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This page was last updated on 16 April 2025, 6:56AM
- Changelogs
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Version 7.5.10
- Tweak: Stop logging null var even when Debug Log is disabled.
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Version 7.5.09
- Bug-fix: Activities weren't getting tracked since before the v7.5.07, 29 Mar 2025.
- Bug-fix: Cleaned-up the management of licences for better compatibility with the Social Standings and Citizenships mod. E.g. previously, when starting a custom game with a high relationship with a faction (e.g. PIO) will reset that relationship with that faction.
- Bug-fix: Reward bonus calculation was showing the incorrect values even if the amount of the bonus shown in the Transaction Log is correct. e.g. negative rewards in the notification.
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Version 7.5.07
- Bug-fix: Targets of sanctioned attacks are now removed from their fleet preventing that fleet from retaliating against your attacks.
- Tweak: Refine the order of initialisation for mod compatibility with my other mods.
- Bug-fix: The mod-specific debug logging was likely left on after the last update. This will disable it, if it wasn't already disabled manually in the mod's Extension Options.
- Bug-fix: Bounty hunters guild - Sanction attacks: The list of available targets in the Conversation menu was broken.
- Bug-fix: Bounty hunters guild - Sanction attacks: Sanctions are only available from the Bounty Hunters guild representative. Previously they were available from any guild representative.
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Version 7.5.05
- Tweak: Fleet members of your sanctioned targets won't retaliate against your attacks against your sanctioned targets.
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Version 7.5.01
- Bug-fixes: 7.5 compatibility updates.
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Version 7.1.17
- New: French language file. Thanks, Calvitix!
- Bug-fix: Bonus reward multipliers were applied incorrectly for Shipwright and Builder guild missions.
- Tweak: Guild bonus reward for Shipwright and Builder guild missions are decreased from x 3 to x 1.5 for missions completed within half-an-hour and from x 2 to x 1.25 for missions completed within the hour.
- Bug-fix: Builders guild missions weren't getting generated.
- Tweak: Builders guilds are now always found at headquarters and randomly at other stations. Previously, they were only found at random stations.
- Tweak: Mining guilds are now always found at refineries and randomly at other stations. Previously, they were only found at random stations.
- Tweak: Shipwright guilds are now always found at shipyards, wharves and pirate bases and randomly at other stations. Previously, they were only found at random stations.
- Tweak: The list of guilds at the "Connect to/You are connected to" buttons in the Mission Offers menu is now on the next line after the button.
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Version 7.1.16
- Tweak: The "Connect to the Guild Network." button now lists which guild networks are available. E.g. "Connect to the Guild Network: Bounty Hunter's Guild, Engineer Federation.".
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Version 7.1.13
- Bug-fix: Promotion bugs with my other mod, Social Standings and Citizenships.
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Version 7.1.10
- Bug-fix: For some players, the game starts with Spy Profession scores maxed out.
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Version 7.1.09
- Tweak: Optimised mission target query from mission data.
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Version 7.1.07
- Bug-fix: Updated the calculation method for licence qualifications.
- New feature: Players that start the game with the Dedicated Warrior gamestart, the Spear of the Patriarch gamestart, or the Terran Cadet gamestart will start with the Defender Reputation with the relevant faction. Note that the Dedicated Warrior will start as Defender/Cynical Reputation because he starts with only 5 Relationship Points with the PAR faction.
- Tweak: Players with the Defender reputation will gain Defender Reputation points instead of Mercenary Reputation points when destroying enemies that are not targets of a mission. Previously, the player needed the police licence so that unsanctioned destructions are counted as Defender actions.
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Version 7.1.05
- Bug-fix: Social Standings and Citizenships (SSAC) compatibility: Military Ship and Capital Ship licences weren't getting updated when SSAC data was updated. It previously required a RAP data update, which in general cases was updated when SSAC data was updated - but not always.
- Bug-fix: The Player Information menu's responsiveness was throttled due to constant update triggers.
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Version 7.1.02
- Tweak: 7.1 beta 2 compatibility
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Version 7.1.01
- Tweak: Suppress "null" var errors while playing Timelines scenarios.
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Version 7.0.02
- Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
- Bug-fix: sometimes the Kill Counts and Missions menu was disabled
- Bug-fx: Alternatives to Death mod compatibility: after death, missions weren't getting reset allowing the "new" player to have access to Guild Missions they are not qualified for.
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Version 6.2.013
- Localisation: Russian translation by Leonkillerua.
- Compatibility: With Mycu's Verbose Transaction Log mod, money transfers from this mod will be labeled: Guild Network security key: Ganatos Security Layer 4, Guild Network security key: Pathed-Otmanckuttall 1.3 Key, Immunity for attacks, Immunity for attacks and intact relationships in the Transaction Log menu.
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Version 6.2.011
- Bug-fix: Map menu breaks when the mod tries to refresh it after generating new mission even if the map isn't open.
- Bug-fix: Sometimes, licences were getting awarded incorrectly.
- Tweak: Defender points awarded to both policing faction and sector owner instead of just to policing faction.
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Version 6.2.007
- Bug-fix/tweak: After losing the military ship and capital ship licences, they were not getting added immediately after re-passing their requirements.
- Bug-fix: Guild mission generation and mission description bug-fixes - especially for scanning missions.
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Version 6.2.004
- Bug-fix: ui bug that prevents the menu from showing.
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Version 6.2.002
- Tweak: Large supply mission description changed to: "Production wares" from "Construction wares".
- Tweak: Large supply mission to delivery foodstuffs removed because wares requests were sometimes not for foodstuffs.
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Version 6.2.001
- Bug-fix: Trader Profession wasn't getting the Trader Discount and Commission bonuses.
- Bug-fix: Scan ship guild mission: invalid ship target.
- Bug-fix: Scan station guild mission: invalid station target.
- Bug-fix: Scan module guild mission: invalid module target.
- Bug-fix: Transport passenger guild mission: The manager of the station was being used as the passenger.
- Bug-fix: Destroy ship guild mission: invalid ship target.
- Bug-fix: Find resources guild mission: invalid sector target.
- Bug-fix: Large supply wares guild mission: invalid sector target.
- Bug-fix: Deploy guild mission: inaccurate sector target.
- Tweak: 6.2 compatibility.
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Version 6.1.004
- Bug-fix: Scan station missions were not completing.
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Version 6.1.003
- Tweak: The duplication of supply factory and find resources missions are minimised/removed - making buying the extra mission offers from the mod's guild useful.
- Tweak: When a miner, points from buying and selling mined resources are added to both your Miner and Trader points. Previously, they were only added to your Trader points.
- Bug-fix: Some factions were still not getting listed until you acquire the Migrant or greater citizenship status.
- Bug-fix: The find resources and large supply missions were setting the incorrect sector targets.
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Version 6.1.002
- Bug-fix: The UI still wasn't displaying factions that you have the Visitor Social Standing with.
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Version 6.1.001
- Bug-fix: The guild offices were not getting created in Boron stations.
- Bug-fix: Spy guild scan missions were failing.
- Bug-fix: Courier guild transport passenger missions were failing.
- Tweak: When my other mod, Social Standings and Citizenships, is installed, factions that the player doesn't have Migrant immigration status (or greater) with were not getting listed. In this version, factions that you have at least a Visitor Social Standing with will be listed.
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Version 6.0.0021
- Bug-fix: Trade events that count towards Trader Profession is active when the player is standing on a player-owned ship or on a player-owned station station during the transaction.
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Version 6.0.002
- Tweak: Trade events for the calculation of Trade Profession points now include when the player is on his ship or station while a trade is conducted. Previously, the player needed to be in control of the ship, and no station trading were counted.
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Version 6.0.0007
- Bug-fix: Bonuses for Shipwright and Builder professions were STILL going over 25%.
- New feature: When you achieve Experienced proficiency, guilds may offer you missions from your enemy factions. This offers another way to increase your base-game Relationship points with that faction. Note that the faction will still act towards you based on your base-game Relationship points - e.g. aggressively.
- Bug-fix: The Bounty Hunter's Guild was missing in defence stations when no other guilds were present. BH Guilds should always be present in defence stations.
- Bug-fix: Map bugs when logging on to the the Guild Network button (in the Mission Offers menu).
- Note: This version should work with 6.x and 5.x of the base game. Note that with 5.x, only guild missions to deliver pilots, engineers, marines, etc. will not work due to a change in 6.0. Just do not accept these missions.
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Version 6.0.0004
- Bug-fix: The long-standing bug of the Extension Options getting reset is fixed! :D ... hopefully. :)
- Bug-fix: The rendering of the Guild Network button states (e.g. unavailable, available, connect, etc.) was interfering with the Map.
- Bug-fix: Bonuses for Shipwright and Builder professions were going over 25%.
- Tweaks: Better guild mission parameters generation.
- Note: This version should work with 6.x and 5.x of the base game. Note that with 5.x, only guild missions to deliver pilots, engineers, marines, etc. will not work. Just do not accept these missions.
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Version 5.1.0314
- Bug-fix: Settings in the Extensions Options may not be sticking.
- Tweaks: Mod-specific menu tweaks for readability. E.g. new lines, etc.
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Version 5.1.0313
- Tweak: Reformatted the Tour of Duties list to follow the Completed:Failed missions list.
- Tweak: Sector Raid missions that are attached to War Subscription missions from the Emergent Missions mod are now Tour of Duties.
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Version 5.1.0303
- Bug-fix: Player Information menu error that would prevent its use.
- Bug-fix: German localisations for the Bounty Hunter and Bounty Hunter Guild names were missing.
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Version 5.1.0301
- Bug-fix: The Defender requirement options in the Extension Options wasn't sticking across saved games.
- Bug-fix: The Guild Offices weren't available in the last couple of versions.
- New feature: The conversation with the Guild Officer now supports the Extended Covnersation Mod.
- Bug-fix: Some UI output and mouseovers were fixed.
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Version 5.1.00093
- Bug-fix: The Guild Network button in the Mission Offers menu wasn't displaying.
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Version 5.1.00092
- Bug-fix: Changes to Extension Options were still not sticking.
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Version 5.1.00091
- Bug-fix: Changes to some of the Extension Options were not sticking.
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Version 5.1.0009
- New feature: Guild network texts in ui. E.g.: The Guild Network is unavailable at this station., etc.
- New feature: Full sanctions on attacks on Search And Destroy targets, preventing relationship penalties with their factions.
- Tweak: Better sorting in the Reputations menu.
- Bug-fix: Calculation to get best and next best scores.
- Bug-fix: Shipwright mission descriptions differentiates between attack and commercial ship orders.
- Bug-fix: For immunity convo, do not check active Search And Destroy missions if none active.
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Version 5.1.0001
- Compatibility: 5.1 compatibility for sanctioned attacks.
- Bug-fix: The Torus nor the Paranid Temple will never be a mission target/destination. (I hope my fix works. Let me know when you see either stations as mission targets/destinations.)
- New feature: Chinese localisation file. Thanks, Tiomer!
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Version 5.0.0015
- Bug-fix: UI: The values shown, including those on mouse-overs, were still incorrect - fixed now, properly, I hope.
- Bug-fix: The percentages of the professions and reputations were getting rounded down to the whole number incorrectly.
- Bug-fix: Search And Destroy (SAD) missions (from my other mod, Emergent Missions) were getting listed as trade professional/entreprenuerial missions as well as Defender/Ranger missions. This version lists them only as Defender/Ranger missions.
- Bug-fix: SAD missions: only one immunity from retaliation can be purchased from the Bounty Hunters Guild even if you have several active.
- Bug-fix: Bounty Hunter guilds were STILL not getting added to SOME defense stations.
- Bug-fix: Spy guilds were STILL not getting added to SOME pirate bases.
- Tweak: Better sorting of Reputations: by Disposition (e.g. Trusting is best, Hateful is worst) first, then by Immigration Status (Militia is best, Undocumented is worst), then by Reputation (Defender is best, Pirate is worst), then by Social Standing (Ranger is best, Traitor is worst), then by faction name.
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Version 5.0.0014
- Bug-fix: Bounty Hunter Guild offices were getting added only to faction headquarters. They are added to defense stations in this version - as they should be.
- Bug-fix: Bounty Hunter Guild service: sanction attacks on Search And Destroy targets: Xenon and Khaaks will never sanction your attacks.
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Version 5.0.0013
- New feature: Bounty Hunter Profession and Guild: finding and destroying your targets increase your Bounty Hunters proficiency, guilds offer immunity from retaliation of the faction of your Search And Destroy (from the Emergent Missions mod) targets. Read both the Bounty Hunters Profession and the Bounty Hunters Guild sections below.
- Bug-fix: The points in the Professions UI and Reputations UI were actually wrong. They were showing their raw number as percentages rather than actual percentages. But the ranking of professions and reputations were always correct. It was just the number shown was incorrect.
- Tweak: Bounty Hunters Guilds are found in all defense stations. (Note that shipyards and wharves are defense stations.) They are scattered randomly in other stations like other guilds.
- Tweak: Spy Guilds are found in all pirate bases. They are also scattered randomly in other stations like other guilds.
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Version 5.0.001
- Bug-fix: Alternatives to death (ATD) support: Show factions that you have a Citizenship in the UI EVEN if you don't have a Social Standing (SS). Previous versions didn't list the faction unless you had an SS. But with ATD, player's descendants will have no SS but may have a Citizenship if their inherited properties meet the Citizenship criteria. Remember that only a poor SS prevents the player from getting Citizenship. A neutral SS allows Citizenships.
- Tweak: Alternatives to death support: new ATDs require the separate resetting of Professions and Reputations. E.g. clones do not reset their Professions, but descendants do.
- Bug-fix: Mining missions will not be offered in sectors that have sufficiently discovered mining locations.
- Tweak: Added these resources to the mining missions: ice, nividium, helium and methane. Previous versions only had the ore, silicon and hydrogen because they were copied from the base-game missions.
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Version 4.2.0804
- Tweak: The label for Bounty Hunter for the Social Standing and Citizenship (SSaC) is now relabeled as "Ranger" to follow SSaC's newer version. (Planning on building a Bounty Hunter profession in a future version of Reputations and Professions.)
- Bug-fix: The nofication and log for the multiplier for the bonus reward for missions was sometimes the wrong multiplier (even if the correct multiplier was applied to the reward).
- Tweak: Attacks on Khaak and Xenon are now Defender actions instead of Vigilante actions BUT ONLY IF the sector's faction owner DOESN'T HAVE war missions (i.e. war subscriptions) against them.
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Version 4.2.08
- New feature: The Builder and Shipwright professions are now enabled along with their guild membership. These professions don't have "hands-on" activities and so don't have Proficiency Levels. Points accumulated in these two professions don't affect any other professions nor each other. Their points are simply a percentage score to 100%, with one activity at 5%. Guild Membership becomes available at 100%.
- Bug-fix: Mission reward texts from station and ship builds now follow the base game's reward text for this mission. E.g. value + 50% upto. With the added bonus of accepting a mission from this mod's guilds and not counting their bonuses, of course. I.e. it's likely that you'll always get the maximum reward + mission completion bonus.
- Bug-fix: When you have a police licence with a faction, Vigilante actions for the faction are now Defender actions, as it should have been.
- Tweaks: Profession points shown on the menu could be confusing. E.g.: fractional points were getting converted to percentage incorrectly. E.g.: the Profession points are now shown along with your Specialist points (if that profession has achieved the Specialist lvel).
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Version 4.2.073
- Bug-fix: mod data on saved games were getting reinitalised. Bug introduced in the previous version, 4.2.072. This version is safe for use in both new games and old saved games. (Sorry for the poor QA. I was trying to get all the updates out before the NY, but introduced new bugs in the process. This should be it.)
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Version 4.2.072
- Bug-fix: New game bug: game breaking, variables not initialised. You don't need to start a new game. You can continue playing with your current game. The bug from the previous version only prevented the mod from starting new games.
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Version 4.2.071
- Bug-fix: The mod was creating its rooms and npcs when you arrive at the station instead of when you actually dock or teleport to it.
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Version 4.2.07
- Bug-fix: Teleporting in and out of stations wasn't detected, so the mod's custom rooms and NPCs were not created when teleporting into a station.
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Version 4.2.06
- Tweak: UI tweaks: Reputation and Professions tabs that separate the two when the UI is scaled higher than 1; licence icons: ceremony friend, ceremony ally, military ship, capital ship; minimal info: indifferent factions are hidden, only the established Reputation is shown until expanded, etc.; Reputation missions are separated from Professional missions in the Reputation menu; etc.
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Version 4.2.05
- Tweak: Your relationship points with the faction are listed in the Reputations menu.
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Version 4.2.04
- Tweak: The mission counters, when the player's faction is selected, now consolidate the counters with the same mission title but for the different factions into one counter.
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Version 4.2.03
- Bug-fix: Made the menu not dependant on Social Standings and Citizenships.
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Version 4.2.02
- Bug-fix: Social Standings and Citizenships: Military and capital ship licences are awarded IF you achieve Defender Reputation before you achieve Citzen or Militia Immigration Status.
- Tweak: Menu fixes for those with scaled resolutions.
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Version 4.2.01
- Bug-fix: The mission list in the Reputations screen will be empty even if the counter shows the correct number. This bug was only present if you performed "Profession" missions (e.g. Courier, Engineer, Miner, etc) for the faction but have not yet gained any Defender points.
- Bug-fix: Because Saboteur activities are both Profession and Reputation activities, the mission list in the Reputations screen showed them missions twice.
- Bug-fix: Standardised the event listeners for: arrive at station, dock, undock, leave station in my mods that need them with these events: attention change, dock, undock, teleport. In previous versions, these events were handled inconsistently that resulted in intermittent bugs like: (in Reputations and Professions) the Guild Network button become disabled after docking even if it was available before docking, (in High-security Rooms Are Locked) the mission NPC not getting moved to an unlocked room, (in several mods) mod NPCs, like the Mod-Parts Trader not getting spawned in their rooms, etc.
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Version 4.2.0
- New feature: Profession mission completions and failures are now counted against the faction and are listed in the Reputations screen. This is not retroactive. Only missions from this version and after are counted.
- Tweak: Support for Social Standings and Citizenships (SSaC) mod: Immigration status and social standings are listed in the Reputations screen.
- Tweak: Support for Social Standings and Citizenships (SSaC) mod: SSaC requirements checks for the ship licences.
- Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity. This also fixes the bug that sometimes allows access to the Guild Network even if you are not in the vicinity of the guild.
- Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).
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Version 4.1.01
- Bug-fix: Guilds your not a member were getting stuck as "nearby" even after you've left the vicinity of the station.
- -Bug-fix: the timer for the 3-mission offer limit was broken, limiting the offers to only 1.
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Version 4.1.0
- New feature: Missions from guilds are limited to 3 per hour. Previously, even if 3 were listed, a new one is immediately offered when you accept one. In this verion, no new mission is offered when you accept one. Only 3 are offered per hour; or after you complete a mission, if you enable this feature in the Extensions Options.
- Tweak: Wider UIs: The Profession and Reputation UIs use more of blank spaces of the screen.
- Bug-fixes: Better integration of several missions from the base game. I.e. added integration to new RMLs introduced in the base game's 4.1 update.
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Version 1.2.3
- New feature: The Guild Network missions are limited to 3 missions - regardless of whether you are a member of the guild or not.
- New feature: Purchase Guild Network security key codes for more missions: level 2 key for 6 missions, level 3 key for 10 missions.
- Tweak: colour-coded faction and disposition sentiments in the UI: green for trusting, yellow for cynical or suspicious, red for hateful.
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Version 1.2.2
- Bug-fix: Approaching and departing stations that controls the Guild Network's accesibility.
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Version 1.2.1
- Tweak: Mission rewards - particularly rescuing ships from mine fields. E.g. Rescue mission rewards are lessened in this feature.
- Bug-fix: Some missions were terminating (with no error or outcome) after you accept them.
- New festure: Added "bonusRewardMultiplier" to user-tweaked mission rewards. Read the "User tweaks to mission cash rewards" section below.
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Version 1.2.0
- Tweak: I left the combined Reputations and Professions menus active for everyone when it should only be active for those with their UI scaled.
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Version 1.1.9
- Tweak: Inspirations were causing secondary professions to overtake your primary professions too quickly. In this version, inpsiration points are halved once a primary profession is established.
- New feature: User tweaks to mission cash rewards. This is a manual tweak that requires editing the file "md\kuertee_professions_guilds.xml". These tweaks are set at every new game or at every game-load. They are lost when the mod is updated. Make sure you save your changes so that you can re-apply them when the mod is updated. Instructions are at the top of the file, or in the "User tweaks to mission cash rewards" section below.
- Bug-fix: The kill counter scrolling was bugged for those with a scaled UI.
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Version 1.1.8
- Bug-fix: The kill and mission counter UI was disabled when the UI is scaled. Fixed in this version.
- Tweak: The mission counter UI is enabled for Professions. Previously, it was only enabled for Reputations.
- Bug-fix: Trader's discounts and commissions weren't getting applied when trading with an L or XL ship.
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Version 1.1.7
- Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.
- Note: This update requires either v2.2.1 or v2.2.0 of UI Extensions (UIX) - depending on which version of the game you need. For v4.0 of the game, use UIX v2.2.1. For v4.1beta1, use UIX v2.2.0.
- New feature: Added a reset data option to the save and restore options in the Extensions Options.
- Bug-fix: Tours of Duties weren't getting rendered.
- Bug-fix: The Player Info menu was breaking when clicking on Reputations or Professions rows that are not their faction headings or Profession name headings.
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Version 1.1.6
- Compatibility 4.1beta1: Station seed property used in creating rooms.
- New feature: Kill counter by reputation (e.g. Defender, Vigilante, etc.) and by faction.
- New feature: Mission counters: completed / failed. Tours of duties counter: completed / failed.
- New feautre: Tour of duties are story missions and war subscription missions.
- New feautre: New Reputation menu to show the counters above.
- New feature: Builder and Shipwright guilds missions are limited to 1. Disable this in the Extensions Options.
- Tweak: Better detection of mission targets. Previously, some mission targets were not getting attributed to the mission - resulting in Vigilante poiints.
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Version 1.1.5
- Bug-fix: Piracy points accumulation was broken in some cases.
- Bug-fix: Crafting activities were broken.
- Tweak: Builders guild mission reward level lowered (again) to 3. Previously it was at level 5.
- Tweak: Guild missions: expand search for neutral mission ships/stations (used in mission creation) to 3, 4 then 5 gates away if none found. Previously, this stopped at 2 gates away.
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Version 1.1.4
- Tweak: Profession inspirations stacking limited to 2 x time set in Activity Points Limiter (by default 5min, so 10min). This would prevent inspirations stacking after you stopped focusing on your profession griding. E.g. You're griding your Spy profession. Then decide to do combat missions for the Argon in Xenon space, which takes you away from your profession for hours. In the previous version, the inspiration for Spy activities persist for that long - even if you decided to ignore it while in a tour of duty. In this version, inspiration points are reset after 10min. You'll need to re-focus your efforts on your profession.
- Tweak: Builders guild missions: factory specs limited to faction modules. Previously, their requests were totally random from the available production modules available in your game.
- Tweak: Builders guild missions: factory locations limited to 2 gates away from client station. Previuosly they can be located up to 5 gates away.
- Tweak: Builders guild missions: defense station locations limited to 3 gates away from client station.
- Tweak: Builders guild missions: rewards are minimised to mission level 5. The rewards for all missions are set by Egosoft's algorithm. The mod then modifies this with a mission level between 1 and 10. 10 doubles the mission reward. In previous versions, the mission level was set between 5 + the number of modules you need to build - resulting in too high a reward. In this version, the mission level is set to a non-changing 5. Note that the mission level modifies the reward exponentially and not linearly. Therefore, a mission level 5 will not be 1.5 x the normal mission. It will be a little under that, I think.
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Version 1.1.3
- Tweak: Better implementatino of "Extended conversation menu". Some conversation options are based on conditions. In the previous version, all conversations are sent to ECM (if it is installed). The problem is when no conversation options are based on those conditions, which sometimes leaves the conversation empty, requiring the player to Escape out of it.
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Version 1.1.2
- New feature: Support for iforgotmysocks' "Extended conversation menu" - if installed.
- Bug-fix: Reward bonuses bug-fix again. This time the reference to the mission was getting lost sometimes - preventing some reward bonuses to not get awarded.
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Version 1.1.1
- Bug-fix: Reward bonuses for Profession actions from the guilds were fixed. But I broke the reward bonuses for Reputation actions from the factions. :( Fixed in this version. (It was literally one variable name that I forgot to change over.)
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Version 1.1.0
- New feature: German localisation by Chapi22.
- Bug-fix: Reward bonuses now awared by all guilds. I had to re-code this system, causing internal records of targets of current missions to be invalid. I.e. You won't get Defender points for their destruction. Instead, they will be considered as either Vigilante actions or Mercenary actions - depending on their relationship with the sector's owner. New accepted missions will acquire my new system and their targets will be recorded and identified.
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Version 1.0.9
- Tweak: Specialist progression requires the Profession to be the Primary Profession.
- Bug-fix: Mission reward bonus were not getting added to Professions and Reputation actions that were not destructions.
- Bug-fix: Unsanctioned attacks of ships were getting reported as Mercenary actions instead of Pirate actions. Previously, only sanctioned attacks against a faction (e.g. during a mission) were getting reported as Pirate actions. In this version, any unsanctioned attacks of ships of the sector's owner/police authority will be reported as Pirate actions against the sector's owner/police authority. Unsanctioned attacks of others' ships will be Mercenary actions.
- Tweak: Rescue missions from Saboteurs Guild were cleaned-up/removed too quickly after the mission completes. In this version, they'll fly away then get cleaned-up/removed once out of player's sight.
- Tweak: Various UI roll-overs correct (e.g. required points) or refined.
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Version 1.0.8
- Bug-fix: When the UI scale is set to more than 1, the Reputations and Professions menus are combined into one left-hand side button. Otherwise, i.e. when there are a button for each, the left-hand side menu would be too high for the screen and will not display.
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Version 1.0.7
- Bug-fix: Reputations Points for mission objective completions (including full mission completions) were getting assigned to the last faction that points for mission objective completions was assigned. This bug essentially locked in to the first faction you received Reputations Points for. Fixed now in this version. Thanks to Fragball on Nexus for reporting this bug pretty much soon after the mod was released.
- Bugfix: After completing a mission, mission targets for other mission were de-registering, preventing actions against them to be counted as sanctioned actions.
- Bug-fix: The reward bonus logbook and notification text had incorrect data. The reward bonus was correct internally since the fix in v1.0.4. They messaging about them just had incorrect data.
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Version 1.0.6
- Bug-fix: Missions from the Shipwrights League were giving impossible to build ship specifications. Fixed now. (It was a bug in Egosoft's native command "find_object_component" that adds items of the previously generated object's components to the newly generated object's list regardless of the command's options of "append = false" being set.)
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Version 1.0.5
- Bug-fix: Changing the military ship requirement in the Extensions Options did not apply or remove this restriction, even with the previous update. REALLY fixed now in this version.
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Version 1.0.4
- Bug-fix: The bonus for mission completions wasn't getting rewarded to the player.
- Tweak: When you change the military ships requirement in the Extensions Panel will trigger the change immediately when returning to the game. Previously, your Relationship Score needed to change before this restriction was applied or reverted.
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Version 1.0.3
- The previous version wasn't counting the non-attack Reputation mission types: Defenses, Escorts, Patrols, Rescues for the UI. Note that this counter is only for the UI. Their relevant missions were getting correctly counted for your Reputation Scores as shown as mission titles in the list for completed missions. But along with those, the 4 types above were suppose to also be listed (not as extra points, but just to be listed). This version will start counting and showing them in the UI.
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Version 1.0.2
- Tweak: Military ship restriction applied on game load. In the previous version, when you start this mod mid-game, this restriction wasn't applied until AFTER your Relationship changes. E.g. When one of your NPC traders triger a Relationship change after a trade.
- Bug-fix: Mercenary and Pirate trade penalties were not getting applied when you take control of a ship that's already docked. In the previous version, you could command a ship to dock and teleport to it to avoid the penalties.
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Version 1.0.1
- Back-up and restore data features available in the Extension Options menu. Use this to save Reputations data and Profession data in one game and restore them in another.
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Version 1.0.0
- Initial release.
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- Author's activity
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April 2025
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16 Apr 2025, 6:56AM | Action by: kuertee
Attribute change
'Description changed.'
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16 Apr 2025, 6:42AM | Action by: kuertee
File added
'kuertee_reputations_and_professions [version 7.5.10]'
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16 Apr 2025, 6:41AM | Action by: kuertee
Readme file added
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16 Apr 2025, 6:41AM | Action by: kuertee
Changelog added
'Change log added for version 7.5.10'
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16 Apr 2025, 6:40AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.10.'
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04 Apr 2025, 2:47AM | Action by: kuertee
File added
'kuertee_reputations_and_professions [version 7.5.09]'
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04 Apr 2025, 2:46AM | Action by: kuertee
Readme file added
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04 Apr 2025, 2:46AM | Action by: kuertee
Changelog added
'Change log added for version 7.5.09'
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04 Apr 2025, 2:45AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.09.'
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04 Apr 2025, 2:45AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.09.'
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02 Apr 2025, 7:41AM | Action by: kuertee
Attribute change
'Description changed.'
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02 Apr 2025, 6:36AM | Action by: kuertee
Attribute change
'File \'kuertee_reputations_and_professions\' category changed to Main Files.'
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02 Apr 2025, 6:36AM | Action by: kuertee
Attribute change
'File \'kuertee_reputations_and_professions\' description changed.
File \'kuertee_reputations_and_professions\' category changed to Old versions.'
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02 Apr 2025, 6:35AM | Action by: kuertee
Attribute change
'Description changed.'
March 2025
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30 Mar 2025, 2:38PM | Action by: kuertee
File added
'kuertee_reputations_and_professions [version 7.5.08]'
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30 Mar 2025, 2:36PM | Action by: kuertee
Readme file added
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30 Mar 2025, 2:36PM | Action by: kuertee
Changelog added
'Change log added for version 7.5.07'
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30 Mar 2025, 2:36PM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 7.5.08.'
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29 Mar 2025, 2:18PM | Action by: kuertee
File added
'kuertee_reputations_and_professions [version 7.5.07]'
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29 Mar 2025, 2:17PM | Action by: kuertee
Readme file added
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- Mod page activity
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May 2025
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03 May 2025, 6:05PM | Action by: RAZUMNO
Tracked
'Reputations and professions'
April 2025
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30 Apr 2025, 1:07PM | Action by: MrSickness
Untracked
'Reputations and professions'
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29 Apr 2025, 5:18PM | Action by: Knippi
Endorsed
'Reputations and professions'
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27 Apr 2025, 11:02PM | Action by: Azrael2023
Endorsed
'Reputations and professions'
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27 Apr 2025, 8:37PM | Action by: Sorgen89
Tracked
'Reputations and professions'
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25 Apr 2025, 5:25AM | Action by: MrSickness
Tracked
'Reputations and professions'
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23 Apr 2025, 11:42PM | Action by: RumBakats
Endorsed
'Reputations and professions'
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23 Apr 2025, 4:20AM | Action by: MrSickness
Untracked
'Reputations and professions'
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22 Apr 2025, 12:46PM | Action by: Predaxa
Tracked
'Reputations and professions'
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22 Apr 2025, 8:06AM | Action by: MrSickness
Tracked
'Reputations and professions'
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21 Apr 2025, 11:59PM | Action by: kkruegs101
Tracked
'Reputations and professions'
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17 Apr 2025, 10:07AM | Action by: Runcajsz
Tracked
Reputations and professions
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16 Apr 2025, 4:16AM | Action by: Mitrovisk
Tracked
'Reputations and professions'
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15 Apr 2025, 3:41PM | Action by: MrGoOdLiFe666
Endorsed
'Reputations and professions'
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15 Apr 2025, 3:41PM | Action by: MrGoOdLiFe666
Tracked
'Reputations and professions'
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15 Apr 2025, 10:41AM | Action by: Dregot
Tracked
Reputations and professions
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13 Apr 2025, 1:29PM | Action by: guy392
Tracked
'Reputations and professions'
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12 Apr 2025, 10:33PM | Action by: sterec
Tracked
'Reputations and professions'
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12 Apr 2025, 5:26AM | Action by: QuentinSuckling
Tracked
'Reputations and professions'
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10 Apr 2025, 11:26PM | Action by: thegamehunt3
Endorsed
'Reputations and professions'
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