OWB_Devs

OWB 4.2.6 Patch Notes

Jul 14th, 2023
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  1. -- Update 4.2.6 --
  2.  
  3. ### Major Features
  4. - Major overhaul to the Canadian regions of 5.0. Read this dev diary for details:
  5. https://www.reddit.com/r/OldWorldBlues/comments/14z1e5t/owb_2023_dev_diary_50_geographical_update_and_news/
  6. - Changes to states and provinces to support 5.0 overhaul
  7. - Large revamp to the UI, fixing numerous issues and improving older tabs.
  8. - Made a round of balance touching up some systems and improving disparities between tech levels or techs that are power outliers. Changes include adjustments to compliance gain, the moving of some Sophisticated Robot tech to Intermediate, tweaks to robot stat curves along with early game tanks and more. The full details can be found here: https://pastebin.com/VhxnJNE2
  9.  
  10. ### Added
  11. - Added a new loading screen
  12. - Added a gamerule option to disable the Lone Wolf trait on generated unit leaders
  13. - Added 3 new development decisions in starting cores of Gente Del Sol and Tlaloc
  14. - Added 24 more news events tied to developments on the West Coast, which all nations in California, Nevada, Arizona, and Oregon receive
  15. - Added a new spirit reward to scavenging that boosts resource gain
  16. - Added many more temporary or permanent opinion modifiers to nations mapwide
  17. - Added a minimum Economic Development requirement for nodes to upgrade to level 9 or 10
  18. - Added texticons to many decisions with costs besides political power
  19. - Added a new starting spirit to Desert Rangers and a second debuff spirit removed via their tree
  20. - Added a new starting spirit to White Legs tied to literacy which can be swapped for another via the related early focus
  21. - Added a new temporary starting idea for NCR tied to the gold reserve
  22. - Added a new spirit to a Hayes focus for NCR with bonuses to robot divisions
  23. - Added an effect to the NCR focus "Roaring Economy" to remove their existing negative state modifier to the Boneyard and Dayglow economic nodes
  24. - Added 3 new spy operations for the Legion
  25. - Added an effect to Navajo’s tree allowing New Navajo to become a caps node
  26. - Added a new leader portrait and description for the Vipers
  27. - Added Pathfinders reward technology to Shoshone Nation at game start
  28. - Added starting Maintenance, Motorisation and Multipurpose Equipment tech to Montana Chapter
  29. - Added starting Resource Generator tech to Ouroboros
  30. - Added starting Mobile Recon and Chems techs to New Canaan
  31. - Added starting Fireteam tech to Tlaloc
  32. - Added a starting agency for Stormmongers
  33. - Added 1 level of outpost to all 3 of TV Town’s starting provinces
  34. - Added 2 more starting units to TV Town and returned their infantry to 4 battalions from 6
  35. - Added new cultural advisors to Maximillian, Moctezuma and Zapata
  36. - Added 25% enemy justify time increase to the Tlaloc Guarantees idea
  37. - Added 15% Trade Opinion to the first tier of Hangdogs’ Scrap Metropolis idea
  38. - Added an additional starting buffer of fuel to Warden on spawn
  39. - Added bios for Ellen Santiago, Eloi Steele, Warlord Hand, and the Broken Bow Council
  40. - Added more options for Canada, Cascadia, Nebraska and Mexico Unifiers
  41. - Added new victory points to the Mojave and Southwest Arizona
  42. - Added starting templates for Combat Robots and Warhounds
  43. - Added several more starting techs to Paullus
  44. - Added Paullus getting a core on Rio if he burns it
  45. - Added Paullus losing some of his starting spirits once he wins against Rio
  46.  
  47. ### Changed
  48. - Changed focus descriptions in Three Rivers, MacArthur, Stormmongers, Strathcommune, and Montana Chapter to support the tag changes in Canada
  49. - Changed more nation paths to be affected by the “Historical Focuses” option, but in the form of paths being more or less likely rather than guaranteed on or off
  50. - Changed caps node income to be lower over all, particularly from Trade Value and non-core nodes
  51. - Changed Oliver’s leader portrait
  52. - Changed the Main Node Development Income bonus to 50%, from 150%
  53. - Changed Stimulus decisions to allow investing into nodes which are already Level 10
  54. - Changed some categories of development decision to be cheaper
  55. - Changed Economy Laws to also affect Node Trade Income
  56. - Changed Tribal Conscription to raise research speed less
  57. - Changed the Greasers power armor manufacturer to be stronger
  58. - Changed some puppetmaster idea stages to be slightly weaker
  59. - Changed some strategic regions in Nevada, Utah and Idaho to prevent certain unintentional wars from claims
  60. - Changed more sea zone rivers in Mexico to have better crossing placement
  61. - Changed the penalty on trade opinion from distance to be lower
  62. - Changed forming Steel Rangers to no longer require the NCR being at peace
  63. - Changed the NCR sphere law to cancel when at war with NCR
  64. - Changed the NCR Mojave branch Reserve spirit to be slightly weaker and its victory foci to be slightly stronger
  65. - Changed the Mossman Doctrine NCR focus to send its targets less units
  66. - Changed NCR’s Gammacore units to be split into 2 templates rather than a joint one
  67. - Changed NCR’s start event trade opinion penalty option to caps income
  68. - Changed the balance and AI logic for choices in the Baja Conference event chain slightly
  69. - Changed Old Country to not become led by the Wardens if they are in Washington Brotherhood’s faction
  70. - Changed Old Country and Rotpurgers to no longer remove the other’s cores after their war
  71. - Changed a handful of Vault 100 foci and Shared Vault tree events to be weaker
  72. - Changed the free cores on Washington, The Cause and Heaven’s Gate for Wishmaidens in Rotpurgers to core cost reductions
  73. - Changed some leader traits for Jacksons, Yellowstone, Old Country and Rotpurgers to be slightly weaker
  74. - Changed advisors for Old Country to have named traits and slightly adjusted balance
  75. - Changed some Utah pantheon mechanic gods and their decisions to be stronger
  76. - Changed some sources of special forces cap from MacArthur to be lower
  77. - Changed MacArthur’s start spirit and laws to have slightly higher penalties
  78. - Changed MacArthur’s targeted modifier against Montana Chapter from focus to be weaker
  79. - Changed the requirements for MacArthur’s foci granting unique support tech to be harder
  80. - Changed the caps bonuses from some MacArthur foci to be lower
  81. - Changed Montana Chapter’s top right branch to grant stronger bonuses to vehicles and their top left to be slightly stronger over all.
  82. - Changed many foci for Standing Rock to be stronger
  83. - Changed 45 days focuses for Arroyo to 30 days and changed some to also be slightly stronger
  84. - Changed some foci for the Shared Wyoming tree to be slightly stronger over all
  85. - Changed some right path foci for Ouroboros to be slightly stronger
  86. - Changed some foci for Eagle Rock to be slightly weaker or have adjusted length
  87. - Changed Navajo’s post conquest foci to be slightly stronger
  88. - Changed Navajo’s ceiling on attack and defense bonuses to be slightly lower
  89. - Changed the Legion/Lanius denver idea pair to also modify caps income
  90. - Changed the Legion to get slightly less army intel on Mojave Territories
  91. - Changed the Legion Wave Tactics tech to be granted by the autocompleted post dam battle focus rather than Tip of the Spear
  92. - Changed the balance of some foci in New Reno’s left shared paths to be more internally consistent
  93. - Changed some Lone Star start event options to be stronger
  94. - Changed the trees of Tlaloc’s sons to be stronger and adjusted some effects to accommodate changes to tech levels of robot techs
  95. - Changed slightly Tlaloc’s wartime bonuses and the temporary penalties given to his sons
  96. - Changed Cypher Warband’s recurring event options to have adjusted effects and balance
  97. - Changed some of New Canaan’s early foci and templates to be improved
  98. - Changed the Washington Enclave to use the Settler generic tree rather than the Raider one
  99. - Changed civilizing for Mirelurk Tribe to take slightly longer
  100. - Changed the Oregon Coastals tree to add less infrastructure to stop it from exceeding the max
  101. - Changed starting spirits for many miscellaneous minor nations to be slightly weaker or altered
  102. - Changed some NCR puppet tree spirits to be weaker
  103. - Changed some foci and events for various nations which granted large amounts of caps to grant slightly less
  104. - Changed some spirits for White Legs to be slightly weaker or stronger
  105. - Changed Mojave Territories’s Lee Oliver army chief trait to give a minor power armor bonus and changed its Hsu and Raul advisors to be slightly stronger
  106. - Changed some Mojave Territories event options to be slightly stronger
  107. - Changed the values of Mojave Territories’s Pacification idea slightly for balance
  108. - Changed Mojave Territories foci to grant marginally more resources
  109. - Changed Mojave Territories’s power armor foci to grant research bonuses for the tech and a stronger template
  110. - Changed a Mojave Territories focus granting unique support tech to instead add equipment
  111. - Changed two outlier foci for Kaga to be slightly weaker
  112. - Changed the shared Washington Brotherhood and The Cause debuff to be slightly higher
  113. - Changed starting spirits of the Great Plains Federation slightly for balance
  114. - Changed Shale’s targeted attack against Unity of Austin to be lower
  115. - Changed Ironmongers’s Heavy Duty Weapons spirit to be stronger and their Battlewagons focus to be weaker
  116. - Changed the Texan Dollar to grant less income
  117. - Changed some Mexico design companies to be more on par with their American counterparts
  118. - Changed Rio Grande’s shared army branch foci to be slightly stronger
  119. - Changed some focuses, modifiers and events for TAA to be slightly weaker
  120. - Changed Nueva Aztlan to start with a higher economic law
  121. - Changed Chichen Itza’s starting efficiency retention debuff to be 10% higher
  122. - Changed Chichen Itza and Desperados to start with 1 less military factory and Dryblowers to start with 2 less
  123. - Changed Bismarck to start with 5% less war support
  124. - Changed Far Son and Rio Grande to start with 5% more stability
  125. - Changed Rio Grande to start with 1 less civilian factory and an additional building slot
  126. - Changed TAA to start with 2 less civilian factories and 5% less war support
  127. - Changed Free Fighters to start with 1 less dockyard
  128. - Changed Prescott, Arizona in the Legion to have more population and building slots
  129. - Changed Olympus Tribe’s land to have less starting circuitry and composites
  130. - Changed starting production slightly for Cypher’s Warband and Rio Grande
  131. - Changed Bismarck’s starting Gauss tech to only include the schematic
  132. - Changed Eureka to no longer start with a bonus 400 manpower
  133. - Changed starting party popularity for some nations slightly
  134. - Changed the main menu wiki link from fandom to wiki.gg
  135. - Changed several Paullus spirits to generally be stronger
  136.  
  137.  
  138. ### Fixed
  139. - Fixed the distracting white square bug that occurs under models while playing on DX11, fix generously provided by Libra over at CWIC.
  140. - Fixed the BOS mechanized unit model exploding.
  141. - Fixed the “Pipeline Failed” error sometimes appearing when clicking on units.
  142. - Fixed incorrect Node Trade and Development modifier calculations which were resulting in overly-high or negative node values
  143. - Fixed Node Development Value not increasing after upgrades (fix contributed by @kregon#0967 )
  144. - Fixed Nodes not expanding into new states for AI
  145. - Fixed Nodes expanding into impassable states
  146. - Fixed State Node GUI showing "0% progress" for some states
  147. - Fixed the wrongful use of state conscription modifiers in some national spirits
  148. - Fixed an oversight causing the AI focus plans of Montana Chapter and White Legs to not always be activated correctly
  149. - Fixed an issue with redundant code causing Free Fighters to send volunteers to many normally invalid targets
  150. - Fixed an oversight causing Gente Del Sol to ally with Guerra slightly less often than intended
  151. - Fixed New Canaan being able to declare war on the White Legs without bordering them
  152. - Fixed Zapata having no tech levels when chosen as the Mexico Unifier
  153. - Fixed a Chichen Itza bug that kept templates locked after they were supposed to be unlocked
  154. - Fixed Shale’s Army’s logic for choices in Lone Star’s I-10 event being reversed
  155. - Fixed Port Maw and Old Country not being warned that Washington is doing the focus for them.
  156. - Fixed winning at Navarro breaking NCR’s templates
  157. - Fixed some missing focus filter assignments to focuses in the NCR tree
  158. - Fixed some of the unintended interactions of NCR’s Kimball taxation mechanic
  159. - Fixed Silverforge not having the caps system activated when they spawn in
  160. - Fixed missing focus shine for Lost Hills focus “Heckler and Koch”
  161. - Fixed missing focus shine for MacArthur focus “Upgrade The Uplinks”
  162. - Fixed missing option text for the event "The People of Eastport" in Vault City
  163. - Fixed missing focus description in Moctezuma focus “REPCONN Testing”
  164. - Fixed the Ironmongers Unification Wars focus lacking its intended effect
  165. - Fixed Tlaloc’s sons having generic vanilla advisors
  166. - Fixed Patrocolus sticking around as a Field Marshal if the Sisters take power
  167. - Fixed multiple Lone Star foci in the Hand branch that gave resources to a state they don’t own
  168. - Fixed ship storage modules missing icons in the ship designer
  169. - Fixed missing text for Guerra rallying support in Nuevo Laredo
  170. - Fixed the focus for Gente offering Caesar or allies to buy Baja firing the wrong event
  171. - Fixed an event for Gente Del Sol which did not core Paz Bandits’s land correctly
  172. - Fixed a spirit for Twin Mothers which affected the wrong robot equipment
  173. - Fixed several foci in Caesar’s tree that could not be completed by civil war winners who didn’t keep the Legion faction
  174. - Fixed a Rotpurgers focus incorrectly warning Bone Dancers of conflict
  175. - Fixed the Mojave Chapter adding development to Boulder City when it has no trade node
  176. - Fixed a focus for Apostles taking 14 days rather than the intended 60
  177. - Fixed many focuses for Rio Grande having high or low lengths that were unintentional
  178. - Fixed various errors with the PipBoy gui
  179.  
  180. ### Removed
  181. - Removed numerous unused gfx files and assets, saving roughly 200mb in mod file size.
  182.  
  183. ### Technical Changes
  184. - Added 10 more generic idea icons for future use
  185. - Added code foundations for targeting unit categories in division modifiers for future use
  186. - Added AI scripting for many west coast nations to increase interaction and cooperation between nations and improve the joint war strategy of NCR and their allies
  187. - Added AI diplomacy scripting for many nations map wide to increase the frequency and consistency of natural diplomatic interactions. This is an ongoing process which will be built upon in future updates.
  188. - Added significant AI scripting to Arroyo’s handling of their wars and influence/coercion mechanic to improve their capability
  189. - Added AI scripting to Free Fighters and Rio Grande to more greatly assist enemies of the Legion under certain conditions
  190. - Added an AI focus plan to Provisional Texas and made it less suicidally aggressive
  191. - Added further AI focus and war strategy scripting for Arroyo, Ejército Mexicano, Ironmongers, Lone Star, Ouroboros, Rio Grande and Texan Brotherhood
  192. - Changed AI logic for conscription laws, decisions and companies to be more intelligent
  193. - Changed the default chance of Vargas taking over AI Desert Rangers from 50% to 60%
  194. - Changed the default chance of the Wrights taking over AI New Reno from 20% to 25% and changed the Van Graffs from 20% to 15%
  195. - Changed the default chance of AI Shi joining the NCR from 55% to 60% and changed going independent from 20% to 15%
  196. - Changed the default chance of AI Arroyo joining the NCR independently from 40% to 55% and changed integrating into the NCR and the Neutral and Bad Karma paths all from 20% to 15%
  197. - Changed the default chance of AI Eureka staying Portmasters and joining the NCR from 45% to 50% and changed going enclave from 15% to 10%
  198. - Changed Alamo’s AI plan to prioritize war foci more, so it can get the chance to integrate with the Texan Brotherhood if it is losing
  199. - Changed NCR’s AI focus plan to better prioritize powerful army bonuses
  200. - Changed AI division limiter to hopefully result in less infantry spam late-game
  201. - Changed file structure for Big Grass to be more organized
  202. - Fixed an issue causing AI with 1st tier Horse equipment to never research the later tiers
  203. - Fixed NCR not researching motorized or support equipment
  204. - Fixed missing localisation for a White Legs decision
  205. - Fixed many typos, grammar errors and capitalization errors in Caps, the Followers, and countries map wide
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