Releases: Lukas22041/SecondInCommand
Second-in-Command 2.0.0
2.0.0 of Second-in-Command is now out!
It features a total rework of the tactical aptitude, a new tutorial, a slower but more flexible level curve and lots of rebalances.
With this update, the mod is also getting a new Wiki!
The new wiki is much more up to date and resembles the ingame version of the mod more.
https://second-in-command.lukas04.dev/
Note that this update is NOT save compatible with saves that already had Second-in-Command installed.
Version 2.0.0
NOT SAVE COMPATIBLE
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Reworked the "Tactical" Aptitude.
--> It now works around "Tactics" skills, skills that have strong effects for categories of ships, but have diminishing returns. -
Added a short tutorial that appears for people that have never played the mod before, will open for everyone once with this patch.
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Elite skills now cost story points again, but you can remove a story point at any time to retrieve it and disable the elite effect.
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Required experience for the first 3 levels of an executive officer has been increased.
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Additional XO XP gain from Player Levelup effects has been reduced by 20%
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Inactive XOs XP gain has been increased from 33% to 50%
Skill Adjustments:
- All Dmod effect reductions: 25% -> 20% (Resilience, Redistribution, Shock Absorption, MagneticShielding).
- All EMP damage reductions: 25% -> 20% (Reinforced Grid, Preservation, Derelict Fortification).
- Crew Training & Scrappy maintenance: 15% CR -> 10% CR.
- Low Profile: Effect now at maximum at 120DP of frigates/destroyers.
- Mobile Defenses: Reduced damage dealt from 50% to 30%, added -20% damage taken.
- Huntsman: Added +10% damage against destroyers.
- Flux Regulation: Returned to vanillas deminishing returns at 240DP.
- In Good Hands: Maximum DP reduction from 15% to 10%, now adds increases max officer count by 2.
- Electronic Warfare: Reduced capture range bonus from 300 to 100.
- Iron Sight: Reduced range bonus to 5%, added increased turret turn speed by 25%.
- Tenacity: Reduced effective armor boost from 75 to 50, added 10% hull boost.
- Shock Absorbition: 10% flux dissipation changed to 10% flux capacity.
- Unlocked Engines: Changed from 20/20/15/10 -> 20/15/10/5 max speed
Logistical Aptitude Skills
- All Crew lost in non-combat stats: 75% -> 50% (Salvaging, Salvaging Equipment)
- Fuel Optimisations: Fuel reduction 20% -> 15%
- Reliable Engineering: Supply reduction from 25% to 20%
- Prepare for the Worst: Flat CR recovery per day 4% -> 3%
- Add Astra: Reduced burn speed in hyperspace from 2 -> 1.
- Bulk Transport: Reduced from 40% to 30%, re-added vanillas increase for of 2 burn speed for non militarised civilian ships.
- Recovery Efforts: Reduced Repair rate from 40% to 30%. reduced instant repair after combat from 25% to 20%
- Makeshift Equipment: Supply reduction decreased from 25% to 20%
- Expedition: Reduced fuel usage reduction from 20% to 15%
- Generous Donation: Reduced post-battle salvage 60% to 50%, added 10% non-battle salvage
- Privateering: Increased pay from 600 -> 800.
- Another Mans Treasure: Reduced Scrap from Debri fields from 10% -> 5%
Other:
- Increased the odds for XOs to appear on markets comm directories a slight bit
- When hiring a logistical officer, it now mentions its logistical category in the dialog.
- Continious Repairs no longer restores dmods on mothballed ships.
- Fixed Immediate action behaving weirdly in the fleet menu, now only applies to the in-combat scene.
- Fixed an accidental use of "java/sql/Array" which crashes on some setups.
Second-in-Command 1.8.2
Save Compatible
- Added the "Derelict Automata" skill to the Scavenging Aptitude.
- "Another Man's Treasure" now gets the "ships are almost always recoverable" effect.
- Slightly nerfed the chance for blueprints from the re-evaluate skill.
Second-in-Command 1.8.1
Save Compatible
- The Detector Relay can no longer be activated in RAT's abyssal depths.
- Fixed dropped cargo pods being able to give scrap in some circumstances.
Second-in-Command 1.8.0
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Added the "Scavenging" Logistical Aptitude
--> A new aptitude focused on resource management with a scrappy theme. -
Respeccing Executive Officers now costs 2 storypoints instead of 4.
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Added the "Experimental" settings section to the Second-in-Command LunaSettings
--> Replaced "Enable 4th slot" with a slider that goes between 3 to 10.
--> Split-off the 4th NPC fleet officer in to a seperate config
--> Added "Compact Mode", making the XO screen more compact if 4 or more XO slots are active.
--> Moved the additional skillpoint config to this section.
--> Added a config to disable category restrictions (for the player only).
Second-in-Command 1.8.0 Pre-Release-5
- Added the "Hyperspatial Drifter" skill.
- Scrap is now stored per officer, rather than shared between them.
- Fixed "Immediate Action"'s CR boost being stackable.
Second-in-Command 1.8.0 Pre-Release-4
- Slightly nerfed Another Man's Treasures salvage boost from 50% to 40%
- Fixed an UI-Overlap with the "Logistic Notifications" mod.
Second-in-Command 1.8.0 Pre-Release-3
- Slightly nerfed "Re-evaluate"'s drop rates a bit.
- Fixed an issue that made cargo drops count for scrap.
- Fixed a grammatical issue in Makeshift Measures description.
Second-in-Command 1.8.0 Pre-Release-2
+ Save Compatible
- If you already accquired the "Field Recycling" skill,
- you should respecc before this update so that your skillpoint is not lost.Version 1.8.0 Pre-Release-2
- Replaced "Field Recycling" with the "Re-Evaluate" Skill.
- For the playtest, you now automaticly gain a Scavenging XO when loading a save.
- Buffed the scrap gain from small fleet fights to an average of 20%.
- Buffed "Another Man's Treasure" station/wreck salvage from 30% to 50%
- Buffed "Another Man's Treasure" post-battle salvage from 20% to 30%
- Fixed a crash after combat.
Second-in-Command 1.8.0 Pre-Release-1
Version 1.8.0 Pre-Release-1
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Added the "Scavenging" Logistical Aptitude
--> A new aptitude focused on resource management with a scrappy theme. -
Respeccing Executive Officers now costs 2 storypoints instead of 4.
-
Added the "Experimental" settings section to the Second-in-Command LunaSettings
--> Replaced "Enable 4th slot" with a slider that goes between 3 to 10.
--> Split-off the 4th NPC fleet officer in to a seperate config
--> Added "Compact Mode", making the XO screen more compact if 4 or more XO slots are active.
--> Moved the additional skillpoint config to this section.
--> Added a config to disable category restrictions (for the player only).
Second-in-Command 1.7.0
Save Compatible
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Added Support for displaying modded skills that make use of the vanilla skill screen.
--> Tab button for it appears only if some mod has an aptitude to display.
--> Can not be used to acquire skills, just display them and track if an external event activated them.
--> Main purpose is to fully support the "Quality Perks" mod now, but should work with anything similar. -
"Makeshift Drones" now provides 90 autopoints instead of 60.
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"Tenacity" now only provides 75 effective armor for all hull sizes, intead of 75/100/125/150.
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"Flux Regulation" now provides 10/1 capacity/dissipation per capacitor/vent instead of 20/2
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"Defensive Protocols" now increases normal armor instead of effective armor and provides 10% more hitpoints.
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"Optimised Shields" now reduces active shield flux generation by 25% instead of 50%.
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"Compact Storage" now increases cargo capacity by 30% instead of 20%.
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"Overclock" now also works for ballistic weapons, but has been reduced to a 10% damage increase.
--> Overclock will likely be changed more in a future update.