Much better experience tooltip that explains your current mark multiplier from experience, and at current farming rates, how that will change over time.
Fix regression where recent targeting changes caused some ships to stop chasing any target (knowing that current bullets in flight will kill all targets so why bother?). This caused them to do weird things like continue flying in a direction, even off screen, such as when sniper bullets are slowly heading toward the enemy's last gull.
Rewrite main targeting code to be less random, less buggy, and more logical. Enemy is still intentionally 'dumb' in that it will fire at your tanks first, but your ships should target damage dealers first, tanks last.
When an in-flight projectile's target is destroyed, no longer go to closest target (which is often a silly target), instead go to best target in range.
Although combat tracks when there are enough bullets in flight toward a target to destroy it (since 0.15.5.0), the game is a lot more flexible about when to use this and when not to, it's just one tool in its belt.
Make multishot ships (which is carrot ship only for now) get closer to their target, to hopefully be more successful in using their multiple attacks.
Fix bug in the balance simulator so it now uses same targeting AI for both sides of the battle (this should make for more accurate squad ease factor).
0.15.6.0 - Bugfixes, Minor Changes
Additions to handle much larger numbers in UI for the theoretical really, really late game.
Slightly increase the number of enemy ships as you face higher levels.
Make ships spawn closer together which should help keep battle looking more sane and may reduce the potential RNG range in push % for certain AI choices.
Fix Z ordering issue on help screens.
Display exp bonus as a multiplier instead of a percent bonus, and always display initial exp bonus (after offline calc) in log on load of save, even if there wasn't much offline time.
Fix issue that was causing collected items that provide a unit stat bonus to not take effect.
0.15.5.1 - Item Drop Variety Bugfix, Other Bugfixes
Fix a bug in item drops that was accidentally making the first item drop WAY too often on lower levels (such as 10, 20, 30).
Upgrade to golang v1.20.3 (bugfixes).
Fix bug where military tab would light up as if you could add a ship, but you actually couldn't because you were already at the max count allowed for that ship type.
Don't light up trade button when your gold farm rate is zero, as you can't trade that way.
If trade resource is not full, show countdown to next trade in trade UI, even if you have at least 1 trade (previously the trade UI would constantly say 0 seconds).
Show number of trades available in trade UI when trade count is full.
Log screen now displays with AM/PM instead of 'military time'.
Fix typo in artillerist prestige description and make some prestige names more consistent.
Update squad ease factors for targeting system updates in last patch.
0.15.5.0 - Bugfixes, Balance Fixes (Less Grindy)
Update to ebiten v2.5.1 to fix a bug on MacOS.
Fix a bug with refunding prestige.
Tweak scroll locking to be more stable so that repeatedly clicking scroll lock and unlock won't scroll you at all.
Bullet speed upgrade now also slightly benefits damage, to make it more useful.
Stop showing a colored circle on battle tab for clickable resources when the clickable starts fading away, because it's annoying to go to battle tab and not be able to see it.
Boost the amount of resources inside clickable resource drops in general, so they feel more significant when you get one.
Show prior percent to push number when you click on the percent to push UI, so you can more easily see the difference you just made without remembering the old number.
Combat logic now tracks when there are enough bullets in flight toward a target to destroy it, and if there are, ships choose a new target accordingly.
Make trades give more gold (and some trades also cheaper in terms of resources traded in).
Make high battle levels scale more slowly in difficulty.
Make insights scale more cheaply so that the game gets easier, and insight becomes a more important resource early on.
Increase gold rewards in general so that gold is less of a limiting resource.
Make the item drop formula more generous about dropping nicer items.
Increase job point drop rate to make the prestige system less grindy.
Add new insight ability to lower enemy mark rate, that just costs circuits.
Buff bribe enemies prestige ability, and cheapen quad shot.
When viewing detailed ship stats (by clicking bars in lower left corner with a ship selected), now debuffs actually show the ability name that is taking effect, just like buffs do.
Fix an oops that was causing multi-shot, shot repel, stun, etc. to not trigger as expected.
Fix issue where military tab could show an ellipsis on black bars as if it was still loading, when it wasn't.
Fix UI bug with refund prestige abilities, where it wasn't updating the benefits UI.
Fix bug where right after prestiging, you could potentially push to a level as if you had your pre-prestige fleet still.
Improve stability of farm and % push numbers by using median instead of average, and fixing success rate to 100% when we are able to beat the level instead of letting chance of 1 or 2 failures lower number to 97%/98% like before.
0.15.4.2 - Bugfixes
Fix bug where rank up job UI sometimes shows incorrect number of points.
Fix bug where bonuses that should apply to a specific ship type (offensive ships, civilian ships, etc) were mistakenly applying to all ships no matter the type.
Fix bug where weird "a b" banner can appear at top of the screen on game startup.
Fix bug where you could submit a request to push to new level or calculate big offline rewards, then prestige, and have the push or offline calc finish AFTER the prestige (giving a huge boost to your new run). Same bug existed for loading saves, too.
Fix bug where a resource was maxed while the resource view was open, and the UI didn't change the color of the resource display text appropriately to show it.
Stop shuffling the order units spawn in, because it causes a lot of RNG upset in the simulations (which underlies the push % display, farming rate display, etc).
Also have simulator run slightly more samples in general, to also get more stable push % and farm rate numbers.