Download Mirror
(Requires
LazyLib 2.7b) (Updated!)
(Requires
GraphicsLib 1.6.1) (Updated!)
– Supported by
Nexerelin 0.10.3i (Updated!) –
Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!
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![]() Gunnery Control AI | ![]() Extreme Modifications | ![]() PD Assault Conversion |

The International Bounty Board will post special bounties, featuring new and unique ships and extra-hard difficulty. There are 15 boss bounty fleets (and 28 unique ships) in the Ship/Weapon Pack, plus more with the following faction mods:
Junk Pirates Compilation: 1 bounty fleet (4 unique skins)
Shadowyards: 2 bounty fleets (3 unique ships)
Interstellar Imperium: 2 bounty fleets (3 unique ships)
Knights Templar: 2 bounty fleets (2 unique ships)
Tiandong Heavy Industries: 1 bounty fleet (1 unique ship)
Diable Avionics: 1 bounty fleet (1 unique ship)
Underworld: 2 bounty fleets (10 unique ships)
ScalarTech: 1 bounty fleet (1 unique ship)
Borken: 1 bounty fleet (1 unique ship)
Idoneus Citadel Exiles: 1 bounty fleet (1 unique ship)
Legacy of Arkgneisis: 1 bounty fleet (1 unique ship)
This mission is actually a fully-featured game mode! Fight through waves of enemies and seven scripted boss fights. Each boss uses an all-new custom ship with scripted systems and weapons. Mooks are randomized from all DynaSector-supported factions.
Post your high scores!
Change Log
Version 1.13.0 (January 5, 2022)
– Updated for Starsector 0.95.1a
– Added Champion (LG)
* Thanks to King Alfonzo for the sprite!
– Excelsior
* Excelsior no longer spawns naturally
* Added new MagicBounty scenario that involves fighting the Excelsior (if you have MagicLib)
– Not recoverable
* Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
– Appears as a unique “Super Ship” choice for the Free Start and Own Faction options
– Improved Duel of the Century mission
* Various small tweaks to the Excelsior system and weapon behavior
* Beam weapon impacts now directly raise the Excelsior’s flux
* Huge UI improvement to the Excelsior’s system
* Profoundly improved Excelsior AI competence
* Numerous general improvements to the Excelsior look, feel, and UI
– International Bounty Board (IBB)
* Made IBB bar events more common
* Added Story Point option to the IBB bar event to roll a different bounty target and make the original less likely to show up again
* Reworked IBB scaling, with regards to s-mods, officer levels/counts/elite skills, commander levels/elite skills, and commander fleet skills
– Stronger IBB fleets can break the usual cap of 2 bonus fleetwide skills, level 5-6 officers, 1-2 officer elite skills, 12-20 total officers, etc.
* Defeating an IBB fleet awards a Story Point
* Iron Shell, Star Federation, and Roider Union have joined the IBB
* IBB ships are generally always recoverable
* Removed Helios
– Hullmods
* Removed Shield Bypass
* Removed Gunnery Core AI hullmod
* Extreme Modifications
– Extreme Modifications no longer grants an OP bonus; instead, it allows you to install an additional built-in hullmod
– Extreme Modifications becomes permanent if you install that additional built-in hullmod
– Extreme Modifications’ chance for weapon malfunctions is increased to 3%; engine malfunctions are reduced to 1.5% (from 2/2)
– Extreme Modifications now adds a sliding 10-50% chance increase of critical malfunctions (per malfunction) when CR reaches 40% or less
– Extreme Modifications’ fighter refit time penalty is reduced to 20% from 30%
– Extreme Modifications (obviously) cannot be built-in
* Added new hullmod: PD Assault Conversion
– Costs 4/8/12/20
– Causes all point-defense weapons to behave like standard anti-ship weapons
– Increases the ordnance point cost of point-defense weapons by 1/2/4, depending on size
– Boosts PD range by 25%, damage by 25%, hit strength by 50%
– Vanguard renamed to Caliber
* Caliber now has Damper Field instead of shields, Rugged Construction built in
* Caliber armor increased to 800 to 600, hull increased to 5000 from 4500, other stats tweaked slightly
* Caliber supply cost reduced to 8 from 9
– Miscellaneous
* Integrated various new campaign features into existing content
* Fixed the calculation/obscurement of some area-of-effect damage
* Added fighter weapon descriptions
* Lightning Gun is now truly hitscan (no more framerate-related bugs or ghost projectile)
* Various minor-to-moderate optimizations using the new Starsector API changes
* Fixed a crash when Prism’s High-End Seller tried to sell Killer Bee
* Updated Striker sprite
* Added Rugged Construction to shieldless ships
* Adjusted various weapon AI values
– Balance
* Nautilus cargo increased to 75 from 70
* Cathedral fuel per light year reduced to 20 from 30
* Falx engagement range reduced to 6000 from 8000
* Aegis Flak Cannon damage increased to 400 from 300
* Shimmer DP reduced to 22 from 25
* Solar DP reduced to 55 from 60
* Heavy Ion Blaster OP increased to 15 from 14, flux cost reduced to 900 from 1500
* Flare Gun type changed to Composite (Missile stats)
* Plasma Flamer type changed to Hybrid (Ballistic stats)
* Klutotekhnes flux per shot reduced to 80 from 120
* Victory maximum crew reduced to 1000 from 1250, frontal shield arc increased to 120 from 90, base speed increased to 35 from 30
– Victory Jets can now be toggled off (like with Burn Drive)
* Liberator’s shield upkeep reduced to 150 from 250 flux/sec, crew min/max reduced to 500/1000 from 600/1200, acceleration slightly increased, deceleration greatly increased
* Punisher hull increased to 8000 from 6000
* Trebuchet OP reduced to 24 from 28, damage increased to 900 from 750
* Vulture supply cost reduced to 17 from 18, flux dissipation increased to 350 from 325
* Albatross now has two wings of flak drones instead of one, and Canister Flak x5 instead of Damper Field
– Increased Flak Drone weapon range to 600 from 500
* Reduced Circe peak performance time to 360 from 420
* Increased Eos speed to 60 from 40, increased accel/decel accordingly
* Vindicator flux dissipation increased to 400 from 350; (S) variant increased to 450
* Zenith shields improved to 0.7 efficiency from 0.8, arc increased to 210 from 180, flux capacity reduced to 12000 from 13000
* Improved Archon maneuverability
Version 1.12.4 (March 10, 2021)
– Support special new Underworld IBB
– Reduced Vindicator and Vindicator (S) OP by 5 each
Version 1.12.3b (January 14, 2021)
– Possible fix for yet another Cathedral bug
Version 1.12.3 (January 12, 2021)
– Added workaround for Luddic Path faction file to get the LP Enforcer to spawn
– Added support for more factions in Custom Battle
– Fixed a bizarre Starsector bug related to module-ships that would crash the game in certain situations
* NPC Cathedrals will not respect the effect of D-mods on modules, as a result…
Version 1.12.2 (January 4, 2021)
– Cathedral loses 0-flux speed boost efficiency when its modules have a flux level
* If every module is above 0% but below 1% flux (shield on but no damage), the speed boost is halved
* If every module is at or above 1% flux, the speed boost is eliminated
– Minor Wall fix
– Minor fix for knockback logic
– Applied various dirty hacks to get D-mods to work on Cathedral/Wall modules
– Added custom Nexerelin start “Reconstruction of Notre Dame”
* Start with a heavily D-modded unique Cathedral under the Luddic Church faction
* Slowly restore the ship to her former glory
– The Hexblade’s mini-blasters now deal 10 EMP damage in addition to the 20 energy damage per shot
– Made the Cathedral less likely to be available to purchase in markets
Version 1.12.1 (December 25, 2020)
– Renamed Revenant to Nightwalker
– Chronos DP decreased to 35 from 40
– Tweaked Time Accelerator; is now a shorter charge-based system
– Beholder DP increased to 11 from 10
– Beholder Ray Drones now have a hullmod called Ray Core instead of Terminator Core and IPDAI
* 3x damage to missiles, up from 2.5x
* 2x damage to fighters, same as before
* Tactical Laser can target missiles, ignores flares, and perfectly tracks the target, same as before
* Tactical Laser turns 2x faster, same as before
* Takes no engine damage, same as before
* 2/3x damage to shields, down from 1x
* Range now matches the mothership, up/down from a flat +300
– Increased delay between Hornet MRM shots in a burst to 0.5 from 0.3 (but not the total time between bursts)
– Increased Hornet MRM damage to 400 from 375
– Updated missile AI to permit Scutum’s Attraction Array
– Partisan replace time increased to 12 from 10 seconds
– Fixed version file HTTPS redirect
– Fixed a bizarre edge-case bug relating to Sabot SRMs
– The Cathedral’s modules’ hull sizes are changed to frigate-tier after the battle starts
* This is a dirty hack to improve macro-level AI behavior around the Cathedral
* This will not affect the behavior of most hullmods, but anything with an every-frame calculation might behave strangely if it depends on the module’s hull size
– The Cathedral’s shield and collision radius now dynamically shrinks to account for modules that are blown off
Version 1.12.0 (September 28, 2020)
– Added Vulture (P)
– Added Liberator and Liberator (LC)
– Updated Burst Jets AI (the Liberator uses it)
– IBBs can no longer spawn in systems containing markets
– Light Phase Lance no longer fires on full charge (it’s a normal burst beam, like the regular Phase Lance)
* This improves the stats considerably; 487 damage -> 541 damage; 108 DPS -> 120 DPS; 1.31 flux ratio -> 1.18 flux ratio
– Aegis Flak Cannon damage increased to 300 from 250
– Added IBB bounty (appears after the Framebreaker bounty) requiring the ARS faction
– Added IBB bounty (appears after the Emperor bounty) requiring the ScalarTech faction
– Added IBB bounty (appears after the Euphoria bounty) requiring the Borken faction
– Minor rebalance of IBB stages
– Remove one enemy from Duel of the Century (will return with Exigency)
– Some configuration for compatibility with various other mods
– Lucifer DP increased to 60 from 45
– Beholder DP decreased to 10 from 11, now has an omni shield
– Migrated version file to custom host (sigh)
Version 1.11.0 (July 11, 2020)
– New Vindicator and Gungnir sprites
– New Chronos sprite
– New Circe sprite
– New Revenant sprite
– New Vulture sprite
– Circe weapon layout rework
– Nike now has built-in Gunnery Control AI and Expanded Missile Racks, burn speed increased to 8 from 7, DP cost reduced to 50 from 52
– Lucifer now uses station version of Mine Strike
– Increased Dawnstar speed to 85 from 70
– Reworked Lightning Gun stats; now is more efficient and fires in quick bursts
– Conquest (XIV) is now 4x rarer
– Added IBB bounty (appears after the Emperor bounty) requiring the ICE faction
– Added Custom Battle and Random Battle missions
– Some configuration for Vayra’s Sector and Starship Legends
– Migrated version file to BitBucket
Version 1.10.5 (December 23, 2019)
– Sporeship IBB now drops AI cores (guaranteed at least 2 Alphas)
– Gunnery Control AI recoil / shot speed bonus reduced to 35% from 50%, no longer double-improves decay time
– Extreme Modifications now increases fighter refit time by 30%
– IBBs that are forced to recover now have up to 10 D-mods rather than 20
– Fixed Ray Drone description
Version 1.10.4 (September 8, 2019)
– Decreased Cathedral deployment cost to 85 from 100 and auto-resolve strength to 40 from 50
– Bumped Cathedral hull values
* 4000 -> 6000 for hangar
* 6000 -> 8000 for gunnery
* 12000 -> 15000 for engine
* 12000 -> 20000 for bastion
– Cathedral no longer loses zero flux boost if the engine section isn’t at zero flux – only the core matters
– Bumped Redeemer Sub-munition HP to 200 from 75
– Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
– Updated Euphoria IBB
– Reduced Zenith deployment cost to 30 from 35 and auto-resolve strength to 17 from 18
Version 1.10.3 (July 12, 2019)
– Fixed Extreme Modifications UI issue
– Fixed bizarre Arcade crash. WTF Alex?
– Updated Yamato IBB
– Maybe fixed possible edge case that might have resulted in an IBB not being recoverable?
– Added Imperium-flavored Excelsior for a new IBB bounty, ft. HELMUT
Version 1.10.2 (June 18, 2019)
– Increased Vindicator deployment cost to 28 from 25
– Decreased Vindicator turn rate
– Increased Cathedral deployment cost to 100 from 80
– No longer shows IBB person in bar if IBBs are disabled in config
– Extreme Modifications can now go on civilian ships with Militarized Subsystems
– Fixed IBBs belonging to incorrect faction
Version 1.10.1 (May 17, 2019)
– Updated for Starsector 0.9.1a
– Various minor updates to bring in line with the new Starsector version
– Updated ship prices
– IBB commanders have more commander skills
– IBB events that end are automatically un-pinned
– Fixed IBBs dying prematurely
– Fixed module malfunction-related flameouts not affecting parent ship
– Fighter-wielding modules now match the core ship’s targeting (if applicable)
– Minor fix to Redeemer sub-missile tracking logic
– Fixed rare crash related to autogenerated factions
– Fixed small alignment issue for Conquest (XIV)
– Made Victory rarer in Persean League and Sindrian Diktat fleets/markets
– Sindrian Diktat no longer spams the Buffalo (LG) quite as much
– Fixed IBB spawns in retreat scenarios
– Increased rarity of Excelsior even further
– Vulture burn speed increased to 9 from 8
– Falx OP increased to 16 from 14
– Several heavy weapons now pierce through missiles (e.g. Gungnir, Heavy Ion Blaster)
– Revenant deployment cost reduced to 22 from 25
Version 1.10.0 (February 15, 2019)
– Entirely remade the Cathedral as a module-ship with a litany of campaign-level bonuses and a cost to match
– The Redeemer is now a completely different weapon (long range torpedo with pseudo-MIRV-like behavior)
– Removed Lightning-class Phase Bomber
– Cleaned up missions, added Stained Glass mission
– Circe shield efficiency buffed to 0.7 from 0.8
– Tweaked the Burst Jets AI
– Vesperon Combine whitelist
Dark.Revenant for general development
HELMUT for art assets
Shellster for additional art assets
Machine for additional art assets
Psiyon for additional sprites, backgrounds, and sounds
Cycerin for sound assets and the Pirates Plus mod
MesoTroniK for The Infernal Machine mod and art assets, and various auxiliary assets
Xalendi and Foxer for hullmod icons
Tartiflette for backgrounds and some misc. icons/splashes, and many ship art contributions
SniZupGun for some weapon sounds
Ryxsen, Etfaks, and Bloodtrailkiller for some portraits
King Alfonzo for Lion’s Guard skins and others
BigBeans for additional skin
Soren for minor art asset updates
Nia for various weapon trail patterns
Gwyvern for additional art assets
KailaRaZhu and Coherent Watermelon for story portraits
Some of these may be modifications of the original work.


Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason. It’s like this is a game of EU4 and you’re playing the “paint the world your color and have the biggest name” game, in which case meh. -_-
Notice: In light of health concerns and the amount of time I’m stuck spending on it (read: so much that I’d rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.
In the coming month I’ll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
SS+ grew too big. A good chunk of under-the-hood fixes and stuff are getting removed to make things a bit easier to maintain.
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason. It’s like this is a game of EU4 and you’re playing the “paint the world your color and have the biggest name” game, in which case meh. -_-
Notice: In light of health concerns and the amount of time I’m stuck spending on it (read: so much that I’d rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.
In the coming month I’ll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
SS+ grew too big. A good chunk of under-the-hood fixes and stuff are getting removed to make things a bit easier to maintain.
Agreed. It’s easier to fox things if we can pinpoint it to specific files via the logs if an error occurs.
And looks like Combat Readiness replenishing from that hull mod that was buggy is gone, and the Rook and Castle-class ships along with them too. Looks like Naemo will have to redo stuff once all the mods he wants is updated.
I truly AGREE with what you are doing and it is very wise steps you are taking. By dividing your big modpack into module style mods where you have multi mods working together, it will make it much easier to maintain them. By doing this ways, it also allow you to be able to even add any more different mods that would work together with your different mods for any purposes, if you ever have any plans for it.
I am looking forward to where this modding path will take you to.
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason. It’s like this is a game of EU4 and you’re playing the “paint the world your color and have the biggest name” game, in which case meh. -_-
You should come out form under your rock every once in a while. I mean you could read and find out why this is happening… or you can just keep living under your rock and yelling at your next door neighbors when they mow their lawn.
What some call clutter, I call variety…

Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason. It’s like this is a game of EU4 and you’re playing the “paint the world your color and have the biggest name” game, in which case meh. -_-
Huh?
Huh?
More of a joke than anything else. Seems like no one here plays EU4.
Awesome gif though Dark.
