OWB_Devs

OWB 4.0.5 Patch Notes

Aug 6th, 2022
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  1. -- Update 4.0.5 --
  2.  
  3. ### Major Features
  4. - Added models for: Behemoth, Mirelurk, Sentrybot & more!
  5. - Integrated Minor Nation Ideas submod by Commander_Vex#2255
  6. - Integrated Wolf Queen's Rise submod by Commander_Vex#2255
  7. - A third round of balance changes to tech and units, potentially the final huge one for a while. A summary of the changes can be found below and the full changelog can be found here: https://pastebin.com/WCKVkkQg
  8. -Research Ahead of Time penalty increased from 0.6 to 1.0 and base research cost itself decreased by 15%. Some specific categories of techs given slight increases or decreases.
  9. -4 New Units added: Motorized variants of Recon, Medical Chems, Logistics and Maintenance.
  10. -Anti-Air and planes given huge changes. AA will be more effective at shooting down planes but less effective at reducing CAS damage without further upgrades or other sources of Air Attack. CAS missions and planes both made less effective at base, Strategical Bombers and Blimps given slight buffs.
  11. -Breakthrough for Energy, Ballistic and Melee equipment made more comparable, Spec Ops and Power Armor given minor positive adjustments, enforcers given a handful of small nerfs to defense, breakthrough and speed.
  12. -Increases to Hard Attack for Anti-Tank, Fireteams and Demolitions and decreases to organization. Some piercing values increased for dealing with high armor early on. Demolitions also slightly buffed. Power Armor Support also given more scaling into the late game.
  13. -Small buffs to Dogs, Chems made to also grant recovery rate to divisions, Recon and Maintenance adjusted. Logistics equipment capture ratio replaced with Initiative to be a mix of normal logistics and base game signal companies.
  14. -Small nerfs to Motorized Enforcers and buffs to Motorized Demolitions and Fireteams. Small buff to Tanks alongside nerfs to Vehicle in-between techs.
  15. -Robots given higher reliability, recruitable population cost on efficiency techs slightly reduced.
  16. -Miscellaneous adjustments to land doctrines as well as the Perks and Doctrine School for players with No Step Back. Includes additions of the Initiative and Coordination stats from No Step Back, quality of life changes to Radios and many fixes to malfunctioning doctrine effects.
  17. -Adjustments to many minor techs. Communication techs now grant Coordination, Agriculture and Habitation techs made more effective, resource generation buildings such as Foundries given buffs to base production.
  18.  
  19.  
  20. ### Added
  21. - Added a custom gamerule and detailed AI strategy and path weights for the New California Republic, New Reno and Eureka
  22. - Added new advisors to the set of generic advisors given to Settler, Tribal and Raider nations by default
  23. - Added two more options to make people angry in Redding
  24. - Added more content for Eureka’s hubologist path
  25. - Added proper support company units with custom icons for motorized maintenance, medical chems, logistics and recon
  26. - Added unit icons for the 3 CnC attachments and tooltips explaining them for new and returning players
  27. - Added a decision for Lonetree when Wild Wasteland is turned off that grants rewards for controlling certain states without granting the actual Longtree formable nation that is Wild Wasteland only
  28. - Added a starting idea to Chemult Station as well as a unit leader description and a decision reward for defeating Bone Dancers
  29. - Added a new in-between tech to the Air tech tree and changed Transport Gliders to only require Tribal Air Tech to unlock
  30. - Added a portrait for Free Man (you fool!)
  31. - Added a new flag and a cosmetic name for Van Graffs in Reno
  32. - Added ideology icons for Sun Dogs, Van Graffs and Lambda Tribe
  33. - Added a new cosmetic tag for TV-Town!
  34. - Added scavenging to Lost Hills which can now be unlocked by completing a specific focus
  35. - Added ability to get scientific industry for Lost Hills which can be unlocked by completing a number of focuses
  36. - Added off-site civilian workshops reward to several focuses in Lost Hills tree
  37. - Added sophisticated robot technology to the Reclamation Army Depot
  38. - Added a military theorist to Vault City
  39. - Added bypasses to a large amount of wargoal focuses so if you own the land of the nation you are taking it from it will bypass
  40. - Added flags and cosmetic names for the Vault City puppets: Yakuza, Vipers, S’lanter, Slags, New Reno, Modoc and Jackals
  41. - Added Moore as a field marshal when she takes power in the NCR
  42. - Added a cosmetic name for Shi, when they join the NCR
  43. - Added some missing puppet flags for the NCR
  44. - Added a new unit leader in focus "Mutant Integration" for the NCR
  45. - Added generic portraits for a Midwestern Brotherhood culture! Now in use in: The Cause, Washington Brotherhood, and Montana Chapter
  46. - Added a new formable for Shi elites path
  47. - Added an unique ideology icon for the Steel Rangers
  48. - Added Basic and Intermediate Vehicle Tech to Highland Watch at gamestart as intended
  49. - Added a decision for Max Sec to join the NCR if Arroyo doesn’t exist
  50. - Added a leader for Regulators in Eureka
  51. - Added formables for the Electorate
  52. - Added cores on all of New Reno core states for NCR in "Another Seat in the Congress" focus
  53. - Added to Lost Hills state’s starting industry
  54. - Added implant equipment and caravan equipment to the Metal Mouths
  55. - Added intermediate vehicle tech back to Caesar’s Legion
  56. - Added a description to New Hammond’s glass production idea
  57. - Added settler PA tech level to Bank End Bandits
  58. - Added Arroyo and Eureka to the “Strengthen Nations” section of custom gamerules
  59. - Added a script that makes many of the targets of Thunderbirds request and accept military access from each other when both at war with them
  60. - Added a scripted focus order for MacArthur AI to make them act more intelligently
  61. - Added supply nodes to states in Baron’s Eyrie
  62. - Added more population and building slots to some states in Oregon, Nevada and the Rio Grande Republic
  63. - Added 2 military factories to the Navarro Territories in the east at gamestart
  64.  
  65. ### Changed
  66. - Changed and overhauled the focus rewards for the NCR, including focus length changes, many buffs or quality of life tweaks and an unlockable 5th research slot from the focus The Bear Roars
  67. - Changed and largely buffed many of the advisors for the NCR
  68. - Changed Radio equipment in the Trooper Warfare section of the Conventional Warfare doctrine to be unlocked for production 2 doctrine techs before your units begin to require it
  69. - Changed many focuses in the Heaven’s Gate tree to be stronger and more varied
  70. - Changed a portrait for Keene in Jacobstown
  71. - Changed the effects of almost all of the Design Companies, Major Businesses and Pre-War Businesses to be more balanced and unique
  72. - Changed, and in some places overhauled, the effects of all the unit leader traits for balance
  73. - Changed the effects of many of the generic advisor traits
  74. - Changed many of the AI’s priorities for research and production to be more sensical and intelligent
  75. - Changed ownership of some provinces in Colorado to make the borders of Withered Dogs look nicer
  76. - Changed some of the effects and focus lengths for many focuses in the New Reno and Vault City trees as well as the NCR and Vault City puppet trees
  77. - Changed the costs of organization equipment to be slightly higher and scale in discount from opinion much slower
  78. - Changed the effects of some generic caps decisions and organization opinion decisions slightly for balance
  79. - Changed non core manpower values for outsider laws
  80. - Changed a few icons to remove image artifacting
  81. - Changed the political power cost of Lost Hill’s political and paladin recruitment focuses to be half of what it was before
  82. - Changed some focuses in the lost hills paladin branches to give slightly different rewards
  83. - Changed TV-Town’s first few focus branches so that it’s easier to complete
  84. - Changed paladins to use implants
  85. - Changed several construct decisions for Lost Hills, which are now named relocate, to clarify what the actual effect does
  86. - Changed Iron Knightdom to be back from the depths of the Wild Wasteland
  87. - Changed Lost Hills tree so that completing focuses in the reclaiming bunker branch now unlocks claims and cores on specific states
  88. - Changed the effects of some White Legs focuses to be slightly stronger
  89.  
  90. ### Fixed
  91. - Fixed Mora's Fate event in Paullus Warband
  92. - Fixed non-existent focus being referenced in Paullus Warband "The Future" event
  93. - Fixed the tech which granted implants to vehicles not being visible and being obtainable by the AI accidentally
  94. - Fixed Arroyo Quiet Return not giving you the leader you want
  95. - Fixed issues of Sun Dogs events/decisions having errors with division template code
  96. - Fixed Sun Dogs code referencing old Dog Equipment names
  97. - Fixed Queen Victoria VI description being misnamed
  98. - Fixed the 215th forgetting about attacking Protectron Security Hub
  99. - Fixed the Cause fighting over MacArthur
  100. - Fixed NCR focus to support Vault City elections to show correct values
  101. - Fixed NCR puppet tree not giving proper leaders to some nations
  102. - Fixed Steel Rangers not having Llwyd as their country leader
  103. - Fixed missing loc for Steel Rangers events
  104. - Fixed the Strathcommune 6 front war event from firing repeatedly
  105. - Fixed Steel Rangers not joining the NCR faction
  106. - Fixed Steel Rangers not getting proper buffs to "Steel Rangers Army Corps" idea
  107. - Fixed H&H tools tech having a bad description
  108. - Fixed Iron Alliance not joining Lanius against Hangdogs despite being in the faction
  109. - Fixed Keats leaving the Unity of Austin
  110. - Fixed Vault City not getting the proper idea when they contact NCR
  111. - Fixed Gordon of Gecko advisor disappearing instantly in Vault City
  112. - Fixed Lanius losing his "Lanius Deadline" idea instantly
  113. - Fixed NCR not inviting Summers Federation to faction in "Unlikely Heroes" focus
  114. - Fixed Todd Howitzer leaving Texan Arms Association, if he chooses to become a puppet again
  115. - Fixed several rail connects in Mojave Brotherhood, Heaven’s Gate, Republic or Rio Grande, and Los Ejército Mexicano
  116. - Fixed "Another Seat in the Congress" focus not annexing New Reno properly
  117. - Fixed "Ranger Re-Unification Treaty" focus removing advanced components from Shady Sands
  118. - Fixed Elder Miller not being a leader in Texas Development Zone
  119. - Fixed several loc errors for the Rogue Ranger’s advisor localisation
  120. - Fixed typos for NCR, Eureka, Arroyo, New Reno and Three Rivers in focus trees and events
  121. - Fixed some localisation for C27 robots to no longer incorrectly say C-22
  122. - Fixed a bug causing Shi’s AI weights to work incorrectly
  123. - Fixed missing or improper localisation for some unit leader traits
  124. - Fixed agriculture techs that nations started with not actually adding their manpower amounts at gamestart
  125. - Fixed Fusang and Free Folk not having conscription laws and therefore lacking any manpower
  126. - Fixed the AI prioritizing organization opinion advisors extremely high
  127.  
  128. ### Removed
  129. - Removed AI priority to pick ruler popularity decisions in Eighties
  130. - Removed "Colonel" from Cassandra Moore name, when she is in charge of the NCR
  131. - Removed one double available in a Shi focus
  132.  
  133. ### Technical Changes
  134. - Fixed missing bracket in the cosmetic tags file
  135. - Changed puppet effect in Republic of Three Rivers focus to use proper puppet effect
  136. - New updated army banner strip
  137. - Updated geoparser data since the map has changed
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