SWI 0.91 Patch Notes:Requires X4 8.0
Requires Protected UI Mode disabled
Only compatible with saves from SWI 0.90
Requires Split Vendetta Cradle of Humanity Tides of Avarice Kingdom End and Timelines.
Does not require Hyperion Pack or Envoy Pack.
Download Links:Please delete any previous versions before installing.
Nexus:
https://www.nexusmods.com/x4foundations/mods/349Google Drive:
https://drive.google.com/file/d/1-03nVg5OFo1hHuxLfWBWSpwxhqhJNA_D/viewLocalization Updates:Updated Chinese translation by AlicationA.
Updated French translation by Ludiks.
Updated German translation by Gur Atol.
Updated Russian translation by Wersal.
Sith Changes:Added Sith S M and L habitation modules.
Added Sith build method to Casino Gambling Den Scrap Processor CEC Ter30 Ion Turbine Engine and Scrap Tractor weapon.
Added Scrap related blueprints to Sith.
Added Sith Scrap Recycler station module which produces Obsidian Composite and Darkfusion Cells from Scrap Metal.
Developer Note: Sith do not participate in the Scrap mechanic on their own but this allows for the player to interact with Scrap properly if they chose to.
Added Police and Trade Subscription licenses to Sith.
Changed Sith gamestart so that the player is no longer friendly with the civilian trading corporations as this was leading to them and the Sith fighting when they'd trade with player stations.
Changed Sith being only Enemy with CSA (-18) rather than Hostile (-20).
Changed Sith gamestart to begin with Sith build method preferred by default. (new game only)
Changed Sith to use Segaris Pioneers based character models (dark colored jumpsuits).
Added additional L\XL dock spaces to the Sith Foundry (4) Manufactorum (10) and Outpost (4) stations to relieve congestion.
They will queue a build task to update the station in existing saves.
Increased maximum early game builders for Sith from 5 to 7.
Added sector police and reconnaissance fleets to Sith.
Increased maximum mining and trade fleets for Sith to support expansion.
Moderate increase to Sith's Energy Cell production modules count in their starting two sectors.
Balance Changes:Changed Rebel MC80A Home One and MC75 Raddus fleets to no longer be eligible for the Surgical Strikes mechanic where they aggressively pursue economic stations behind enemy lines. These fleets will still strike against military targets.
Added additional mining fleets to MDW to support expansion.
Added additional trade fleets to PIR focusing on workforce supplies.
Small increase in maximum economic station counts for ANO IMP and ICG.
Mission Changes:Guild missions from Reputations and Professions mod officially supported some have already been active.
They will offer missions as they do in vanilla but will not have a room on stations.
Optimized Station Rescue mission for better identification of stations under attack.
Tweaked Station Rescue mission to not offer missions on indestructible stations.
Tweaked Station Rescue mission to limit the possible number of rescues to the station's workforce.
General Changes:Overhauled all Imperial station module texts to ensure they follow the same standardized naming scheme.
Replaced references to 'cash' or 'cr' with Republic Credits symbol. Shoutout to Forleyor for showing us how to!
Citizenship system will now ignore player defense stations when calculating the frontier status. It was possible for players to create a frontier against themselves anywhere.
Rebels will now be enemies (-15) with Anoat and vice verse if the NRL declares war on Anoat during the Bespin Treaty event.
Applies retroactively in existing saves if applicable.
Reduced credit value of Advanced Satellites by 10% so that they no longer contribute 52K to CFB asset ranking.
Added Terran 6-dock harbor to Imperial factions and Sith.
Refreshed SW Interworlds II start menu scene with more complex background.
Changed Kamino to now offer station module licences like Kuat does.
Added images for all station modules lacking one (9).
Adjusted Criminal masstraffic per sector for Imperial Sith and Generic station designs from 1 to 2; to match the other factions and vanilla X4.
Added green medium turret option compatible with Hammerhead Cruiser to Imperial factions.
It can now have a fully green loadout as it was in KotOR if brought to an Imperial faction for refit.
Allowed shipyards at Imperial factions to refit Venators with green DBY-44 Dual Turbolasers. (IMP ASC KDY)
Changed Genosian Cruiser and Vigil Corvette from Carrier to Expeditionary.
Changed Valor Cruiser from Destroyer to Carrier.
Increased Vigil Corvette's radar range by 15km.
Added HS-10 Heavy Laser Cannon to TGM and TB KX20-B Heavy Laser Cannon to INC and RDY.
Changed Storm Commando to be compatible with D10 Long-range Turbolaser.
Expanded descriptions of custom defence modules to include their turret count.
Added encyclopedia description for Illegal Module Licence.
Expanded encyclopedia texts of the custom dock and build modules to list how many ships each can dock or build at the same time.
Expanded gamestart texts to include if they contain additional player ships.
Updated name of 'Imperial Equipment Facility' to 'Imperial S/M Maintenance Facility' to follow convention.
Changed Free Port Storage and Imperial Station Storage to XL category rather than L in the station designer menu.
Disabled legacy KDY Goliath and CEC IGT-10 engine blueprints.
Disabled numerous vanilla blueprints available for selection in custom starts.
Adjusted Boarding menu: Ensure that subordinates of selected ships acquire their immediate commander's boarding behavior.
In the base-game when selecting ships e.g. SHIP A with subordinates AND those ships' fleet commander e.g. THE COMMANDER of SHIP A the subordinates of SHIP A sometimes acquired THE COMMANDER's behavior (e.g. Maintain Distance) instead of SHIP A's behavior (e.g. Target Turrets).
This tweak allows the player to select wings of a fleet for separate boarding behavior assignments without needing each wing to be in separate fleets.
Mission Fixes:Fixed Criminal masstraffic missions spawning too few targets to destroy causing the mission to take upwards of 30 minutes rather than 5.
Fixed Guilds offering laser tower deployment missions.
For Station Rescue mission:
Fixed mission not being abortable.
Teleport civilians to their destinations after 30 s in case they get stuck.
Fixed NPC rescuer getting stuck after the first drop-off.
Progress mission forward on destruction of attackers and on NPC rescuer finishing a rescue run.
Fixed Ship Information menu displaying only the pilot's name rather than each passenger when over max crew capacity for this mission.
3D Model Fixes:Fixed TIE Defender IDcode.
Fixed Supremacy Mark IV having a hole in the floor.
Fixed many Free Port dock module bugs; floating terminals floating NPCs vacuum effect pulling back to ship broken transporter terminals and transporter misalignment.
Fixed CSS-1 having the navigation chair in the floor some floating objects in cockpit the cockpit being abnormally dark and some terminal displays not working.
Fixed MC85 Star Cruiser shipwreck texture.
Fixed TIE Scimitar engines being slightly off center.
Adjusted TIE Fury pilot camera for more visibility.
Fixed Lucrehulk claim leak being difficult to reach though not impossible. (All 3 variants)
Fixed Improvised Wharf having a trader shop in the middle of the M dock.
Fixed Imperial 546 and Light Cruiser's Brig and Crew Quarters clipping into the hull.
Fixed Imperial lightcruiser-style L ship bridge having two crew assignments under the floor.
General Fixes:Fixed Advanced Composites not being recognized as present in build storage when in the Plan Build menu.
Fixed AI dynamic economic stations sometimes building far far outside the normal sector core. (Hopefully)
Fixed Agents sometimes stealing the wrong type of blueprint.
Fixed Rebel and Naboo Diplomats never transiting to Embassy after being hired.
Only applies in saves where hiring has not been attempted.
If Diplomat is hired and stuck in limbo it requires a new save.
Fixed Sith habs owned by the player creating random vanilla races for crew when building ships.
Takes effect on crew recruited after this update on existing saves.
Fixed crew slider not working on ships present at the beginning of the save.
Fixed Bounty Hunter ships killing stations without being fired upon when not near the player.
Fixed duplicate SETA items. The extra will be automatically removed if present.
Fixed R2 and GNK droid audio looping under certain circumstances. Ambient audio track should last around a minute and then pause for around 15 mins before playing again there is some variance.
Fixed Bounty Hunter Guild's turret blueprint menu freezing the UI.
Fixed no factions selling or buying Aquaponic Vegetables due to a vanilla bug.
Fixed ANO being unable to sell Brewery module blueprint due missing 'nil' license.
Fixed CR90AS having abnormally high prestige.
Fixed Sith gamestart's player station sometimes spawning at a 45 degree angle. (New game only)
Fixed ICG Wharf having a backwards triple pier and upside-down wharf module.
They will queue a build task to update the station in existing saves.
Fixed Red DBY-44 Dual Turbolaser shooting orange lasers.
Fixed Sith and Imperial XL hab modules being labeled as small in the station builder.
Fixed Imperial Control Center module image background not being transparent.
Fixed MDW's XI5 Dual Turbolaser's blueprint using the OPD-LB name; had the correct name in the shipyard menu.
Fixed PIR advanced licenses using vanilla texts and costing too little.
Fixed missing zero in Capital Equipment Access license cost for Mon Calamari Shipyards.
Fixed several references to the vanilla game in Diplomacy texts and in Scrap modules.
Fixed several missing character symbols where quotation marks should be in English and German texts.
Fixed Imperial Advanced Electronics Factory not including 'Imperial' in its name.
Fixed Sith XL Habitat having more workforce than intended; reduced from 4500 to 3500.
Fixed ego_dlc_mini_02 and other miscellaneous DLC related log error messages.
Fixed readtext error on Imperial Base Struct 01.
Fixed miscellaneous typos.