This page was last updated on 11 April 2021, 11:21PM
Changelogs
Version 0.3.3
added a check that clears a very small number of xenon ships trying to patrol the venture sector, which fixes some unnecessary debug log spam
fixed the venture update information popping up twice under certain circumstances
corrected description texts in the configuration file
Version 0.3.2
moved map file content (data containing cluster/sector/zone information) to seperate files in order to avoid issues with mods messing up the standard files
added a new mission utilizing L sized Mining/Trading ships
slightly moved the venture sector to make it compatible with DeadAir Gate
added split ships to rewards (mod will reset automatically when vendetta is detected to add new rewards)
removed builder ships from rewards, cause who'd be stoked about getting one, honestly
Version 0.3.1
Added support for the Exteded Conversation Menu. No need to update if you don't want to use ECM.
Version 0.3
Added Experience gain for the crew of your venture ships (Depending on difficulty from about 1 star up to about 3 stars (half for secondary skills) per venture they survive)
The venture menu is now accessable via any station manager beloging to the player (Venture Dock or HQ no longer required)
Increased gain of mod components needed to build modifications (those were a bit rare before)
Adjusted the equipment of found ships to fit the reward level of the mission (previsouly almost every combat ship was maxed and filled up with torpedos)
Using ships beloging to a wrong ship class or type now reduces the success chance of the venture by 20%
Selling ships while they are on a venture now leads to the venture being canceled
Duplicate looted items appear orderly stacked now
The mission base difficulty can now be adjusted by the player in the ventureconfiguration.xml file in the md folder
Venture flagships are now being given the 'wait' command to avoid them trying to get back to their previous location... which they can't
Cleanup of debug code
Version 0.2.3
added support for adding a 0 for Ventures ranging from 1 to 9, so that wings are ordered correctly on the map. (Example: Venture 01)
fixed seta and some 1 credit items being a part of the loottables
fixed fleet slot number being reset upon an update
fixed fleet slots not becoming more expensive the more the player buys
fixed shipname detection bug when using more than 9 fleet slots
Version 0.2.2
Fixed reward ships from ventures sometimes not having a pilot
Put a few routines in place that should keep the venture sector free of randomly build vanilla pirate stations
Adjusted the current detection of named ships to avoid ships not being detected when mods impacting shipnames are used
Version 0.2.1
Fixed a small overseight that caused paintjobs to be given as rewards even if the venture failed completely
Version 0.2
Added the Player HQ's manager as a person that allows access to the venture menu