This page was last updated on 21 February 2025, 5:01AM
Changelogs
Version 7.5.01
Bug-fixes: 7.5 compatibility updates.
Tweak: NPCs won't complain about player's friendly fire that they ignore.
Bug-fix: NPCs were still not obeying rules for friendly fire from player-owned NPCs.
Tweak: Expanded rules to NPC-owned capital and medium-sized ships. Previously, these ships ignored the rules except when friendly fire was from the player, but not from player-owned NPC ships. In this version, L, XL, M ships now obey the rules on friendly fire from player-owned NPC ships.
Version 7.1.13
Bug-fix: Stations were not ignoring the player's friendly fire.
Version 7.1.10
Bug-fix: The previous version only worked on player attacks. All player-owned NPC ignored the rules selected in the Extension Options.
Tweak: Recoded all tests (for both player attack and played-owned NPC attacks) that is more-optimised. (I've learnt soo much more since the 6.2 version of the base game. :D)
Version 7.0.02
Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
Localisation: Russian localisation by Leonkillerua
Version 6.2.011
Tweak: When in a battle area, friendly NPCs skip the shield test (i.e. less than 25%) in determining on whether to respond to friendly fire from your NPCs. i.e. In battles, friendly NPCs will not respond to friendly fire unless they are actually targeted by your NPCs. Note that this doesn't apply to player's attacks on NPCs. Player's attacks are tested as normal.
Tweak: Prevented player-owned ships getting aggressive on friendly fire hits. From this version on, all NPCs ship do not react to friendly fire. Previously, only NPC-owned ships didn't aggro, while player-owned ships did - which can still lead to escalating aggro that is difficult to stop.
Version 6.2.007
Bug-fix: NPCs were still aggressively reacting to player-owned NPC friendly fire.
Version 6.0.002
Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
Version 5.1.0314
Bug-fix: Attacks on laser towers now follow the same rules as attacks on ships and stations.
Version 5.1.0303
Bug-fix: The friendly fire tweaks for stations added in the last update (v5.1.0009, 23 May 2022) broke the mod.
Version 5.1.0009
Bug-fix: Stations were not ignoring friendly fire. Bug introduced in 5.0.0013, 30 Mar 2022.
New feature: Friendly AIs will use "Victim is targeted" and the "Victim's shields are 25% or less" on player-owned NPC ships. I.e. Friendly AIs will only respond to your NPC's friendly fire against them if your NPCs have an attack order against them or if their shields are less than 25%. I discovered how this could be done on my work on my other mod, Attack AI Tweaks .
Tweak: The debugging tool will show its result in the chat window. There's no need to enable the game to export debug logs. Simply open the chat window to test player-friendly-fire results. Read more in the section Debugging below.
Version 5.0.0013
Potential bug-fix: Just in case the previous query on what you have targeted fails, I changed it to another method. But code-wise, they produce the same result.
New feature: A debugging tool to check if the mod works or not. Read the Debugging section below.
Version 1.0.3
Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.
Bug-fix: Targeting/attacking a surface element of an object wasn't triggering the friendly fire response.
Version 1.0.2
Bug-fix: The game has a bug that executes the change target event with a null target when the mission pings WITHOUT removing the actual lock on the target. This bug prevents this mod's targeted vicitim condition from working when your target is also the mission target. This update works around this quirk by ignoring the null target specified in the change target event and querying the game's internal code for the target.
Version 1.0.1
Bug-fix: The targeted victim condition was broken. Previously, when enabled, which was by default, attacks on targeted friendlies would always be ignored.
Tweak: Low shields condition is now off by default. Note that this only affects when the mod is newly installed. Those who are updating the mod can disable this in the Extensions Options.
Tweak: Removed the requirement for Mod Support APIs. It was unnecessary code that I left over.