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kuertee

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kuertee

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About this mod

Reputations: Defender, Vigilante, Mercenary, Pirate. Professions and guilds: Bounty Hunter, Courier, Engineer, Miner, Saboteur, Spy, Trader. Other guilds: Builder, Shipwright.

Requirements
Permissions and credits
Changelogs
Donations
Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
by kuertee

Updates
=======
v7.5.10, 16 Apr 2025:
- Tweak: Stop logging null var even when Debug Log is disabled.





Mod effects
===========
Reputations: Defender, Vigilante, Mercenary, Pirate. Professions and guilds: Courier, Engineer, Miner, Saboteur, Spy, Trader. Other guilds: Builder, Shipwright.

Requirements
============
SirNukes Mod Support APIs mod (https://www.nexusmods.com/x4foundations/mods/503)
Kuertee's UI Extensions mod (https://www.nexusmods.com/x4foundations/mods/552)

Recommended companion mods
==========================
Social Standings and Citizenships (https://www.nexusmods.com/x4foundations/mods/804): Friendly and alliance licences require citizenship. Poor social standing limits citizenship status.
Crime has consequences (https://www.nexusmods.com/x4foundations/mods/566): ships are fined, then impounded, then forfeited. Pay fines at the Fines and Forfeiture office to reacquire ships before their forfeiture.





Reputations
===========
Separate from your faction's relationship with other factions, Reputations are your personal standing with the other factions. Reputations are the other factions' opinion of your person. Performing combat actions for a faction will increase the Reputation Score of one of the reputations.

Defender: performing combat actions sanctioned by a faction will grant you the Defender Reputation.
Vigilante: Unsanctioned actions against enemies of a faction.
Mercenary: Actions against friends of a faction.
Pirate: Actions against a faction.

Most actions for one faction will have mercenary or piratical actions against another faction. Accept missions wisely. (E.g. Completing a Teladi mission against the Argon, will improve your Defender Reputation with the Teladi. But it will increase your Mercenary Reputation with the Argon.)

Kills (or destructions) and mission completions are the only actions that count towards Reputation Scores. If you want granular gameplay effects to other actions (e.g. attacks, boardings, scans, etc.), use my other mod, Crime Has Consequences (https://www.nexusmods.com/x4foundations/mods/566).

A Reputation is established when its points are 150% more than the next best Reputation. Establishing a Reputation confers a Disposition with the faction:

A Defender Reputation confers the Trusting Disposition.
A Mercenary Reputation confers the Careful Disposition.
A Vigilante Reputation, the Suspicious Disposition.
And a Pirate Reputation, the Hateful Disposition.

Military ship licenses
======================
Only players with the Trusting Disposition have access to a faction's military ships. (This requirement can be disabled in the mod's Extensions Options.)

Combat mission rewards
======================
Combat mission bonus rewards are given to Defenders and Mercenaries:
Defeners: between 10% and 25% mission bonus rewards.
Mercenary: between 5% and 12.5%.

Additionally, completing missions within the hour improves the bonus.
Within the hour as a Defender: Double (x2) the bonus.
Within half-an-hour as a Defender: Triple (x3) the bonus.
Within half-an-hour as a Mercenary: Double (x2) the bonus.

Trade penalties
===============
There are trade penalties based on your Reputation.

Defender and Vigilante: no penalty.
Mercenary: 12.5% penalties on buying and selling.
Pirate: 25% penalties on buying and selling.





Professions
===========
There are 6 professions, each with an administrative guild. Performing actions of a profession, and completing related mission objectives, improve the Proficiency Score of that profession.

Courier / Couriers Consortium: Opening lockboxes, deliveries, item retrievals, and personnel recruitments.
Engineer / Engineers Federation: Satellite, ship, and signal leak repairs.
Miner / Mining Coalition: Finding resources, trading minable wares.
Saboteur / Saboteurs Treaty: Bombs, EMPs, laser tower deployments, mine disposals and laying, disabling turrets.
Spy / Union of Spies: Hacking terminals, unlocking signal leaks, ship and station scanning, satellite deployments.
Trade / Traders Association: Non-minable trades.

There are two other professions that don't have "hands-on" activities and so don't have Proficiency Levels. Points accumulated in these two professions don't affect any other professions nor each other. Their points are simply a percentage score to 100%, with one activity at 5%. Guild Membership becomes available at 100%.
Builder / Builders Syndicate: station built.
Shipwright / Shipwrights League: ship built.

Proficiency Levels
==================
Apprentice: Starting proficiency.
Experienced: When one profession's score exceeds 150% the next best profession's score, Experienced Level is achieved.
Specialist: Performing more actions after achieving Experienced Level will improve the profession to Specialist Level.

The Builder and Shipwright don't have Proficiency Levels.

Gaining Proficiency Scores
==========================
Achieving a level of expertise in a profession requires dedication to that profession. When the proficiency of one improves, the proficiencies in the other 5 decline. Proficiency Levels, however, are never lost. Attained Experienced and Specialist levels are maintained regardless of the profession's proficiency scores.

The Builder and Shipwright Professions don't affect any other professions nor each other. Their points are simply a percentage score to 100%, with one activity at 5%.

Inspiration
===========
Performing the actions of one profession in succession will become inspired. When inspired, the points of previous activities are added to the Proficiency Score along with the points of the current activity. (I.e. They stack.) Inspired professions progress more efficiently than others. Performing an action of a different profession will break the inspiration if sufficient actions of that other profession is performed in sequence. (I.e. It will reset the stack IF the other profession's inspiration stack is more than 25% the inspiration stack of the other.)

Collecting containers does not inspire and therefore does not break the inspiration sequence. (I.e. It will not reset the stack. E.g. You can continue disposing of mines to improve the Saboteur Profession while collecting containers.)

Once a primary profession is established, inspiration points are halved. This ensures longevity of your primary profession.

Primary Profession
==================
The profession with a Proficiency Score of 150% more than the next best profession is the Primary Profession.

Miners and traders have benefits based on their Proficiency Score, if either is the Primary Profession:
Miner: Bonus minerals in a collectable asteroid will be found. I.e. more minerals will be collected for fewer asteroids.
Trader: Discounts and commissions are applied to every trade.

Bounty Hunter Profession
========================
The Bounty Hunter Guild manages Search And Destroy missions from the Emergent Missions (EM) mod: https://www.nexusmods.com/x4foundations/mods/780. Unlike the missions of other professions, these missions are never offered off-station. They are offered only at the station that owns the bounty, or a defense station in the same sector that owns the bounty, or at the headquarters of the faction that owns the bounty. Read more about the Bounty Hunters Guild below.

Note: that the generic kill missions are considered Bounty Hunter missions and count towards its proficiency and have bonus rewards on early completions. But they are never listed under the Bounty Hunters Guild list in the missions offer UI. They are listed as normal generic missions below all the guild missions. To get the most of this professions, you need to install the EM mod.

Guilds and mission rewards
==========================
When Experienced proficiency is achieved, membership into the guild becomes available. Members are awarded bonuses to related mission rewards on mission completions.

Experienced: The mission reward bonus is between 10% and 25%.
Specialist: 20% to 25%.

Additionally, completing missions within the hour improves the bonus.
Within the hour: Double (x2) the bonus.
Within half-an-hour: Triple (x3) the bonus.

Guild Network and missions
==========================
Up to three guild offices may be located in a station. When in the vicinity of a station with guild offices, the Guild Network becomes available.

Connect to the Guild Network from the Bulletin Board System. When connected, guild missions will be offered. These missions are more varied and more galaxy-spanning than normal Generic Missions.

Because guild members are subscribed to their guild's network, mission offers from their guild are directly available in the Bulletin Board System anywhere in the galaxy, without the need to connect to the Guild Network.

Only 3 missions are offered through the Guild Network at any given time. Members can purchase 2 key codes to increase the number of missions listed. A level 2 key code lists 6 missions. A level 3, 10 missions. Security protocols expire these keys after 3 hours.

Note that spy guilds are found in all pirate bases. Bounty Hunters Guilds are found in all defense stations. Both guilds, like other guilds, are also scattered in random stations in the galaxy.

Bounty Hunters Guild
====================
Guild offices can be found at defense stations. But they are also scattered at random factories in the galaxy. Note that shipyards, wharves and equipment docks are defense stations.

Additional to security keys and bonus rewards, as other guilds offer, the Bounty Hunters Guild can act on your behalf to prevent the faction of your Search And Destroy targets from retaliating against you. These treaties are available at any Bounty Hunters Guild.





User tweaks to mission cash rewards
===================================
This is a manual tweak that requires editing the file "md\kuertee_professions_guilds.xml".
These tweaks are set at every new game or at every game-load. They are lost when the mod is updated. Make sure you save your changes so that you can re-apply them when the mod is updated.

Mission cash rewards use Egosoft's reward generation algorithm built into each of the mission types.
But they are adjusted with these 3 things: (1) difficulty, (2) mission level, (3) relationship with the mission giver's faction.
Difficulty and level adjustments are arbitrarily set in egosoft's base missions.
And this mod also sets them arbitrarily, but with these rules:
1. Default difficulty is as follows:
level.easy = missions that don't require the use of weapons
level.medium = mission that require the use of weapons
Note that missions in an enemy sector of the mission giver is automatically set at level.hard.
2. Default mission level is based on a metric particular to the mission.
e.g. number of mines to destroy.
But no mission is set below 5.
All mission levels are capped at 10.
Users can tweak mission rewards by adding an adjustment to the "$missionCashRewardTweaks" table.
1. Find the mission type name of the mission template in the "GetMissionTemplatesByGuild" library section of this file.
e.g. "Rescue_Ship_Container"
2. Add it to the $missionCashRewardTweaks table.
3. Optionally tweak its difficulty by setting it with one of these:
level.trivial, level.veryeasy, level.easy, level.medium, level.hard, level.veryhard, level.impossible.
4. Optionally tweak its mission level by setting it with a number from 1 to 10.
Each level exponentially increases the cash reward.
Level 10 doubles the value of level 1.
The mod will limit levels to between 1 and 10.
5. Optionally add a bonus multiplier to its reward.
Note that rewards for missions with a difficulty of level.easy are already doubled.
This bonus multiplier will be added to that multiplier.
6. Mission rewards are set at the creation of the mission offer, so these tweaks are not applied to mission offers that already exist.
Example tweaks:
The two examples below sets
(1) the rescue ship from mines mission to have a trivial difficulty and a level of 1 and a reward multiplier of 5
(2) the ALL deploy missions to have an impossible difficulty and a level of 10.
Note the dollar sign ($) preceeding the mission type name.
<!-- <set_value name="UserSettings.$missionCashRewardTweaks.$Rescue_Ship_Container" exact="table[
$difficulty=level.trivial,
$level=1,
$bonusRewardMultiplier=5
]"/>
<set_value name="UserSettings.$missionCashRewardTweaks.$DeployInPlace_Container" exact="table[
$difficulty=level.impossible,
$level=10
]"/> -->





Install
=======
- Unzip to 'X4 Foundations/extensions/kuertee_reputations_and_professions/'.

Uninstall
=========
- Delete the mod folder.

Troubleshooting
===============
1. Allow the game to log events to a text file by adding "-debug all -logfile debug.log" to its launch parameters.
2. If an Extension Options entry exists for the mod, enable the mod-specific Debug Log.
3. Play for long enough for the mod to log its events. Or force the error that you are experiencing.
4. Send the log found in My Documents\Egosoft\X4\(your player-specific number)\debug.log to my e-mail ([email protected]) with the mod name in the subject line.

Credits
=======
By kuertee.
Chinese localisation by Tiomer.
French localisation by Calvitix.
German localisation by Chapi22.
Russian localisation by Leonkillerua.
Icons by Mycu.

History
=======
v7.5.09, 04 Apr 2025:
- Bug-fix: Activities weren't getting tracked since before the v7.5.07, 29 Mar 2025.
- Bug-fix: Cleaned-up the management of licences for better compatibility with the Social Standings and Citizenships mod. E.g. previously, when starting a custom game with a high relationship with a faction (e.g. PIO) will reset that relationship with that faction.
- Bug-fix: Reward bonus calculation was showing the incorrect values even if the amount of the bonus shown in the Transaction Log is correct. e.g. negative rewards in the notification.

v7.5.08, 31 Mar 2025:
- Bug-fix: Bounty hunters guild - Sanction attacks: The list of available targets in the Conversation menu was broken.
- Bug-fix: Bounty hunters guild - Sanction attacks: Sanctions are only available from the Bounty Hunters guild representative. Previously they were available from any guild representative.

v7.5.07, 29 Mar 2025:
- Bug-fix: Targets of sanctioned attacks are now removed from their fleet preventing that fleet from retaliating against your attacks.
- Tweak: Refine the order of initialisation for mod compatibility with my other mods.
- Bug-fix: The mod-specific debug logging was likely left on after the last update. This will disable it, if it wasn't already disabled manually in the mod's Extension Options.

v7.5.05, 18 Mar 2025:
- Tweak: Fleet members of your sanctioned targets won't retaliate against your attacks against your sanctioned targets.

v7.5.01, 21 Feb 2025:
- Bug-fixes: 7.5 compatibility updates.

v7.1.17, 27 Dec 2024:
- New: French language file. Thanks, Calvitix!
- Bug-fix: Bonus reward multipliers were applied incorrectly for Shipwright and Builder guild missions.
- Tweak: Guild bonus reward for Shipwright and Builder guild missions are decreased from x 3 to x 1.5 for missions completed within half-an-hour and from x 2 to x 1.25 for missions completed within the hour.
- Bug-fix: Builders guild missions weren't getting generated.
- Tweak: Builders guilds are now always found at headquarters and randomly at other stations. Previously, they were only found at random stations.
- Tweak: Mining guilds are now always found at refineries and randomly at other stations. Previously, they were only found at random stations.
- Tweak: Shipwright guilds are now always found at shipyards, wharves and pirate bases and randomly at other stations. Previously, they were only found at random stations.
- Tweak: The list of guilds at the "Connect to/You are connected to" buttons in the Mission Offers menu is now on the next line after the button.

v7.1.16, 03 Dec 2024:
- Tweak: The "Connect to the Guild Network." button now lists which guild networks are available. E.g. "Connect to the Guild Network: Bounty Hunter's Guild, Engineer Federation.".

v7.1.13, 02 Nov 2024:
- Bug-fix: Promotion bugs with my other mod, Social Standings and Citizenships.

v7.1.10, 17 Oct 2024:
- Bug-fix: For some players, the game starts with Spy Profession scores maxed out.

v7.1.091, 13 Oct 2024:
- Bug-fix: Mining activities in L-class miners were getting ignored - a long-standing bug.

v7.1.09, 10 Oct 2024:
- Tweak: Optimised mission target query from mission data.

v7.1.07, 17 Sep 2024:
- Bug-fix: Updated the calculation method for licence qualifications.
- New feature: Players that start the game with the Dedicated Warrior gamestart, the Spear of the Patriarch gamestart, or the Terran Cadet gamestart will start with the Defender Reputation with the relevant faction. Note that the Dedicated Warrior will start as Defender/Cynical Reputation because he starts with only 5 Relationship Points with the PAR faction.
- Tweak: Players with the Defender reputation will gain Defender Reputation points instead of Mercenary Reputation points when destroying enemies that are not targets of a mission. Previously, the player needed the police licence so that unsanctioned destructions are counted as Defender actions.

v7.1.05, 3 Aug 2024:
- Bug-fix: Social Standings and Citizenships (SSAC) compatibility: Military Ship and Capital Ship licences weren't getting updated when SSAC data was updated. It previously required a RAP data update, which in general cases was updated when SSAC data was updated - but not always.
- Bug-fix: The Player Information menu's responsiveness was throttled due to constant update triggers.

v7.1.02, 13 Jul 2024:
- Tweak: 7.1 beta 2 compatibility

v7.1.01, 7 Jul 2024:
- Tweak: Suppress "null" var errors while playing Timelines scenarios.

v7.0.02, 29 Jun 2024:
- Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
- Bug-fix: sometimes the Kill Counts and Missions menu was disabled
- Bug-fx: Alternatives to Death mod compatibility: after death, missions weren't getting reset allowing the "new" player to have access to Guild Missions they are not qualified for.

v6.2.013, 25 Feb 2024:
- Localisation: Russian translation by Leonkillerua.
- Compatibility: With Mycu's Verbose Transaction Log mod, money transfers from this mod will be labeled: Guild Network security key: Ganatos Security Layer 4, Guild Network security key: Pathed-Otmanckuttall 1.3 Key, Immunity for attacks, Immunity for attacks and intact relationships in the Transaction Log menu.

v6.2.011, 18 Feb 2024:
- Bug-fix: Map menu breaks when the mod tries to refresh it after generating new mission even if the map isn't open.
- Bug-fix: Sometimes, licences were getting awarded incorrectly.
- Tweak: Defender points awarded to both policing faction and sector owner instead of just to policing faction.

v6.2.007, 4 Dec 2023:
- Bug-fix/tweak: After losing the military ship and capital ship licences, they were not getting added immediately after re-passing their requirements.
- Bug-fix: Guild mission generation and mission description bug-fixes - especially for scanning missions.

v6.2.004, 19 Sep 2023:
- Bug-fix: ui bug that prevents the menu from showing.

v6.2.002, 15 Sep 2023:
- Tweak: Large supply mission description changed to: "Production wares" from "Construction wares".
- Tweak: Large supply mission to delivery foodstuffs removed because wares requests were sometimes not for foodstuffs.
- Tweak: Large supply mission guidance points to the sector.

v6.2.001, 10 Sep 2023:
- Bug-fix: Trader Profession wasn't getting the Trader Discount and Commission bonuses.
- Bug-fix: Scan ship guild mission: invalid ship target.
- Bug-fix: Scan station guild mission: invalid station target.
- Bug-fix: Scan module guild mission: invalid module target.
- Bug-fix: Transport passenger guild mission: The manager of the station was being used as the passenger.
- Bug-fix: Destroy ship guild mission: invalid ship target.
- Bug-fix: Find resources guild mission: invalid sector target.
- Bug-fix: Large supply wares guild mission: invalid sector target.
- Bug-fix: Deploy guild mission: inaccurate sector target.
- Tweak: 6.2 compatibility.

v6.1.004, 01 Aug 2023:
- Bug-fix: Scan station missions were not completing.

v6.1.003, 29 Jul 2023:
- Tweak: The duplication of supply factory and find resources missions are minimised/removed - making buying the extra mission offers from the mod's guild useful.
- Tweak: When a miner, points from buying and selling mined resources are added to both your Miner and Trader points. Previously, they were only added to your Trader points.
- Bug-fix: Some factions were still not getting listed until you acquire the Migrant or greater citizenship status.
- Bug-fix: The find resources and large supply missions were setting the incorrect sector targets.

v6.1.002, 30 Jun 2023:
- Bug-fix: The UI still wasn't displaying factions that you have the Visitor Social Standing with.

v6.1.001, 28 Jun 2023:
- Bug-fix: The guild offices were not getting created in Boron stations.
- Bug-fix: Spy guild scan missions were failing.
- Bug-fix: Courier guild transport passenger missions were failing.
- Tweak: When my other mod, Social Standings and Citizenships, is installed, factions that the player doesn't have Migrant immigration status (or greater) with were not getting listed. In this version, factions that you have at least a Visitor Social Standing with will be listed.

v6.0.0021, 18 Apr 2023:
- Bug-fix: Trade events that count towards Trader Profession is active when the player is standing on a player-owned ship or on a player-owned station station during the transaction.

v6.0.002, 13 Apr 2023:
- Tweak: Trade events for the calculation of Trade Profession points now include when the player is on his ship or station while a trade is conducted. Previously, the player needed to be in control of the ship, and no station trading were counted.

v6.0.0007, 31 Mar 2023:
- Bug-fix: Bonuses for Shipwright and Builder professions were STILL going over 25%.
- New feature: When you achieve Experienced proficiency, guilds may offer you missions from your enemy factions. This offers another way to increase your base-game Relationship points with that faction. Note that the faction will still act towards you based on your base-game Relationship points - e.g. aggressively.
- Bug-fix: The Bounty Hunter's Guild was missing in defence stations when no other guilds were present. BH Guilds should always be present in defence stations.
- Bug-fix: Map bugs when logging on to the the Guild Network button (in the Mission Offers menu).
- Note: This version should work with 6.x and 5.x of the base game. Note that with 5.x, only guild missions to deliver pilots, engineers, marines, etc. will not work due to a change in 6.0. Just do not accept these missions.

v6.0.0004, 18 Feb 2023:
- Bug-fix: The long-standing bug of the Extension Options getting reset is fixed! :D ... hopefully. :)
- Bug-fix: The rendering of the Guild Network button states (e.g. unavailable, available, connect, etc.) was interfering with the Map.
- Bug-fix: Bonuses for Shipwright and Builder professions were going over 25%.
- Tweaks: Better guild mission parameters generation.
- Note: This version should work with 6.x and 5.x of the base game. Note that with 5.x, only guild missions to deliver pilots, engineers, marines, etc. will not work. Just do not accept these missions.

v5.1.0314, 7 Dec 2022:
- Bug-fix: Settings in the Extensions Options may not be sticking.
- Tweaks: Mod-specific menu tweaks for readability. E.g. new lines, etc.

v5.1.0313, 31 Oct 2022:
- Tweak: Reformatted the Tour of Duties list to follow the Completed:Failed missions list.
- Tweak: Sector Raid missions that are attached to War Subscription missions from the Emergent Missions mod are now Tour of Duties.

v5.1.0303, 1 Sep 2022:
- Bug-fix: Player Information menu error that would prevent its use.
- Bug-fix: German localisations for the Bounty Hunter and Bounty Hunter Guild names were missing.

v5.1.0301, 17 Jul 2022:
- Bug-fix: The Guild Offices weren't available in the last couple of versions.
- Bug-fix: The Defender requirement options in the Extension Options wasn't sticking across saved games.
- New feature: The conversation with the Guild Officer now supports the Extended Covnersation Mod.
- Bug-fix: Some UI output and mouseovers were fixed.

v5.1.00093, 12 Jun 2022:
- Bug-fix: The Guild Network button in the Mission Offers menu wasn't displaying.

v5.1.00092, 12 Jun 2022:
- Bug-fix: Changes to Extension Options were still not sticking.

v5.1.00091, 27 May 2022:
- Bug-fix: Changes to some of the Extension Options were not sticking.

v5.1.0009, 23 May 2022:
- New feature: Guild network texts in ui. E.g.: The Guild Network is unavailable at this station., etc.
- New feature: Full sanctions on attacks on Search And Destroy targets, preventing relationship penalties with their factions.
- Tweak: Better sorting in the Reputations menu.
- Bug-fix: Calculation to get best and next best scores.
- Bug-fix: Shipwright mission descriptions differentiates between attack and commercial ship orders.
- Bug-fix: For immunity convo, do not check active Search And Destroy missions if none active.

v5.1.0001, 8 Apr 2022:
- Compatibility: 5.1 compatibility for sanctioned attacks.
- Bug-fix: The Torus nor the Paranid Temple will never be a mission target/destination. (I hope my fix works. Let me know when you see either stations as mission targets/destinations.)
- New feature: Chinese localisation file. Thanks, Tiomer!

v5.0.0015, 3 Apri 2022:
- Bug-fix: UI: The values shown, including those on mouse-overs, were still incorrect - fixed now, properly, I hope.
- Bug-fix: The percentages of the professions and reputations were getting rounded down to the whole number incorrectly.
- Bug-fix: Search And Destroy (SAD) missions (from my other mod, Emergent Missions) were getting listed as trade professional/entreprenuerial missions as well as Defender/Ranger missions. This version lists them only as Defender/Ranger missions.
- Bug-fix: SAD missions: only one immunity from retaliation can be purchased from the Bounty Hunters Guild even if you have several active.
- Bug-fix: Bounty Hunter guilds were STILL not getting added to SOME defense stations.
- Bug-fix: Spy guilds were STILL not getting added to SOME pirate bases.
- Tweak: Better sorting of Reputations: by Disposition (e.g. Trusting is best, Hateful is worst) first, then by Immigration Status (Militia is best, Undocumented is worst), then by Reputation (Defender is best, Pirate is worst), then by Social Standing (Ranger is best, Traitor is worst), then by faction name.

v5.0.0014, 31 Mar 2022:
- Bug-fix: Bounty Hunter Guild offices were getting added only to faction headquarters. They are added to defense stations in this version - as they should be.
- Bug-fix: Bounty Hunter Guild service: sanction attacks on Search And Destroy targets: Xenon and Khaaks will never sanction your attacks.

v5.0.0013, 30 Mar 2022:
- New feature: Bounty Hunter Profession and Guild: finding and destroying your targets increase your Bounty Hunters proficiency, guilds offer immunity from retaliation of the faction of your Search And Destroy (from the Emergent Missions mod) targets. Read both the Bounty Hunters Profession and the Bounty Hunters Guild sections below.
- Bug-fix: The points in the Professions UI and Reputations UI were actually wrong. They were showing their raw number as percentages rather than actual percentages. But the ranking of professions and reputations were always correct. It was just the number shown was incorrect.
- Tweak: Bounty Hunters Guilds are found in all defense stations. (Note that shipyards and wharves are defense stations.) They are scattered randomly in other stations like other guilds.
- Tweak: Spy Guilds are found in all pirate bases. They are also scattered randomly in other stations like other guilds.

v5.0.0011, 18 Mar 2022:
- Bug-fix: Silenced debugging logs.

v5.0.001, 18 Mar 2022:
- Bug-fix: Alternatives to death (ATD) support: Show factions that you have a Citizenship in the UI EVEN if you don't have a Social Standing (SS). Previous versions didn't list the faction unless you had an SS. But with ATD, player's descendants will have no SS but may have a Citizenship if their inherited properties meet the Citizenship criteria. Remember that only a poor SS prevents the player from getting Citizenship. A neutral SS allows Citizenships.
- Tweak: Alternatives to death support: new ATDs require the separate resetting of Professions and Reputations. E.g. clones do not reset their Professions, but descendants do.
- Bug-fix: Mining missions will not be offered in sectors that have sufficiently discovered mining locations.
- Tweak: Added these resources to the mining missions: ice, nividium, helium and methane. Previous versions only had the ore, silicon and hydrogen because they were copied from the base-game missions.

v4.2.0804, 2 Feb 2022:
- Tweak: The label for Bounty Hunter for the Social Standing and Citizenship (SSaC) is now relabeled as "Ranger" to follow SSaC's newer version. (Planning on building a Bounty Hunter profession in a future version of Reputations and Professions.)
- Bug-fix: The nofication and log for the multiplier for the bonus reward for missions was sometimes the wrong multiplier (even if the correct multiplier was applied to the reward).
- Tweak: Attacks on Khaak and Xenon are now Defender actions instead of Vigilante actions BUT ONLY IF the sector's faction owner DOESN'T HAVE war missions (i.e. war subscriptions) against them.

v4.2.08, 20 Jan 2022:
- New feature: The Builder and Shipwright professions are now enabled along with their guild membership. These professions don't have "hands-on" activities and so don't have Proficiency Levels. Points accumulated in these two professions don't affect any other professions nor each other. Their points are simply a percentage score to 100%, with one activity at 5%. Guild Membership becomes available at 100%.
- Bug-fix: Mission reward texts from station and ship builds now follow the base game's reward text for this mission. E.g. value + 50% upto. With the added bonus of accepting a mission from this mod's guilds and not counting their bonuses, of course. I.e. it's likely that you'll always get the maximum reward + mission completion bonus.
- Bug-fix: When you have a police licence with a faction, Vigilante actions for the faction are now Defender actions, as it should have been.
- Tweaks: Profession points shown on the menu could be confusing. E.g.: fractional points were getting converted to percentage incorrectly. E.g.: the Profession points are now shown along with your Specialist points (if that profession has achieved the Specialist lvel).

v4.2.073, 4 Jan 2022:
- Bug-fix: mod data on saved games were getting reinitalised. Bug introduced in the previous version, 4.2.072. This version is safe for use in both new games and old saved games. (Sorry for the poor QA. I was trying to get all the updates out before the NY, but introduced new bugs in the process. This should be it.)

v4.2.072, 4 Jan 2022:
- Bug-fix: New game bug: game breaking, variables not initialised. You don't need to start a new game. The bug from the previous version only prevented the mod from starting new games.

v4.2.071, 3 Jan 2022:
- Bug-fix: The mod was creating its rooms and npcs when you arrive at the station instead of when you actually dock or teleport to it.

v4.2.07, 2 Jan 2022:
- Bug-fix: Teleporting in and out of stations wasn't detected, so the mod's custom rooms and NPCs were not created when teleporting into a station.

v4.2.06, 30 Dec 2021:
- Tweak: UI tweaks: Reputation and Professions tabs that separate the two when the UI is scaled higher than 1; licence icons: ceremony friend, ceremony ally, military ship, capital ship; minimal info: indifferent factions are hidden, only the established Reputation is shown until expanded, etc.; Reputation missions are separated from Professional missions in the Reputation menu; etc.

v4.2.05, 24 Dec 2021:
- Tweak: Your relationship points with the faction is listed in the Reputations menu.

v4.2.04, 22 Dec 2021:
- Tweak: The mission counters, when the player's faction is selected, for the different factions are now consolidated into one counter.

v4.2.03, 16 Dec 2021:
- Bug-fix: Made the menu not dependant on Social Standings and Citizenships.

v4.2.02, 16 Dec 2021:
- Bug-fix: Social Standings and Citizenships: Military and capital ship licences are awarded IF you achieve Defender Reputation before you achieve Citzen or Militia Immigration Status.
- Tweak: Menu fixes for those with scaled resolutions.

v4.2.01, 13 Dec 2021:
- Bug-fix: The mission list in the Reputations screen will be empty even if the counter shows the correct number. This bug was only present if you performed "Profession" missions (e.g. Courier, Engineer, Miner, etc) for the faction but have not yet gained any Defender points.
- Bug-fix: Because Saboteur activities are both Profession and Reputation activities, the mission list in the Reputations screen showed them missions twice.
- Bug-fix: Standardised the event listeners for: arrive at station, dock, undock, leave station in my mods that need them with these events: attention change, dock, undock, teleport. In previous versions, these events were handled inconsistently that resulted in intermittent bugs like: (in Reputations and Professions) the Guild Network button become disabled after docking even if it was available before docking, (in High-security Rooms Are Locked) the mission NPC not getting moved to an unlocked room, (in several mods) mod NPCs, like the Mod-Parts Trader not getting spawned in their rooms, etc.

v4.2.0, 10 Dec 2021:
- New feature: Profession mission completions and failures are now counted against the faction and are listed in the Reputations screen. This is not retroactive. Only missions from this version and after are counted.
- Tweak: Support for Social Standings and Citizenships (SSaC) mod: Immigration status and social standings are listed in the Reputations screen.
- Tweak: Support for Social Standings and Citizenships (SSaC) mod: SSaC requirements checks for the ship licences.
- Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity. This also fixes the bug that sometimes allows access to the Guild Network even if you are not in the vicinity of the guild.
- Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).

v4.1.01, 12 Nov 2021:
- Bug-fix: Guilds your not a member were getting stuck as "nearby" even after you've left the vicinity of the station.
- Bug-fix: the timer for the 3-mission offer limit was broken, limiting the offers to only 1.

v4.1.0, 06 Nov 2021:
- New feature: Missions from guilds are limited to 3 per hour. Previously, even if 3 were listed, a new one is immediately offered when you accept one. In this verion, no new mission is offered when you accept one. Only 3 are offered per hour; or after you complete a mission, if you enable this feature in the Extensions Options.
- Tweak: Wider UIs: The Profession and Reputation UIs use more of blank spaces of the screen.
- Bug-fixes: Better integration of several missions from the base game. I.e. added integration to new RMLs introduced in the base game's 4.1 update.

v1.2.3, 11 Aug 2021:
- New feature: The Guild Network missions are limited to 3 missions - regardless of whether you are a member of the guild or not.
- New feature: Purchase Guild Network security key codes for more missions: level 2 key for 6 missions, level 3 key for 10 missions.
- Tweak: Colour-coded faction and disposition sentiments in the UI: green for trusting, yellow for cynical or suspicious, red for hateful.

v1.2.2, 26 Jul 2021:
- Bug-fix: Approaching and departing stations that controls the Guild Network's accesibility.

v1.2.1, 25 Jul 2021:
- Tweak: Mission rewards - particularly rescuing ships from mine fields. E.g. Rescue mission rewards are lessened in this feature.
- Bug-fix: Some missions were terminating (with no error or outcome) after you accept them.
- New festure: Added "bonusRewardMultiplier" to user-tweaked mission rewards. Read the "User tweaks to mission cash rewards" section below.

v1.2.0, 11 Jul 2021:
- Tweak: I left the combined Reputations and Professions menus active for everyone when it should only be active for those with their UI scaled.

v1.1.9, 06 Jul 2021:
- Tweak: Inspirations were causing secondary professions to overtake your primary professions too quickly. In this version, inpsiration points are halved once a primary profession is established.
- New feature: User tweaks to mission cash rewards. This is a manual tweak that requires editing the file "md\kuertee_professions_guilds.xml". These tweaks are set at every new game or at every game-load. They are lost when the mod is updated. Make sure you save your changes so that you can re-apply them when the mod is updated. Instructions are at the top of the file, or in the "User tweaks to mission cash rewards" section below.
- Bug-fix: The kill counter scrolling was bugged for those with a scaled UI.

v1.1.8, 03 Jul 2021:
- Bug-fix: The kill and mission counter UI was disabled when the UI is scaled. Fixed in this version.
- Tweak: The mission counter UI is enabled for Professions. Previously, it was only enabled for Reputations.
- Bug-fix: Trader's discounts and commissions weren't getting applied when trading with an L or XL ship.

For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.
v1.1.7, 19 Jun 2021:
- Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.
- Note: This update requires either v2.2.1 or v2.2.0 of UI Extensions (UIX) - depending on which version of the game you need. For v4.0 of the game, use UIX v2.2.1. For v4.1beta1, use UIX v2.2.0.
- New feature: Added a reset data option to the save and restore options in the Extensions Options.
- Bug-fix: Tours of Duties weren't getting rendered.
- Bug-fix: The Player Info menu was breaking when clicking on Reputations or Professions rows that are not their faction headings or Profession name headings.

For v4.1beta1 of the game:
v1.1.6, 15 Jun 2021:
- Compatibility 4.1beta1: Station seed property used in creating rooms.
- New feature: Kill counter by reputation (e.g. Defender, Vigilante, etc.) and by faction.
- New feature: Mission counters: completed / failed. Tours of duties counter: completed / failed.
- New feautre: Tour of duties are story missions and war subscription missions.
- New feautre: New Reputation menu to show the counters above.
- New feature: Builder and Shipwright guilds missions are limited to 1. Disable this in the Extensions Options.
- Tweak: Better detection of mission targets. Previously, some mission targets were not getting attributed to the mission - resulting in Vigilante poiints.

For v4.0 of the game:
v1.1.5, 29 May 2021:
- Bug-fix: Piracy points accumulation was broken in some cases.
- Bug-fix: Crafting activities were broken.
- Tweak: Builders guild mission reward level lowered (again) to 3. Previously it was at level 5.
- Tweak: Guild missions: expand search for neutral mission ships/stations (used in mission creation) to 3, 4 then 5 gates away if none found. Previously, this stopped at 2 gates away.

v1.1.4, 28 Apr 2021:
- Tweak: Profession inspirations stacking limited to 2 x time set in Activity Points Limiter (by default 5min, so 10min). This would prevent inspirations stacking after you stopped focusing on your profession griding. E.g. You're griding your Spy profession. Then decide to do combat missions for the Argon in Xenon space, which takes you away from your profession for hours. In the previous version, the inspiration for Spy activities persist for that long - even if you decided to ignore it while in a tour of duty. In this version, inspiration points are reset after 10min. You'll need to re-focus your efforts on your profession.
- Tweak: Builders guild missions: factory specs limited to faction modules. Previously, their requests were totally random from the available production modules available in your game.
- Tweak: Builders guild missions: factory locations limited to 2 gates away from client station. Previuosly they can be located up to 5 gates away.
- Tweak: Builders guild missions: defense station locations limited to 3 gates away from client station.
- Tweak: Builders guild missions: rewards are minimised to mission level 5. The rewards for all missions are set by Egosoft's algorithm. The mod then modifies this with a mission level between 1 and 10. 10 doubles the mission reward. In previous versions, the mission level was set between 5 + the number of modules you need to build - resulting in too high a reward. In this version, the mission level is set to a non-changing 5. Note that the mission level modifies the reward exponentially and not linearly. Therefore, a mission level 5 will not be 1.5 x the normal mission. It will be a little under that, I think.

v1.1.3, 25 Apr 2021:
- Tweak: Better implementatino of "Extended conversation menu". Some conversation options are based on conditions. In the previous version, all conversations are sent to ECM (if it is installed). The problem is when no conversation options are based on those conditions, which sometimes leaves the conversation empty, requiring the player to Escape out of it.

v1.1.2, 22 Apr 2021:
- New feature: Support for iforgotmysocks' "Extended conversation menu" - if installed.
- Bug-fix: Reward bonuses bug-fix again. This time the reference to the mission was getting lost sometimes - preventing some reward bonuses to not get awarded.

v1.1.1, 19 Apr 2021:
- Bug-fix: Reward bonuses for Profession actions from the guilds were fixed. But I broke the reward bonuses for Reputation actions from the factions. :( Fixed in this version. (It was literally one variable name that I forgot to change over.)

v1.1.0, 18 Apr 2021:
- New feature: German localisation by Chapi22.
- Bug-fix: Reward bonuses now awared by all guilds. I had to re-code this system, causing internal records of targets of current missions to be invalid. I.e. You won't get Defender points for their destruction. Instead, they will be considered as either Vigilante actions or Mercenary actions - depending on their relationship with the sector's owner. New accepted missions will acquire my new system and their targets will be recorded and identified.

v1.0.9, 5 Arp 2021:
- Tweak: Specialist progression requires the Profession to be the Primary Profession.
- Bug-fix: Mission reward bonus were not getting added to Professions and Reputation actions that were not destructions.
- Bug-fix: Unsanctioned attacks of ships were getting reported as Mercenary actions instead of Pirate actions. Previously, only sanctioned attacks against a faction (e.g. during a mission) were getting reported as Pirate actions. In this version, any unsanctioned attacks of ships of the sector's owner/police authority will be reported as Pirate actions against the sector's owner/police authority. Unsanctioned attacks of others' ships will be Mercenary actions.
- Tweak: Rescue missions from Saboteurs Guild were cleaned-up/removed too quickly after the mission completes. In this version, they'll fly away then get cleaned-up/removed once out of player's sight.
- Tweak: Various UI roll-overs correct (e.g. required points) or refined.

v1.0.8, 3 Apr 2021:
- Bug-fix: When the UI scale is set to more than 1, the Reputations and Professions menus are combined into one left-hand side button. Otherwise, i.e. when there are a button for each, the left-hand side menu would be too high for the screen and will not display.

v1.0.7, 1 Apr 2021:
- Bug-fix: Reputations Points for mission objective completions (including full mission completions) were getting assigned to the last faction that points for mission objective completions was assigned. This bug essentially locked in to the first faction you received Reputations Points for. Fixed now in this version. Thanks to Fragball on Nexus for reporting this bug pretty much soon after the mod was released.

- Bugfix: After completing a mission, mission targets for other mission were de-registering, preventing actions against them to be counted as sanctioned actions.

- Bug-fix: The reward bonus logbook and notification text had incorrect data. The reward bonus was correct internally since the fix in v1.0.4. They messaging about them just had incorrect data.

v1.0.6, 1 Apr 2021:
- Bug-fix: Missions from the Shipwrights League were giving impossible to build ship specifications. Fixed now. (It was a bug in Egosoft's native command "find_object_component" that adds items of the previously generated object's components to the newly generated object's list regardless of the command's option of "append = false" being set.)

v1.0.5, 31 Mar 2021:
- Bug-fix: Changing the military ship requirement in the Extensions Options did not apply or remove this restriction, even with the previous update. REALLY fixed now in this version.

v1.0.4, 30 Mar 2021:
- Bug-fix: The bonus for mission completions wasn't getting rewarded to the player.
- Tweak: When you change the military ships requirement in the Extensions Panel will trigger the change immediately when returning to the game. Previously, your Relationship Score needed to change before this restriction was applied or reverted.

v1.0.3, 28 Mar 2021:
- Bug-fix: The previous version wasn't counting the non-attack Reputation mission types: Defenses, Escorts, Patrols, Rescues for the UI. Note that this counter is only for the UI. Their relevant missions were getting correctly counted for your Reputation Scores as shown as mission titles in the list for completed missions. But along with those, the 4 types above were suppose to also be listed (not as extra points, but just to be listed). This version will start counting and showing them in the UI.

v1.0.2, 27 Mar 2021:
- Tweak: Military ship restriction applied on game load. In the previous version, when you start this mod mid-game, this restriction wasn't applied until AFTER your Relationship changes. E.g. When one of your NPC traders triger a Relationship change after a trade.
- Bug-fix: Mercenary and Pirate trade penalties were not getting applied when you take control of a ship that's already docked. In the previous version, you could command a ship to dock and teleport to it to avoid the penalties.

v1.0.1, 26 Mar 2021:
- Back-up and restore data features available in the Extension Options menu. Use this to save Reputations data and Profession data in one game and restore them in another.

v1.0.0, 26 Mar 2021:
- Initial release.