Releases: Deluth-git/Starlords
Releases · Deluth-git/Starlords
v0.3.2
v0.3.1
- Add console commands for modders or manually correcting any bugged behavior. Current commands: WarpLord, AddLordWealth, AddLordRelation, AddLordLoyalty, AddLordFief, RemoveLordFief.
- You can now specify a path for lord portraits explicitly, rather than only allowing portraits from
graphics/portraits/
- Fixed crash from lord events
- Lords now start with slightly more loyalty when defecting.
- If a lord defects to the player, the player gains intel on the lord immediately.
v0.3.0
- Add courtship system
- Courtship starts and progresses during feasts. Build your relationship by spending time with them, giving gifts, and dedicating your tournament victories.
- Lords are very particular about the types of gifts they want. You can ask a lord's friends about their preferred gifts.
- Lords look for different qualities in a partner depending on their personality, but it's ultimately possible to marry any lord.
- Your spouse may join your fleet as a permanent mercenary with no story point cost
- Add controversy system. A marshal's controversy builds as their faction suffers military defeats. High controversy makes it more likely for the marshal to be replaced. Controversy decreases slowly over time after the marshal is replaced.
- Rebalanced defection. Defection chances are lower, and defection to the player's faction now requires 50+ relations and for the player to have already recruited at least one lord.
- Lords from decentralized factions (pirates/pathers) now gain faction "loyalty" from winning battles
- Fixed incompatibility with TNP mod
- Fixed crash when starting games with minimum planet settings using random sector generation
- (For modders) Lord templates can now be updated mid-game
v0.2.3
- New tournament system
- Talk to non-hostile lords at a feast to enter a tournament
- Tournaments are warband-style elimination tournaments. Face off against fifteen other competitors including lords, your own officers, nearby station personnel, and up-and-coming spacers. Advance by either eliminating the opposing team or proving your personal skill by getting solo takedowns.
- Pilot a premade competition ship or enter your own custom ship. Wager credits on your victory to make huge winnings.
- Prizes include credits, rare blueprints, and ships
- Lords can now buy s-mods for their fleet and garrisons for their fiefs. Fully s-modding a ship costs the lord the same amount of money needed to buy the ship.
- Added raid, defense, and fleet upgrade suggest action options for lords
- Condensed lord capture & release messages
- Lords are somewhat less likely to suicide into stations
- Fixed various crashes reported on the forums
v0.2.2
- Hotfixed newly introduced issue of mod compatibility with lost sector and potentially other mods
v0.2.1
- Starlords now runs on java 7, including the default starsector jre
- Starlords can now be added to existing save games
- Added support for random core worlds from nexerelin
- Refactored directory structure to improve error logging clarity
v0.2.0
- Lords will now participate in/defend against nexerelin raids/invasions as well as all kinds of base game raids, e.g. colony crises
- Streamlined lord quest system to offer a smaller variety of quests, but quests should now be more consistent/less buggy.
- Added small intel notifications for hostile lord incursions against your faction
- Lords are more willing to chase smaller fleets and run from stronger fleets
- Lord relations now depend more on battles and less on the political system
- Rebalanced loyalty so that lord loyalty should stay relatively static without outside intervention (previously loyalty would quickly reach maximum)
- Various bugfixes
v0.1.2
- Reduced the impact of raids and added raid cooldowns, to reduce mass decivilization from constant pirate lord raids
- Lords will now be considered defeated and forced to respawn even if a few frigates survive the battle
- Fixed all crashes reported in the forums
v0.1.1
-Removed some unnecessary lord loading logic
-Fixed one crash
v0.1.0
- Adds 48 unique Lords spread among all the base major factions
- Adds fief system, where each market is a fiefdom which can be owned by a Lord.
- Custom Economic system for Lords
- Lords collect taxes from their own fiefs and participate in business ventures in friendly markets.
- Income is used to expand their fleet, hire marines, and maintain existing ships.
- Custom fleet constructor for Lords, which allows each Lord to have their own distinctive fleet composition.
- Lords are active on the map, collecting income and waging war
- Lord actions are heavily dependent on Lord's personality and relations with other Lords
- Lord's officer corps slowly level ups from fighting in battles
- Player-Lord Interactions- If a Lord trusts you sufficiently, they may follow the player's military orders, offer quests, participate in scheming, and share sensitive intel about their operations.
- Feast system- Take a reprieve from braving the sector and join the lords of the realms in a night of feasting and revelry. Feasts are an excellent chance to meet all the lords and build rapport with them.
- Campaign system- Campaigns may be started by a faction's appointed marshal. All lords of the realm will gather to launch a grand invasion into enemy territory or defend against an enemy's invasion. If Nexerelin is enabled, lords may also use the Nexerelin ground combat system to capture markets.
- Defection system- Lords who are dissatisfied with their faction may defect to another. Or you can speed along the process and persuade or bribe Lords to join your own faction as your subordinates.
- Prisoner system- Lords may be captured in battle and either ransomed for credits or released for future goodwill.
- Political system- The cornerstone of all lord relations, the new political system is where all Lords of the realm gather to propose and vote on legislation. Appoint new marshals, squabble for newly conquered fiefs, conduct foreign policy, and more, as long as you can control the political situation.