Slight buffs to Xenon ships and weapons, earlier research tree Ship and Module line costs has been dramatically reduced, "Crisis" line starts with XEN shipyard, research tree converges at Shipyard research and costs of this line significantly increased. XEN Base Module construction time reduced
Version 2.4.0-SWI
The Xenon M0 Mothership is now researchable and pilotable by player. As a specialized anti-XXL "superweapon", its "turret" beams can simply one-shot an ISD2 and can severely cripple Lucrehulks/Home Ones. When those beams aren't enough, you get 26 XEN Seismic Charge turrets, the ones found on H and as it is tradition to add a central main weapon to M0 restoration mods, you get the XEN Tau Perdition Beam. A weapon so immense it will one shot smaller end of XXLs and bring biggest ones to critical health, of course the gun is on a massive cooldown. However due to lack of any sort of point defense, the M0 must be protected from bombers, corvettes and gunships. It is made to match Executors and Eclipses in combat. You can research the M0 after researching Xenon I. However once you do that, major factions (NRL, IMP, ASC, MDW, ICG, CSA) forms an alliance against you, with the Galactic Alliance Grand Navy as its tip of the spear. You'll definitely wish you had some Golan IIIs once the Grand Navy begins its offensive from Coruscant. XSR SWI no longer needs the XL Bridges submod, as it is integrated here. Xenon H has increased crew capacity to be used as Xenon equalivent of a troop transport/raider/scavenger
Version 2.3.0-SWI
Research Tree has been updated and truly seperated between ship and station modules production. Fighters to H tree does not incur penalties to your NRL reputation anymore, instead Imperials investigate and this lowers your relations with IMP. ICG supports use of "different breed of droids" as they perceive it, thus increasing your reputation with them to a degree. ICG's support lasts until they learn the true extent of this technology. (K and I research events) NRL however is far more concerned about implications of your tampering with unknown technologies, rather than ship production. Thus all the previous NRL relations reductions now happens with xenon modules part of the tree. K and I now requires both ship and station lines to be finished. Wharf and Shipyard research costs has been reduced to compensate for this extra requirement. XEN B Plasma Cutter Buffed Xen H Seismic Charge Buffed
Version 2.2.0-SWI
Research Tree Overhaul, H, K and I needs Rhydonium to make, experimental attempt on making Xenon S and M Assembly Matrixes work
Version 2.1.0-SWI
Added an Advanced Start, "Branch 36", where you start with a small Xenon+Imperial Fleet at The Maw. Added an easter egg.
Version 2.1
Russian Translation by bassted89
Version 2.0-SWI
Complete rebalance of Xenon ships. Xenon ships are intended to have a lot of straight line speed, while being sluggish to accelerate, turn or strafe. To compensate, they have an absurdly powerful but very brief Boost that allows them to reposition very quickly. Most of the Xenon ships also retains a lot more turn rate in boost and travel speeds.. The Xenon T differs in its "ultralight" archetype as a scout. Blazing speeds, almost no turn rate loss in boost, yet fragile. Even more fragile than Z-95 perhaps. K and I threatscores are increased further and M/L turrets unlock with defense platform unlocks.
Version 1.12.1-SWI
Further Defence Drone fixes
Version 1.12-SWI
Invasions changed
Version 1.11-SWI
Defence Drone fixed
Version 1.10-SWI
Research costs reduced. Earlier research has more of a reduction in costs while later stages have lesser of it
Version 1.09-SWI
Xenon I Bridge position fix, K and I straight line speeds buffed, K and I group shields HP and regen buffed, Attempted loadout screen fixes, Defense Drones are now researched alongside Xenon H, with a loadout of XEN Combat Engine Mk1 as well as single XEN Impulse Projector, once researched you should be able to put them on all of your drone compatible ships from your EQ Dock/Wharf/Shipyard
Version 1.08-SWI
Xenon Matrix Storage capacity is doubled Xenon Solar Matrix gains double the efficiency from sunlight bonuses and max workforce grants %90 efficiency bonus instead of default %43
Version 1.07
Added Xenon M, N, T Research
Version 1.06
Xenon I Research added to both base and SWI versions
Version 1.04
Removed S and M Assembly Matrix modules since Xenon also uses the Commonwealth S/M Fabrication Bay, added Xenon production method for Argon connection modules, docks and 1-dock pier. Xenon SE research now unlocks Argon Builder since player still needs a builder for their stations.
Version 1.03
Invasion spawn fixes and several minor fixes
Version 1.02
Terran Reputation thresholds fixed, Xenon K research added