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This repository has been archived by the owner on Feb 4, 2024. It is now read-only.

Releases: jaghaimo/stelnet

2.4.3

18 Feb 12:32
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Assortment of fixes (#86)

  • Add missing d-mods to "manage results" query tab.
  • Fix wonky d-mod logic ("All" and "None" buttons were causing issues).
  • Fix color selection to be more robust when using various UI mods (e.g. Cari's Purple variant).

2.4.2

12 Feb 09:40
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  • Improve ship filtering based on weapon slots (sizes and types) - show only all matching, and allow specifying both size and type at the same time (e.g. Large Missile, Medium Ballistic).
  • Improve Commodity and Storage intel to use new header style (with buttons, e.g. Go).
  • Fix missing "Show only friendly markets" (was showing "Show only purchasable" twice).
  • Fix grouping buttons not unselecting each other (could have both selected, which made no sense).
  • Fix ship query preview sometimes ending up outside the intel panel.
  • Fix missing scroller on main column of query builder (noticeable on ship queries).
  • Fix overflowing query list tooltip on the lowest supported resolution.

2.4.1

08 Feb 13:03
96ce636
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Fix NPE with missing abandoned stations (#83)

2.4.0

07 Feb 10:53
74b9a8b
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Performance and usability improvements (#79)

  • Add vanilla derelict stations to Storage tab.
  • Add submarket info to results when grouped by market.
  • Add a new "Manage Results" tab consisting of:
    • Reworked grouping mechanism. This feature has been moved from List Queries.
    • Reworked "Only purchasable locations". This feature has been moved from per-Query to global behaviour.
    • Improved d-mod selection (specify number of desired d-mods, and disallow unselected d-mods). This feature has been removed from Ship query.
    • New submarket filtering.
    • New "Only friendly markets" filter.
  • Fix incorrect query result count reports (was showing number of matching submarkets instead of number of results).
  • Fix incorrect count on matching ships in result intel (was always showing 1 despite actual number of same hulls).
  • Fix UI overflow on Commodity tab (thanks Kris_xK for reporting this one).
  • Remove preview from results tab and add it as a tooltip of "?" button.
  • Reduce the amount of data being stored in the save. Improve intel query duplication prevention.
  • Increase result intel icon granularity (reuse market size icons instead of beacons).

2.3.2

18 Jan 15:55
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Starpocalypse compatibility (#80)

  • Update mod for 0.95.1a-RC6.
  • Fix compatibility with Starpocalypse 2.2.0.
  • Fix last contact date not updating after remotely calling a contact.

2.3.1

17 Dec 17:35
c06cac4
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Add info about acquired cargo and ships (#78)

  • Add info about cargo and ships acquired from remote contact call.
  • Fix integration with Starpocalypse 2.0.0.

2.3.0

14 Dec 21:21
2bf3ec8
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Update mod to 0.95.1a and squash some bugs (#77)

  • Updated mod to 0.95.1a-RC5.
  • Re-enabled Pirate submarkets in Query and Viewer by default.
  • Removed "Profit" tab from "Commodity Market" board. Will return with the next version.
  • Changed "Commodity Market" distance to match vanilla (hyperspace distance instead of plotted route length).
  • Changed "Commodity Market" available quantity to match purchasable stocks (rounded to be visually pleasing).
  • Removed commodity intel tracker from save game (regenerated on load). Should fix load corruption when Starsector updates.
  • Fixed "Contacts" board overflow UI (spill over onto intel tags).
  • Fixed "Contacts" call killing the player in certain situations (when the call is terminated by the contact and not by the player).
  • Fixed "Contacts" call allowing the player to steal ships with "remote" marines.

2.2.2

10 Dec 15:34
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Query related bugfixes (#76)

  • Fix d-mod filtering to work again for "Select & Search".
  • Add "Go" button to result intel (and rename "Map" and "Viewer" to "Show" and "Peek").
  • Do not initialize Stelnet if the game starts in tutorial, as it causes NPE after the tutorial has finished. Initialize Stelnet on the first game load after the tutorial has been completed instead.

2.2.1

04 Dec 20:32
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Fix NPE when calling a modded contact.

2.2.0

04 Dec 13:52
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Contacts board and Query QoL (#73)

  • New Contacts board - a filterable address book with an ability to directly call the contact. Disables cargo and ships during contact interaction. Newly acquired items and ships are moved to the storage located on the same planet as the Contact. Cannot call the contact that is located on a planet with no storage (very unlikely, could only affect modded markets).
  • Simplify query descriptions created with "Select & Search" (do not show redundant filters that were used to filter original selection).
  • Vastly simplify open-ended query descriptions by allowing, and staring with, empty filters (can cause initial UI lag on heavily modded game).
  • Remove officer level filter and add level to on-hover tooltip instead. Also show officer skills in said tooltip.
  • Force storage intel update on game load.