Version 2.6.7
- Update to SS v.98a

Version 2.6.7
- Ambush Swap system no longer is used by the AI while retreating
- Newfoundland - various minor tweaks
- Wurgandal
-- Minor balance tweaks
-- AI Maw usage is a tad safer
-- Maw AoE damage is reduced based on distance from the source
-- Modules now slowly drain their flux to the central core
- Armor drone repair rate reduced by 1/3
- Dobermann Grand Salvo now is affected by modifications to RoF
- Utility ships more likely to show up in ED Markets
- Integration with Exiled Space (rare faction)

Version 2.6.6
- Doog bounty now works
- Removed doog portrait, it was thematically incorrect
- Cleaned up Magic Bounty ranks
- Saluki-X now gets added to game world on new game
- Removed versioning kill code, instead there is a warning in the version file
- Reduced MAW arc chance with missiles.
- Gunnery Control Mod MAW blacklist

Version 2.6.5
- Upgrade to SS .97a
- New Super Ship start for Nexerlin
- Minor bug fixes

Version 2.6.4
- Much less likely two newfoundlands will collide
- Wurg has better AI targeting of ships with modules that report as phase ships
- Shield breaker (shotgun) sounds redone to better fit with Star Sector, weapon volume lowered
- Added a new distress encounter

Version 2.6.3
- Wurgandal buffs
-- ~10% more hull
-- ~8% more flux dissipation from weapon segments
-- No zero flux speed penalty
-- Lowered supply usage by 25%
- Newfoundland is a bit smarter at activating its anti-missile system
- More attempts at Newfoundland collision prevention

Version 2.6.2
- New bounty given out by pirates
- Prism Freeport again has an ED Submarket
- Newfoundland (the train) now gently pushes away friendly ships it would collide with.  This helps a LOT with collisions.
- Reduced pirate ship spawn frequency weighting

Version 2.6.1
- Repair drones now report to Detailed Combat Results how repair data

Version 2.6.0
- Starsector .96a Upgrade
- Supports LunaLib
-- Can enable/disable defense fleets
-- Can enable/disable transport fleets
- Repair drones display damage healed during combat
- Minor tweaks and cleanup

Version 2.5.7
- Fix for java.lang.UnsupportedOperationException on Nurse ship
- Better Ambusher Swap description
- Slight tweaks to Wurg burst damage for friendly fire and associated AI

Version 2.5.6
- Fix for Magic Bounty issue
- Prevent Wurg from venting while Maw is firing

Version 2.5.5
- Wurg MAW reload time increased by 50%
- Fix for Wurg shield toggle oscillation
- Wurg is a bit more careful about friendly fire with the Maw
- Fix for MagicBounty CME (problem is in MagicLib itself)
- Fix for ED Markets not working

Version 2.5.4
- Wurg is slightly buffed, main beam is mega buffed (if you didn't like it before, try it now)
- Repair drones and especially the repair ship are now worth using
- More/New campaign stuff (HVB & Build an ED Submarket)
- Various bug fixes and balance tweaks

Version 2.5.3
- Balance changes to the leonberger based on feedback (better assault variant and a slight buff to its phase stats and movement)
- Dust missiles move a bit slower and have fewer HP to make the more vulnerable to AoE PD
- Slightly improved AI Wurg usage of MAW weapon and Tyrant Eye system
- Rebalanced phase ships vs Vanilla, ~10% less phase cost (improved variants also)
- ED Shipyard locations now spawn defensive fleets when threatened as well as have delivery fleets
- Ship and variant changes for the newfoundland so the AI can use it semi-effectively
- No longer create submarkets at locations that already have non-standard submarkets
- More SO variants for smaller ships
- Shield breaker weapons are much more powerful, but they still seem like a bad idea except in specific situations so I guess that's balance?
- Fixed Memory leak with Newfoundland
- Riptide doesn't take damage from ship explosions so it doesn't blow itself up constantly

Version 2.5.2
Bugfix release, special thanks to those that reported issues
Save compatible with anything after 2.4.X

- Changed hidden modular mounts to normal turrets to prevent rare, but painful autofit based crashes (works around a Starsector engine limitation).  Thanks ruddygreat.
- Fixed missing Riptide built in laser (thanks Mr_8000)
- Builtin Riptide laser no longer appears as a member of the basic blueprint family
- Fixed mounts appearing offset on the Leonberger, Wurg left and right shield emitter modules
- "Mine Custer" -> "Mine Caster", also it will no longer drop.
- Retriever field shields now really sets it's collision type to "fighter" to try and prevent friendly fire scenarios.
- Increased repair drone rate by a factor of 2 - 3 depending on repair hull size so it might actually make some sort of difference in real combat.

Version 2.5.1
Save compatible with anything after 2.4.X
Features
- Added two secret ships and their associated High Value Bounties

Fixes:
- Fixed crash bug with Wurg maw and AI casting
- Suicide/Detonator drones now work (but only attack when a ship is “under pressure”)

Balance:
Wurg
- Large beams in modules can now just barely face forward
- Maw weapon is firing time has been reduced so it’s less dangerous to use
- Maw burst damage reduced
- Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost

Bernard
- slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)

Retriever Mk. II
- More OP 250 → 270
- Mount changed to Large Ballistic to make some mods more useful (rangefinder)

Newfoundland
- Modules now get targeting and fighter order data from parent

Version 2.5.0
Save compatible with 2.4.X 
Grand salvo should now work at more opportune times
Nurse ship giant shield now has a larger impact radius to make it more useful (was too small)
Wurgandal MAW now instantly-ish destroys hulks
Maw charge up and slight balancing pass 
Changes to the Wurg to make it more engaging to use as a player, such as: Modules now vent, launch fighters, share targeting and use shields together
Newfoundland is working and more balanced, modules have a PD centric system
Many other balance changes
New or improved variants
Magic Bounty Integration (4 missions)

Version 2.4.1
Updated remote version file URL
This mod can now be added mid-game and everything will work (before there would be no buy locations)
Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event

