Version/1.1.2618
This is a relatively minor update focused on fixes and balance. The major content we’re working on is still being held back for release as the content add-on later.
This update should be compatible with all savegames and mods. DRM-free users can update by re-downloading and re-installing from their personal download link – it always has the latest version and never changes.
Thanks to everyone who has given feedback at the unstable testing Discord server. Come join to test future releases!
Improvements
– Monuments can now be sastisfied with any floor type instead of requiring specific floor types. – Monument generation has been adjusted to make monuments more dense and consistent. – Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings. – “Choose rewards” window renamed to “Reward preferences”. Added explanation at the top of the window. Increased height of reward prefs window. – Man in black is now always capable of violent and caring work. – Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave). – Improved clarity of monument marker placement feedback. Added messages for incompatible terrain or blocking buildings. – Prices now only display decimals when under $10. – Now, only esquire and higher titles will be inherited. – Hospitality threats with mech clusters now display more accurate sizing in generated text.
Tuning
– Praetors can now give speeches. – Lodger minimum mood now only applies to the asker, not any others who accompany him. – Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels. – Mech clusters are more likely to have mechanoid guards instead of just turrets. – Mech clusters at low points are more likely to have unstable power cells. – Reduce duration of berserk pulse from 15 seconds to 11 seconds. – Increase cost of mortars. – Siegers now recieve 6 replenish shells at a time instead of 10. – Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change). – Increased human turrets damage and fuel consumption. – Increased uranium slug turret range. – Reduce steel from smelting steel chunks from 20 to 15. Reduce resource yield from destroying/disassembing mechs and their buildings. This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties. – Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives.
Technical
– Removed null asker possibility from hospitality quests. – Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn’t break all other mods. – DesignatorFor -> FindAllowedDesignatorRoot – Monument placement now checks overlap before adjacency. – Minimum mech cluster points can be set for mech cluster buildings. – Rename “ludeon” constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check. – Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value. – QuestNode_IsInList now uses previously unused function. – Removed redundant checks from IsSpawningBlocked. IsSpawningBlockedPermanently checks proper location. – Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label. – Move the delegate inside ModContentPack.ReloadContent into a class function to prevent future issues with mods. – Added null check for QuestGenUtility method IsInList. – lodgersMoodThreshold is now selected from 4 discrete random values. – Renamed allowedThreats to threatType in hospitality quests; a back-compatibility rule for the old name remains.
Fixes
– Fix: Can’t target caster or pawns of the same faction with psycasts if they’re invisible. – Fix: Text overlap for some items on architect tab description. – Fix: Kind label is not gender-aware in RulesForPawn – Fix: Pawns can stand on drapes are standable. – Fix: Some hospitality quest fields report missing translations even though they shouldn’t – Fix: Alerts throwing errors after choosing “Load mod list from save” while in-game. – Fix: Smoke spewer does nothing. – Fix: Psycasts don’t check cooldown in CanCast method. – Fix: Tribute collector doesn’t arrive unless you have a knight. – Fix: Black screen on startup if a workshop mod folder was deleted without unsubbing from the mod. – Fix: Force loading animals into a shuttle while forming a caravan and then sending the shuttle causes errors. – Fix: Asker potentially not being set when setting lodgersHaveMoodThreshold. – Fix: Monuments can be placed over non-edifice buildings without warning. – Fix: Languages listed as seperate even if they share the same legacy folder name. – Fix: Manhunter pack quests and incidents fail to generate for higher points.