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- Update 1.2.2753 add new gear, new permits, and many refinements
- New features
- - New apparel - Beret: Worn by various lower-ranking Imperial nobles.
- - New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
- - New apparel - Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops.
- - New apparel - Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles.
- - New apparel - Stellic crown: A unique, gigantic crown worn by the high stellarch.
- - New permit - Steel drop: Call down some steel resources.
- - New permit - Glitterworld medicine drop: Call down some glitterworld medicine.
- - New permit - Silver drop: Call down some silver.
- - New permit - Food drop: Call down some food.
- - When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
- - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
- - We now display a text mote when a player pawn gains a new level in a skill.
- - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
- - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
- - Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
- - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
- - Mods can now be tagged as translations in the workshop.
- - We now automatically add appropriate bedrolls to caravan.
- - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
- - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
- - Add some text content to refugee hospitality quest.
- - Recipes for crafted things now show work to make in their info card.
- - New artwork for orbital targeters.
- - Allow quick loading via permit shuttle from non-home maps with no hostiles.
- - Upon death, all titles will not be instantly transferred to their heirs. Instead, we give favor up to the inherited title and generate a bestowing quest for the heir.
- Adjustments
- - Adjust text and icon for the 'Take drug' command.
- - In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
- - Move 'take to inventory' column over just to the right of the drug name.
- - Dirt now washes away in rain.
- - Changed precious lump hostile threats description to something more concise.
- - Psycasts are now sorted on the interface by category and then level.
- - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
- - Ensure all the mech cluster buildings wake up once it was attacked.
- - Adjustments to Precious Lump quest text and world object info.
- - Make pawns count as guilty while in aggro mental state.
- - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
- - Reorganized permit UI. Exchanged horizontal scrollbar for vertical.
- - Give the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn.
- - Added faction icon to main work tab with click through to faction and scroll to faction.
- - Added max lodger count to hospitality refugee quest.
- - AI will now only deploy an NPC's Smokepop or Broadshield pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop/Broadshield.
- - Rewrite noble requests for help in the pawn lending quest.
- - Increase frequency of bandit camp mission and shuttle crash quests.
- - Food and medicine renamed to travel supplies.
- - Add hediff links to recipes for implants and parts.
- - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
- - Made nature shrines minifiable and reinstallable.
- - Made shrines improve anima tree meditation.
- - Farskip now affects colony animals if not on the home map.
- - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
- - Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
- - NPC pawns with titles now purchase random permits on generation.
- - We now show the player a feedback message when calling resources to a caravan.
- - Trade requests will no longer request patchleather.
- - Added quest look target when bestowing ceremony cannot be accepted due to threat.
- - Bestowing ceremony text now says that player is expected to keep bestower safe.
- - Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component.
- - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
- - Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.
- - Change the "Tornado generator" targeter to a utility-slot apparel item.
- - Change the "Orbital mech cluster targeter" to a utility-slot apparel item.
- - Increased warmup time for aerodrone permits by 1 second.
- - Removed full-map light up effect of all strikes except orbital beam.
- - Icons of spacer armor now display as off-white instead of dark gray.
- - Adjust eltex gear colors to be darker.
- - Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed.
- - Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
- - Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
- - Bestower is no longer required to have archotech eyes.
- - Neural heat overload can no longer cause psylink degradation or any other permanent damage.
- - Member stripped goodwill penalty increased from 10 to 40.
- - Royal apparel production costs rebalanced.
- - Prevent farskip when caravan is overweight.
- - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
- - Optimize monument marker drawing.
- Technical
- - Use the old root keys in PawnLend script to avoid breaking translations.
- - Reset pawns enemyTarget after recovering from aggro mental state.
- - Selectively finalize equipped stat offsets
- - Use ThingDefCountClass to list dropped resources in permits. Added missing honor values. Zero honor cost produces a config error.
- - Spread out re-validating FloatMenuOption across multiple frames.
- - Improve FloatMenuMap caching and AddUndraftedOrders check order for better performance.
- - Make the 'try add to inventory' debug option.
- - Tweak the drawSize of various headgear to ensure their on-map size is congruent with their on-pawn size.
- - Royal title requirement thought workers now pass RoyalTitle object into Formatted and GrammarResolverSimple provides all required symbols.
- - Added some missing apparel score offsets for utility armor.
- - GenStep_ConditionCauser now checks for existing buildings at scatter spot.
- - Medieval surgeries now have links to the proper hediffs.
- - Fixed an issue where if the "Insect spawning rate" custom difficulty setting was set to zero, it caused unnecessary every-tick re-checking of whether a hive should spawn more pawns.
- - Remove remaining mentions of "default" load folder from ModUpdating.txt.
- Fixes
- - Fix: Colonist with a sick thought won't meditate at all.
- - Fix: Pawn lend initial description and final letter mismatch.
- - Fix: Ability duration on the tooltip is shown in hours even for low values.
- - Fix: Gunlink displays shooting accuracy stat offset as %.
- - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
- - Fix: Auto-rebuild doesn't work on bridges.
- - Fix: Quest prisoners can spawn on door tiles and walk away.
- - Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds.
- - Fix: Psycast disabled status is not being updated in shrunk mode.
- - Fix: Auto mortars are always active.
- - Fix: Compressed commands are drawn from top to bottom.
- - Fix: Quest reward pawn died before quest was accepted.
- - Fix: Not all curve marks being drawn on graphs.
- - Fix: Errors on generating long range mineral scanner quest via debug tools.
- - Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it.
- - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
- - Fix: No mech cluster building is multi-selectable
- - Fix: Keyed translations from a mod can't replace existing values with the same key and log an error instead.
- - Fix: XML Attribute IsNull only works on simple fields.
- - Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
- - Fix: Ensure Graphic_RandomRotated preserves the <drawSize> of wrapped graphics.
- - Fix: Projectiles were invisible for the first few cells of flight, due to them inheriting and interpolating their launcher's y layer, and being clipped/obscured out of the camera
- - Fix: Auto Charge Turret fires when stunned
- - Fix: Can't prioritize chatting with a prisoner if some other warden is already doing it.
- - Fix: Unfogging adjacent cells of buildings which are more than 1x1 of size doesn't work properly.
- - Fix: Grammar errors in a few 'title requirements not met' thought descriptions.
- - Fix: Apparel scoring algorithm ignores heat armor.
- - Fix: Rescuing downed noble ends shuttle rescue quest.
- - Fix: Bandit camp returnees don't unload.
- - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
- - Fix: Some wrong import settings on a few UI icon graphics.
- - Fix: "Unchangeable" text from visually overlaps with "Clear forced" button in assign-outfits panel.
- - Fix: Incorrect memory thought when refugee arrested or violated and incorrect letter text when violated in refugee hospitality quest.
- - Fix: Join letter in hospitality refugee quest remains (with disabled accept) if pawn leaves map before quest has ended.
- - Fix: Rare exception when changing the "Allowed area" restriction of a colonist in the Schedule tab, while the colonist is performing certain multi-step actions (such as being in the middle of reloading a mortar).
- - Fix: Gloomlight would prevent a Sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
- - Fix: Bestower quest has a rootSelectionWeight of 1.
- - Fix: Quest helper went wild man, now wandering around on map, can't arrest or empire becomes hostile.
- - Fix: Drug scheduling for inventory does not function when set to 1.
- - Fix: Stellarch and other non-rewardable title holding pawns don't get any permits.
- - Fix: Logging null leader error for factions which don't need a leader.
- - Fix: Meditation preventing pawn from attending a gathering or giving speech.
- - Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
- - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
- - Fix: lastPsylinkAvailable is reset whenever a game is loaded, causing fewer neuroformer quest rewards.
- - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
- - Fix: In custom-difficulty settings, the minimum value of "Turret rearm cost" was set to 1%.
- - Fix: Bestowing ceremony doesn't update permit points.
- - Fix: Extra newlines in quest descriptions.
- - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
- - Fix: Calling a shuttle to a caravan always costs favor instead of initiating cooldown.
- - Fix: Resources with null stuffProps can be accepted as "Stony" resources in monuments.
- - Fix: NRE when trying to get all pawns with specific mental state in quest part.
- - Fix: Shuttle auto-load does not properly work on shuttle assault quest return.
- - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
- - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
- - Fix: Animals refusing to eat reachable food when restricted to an area.
- - Fix: Exception during reward-giving Quests when custom-difficulty setting "Quest Rewards" is set to 0%.
- - Fix: Pawns don't face table when eating.
- - Fix: Healer mech serum heals love
- - Fix: Player blueprints prevent mech clusters from dropping.
- - Fix: Attacking a settlement with a shuttle causes the map to be smaller compared to caravans and transport pods.
- - Fix: Some single-use utility items could be used multiple times via shift-clicking.
- - Fix: GenStep_MechCluster spawns mech that are awake, but marked as dormant.
- - Fix: Pawn keeps meditating with a focus object that has 0 focus offset.
- - Fix: "Clear prioritised work" command can interrupt neuroquake cast.
- - Fix: Can't rescue invisible colonists.
- - Fix: Lack of back-compatibility for mods that use old style of defining offsets in FocusStrengthOffset_BuildingDefs.
- - Fix: Caravan food auto selection gives rotting food higher weight.
- - Fix: Sick pawns falling out of bed because of trying to do meditation for joy.
- - Fix: Errors on viewing bestowing quest while target pawn is not spawned.
- - Fix: Uncapitalized first letters in some paragraphs.
- - Fix: Arrested Refugee Leader can not be sold, leaves to unusual behavior.
- - Fix: The mouse-attachment that indicates what resource is contained in areas found by ground-penetrating radars should show even when the area is fogged (such as under a mountain).
- - Fix: Setting the butchering or mining yield to a high value in the custom difficulty settings may not result in actual increased yields.
- - Fix: Mission shuttles cannot auto loot.
- - Fix: Taking wake-up to inventory same wording as taking wake-up.
- - Fix: Non-heat psycasts can be spammed when it shouldn't be possible.
- - Fix: GetBuildingDefsForCluster_NewTemp() creates an infinite loop.
- - Fix: Teetotalers can use drugs normally by using the new gizmos.
- - Fix: JobGiver_OptimizeApparel.ApparelScoreRaw() reads an uninitialized variable which can lead to some weird behavior especially if there are modded races.
- - Fix: You can use farskip on the caravan you're in.
- - Fix: Received spelt recieved in mood and notification letter for titles.
- - Fix: SoundDefOf.MeditationGainPsyfocus plays on loop after done meditating.
- - Fix: Prisoner refugee leaves when refugee quest ends normally.
- - Fix: Arrested refugees will join the player colony if arrest job is interupted before placing refugee in cell.
- - Fix: Permit prerequisites are removed even when you don't have the permit.
- - Fix: Can banish quest lodgers through character card UI.
- - Fix: Game breaks if quest lodgers have RunWild mental break.
- - Fix: Various typos.
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