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No gameplay changes were made.
The new mission will appear from around star system tier 11 and up and will be relatively uncommon (but most star systems will have several).
I may have made other changes under the hood, but for now making sure my mods work with the current version of Cosmoteer is my first priority.
- Added refactioned merchant raider ships to the merchant bases. These are captured and converted civilian ships repained to resemble another faction and will be fairly uncommon (roughly 1 every 3 merchant raider bases will have at least 1).
These will partially replace the splitter ships, so total amount of enemy ships will be roughly the same)
- Added spy base mission set similar to the ones from the base mod.
Depending on the tier of the current star system, you will be able to get a mission to destroy a spy platform, a listening post or a radar base.
These will be relatively lightly guarded compared to the merchant raider full bases and fill in a spot between a single raider and a full base in difficulty.
For now they will guard the high tier merchant raider bases, but the minimum spawn level is a bit lower for the very large merchant raider base.
Premium fighters are quite rare and chances are you will barely see any. These are basically larger advanced fighters with extra storage with a small amount of silver or gold with the main purpose to speed towards a non-aligned ship and bribe them so they look the other way (or shoot&loot if the target is weak enough).
I'm probably gonna tweak the spawns of the fighters some more in the coming patches, but probably nothing too radical.
- Added fighterbombers that help protect the merchant raider bases. These will guard the high tier stations for now (I may make more chances to the spawn levels of all fighter types later).
- Added premium fighters (relatively rare).
- Minor rebalance of the other fighter spawns to fit in the new fighterbombers.
- Some other small tweaks I may have forgotten about.