OWB_Devs

OWB 4.2.4 Patch Notes

May 12th, 2023
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  1. -- Update 4.2.4 --
  2.  
  3. ### Major Features
  4. - Added 5 new focuses for Lanius’s Legion path
  5. - Added a radio station for music from Fallout: Tactics
  6. - Added leader descriptions to a large amount of leaders which previously lacked them
  7. - Made changes to the Unifier layouts for Cascadia, Gate Area and Canada including splitting the Canada Unifier into Canada and Montana/Wyoming/Dakota
  8. - Removed the Neutral Zone, Stained Backs, and Forgehold of Gimli from gamestart and modified the Three Rivers tree to compensate
  9. - A round of minor balance change refinements made. Changes include caps decision standardization and law adjustments, changes to occupation and select autonomy laws, minor tweaks to Robots, Power Armor and Asymmetric warfare and changes to some country unique reward techs. The full details can be found here: https://pastebin.com/iut1FYzE
  10.  
  11. ### Added
  12. - Added a maximum duration of 45 days to Caps Raiding border wars
  13. - Added missions notifying the attacker and defender of caps raids of the remaining duration for the raid
  14. - Added a 5% bonus for attacker damage and 20 additional combat width to Caps Raids
  15. - Added Intermediate Construction Tech to Caesar’s Legion at gamestart and changed focus effects adding it to instead add Intermediate Industry Tech
  16. - Added tooltips to some Legion focuses which grant events to other nations which show their effects
  17. - Added an additional operative choice to the Legion’s starting Legion Training spirit
  18. - Added Dog technology and 3 more agency upgrades to the Legion at gamestart
  19. - Added a new spirit buffing Tank equipment to Two Sun’s Caesar’s Hammer focus
  20. - Added an Air and Navy Chief with new portraits and traits to the shared Super Mutant advisors
  21. - Added Motorisation and Pre-Construction tech to New Reno at gamestart
  22. - Added starting production and more starting building slots to Standing Rock
  23. - Added starting production and starting Anti-Tank tech to Stormmongers
  24. - Added 5 more starting circuitry to a state in Two Sun
  25. - Added slightly more of all starting resources to Arroyo
  26. - Added Warrior Training, Scout Kit tech and starting production to Iron Alliance at gamestart
  27. - Added 75 stockpiled guns and more unit equipment to Desert Rangers at gamestart
  28. - Added 1 starting Military Factory and minor AI focus weighting to Carthaginians
  29. - Added 3 additional units and 7% more war support to Baudelio Ranchers at gamestart
  30. - Added 2 starting dockyards to Bismarck
  31.  
  32.  
  33. ### Changed
  34. - Changed many river crossings across Mexico to form more cohesive frontlines with one another to reduce the amount of tedious frontline management they require
  35. - Changed the Cities: Skylines requirement to 15 decisions, down from 30
  36. - Changed AI logic for occupation laws and handling resistance to be more detailed and sufficiently intelligent
  37. - Changed the AI to produce more Fighters and CAS once reaching sufficient tech and factories
  38. - Changed New Reno’s AI path chances for Van Graff and Wright to 20%, up from 15%, and for Bishop to 45%, down from 55%
  39. - Changed Shi’s AI path chances for the brotherhood to 25%, up from 20%, and for the NCR to 55%, down from 60%
  40. - Changed the default chance of the Legion AI not healing Caesar upon taking Vegas to be 20%, down from 50%
  41. - Changed the Tourism Profits mechanic for New Vegas and New Reno to be dramatically more efficient
  42. - Changed Green’s Reservation focus removing Sub-Level 2 to instead reduce its modifiers only partially
  43. - Changed the Legion’s Mother Shaman, Total War Tactician, Phoenix Merchants and Fox’s Cunning advisors to be slightly weaker
  44. - Changed the Legion’s Navy/Air Chief and Praetorian Prefect advisors as well as both Carmine and Bares-His-Teeth traits to be slightly stronger
  45. - Changed the strength of some focuses, mostly via buffs, for the Legion’s Uniting the Wastes branches, Tip of the Spear branch, Dam Battle Loss branch, Mutant Branch, Vulpes branches, Malpais branches and some other minor foci
  46. - Changed the Legion’s Caesar, Son of Mars focus to 7 days instead of 30
  47. - Changed the Lanius’s Legion branch’s The Western Sea focus to grant claims on all of California instead of only 3 NCR states
  48. - Changed some Legion or Lanius targeted operations to be stronger and visible upon starting an intel network rather than a war
  49. - Changed Flagstaff’s starting node development from 0 to 0.25
  50. - Changed Castra Sol Rubrum’s starting node development from 1 to 0.25
  51. - Changed some Lanius advisor outliers and the Beast of the East spirit to be marginally weaker
  52. - Changed Lanius’s early war focuses requiring 20 Command Power to 25 Command Power
  53. - Changed Lanius’s Butcher’s Peace and Let Us Use The Roads focuses to be weaker
  54. - Changed Lanius’s Conqueror of Colorado focus to grant less compliance, but also grant the effect for Iron Alliance if they are in your faction
  55. - Changed Iron Alliance’s starting Flat Caps bonus from +20 to +5
  56. - Changed some of Two Sun’s advisors, starting events and some miscellaneous focuses to be slightly stronger
  57. - Changed the stages of Two Sun’s Masters of the Motor spirits to be stronger
  58. - Changed Two Sun’s final Great Race focus to also grant 150k caps
  59. - Changed some focuses in New Reno’s Thradd and Van Graff paths to be slightly stronger
  60. - Changed some of New Reno’s army advisors, some starting event options and their caps income spirit to be slightly stronger
  61. - Changed New Reno to start with 50k more caps and 25 Chop Shop opinion
  62. - Changed Eureka’s starting Enclave units to have slightly weaker equipment
  63. - Changed Eureka’s Navarro Intervention path Arroyo wargoal to be blocked until 2277
  64. - Changed Eureka’s Plasma Schematics focus to grant a smaller research bonus
  65. - Changed Vault City’s Republic Advisors spirit to be weaker
  66. - Changed Vault City’s The Land that I Love Best focus to also grant 10% stability
  67. - Changed the research groups for Vault City and the NCR to grant a 3% bonus, down from 4%
  68. - Changed the NCR’s Navy/Air Chief, Followers and Gun Runner advisors to be slightly weaker
  69. - Changed the NCR’s First Recon, Van Graff and Industrialist advisors to be slightly stronger
  70. - Changed the NCR’s Military Theorist to grant a smaller bonus in exchange for affecting more than just Conventional Warfare
  71. - Changed the NCR’s Lost, But Not Forgotten focus to grant a new temporary idea for the Republic Reserve rather than upgrading their economy law
  72. - Changed the NCR’s Gun Runner debuff spirit to also grant a 10% penalty to Infantry and Support tech research speed removed via the same branch as the other debuffs
  73. - Changed NCR Kimball’s Incipient Industrialization focus back to being the last in its sub-branch
  74. - Changed the strength of some focuses, mostly via nerfs, for the NCR’s Hayes Main Branch, Hayes Motion Branch, Primary Allgood Branches, Post-Election Kimball Branch, The Bear’s Roar military branch and the first half of the Mojave branch
  75. - Changed NCR’s Mechanized Bull PA branch to be slightly stronger
  76. - Changed NCR’s Loaded for Bear focus to be available to Hayes
  77. - Changed NCR’s early Mojave victory focuses to be slightly stronger
  78. - Changed two more of Allgood’s NCR post-election focuses to reduce the desire of the Followers to make demands
  79. - Changed a handful of weaker NCR post-election focuses to be slightly stronger alongside the previously mentioned nerfs
  80. - Changed NCR’s Hub Crisis modifier to be slightly more penalizing
  81. - Changed NCR’s Roaring Economy focus to be marginally weaker and take 45 days, up from 30
  82. - Changed NCR Moore’s recruitment law to grant 4% more conscription
  83. - Changed some NCR Moore focus modifiers or effects to be somewhat weaker
  84. - Changed NCR Calhoun’s Core Defense bonus to a universal Defense bonus
  85. - Changed NCR’s starting infantry to have marginally less experience
  86. - Changed Mojave Territories’s Support from Shady Sands spirits to grant targeted trade access and cost modifiers to the NCR
  87. - Changed some weaker Mojave Territories advisors to be slightly stronger
  88. - Changed Mojave Territories’s NCRCF spirit to be slightly stronger
  89. - Changed Mojave Territories’s Ranger template to be pure Spec Ops instead of mixed
  90. - Changed Lost Hills’s Dig Deeper decision to take less time
  91. - Changed Lost Hills’s High Elder decision back to its previously higher price and time
  92. - Changed a few Lost Hills focuses to grant small or increased amounts of political power
  93. - Changed Shi’s Ghost of the Pacific to grant an additional -5% Stability and +0.03 Air XP Gain
  94. - Changed some Desert Rangers Snake Vargas focuses to be slightly weaker
  95. - Changed the Desert Rangers Ranger Citadel focus’s attack bonuses to speed bonuses
  96. - Changed 80’s Life is a Highway branch to be slightly stronger
  97. - Changed Thunderbirds’ spawn focus to grant 500 more manpower
  98. - Changed 80’s Sacred Garage spirit to also grant a lack of resource penalty reduction
  99. - Changed Sons of Kaga’s Enforcer Speed traits, Coring bonus traits and starting idea to be stronger
  100. - Changed Hangdogs’s Army of Denver focus to 60 days, up from 30
  101. - Changed Hangdogs’s Bite Makes Right and Howling Victory focuses to be stronger
  102. - Changed Hangdogs’s Hello America focus to grant half of its previously rewarded robots
  103. - Changed MacArthur to start with 5% less stability and 3% less stability and war support from its starting outsider law
  104. - Changed some advisors for MacArthur to be slightly weaker or costlier
  105. - Changed many various focuses in the 3 endgame MacArthur paths to grant smaller effects or modifiers for balance
  106. - Changed Standing Rock’s starting leader trait to grant +50 Spec Ops Capacity, up from +20
  107. - Changed 4 of Tlaloc’s focuses to take 30 days, down from 60
  108. - Changed one Petro Chico starting event to be stronger
  109. - Changed Rotpurgers’s starting Core Defense bonus to 5%, down from 10%
  110. - Changed Snowmads to have slightly less starting resources and a smaller infantry template
  111. - Changed the starting organization opinion bonuses of most nations from 30 to 25
  112. - Changed Eagle Rock focus “Forging An Empire” to also give a state core on Colorado Springs when it becomes the Capital
  113.  
  114. ### Fixed
  115. - Fixed Lost Hills’s Dig Deeper decision only being usable once unintentionally
  116. - Fixed attacker modifiers for many border wars not applying correctly, causing some unintended stalemates
  117. - Fixed a bug causing Vault City’s party popularity and election support to become out of sync
  118. - Fixed a bug related to the above which caused a stalemate or Maier victory in the Vault City election to both occur for the AI less often than intended
  119. - Fixed a coding error which made the Cities: Skylines achievement harder than intended
  120. - Fixed a bug allowing the Nipton Massacre event to repeat
  121. - Fixed various Required Compliance for Coring modifiers being unintentionally weak due to having decimal values rather than flat ones
  122. - Fixed MacArthur focus American Soil for American Causes granting an unintentionally small research bonus
  123. - Fixed a Free Fighters decision tied to NCR not checking for ownership from an NCR ally
  124. - Fixed the Operation Sunburst news event not firing for other countries as intended
  125. - Fixed the NCR’s OSI event lacking an alternate description for if Hayes is president
  126. - Fixed one of Two Sun’s Navy Chiefs costing 15 instead of 150
  127. - Fixed an oversight causing Brotherhood nations to produce spec ops units when not intended
  128. - Fixed a Shared Nevada focus which added a research bonus for a deprecated tech category
  129. - Fixed Robot City event “Cost of Calculation” failing to give C-27s
  130. - Fixed an advisor trait for Big Grass which gave state modifiers
  131. - Fixed a coding error causing Texas Brotherhood to sometimes annex the New Mexico unifier under specific conditions
  132.  
  133.  
  134. ### Removed
  135. - Removed Fireteam and Demolitions tech from Desert Rangers at gamestart
  136. - Removed techs Pre-Construction, Cutter Hulls, Assault Canoes, Coach Guns and String Telephones from Lanius at gamestart
  137. - Removed 1 starting Military Factory from Lanius
  138. - Removed 1 starting Military and Civilian Factory from Shi
  139. - Removed 2 starting Civilian Factories from Vault City
  140. - Removed 1 starting Civilian Factory from The Divide, MacArthur, Stormmongers and Old Believers
  141. - Removed the second tier of Extraction, Construction and Habitation technology from MacArthur at gamestart
  142. - Removed 1 or 2 levels of starting infrastructure from 3 of MacArthur’s states
  143. - Removed 1 or 2 levels of starting infrastructure from 4 of the NCR’s developed states
  144.  
  145.  
  146. ### Technical Changes
  147. - Added a handful of additional generic idea icons
  148. - Added AI scripting to Arroyo to make prepare for its early wars more properly
  149. - Changed the AI to avoid using the coring menu on states that are prohibitively expensive
  150. - Changed Vault City Lynette and Kimball NCR AI focus progression to be slightly more sensible
  151. - Fixed some female characters lacking a set gender in their character entries
  152. - Fixed some missing or erroneous tech and unit localisation and changed others for clarity improvements
  153. - Fixed miscellaneous localisation errors for MacArthur, Montana Chapter, NCR, Navajo, Uintah, Petro Chico, Eureka and Gente Del Sol
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