skyarkhangel/Hardcore-SK

1.5 changelog

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Combat Extended

  • OutsideSquishy is now a BodyPartDef tag, not an item in BodyPartDef.groups
  • Ammo changed: 5x100mm caseless -> 5x50mm caseless
  • All turrets now inherit BuildingsSecurity thingCategory from TurretBase in CE. Remove the duplicate in other mods.
    See 22041d1 for more information
  • Use TurretMortarBase for turrets whose turret gun uses CombatExtended.ShootMortarCE as its verb
    Error check & temp fix shipped in Core_SK.dll

ParentName Changes

  • CrateBase -> ItemCrateBase

Mod change list:

disabled mods (previously active by default):

  • skyarkhangel.biotechtranslation
  • dubwise.quickfast (still not updated yet)
  • nightmare.possessionsforeveryone
  • fluffy.medicaltab
  • syrus.hmschoice
  • xandrmoro.rim.cleanie
  • likeafox.haulexplicitly
  • mlie.customprisonerinteractions
  • skyarkhangel.darkestnight
  • jaxe.bubbles
  • alfie.betterrelationshipvalue
  • chippedchap.blueprinttotalstooltip
  • maxzicode.zitools (depracated, replaced with Ctrl F)
  • wiseclock.ac.daysmatter
  • pirateby.thingfilterresizer (replaced by Resize Filter Tab)
  • zenthwolf.prizedcompanions
  • skyarkhangel.royaltytranslation
  • albion.goexplore
  • zylle.childboodbackstories
  • mlie.dismisstrader (vanilla ingetrated)
  • mlie.enterhere
  • tikubonn.dontblockdoor (replaced with owlchemist.doorclearance)
  • glucocorticoid.timebombs
  • arandomkiwi.huntforme
  • lazycat.colonistsarenotzergling
  • skyarkhangel.coretranslation
  • syrchalis.setupcamp
  • raug.realistictrade
  • thelonetec.assortedtweaks
  • skyarkhangel.ideologytranslation
  • zacharyfoster.mineralsfrozen

added mods:

  • mlie.wikirim
  • zenlor.anomalyhotfixes
  • skharrs.replacer
  • nals.dynamicportraits
  • andromeda.packablecontainers
  • name.krypt.rimworld.moddiff
  • co.uk.epicguru.whatsthatmod
  • puremj.mjrimmods.whileyouarenearby
  • pirateby.anothertweaks
  • com.github.alandariva.moreplanning
  • m00nl1ght.unofficialupdates.preparelanding
  • caesarv6.damageindicators
  • andromeda.pawnquickinfo
  • owlchemist.toggleableoverlays
  • telardo.dragselect
  • uuugggg.ctrlf
  • uuugggg.tdsbugfixes
  • pirateby.vanillaoptimizations
  • uuugggg.tdfindlib
  • avilmask.commonsense
  • owlchemist.doorclearance
  • noquiem.coordread
  • zeracronius.dynamictradeinterface
  • arpomo6.hldcrm
  • kahdeg.killfeed
  • merthsoft.designatorshapes

PackageId Change:

  • savestoragesettings.kv.rw -> savestoragesettings.kv.rw.fishtmp
  • kikohi.cybernetic -> doug.conn
  • Haplo.Miscellaneous.Robots.HSK -> Haplo.Miscellaneous.Robots

New Skill Decay System:

  • Non-combat skills now starts decaying at lvl 8, with max decaying speed reached at lvl 14. After lvl 14, the decaying speed will gradually decrease, reaching 0 (no decay at all) at lvl 20;
  • Combat skills (shooting & melee) will not decay until lvl 14, and starts decaying at a relatively higher speed compared to vanilla.
  • Both categories also have their daily xp threshold changed. Non-combat skills have a 8k daily threshold, while combat skills have a 5k daily threshold (both are 4k in vanilla)
  • Last but not least, finishing constructing building frame now also grants exp. The amount of exp is proportional to the work amount to build and the construction skill the building requires, and is clamped at 1k for each building frame the pawn finishes.

Testing: melee hit chance overflow

Melee hit chance is capped at 200% now. Any value that's above 100% transforms into "dodge piercing chance" at a 50% efficiency. "Dodge Piercing Chance" allows the attacker to hit the opponent even if the opponent should have dodged that attack.

Value Tweaks:

  • Removed outdoor penalty for Neolithic & Medieval stone cutters;
  • Alpha, beta poly's market value factor increased from 70% to 300% (alpha) and 400% (beta);
  • Bioferrite market value increased from 0.7 to 5;

Other Fixes:

  • Abomination event: Abomination still spawns after a period if player ignores the drop pod.
  • Fix infinite meteor impact sound due to nerf to explosion damage;
  • Compfuel logic fix (Manned worktable no longer burns when no bill is being worked on itself)
  • Show Core_SK.dll revision in log file for better tracing;
  • Add foot & hand surgery recipe;
  • Revert oil rig drilling work type to construction;
  • Cooling tower in Rimatomics no longer flammable;
  • Fix NRE when pasting butcher bill (Better Workbench Management);
  • Add surgery inspection recipe to droids & androids;
  • Fix mass grave only receives 1 corpse after updating to 1.5;
  • Temporary fix for infinite burning when deep storage present

Skill Decay System Update:

  • Plants now decays slower, but it's sweet spot is at lvl18 now (eca4f47);
  • Social decays even slower, but it's daily threshold is also much lower than vanilla (2500/4000) (7856e42);

Anomaly Scenario Patch (181f4c7):

  • Knife is made of plasteel now, quality is fixed at good
  • MedicineIndustrial 40 -> 20
  • Remove pack turret
  • Near steel removed, plasteel 70 -> 200
  • 12 Gauge Buckshot 50 -> 200

Misc Updates:

  • Skill Decay System is now optional;
  • Add survival tools prop to pruning speed (Ideology);
  • Anomaly Horaxian PawnKindDef weaponMoney & combatPower patch;
  • Fix Orassan & Ratkin missing head texture when transforming into ghoul;
  • Fix podlauncher gizmo throwing NRE due to null stuff;
  • Remove unused interaction spot from subspace transponder;
  • Move raid point prefix to transpiler (which means workshop visible raid points is now compatible);
  • Fix bill name & additional filter missing during save & load (probably);
  • Increased fragment from airburst 155mm shell;

This issue is stale because it has been open for 14 days with no activity.

Skill Decay System Update

Skill loss threshold is customizable from now on. (No longer lose level at fixed -1000 exp)
Currently they are set by how many exp is lost in a 7 days period

Warqueen Update

Warqueen now uses FerroTitanium as its ingredient for producing war urchin (was steel ore)
It's recipe is also added a 600x FerroTitanium bar for compensate its initial fuel level (I tried to set the initial fuel level to 0, but it affects enemy warqueens as well)
Urchins' armor is increased slightly, and the cost for each urchin is decreased from 25x to 15x

Raid Curve Point Config (Beta)

Add adjustable raid curve point to SK.Config
also see commit 8afe42f

close since merged into dev.