Spoiler

v0.9.7

* Special forces tweaks/fixes

* 33% point generation rate

* Lower max point stockpile

* When fleet is killed, delay spawning of next one

* Fix fleets not defending vs. invasions and sat bombs

* Fix raids failing immediately on arrival for unclear reasons

* This happened when all targets were too strongly defended for raiders

* Now the raid will either take its chances with the weakest target, or retreat and say so clearly

* Random sector improvements

* Rebalance and refactor random sector economy generation

* Not so many heavy industries or fuel productions, particularly in large sectors

* Less likely to build some industries if they're already common in sector

* Random sector core world generator can create more/less systems than current

* This should allow it to avoid inhabited worlds spilling over into other constellations

* Shift random sector core worlds to the west, like non-random sector

* Fix indies not always having heavy industry; add corrupted nanoforge

* Add STDF Requisitions submarket to Spindle homeworld in random sector

* Tiandong's Shanghai can no longer be disabled

* Fix ApproLight Chaos Rift's name

* Templar improvements

* Invasion rate mult 0.3 -> 0.7, hate Luddics more in random sector; add super start ship options

* Toggling of Templars' Antioch system in random sector now done in new game dialog instead of config file

* Lower frequency of faction bounties for hostile-to-all factions (e.g. Templars)

* Add Templar Apostate custom start

* Add independent "vulture scavengers" which sometimes compete with player for battle salvage

* Mining is now instant with cooldown rather than taking time

* NPC agents can instigate rebellions

* Destabilize Market and Infiltrate Luddic Cell agent actions give more XP

* Player alliance joining/invitations obeys same relationship rules as for NPCs

* Don't issue conquest missions targeting commission faction

* Market value for market transfer includes installed AI cores and special items

* Governed colonies count towards faction size for bonus admins

* Can buy governorship of size 3 player-founded colonies for 1 credit

* New game: Turn off transponder when spawning player in hyperspace, in case anyone is hostile

* Disable prisoner repatriation when already at max relations

* Bugfixes

* Fix Version Checker error (migrated version file to GitHub)

* Invasions and raids should give more accurate fleet count

* Fix some cases of relationship changes not working while commissioned

* This is most obvious when using an agent to end hostilities with player faction

* Fix will not fully apply to existing commissions in save

* Fix a case where player becoming non-hostile to a faction would be reverted by still-hostile commissioning faction

* Fix NPC markets building Star Fortresses on size up at smaller market sizes than intended

* Prevent bug where market gets stuck in "suspend autonomy" state forever

* Fix Prism High-End Seller being capped at 40 ships available

* Fix Derelict Empire not being hostile to independents, or factions not present at game start

* Don't show option to "reroll random start ships" in most custom starts (causes NPE) or super ship starts (does nothing)

* Remove Approlight config (moved to own mod)

* Disable some devmode-related stuff when playtestingMode is enabled in settings.json

* Text

* Alliances created between vanilla factions can have pre-defined names for specific faction pairings

* Update captured planet descs

* Add some Ace Combat countries to procgen planet names

* Fix target faction name in base strike intel

* Fix some typos in "bring refugees aboard" decivilized event

