freighter veteran builds
- Added the Enforcer and Saber to the Marauder Pirates tree
- Added the Hogshead to the Pirates tree
- Buffed the Star Queen
- Tech
- Re-added the Ka’het Nullifier to the Ka’het tech tree
- Other
- Scaled back the Merchant Costs upgrade strength
- -13.33% -> -12.5% per upgrade
- Updated the UI colors
- Scaled back the Merchant Costs upgrade strength
- Major Updates
0.15.5 “Over the Rainbow” update
Changelog:
- Major Updates
- Reworked the Quarg faction
- Added a swathe of new outfits and ships
- Reworked the Sheragi faction
- Added a swathe of new outfits and ships
- Made Sheragi faction regions appear on the galaxy map from 275+ light years
- Reworked the Quarg faction
- Outfits
- Updated a number of human weapons to match the 6 April 2022 human weapons rebalance (#6675)
- Proton Gun damage: 1.54 -> 1.85
- Blaster damage: 1.56 -> 1.72
- Modified Blaster damage: 2.0 -> 2.2
- Particle Cannon damage: 10.6 -> 12.7
- Updated the Kaltheim Phase Missile to be able to survive up to 3 anti-missile strikes
- Gave the Modified Blaster its correct fire sound
- Added Small Recovery Module to Coalition
- Added a sound effect to the Cloaking Device
- Fixed the sound effect on the Scram Drive
- Decreased Fusion Drive energy generation per tile from 9.6 -> 8.75
- Increased Particle Waveform Turret firing rate from 1.0 -> 2.0
- Decreased Skylance damage per second from 405 -> 180
- Decreased Skylance energy cost per second from 180 -> 90
- Increased Fission Drive thrust and steering by 150%
- Added new modifiers to Sheragi EM batteries
- Reduced cooling outfit count on a few Sestor ships
- Added a number of Sheragi outfits
- Weapons: Particle Waveform Gun, Kinetic Spear Launcher, Pulse Beam
- Energy: Fission and Fusion Cores, Solar Intake, Medium EM Battery
- Engines: Small Fusion Drive, Large Fission Drive
- Cooling: Medium Hybrid Cooling
- Updated a number of human weapons to match the 6 April 2022 human weapons rebalance (#6675)
- Ships
- Added the Charm-Scallop, Arch-Carrack, Echo-Galleon, and Seedship to Korath Exiles
- Added the Merganser, Smew, and Swan to Remnant
- Added the Tulikaa to Pug
- Added the Model 192, Model 2, and Model 128 Surveyor to Korath Mereti
- Added the Prong to Syndicate
- Tech
- Other
0.16.1 “Second Australian Bloody Pissmas Miracle” update
Changelog:
- Major Updates
- Updated all engine thrust, turn, heat, and energy cost values to match the latest Endless Sky stats
- Switched to new thrust and steering equation: ((thrust + steering) / outfit sizes) / X
- X is in the range of 2000 and 1500 and decreases as the “size scale” of the engine increases
- Tiny 1x1 engines have an X of 2000 while giant Vector Reality Engines have an X of 1500
- Updated all engine thrust, turn, heat, and energy cost values to match the latest Endless Sky stats
- Outfits
- Ships
- Added the Gunbarge and Pirate Freighter to Pirates
- Added the Hobby to Remnant
- Added the Hyper-Ionized Plasma Cannon to the Ursa Polaris build
- Tech
- Other
- Fixed an issue with the Dagger not showing the proper button
- Slightly adjusted the velocities of a few ships
0.16.2 “Spera Anatrusk” update
Changelog:
- Major Updates
- Rebalanced afterburners
- Scaled down thrust and active energy consumption on all afterburners
- Removed passive energy consumption
- Increased cooldown times for all modded afterburners
- Added more descriptions for many plugin outfits
- Rebalanced anti-missile turrets
- Made energy consumption constant regardless of ship size
- Decreased range
- Increased energy consumption
- Moved Marauder Pirates down to 125 LY
- Rebalanced afterburners
- Outfits
- Added a series of turreted missile weapons
- Heavy Rocket Turret to Free Worlds
- Meteor Turret, Sidewinder VLS, Torpedo Rack to Syndicated Systems
- Typhoon VLS to Republic of Earth
- Tracker Vertical Pod to Hai
- EMP Torpedo Rack to Remnant
- Finisher VLP to Heliarch Security Forces
- Firelight Rack and Firestorm Popup Launcher to Korath Exiles
- Reduced heat generation on the S1 Thermionic reactor (0.131 -> 0.052 per slot)
- Fixed an issue with the Particle Cannon having 3 range instead of 75
- Fixed the S3 Thermionic having twice as much heat output as it should
- Fixed the Dwarf Core having half as much energy generation as it should (4.8 -> 8)
- Moved the Dwarf Core to Republic tech tree
- Buffed the Gridfire
- 30 -> 120 damage for all fields
- Added shield ignoring abilities to Gridfire and Korath Piercer
- Added the KP-6 Photovoltaic Panel and Array to Merchant Alliance
- Added the Volcano Afterburner to Merchant and Caldera Afterburner to Confederation of Free Worlds
- Fixed bad modifiers on the Reserve Accumulator and the Solar Intake
- Added the Covalent Proton Turret and Sentinel Reactor to Syndicated Systems
- Added the Dual Particle Turret and the R-series shield generators to Republic of Earth
- Added a series of turreted missile weapons
- Ships
- Removed a gold module from the Starling
- Added the Battlecruiser to Republic of Earth
- Added the Heavy Gust and Abyssal Stream to Wanderers
- Made the Strong Wind a little faster
- Fixed an issue with the Hauler 3 2vet being marked as a 1vet
- Added the Hauler 6 to Merchant Alliance tech tree
- Tech
- Fixed the Infesticore’s technology being outside the Jurgans tech tree
- Fixed the Marauder Raider not appearing in the Korath Exiles tech tree
- Added technology for the Fusion Afterburner in the Sheragi tech tree
- Added technology for the Hyperdrive and Scram Drive in Merchant Alliance and Syndicated Systems
- Others
- Modified combat rules for most battle scenarios
- Players may now summon up to 50 ships during star and faction battles and 100 ships during survival mode
- Updated the mod to Event Horizon 1.13.0
- Shortened description of Ruby Regenerator
- Modified combat rules for most battle scenarios
Update Template
Changelog:
- Major Updates
- Outfits
- Ships
- Tech
- Others
Planned changes:
- Create 3vet Merchants builds to be used in Pirates
- Create Syndicate Extremists faction to contain the regenerators and nuclear missile
- Add the new aliens
- Gegno (all 3 subfactions at once)
- Vyu-ira and other misc alien ships
- Successors
- Incipias
- Decompression of the faction light year requirement list
- Add new ships and outfits
- Alternate Worldship designs
- Hobby
- Mega Freight outfits and possibly ships
- Minor plugins from Todd: https://github.com/endless-sky/endless-sky/discussions/7928
- Rebalance human engines based on most recent engines stat
- Incorporate scanners as drone and missile capturer weapons
- Incorporate the Shunt-Strike
- Incorporate the following ships from Becca’s Endless Expansion mod:
- Robin, Swan (Remnant)
- Incorporate the IBS as a C type weapon firing triple HIPC rounds