### Capybara Compendium 2.0 Changelog:

+Split Heroes and Villains content into separate mod for vanilla compatibility.

NEW CONTENT:


BUG FIXES:
+Fixed Stradiot pilot typo.


### Capybara Compendium 1.0 Changelog:

NEW CONTENT:
    [Tier 0]
        +Heavy Ballista weapon

        +Galley module

        +Cultist Hall of Prayer module

    [Tier 1]
        +Lancer Shrimp troops

        +Torpedo Spar weapon

        +Aerial Mines construct (Upgraded with Combustibles T3)

        +Repair Workshop module

    [Tier 2]
        +Heavy Harpoon weapon

        +Rouncy Supply Ship constructs

        +Suspendium Sniper weapon

        +Spotlight module

        +Spinal Battery weapon (Visual upgrade w/ Automated Loading Systems T4)

        +Fire Bulkheads module

    [Tier 3]
        +Shock Trooper troops (Marine upgrade)

        +Destrier Transport Airship construct (Split into Marine/Dragoon Destrier)

        +Hobelars Flamethrower Hussar troop

        +Cranequinier Gunship construct

        +Recoilless Rifle weapon

        +Suspendium Flagship Array module

        +Cultist Judge, Jury, and Executioner Tech:
            +Cultist Inquisitor troops

    [Tier 4]
        +Art of War Tech:
            +Fleet control centres
            +Sentinel Guard troops (Guard upgrade)

        +Triplane and Rocket Plane ventral hooks

        +Grenade Launcher weapon

        +Giant Legs module

        +Defense Doctrines Tech:
            +Floating island blocks
            +10 Local defense budgets

        +Radiowaves Tech:
            +Radio Artillery weapon
            +2 command for command modules bonus

        +Heavy Suspendium Cannon

        +Lightning Spire weapon

        +Cultist Death Cannons

        +Cultist Secrets of the Guardians Tech:
            +Cultist Sprite Evokers
        
    [Tier 5]
        +Armoured Penetration & Light Infiltration Units Tech:
            [AP] +Mobile Infantry troops (Air Grenadier upgrade)
            [LIU] +Infiltrator troops (Air Grenadier upgrade, +1 unit per Air Grenadier barracks)

        +Suspodynamics Tech:
            +Courser Transport Airship construct
            +Veredus Heavy Supply Ship construct

        +Plane Catapult hangars

        +Suspendium Bombardment Laser weapon

        +Mark 1 SUNEBO weapon

        +Electrodynamics Tech:
            +5% Lift for active lift modules (Active lift meaning requiring coal for power)
            +Lightning Cannon weapon

    [Tier 6]
        +Mass Mobilization & Standardized P.P.E. Tech:
            [MM] +1 crew per quarters
            [MM] 1/2 crew XP gain and max XP decreased by 0.05 (For reference, the Elite Crew Charge gives +0.1 max XP)
            [SPPE] +60% crew HP
            [SPPE] +25% crew maintenance cost

        +Armoured Gunships Tech:
            +Cataphract Gunship troops
            +Uhlan Gunship troops

        +Miniature Rocket Launchers & Rapid Boarding Equipment Tech:
            [MRL] +Strike Dragoon troops (Air Dragoon upgrade, -1 unit per Air Dragoon barracks)
            [RBE] +Assault Dragoon troops (Air Dragoon upgrade)

        +Homing Torpedoes Tech:
            +Homing aerial torpedoes

        +Long Range Ballistics Tech:
            +Airburst Cannons city upgrade
            +Ballistics Radar construct
            //You must built the city upgrade to unlock the Ballistics Radars. Removing the Airburst Cannons will make the Ballistics Radars unusable but they will still be there.

        +Cromlech Restoration Tech:
            -Need Cromlech Cannon Facility Strat. Resource
            +Can Build Cromlech Targeting System weapon

        +Suspendium Infusion Tech:
            +Suspendium Infused Steel Armour armour
            -5% Steel armour weight
        
        +Monowing Airframes Tech:
            +"Argolet" Monoplane Fighter Aircraft troops
            +"Stradiot" Interceptor Aircraft troops
        
        +Laser Triangulation Tech:
            +Laser Targeting Systems weapon
            +50% Laser accuracy and -50% laser reload time
        
        +Clockwork Replication Tech:
            -Need Clockwork Blueprints from Abandoned Lab Nest
            +Clockwork Synchronizer ship construct

        +Cultist Worm Manifestation Tech:
            +Can build a Shrine to summon a Worm at reputation cost

    [Cosmetic]
        ~Cockpit, Bridge, Command Centres resprited and given additional cosmetic & cultist variants

        +Net decorations

    [Conquest]
        +Abandoned Laboratory Nest (Clockwork Replication Tech Unlock)

    [Heroes]
        +Ranger Hero (Lone Gug Ranger)
            +Captain
        
        +Monopolist Hero (John D. Rockafella)
            +Governor

        +Automaton Hero (Clockwork Automaton)
            +Governor





VANILLA CHANGES:
    [General]
        Aircraft Rework:
            Airplanes have been divided into two primary groups: 
                1. Small aircraft (Biplanes, Triplanes, and Rocket Planes)
                2. Large aircraft (Bombers, Torpedo Bombers, Monoplanes, and Interceptors).
            There are now three different types of hangars: 
                1. Catapults
                2. Ventral Hooks
                3. Default
            Catapults launch planes at maximum speed immediately and have an upward restriction.
            Ventral hooks launch planes at base speed and have a downward restriction.
            Default hangars are just the default hangars.
            Additionally, Biplanes are unlocked first at Heavier than Air Flight T3; it switches places with the Triplane, which is now unlocked at Aerodynamics T4.
                Biplanes, Triplanes, and Monoplanes are now all fighters; with Biplanes serving as the cheaper alternative to the superior Triplane. Monoplanes are the most expensive T6 fighter option.
            
            Catapults and Ventral Hooks cannot be used by larger aircraft.
            
            Monoplane <--> Argolet
            Interceptor <--> Stradiot

            Aircraft roster:
                Aerial Hussar: Multirole gunship.
                    - Targets aircraft and ships
                    - Low speed
                    - Low health
                    - Low DPS w/ Medium clip size
                    - Cheap
                Biplanes: Fighter aircraft.
                    - Targets aircraft and ships
                    - Medium speed
                    - Medium health
                    - Medium DPS w/ Medium clip size
                    - Cheap
                Gatling Skyboat: Multirole gunship.
                    - Targets aircraft and ships
                    - Low speed
                    - Medium health
                    - Medium DPS w/ Medium clip size
                    - Cheap
                Triplanes: Fighter aircraft.
                    - Targets aircraft and ships
                    - High speed
                    - Medium health
                    - High DPS w/ Medium clip size
                    - Pricey
                Argolets: Fighter aircraft.
                    - Targets aircraft
                    - High speed
                    - High health
                    - High DPS w/ Medium clip size
                    - Expensive
                Stradiots: Interceptor aircraft.
                    - Targets aircraft and ships
                    - Medium speed
                    - High health
                    - High DPS w/ Low clip size
                    - Expensive
                
                Lancer Shrimp: Strike cavalry.
                    - Targets ships
                    - Low speed
                    - Medium health
                    - Medium DPS
                    - Pricey
                Bombers: Bomber aircraft.
                    - Targets ships
                    - Low speed
                    - High health
                    - High DPS w/ Low clip size
                    - Expensive
                Hobelars: Flamethrower gunship.
                    - Targets ships
                    - Low speed
                    - Medium health
                    - High DPS w/ Low clip size
                    - Cheap
                Rocket Planes: Strike aircraft.
                    - Targets ships
                    - High speed
                    - Low health
                    - High DPS w/ Low clip size
                    - Pricey
                Clockwork Hussars: Strike drone.
                    - Targets ships
                    - High speed
                    - Medium health
                    - Low DPS w/ Medium clip size
                    - Cheap
                Torpedo Bombers: Strike aircraft.
                    - Targets ships
                    - Medium speed
                    - Medium health
                    - High DPS w/ Low clip size
                    - Expensive
                Uhlans: Support gunship.
                    - Targets ships
                    - High speed
                    - Medium health
                    - Medium DPS w/ High clip size
                    - Pricey
                Cataphract: Strike gunship.
                    - Targets ships
                    - Low speed
                    - High health
                    - High DPS w/ Low clip size
                    - Expensive

        +Turtledoves now have a ramming attack (stay away)

    [Tier 0]
        +Supply Ship rebalanced:
            //Renamed to Palfrey (https://en.wikipedia.org/wiki/Palfrey)
            //Intended to make it more of a SMALL and FAST supply transport to differentiate from player-built, Rouncy, and Veredus supply ships.
            weight: 100 -> 750
            cost: 300 -> 270
            supply: 10 -> 6
            propulsion: 0.016 -> 0.25
            lift: 200 -> 500
            maintenaceCost: 10 -> 6

        +Repair Bay and Machine Shop get 30% repair capacity from Repair Workshop

        +Cargo Bay capacity increased to 4 
            //Intended to make player-built supply ships more viable with the buffed Supply Ship, Rouncy, and Veredus.
            (4 * 3 will give players 12 capacity per Cargo Bay)
        
        +Mech Squid now receives buffs from Lift bonuses (Suspendium Specialists, Gracile, Electrodynamics)

        +Small, Regular, and Large Suspendium Chambers receive Lift bonus from Electrodynamics

        +Moon Disk and Moon Fragment Chamber are no longer targetable by Disruptors and Disruptor-like weapons
            //Will revert if zark confirms that Moon-derived modules use suspendium

        +Crows Nest given a ventral variant only available to Airships

    [Tier 2]
        +Harpoon Gun weapon -> Light Harpoon Gun weapon
        +Harpoon Guns given deck variants that face upward
            //Very needed as harpoon guns in vanilla have a very limited fire arc which completely invalidates their role

        +Autarky & Free Trade rebalance:
            //Incentivizes trade empires to invest into spying, also general increases to income
            [A] Town and city income: +5% -> +10%
            [FT] trade treaty income: +40% -> +60%
            [FT] spy offense: 0 -> +5

    [Tier 3]
        Surveillance State & Free Press rebalance:
            //Spy builds or Research builds; everyone usually goes for FP so I gave it a slight debuff to incentivize researching SS tech
            //Surveillance State -> State-controlled Media
            [SS] spy offense: 0 -> +10
            [FP] town and city unrest: 0 -> +5

        Heavier than Air Flight rebalance:
            //Heavier than Air Flight -> Evolution of Flight (Destriers are lighter than air)
            //Realistically, Biplanes were not only developed before Triplanes but perform their role to a lesser extent.
            //Biplanes act as cheap dogfighters, while Triplanes now act as excellent dogfighters. Both can attack ships but do minimal damage (not their role).
            No longer unlocks Triplanes, instead unlocks Biplanes

        City Planning rebalance:
            //Buffing as it is a dead-end tech (Incentivize players to research it even if it doesnt lead to anything); Also because there arent any techs increasing the local defense budgets and I thought it would fit well here

        Cartography rebalance:
            //Flatly increasing fleet speed leads to major inbalances so I switched it to landship speed only (landships werent affected by it in vanilla)
            //Cartography -> Supply Lines
            Fleet map speed bonus replaced with Landship map speed bonus
            Landship speed on world map: 0 -> +50%
            Fleet resupply speed: 0 -> +10%
            Tech now requires Autarky/Free Trade

    [Tier 4]
        Bureaucracy rebalance:
            //Bureaucracy -> Logistics Bureau
            Removed unrest buff
            Ship and building maintenance: 0 -> -10%

        Faster Cannon Reload & Safer Cannon rebalance:
            //Lets be real, nobody ever actually researched Safer Cannons; this rebalance serves to make players actually think about what they want: increased fire or more accurate fire
            //Safer Cannon -> Advanced Ammunition
            [FCR] removed reload speed bonus
            [FCR] Cannon shots per clip: 0 -> +1
            [SC] Cannon shot speed: 0 -> +60%
        
        Aerodynamics rebalance:
            //Realistically, Biplanes were not only developed before Triplanes but perform their role to a lesser extent.
            //Biplanes act as cheap dogfighters, while Triplanes now act as excellent dogfighters. Both can attack ships but do minimal damage (not their role).
            No longer unlocks Biplanes, instead unlocks Triplanes

        High Pressure Jelly & High Temperature Jelly rebalance:
            //Flamethrowers are fairly lackluster lategame, so this rebalance is to make them a bit more viable at that stage; increased range or make them melt everything up close
            [HPJ] Flamethrower range: +70% -> +80%
            [HPJ] Flamethrower shot speed: 0% -> +80%
            [HTJ] Flamethrower blast splash radius: 0 -> +1 meter (7 pixels)
                !Heavy Flamethrower gets +2 direct damage and +2 meters blast splash (Carried from vanilla)
        
    [Tier 5]
        Universal Conscription & Martial Caste rebalance:
            //Wanted to differentiate them and integrate them into the H&V Crew XP system
            [UC] Crew maintenance cost: -25% -> -30%
            [UC] Town and city unrest: 0 -> +5
            [MC] Ship crew bonus XP: 0 -> +0.03 (For reference, Fleet academy gives +0.05)
        
        Deep State:
            //Deep State -> Department of War
        
        Active Stabilisation & Rapid Rocket Fire rebalance:
            //Higher DPS or greater accuracy over longer ranges, shot speed bonus is to better define AS's bonus of greater accuracy
            [AS] Rocket shot speed: 0 -> +100%
        
        Safety Fuzes & Optimal Distance Fuze rebalance:
            //SF has always seemed a bit lackluster so I gave it shot speed bonus. Double may seem like a lot but it only increases the shotspeed from 0.2 to 0.4
            [SF] Torpedo shot speed: 0 -> +100%
        
        Exoskeletons rebalance:
            //No longer requires Faster Cannon Reload/Advanced Ammunition
            //Now requires Computers T4
            Waspkiller module now only houses 1 Waspkiller Marine
            Waspkiller Marine given extra HP to compensate
            Waspkiller Barracks cost increased to compensate (i also gave it a cooler sprite)
        
        Automated Supply Systems rebalance:
            //I rebalanced ASS and IA because I thought they were kinda empty. At T5 these bonuses really serve to give the player increased production; the upgrade cost bonus may not even do anything at this point
            Town and city upgrade cost: 0 -> -10%
        Industrial Automation rebalance:
            Town and city production: 0 -> +1
        
        Reticulated Plating & Shaped Hulls rebalance:
            //Nerfing SH a teeny bit to define RP's role better (Lightweight ships vs Dreadnoughts)
            [SH] Steel weight: 0 -> +10%
        
        Monocoque Construction & Selective Uparmouring rebalance:
            //I always thought that MC was the default choice so I gave both unique debuffs and buffed SU
            //Now requires Advanced Metallurgy T4
            [MC] Removed maintenance decrease
            [MC] Plane hangar module cost: 0 -> +15%
            [SU] Airplane HP: +40% -> +50%
            [SU] Airplane repair time: 0 -> +25%
        
        Advanced Suspendium Weapons rebalance:
            //Now requires Radiowaves T4
            Disruptors are cheaper and have bigger destroy suspendium radius, but now have a fixed 20sec reload and 6sec coal reload
        
    [Cosmetic]
        ~Techs rearranged to untangle tech tree
        ~There are empty techs (in Tech/empty_spacing.json) that are only used to make the tech tree look nicer.

        ~Gave Sailors, Soldiers, Tankmen, Cultists, Marines, Air Dragoons, Grenadiers, and Guards new animations and gave some new variants
