LJLim

Nexerelin 0.10.3y beta changelog

Jan 22nd, 2022 (edited)
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  1. == in release v0.10.4 ==
  2. * Random sector adjustments
  3. * Player homeworld picker will not take anything with hazard >175%
  4. * Ensure player homeworld system has comm relay
  5. * Player homeworld doesn't start with Heavy Industry except by picking the bonus item)
  6. * Put gamma cores on high commands, if the faction traits allow it
  7. * Starting officers on new game are all level 1 (instead of e.g. 3-2-1) and mentored
  8. * Sindrian Diktat can send colony expeditions sometimes
  9. * Remnant mission 3: (Try to) balance things in case where station is damaged
  10. * Adjust enemy fleet behavior, misc. things in Remnant mission 2
  11. * Set and display rules on when industry items can/can't be looted during ground battles
  12. * Adjust math for conquest mission from invasion fail streak
  13. * Flatten starting relations: explain in tooltip, don't randomize diplomacy traits
  14. * Procure ship action: destination can be set for queued actions; tweak button layout
  15. * Fix ground battle abilities not being blocked by active station
  16. * Fix station insta-construction in build station missions
  17. * Fix rep multiplier for returning freshly captured markets while commissioned
  18. * Ground battle tutorial dialog explains what it's a tutorial of
  19. * Minor text fixes
  20.  
  21. == in beta v0.10.3y ==
  22. ### Gameplay ###
  23. * Hypershunt surprise encounter improvements
  24. * Can be bought off with a beta or alpha core (alpha gives 10 Remnant rep)
  25. * Tweak pursuit behavior
  26. * Entire thing can be disabled in settings.json
  27. * Set market "local interest" lockout if player joins ongoing ground battle as attacker
  28. * Ground battle attacker AI withdraws if nothing happens for 6 turns
  29. * Make mining harassment fleets more/less frequent depending on current system's markets
  30. * Alliance votes can modify disposition towards other factions
  31. * Lower max marine count to prefer target planet in Remnant mission 1
  32. * Random sector improvements
  33. * Try harder to concentrate factions in systems where they already have a presence
  34. * Seed more abandoned stations (at least 2; 3 if enough markets are present)
  35. * Rebellion suppression fleets can't spawn from markets already having their own rebellions
  36. * Set the "gave Daud the Yaribay contact" flag when skipping story
  37.  
  38. ### Fixes ###
  39. * Player officers on new game no longer have random personalities
  40. * Safety for ground battle AI ability use
  41. * Fix Militia Power UNGP rule not applying to ships properly
  42. * Increment faction respawn count only on launching invasion, not on getting back in the game
  43. * Fix Stalwart/Weak-Willed faction traits being applied improperly
  44. * Maybe fix a minor memory leak involving player marine XP in ground battles
  45. * Don't spawn Return the Data Core mission in random sector
  46. * Safer calculation of random faction weights in random sector
  47. * Fix rep multiplier for returning freshly captured markets while commissioned
  48.  
  49. ### Text ###
  50. * Ground battle help explains movement points
  51.  
  52. ### Modding ###
  53. * Add "Forever War" diplomacy trait, removes war weariness gains
  54. * Used by Luddic Path
  55. * Merc companies can now have their own ship name prefix, and can have their upfront fee modified by fleet value
  56. * Add $nex_npc_no_invade memory key to prevent NPCs from targeting a market for invasions
  57. * Don't hard crash if random sector bonus items lack generators, just write a warning to log
  58.  
  59. ### Related to new features in beta ###
  60. * Fix conquest missions from failed invasions persisting forever
  61. * Fix player special task groups potentially moving officers to ships they shouldn't be on, ensure it always has a flagship on creation
  62. * Fix ground battle AI failure when considering Ignis Pluvia use
  63. * Fix Prism's MagicBounties check for boss ships
  64. * Fix DiplomacyManager.haveRandomRelationships check
  65. * Fix possible bug involving relations with own faction when flattening relations
  66. * Starting contact is trade type if player picked trade starting fleet
  67. * Adjust enemy fleet behavior, misc. things in Fragments mission
  68. * Alliance permanent members are indicated as such in the intel
  69. * Scoreboard layout tweaks
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